ToB Spear Discipline [Archive] - Wizards Community

Post/Author/DateTimePost
kfisher723

05-23-07, 12:50 AM
I've got this start to a new discipline, and I need some suggestions to help flesh it out. None of the manuevers or stances are in their completed rules state, just roughed out, and a number of the names suck :). Some feedback and suggestions on them would be awesome! Also, there are some that are duplicates of existing manuevers, and I would like to work those out of the discipline by the time it's done.

Take particular note of Inescapable Precision, which I really like the flavor of, but am still trying to get comfortable with the mechanic.

Also, fair warning, a couple of them are based on Iron Heroes Hafted Weapons feat tree.

Enough pretense!!!

Spear Discipline
Key Skill: Balance

Favored Weapons: Longspear, Greatspear, Ranseur, Spear, Trident, Shortspear

1. Penetrating Strike - Make a single attack roll that effects each opponent in a line effect, from your position out to your current reach.

1. Warding Thrust - A powerful attack that, if it damages an opponent, allows you to make an opposed Strength check to Bull Rush your opponent. As opposed to a regular Bull Rush, you do not follow your opponents movement.

1. Back to Back (Stance) - When in this stance, if you have at least one adjacent ally, you and a single ally adjacent to you cannot be flanked. In addition, you may attack through your ally's square without your ally providing cover for your target.

2. Vipers Thrust - As Flashing Sun (Desert Wind 2)

2. Vaulting Blow - Make a vaulting leap 5ft. towards an opponent to deliver a driving kick that does double your unarmed damage (including damage bonuses).

3. Pinning Fangs - Make a touch attack with your weapon against an opponent. If the attack hits, make an opposed Grapple roll, using your attack bonus with your weapon. If you grapple succeeds, the opponent is considered pinned in the square they are currently in.

3. Whirling Parry (Counter) - As Zephyr Dance (Desert Wind 3)

3. Spinning Spear (Stance) - Sacrifice the reach of your weapon and gain the ability to use the spear as a double weapon, with the haft doing damage as a club. While in this stance, you also gain the benefits of two weapon fighting feat. Only works with the favored weapons for this style.

4. Highland Charge - As part of this maneuver, charge up to your full movement and make an attack roll against a foe with a +2 to hit (in addition to +2 from charging, for a total of +4). If your strike is successful, you deal an additional 4d6 damage.

4. Fang of the Grass Snake - Make both an attack and a Balance check against the targets AC. If the balance check succeeds, your target is flatfooted for your attack and you do an additional 4d6 damage.

5. Driving Rain - With a powerful downswing of your spear, you drive your opponent to the ground before you. Make an attack roll as part of this maneuver. If the attack strikes your opponent, you do an additional 5d6 damage, and your opponent must make a Fortitude save (DC 15 + your strength modifier) or be knocked prone.

5. Shield-splitting Strike - When you initiate this attack, you attack your opponents armor (natural or manufactured). This attack does not provoke an attack of opportunity. If your attack succeeds, your opponent takes a -4 penalty to AC for 1 minute.

5. Lunging Thrusts (Stance) - Increases reach by +5ft during your turn. As dancing blade form (Iron Heart 5)

6. Always Set (Counter) - As an immediate action, you are considered readied and are set to receive a charge.

6. Sweeping Dragons Tail - Wide sweeping strikes of your spear damage enemies in a 15ft cone, dealing an extra 8d6 damage in addition to your normal weapon damage. Enemies in the area can attempt a Reflex Save (DC 16 + your Strength Modifier) for half damage.

7. Vipers Nest - As Avalanche of Blades (Diamond Mind 7)

7. Coiled Serpent - A strike of such sudden speed and power that even those that think themselves ready for your attack are often caught unprepared. As Fang of the Grass Snake, but your attack does an additional 10d6 damage.

8. Lightning Throw - (Iron Heart 8)

8. Inescapable Precision (Stance) - Your technique is so flawless that your blows almost always land solidly on your foe, driving him back against your onslaught. In the event that your attack misses (but would have struck your foes Touch AC), calculate regular damage for your strike. The damage you rolled is then treated as a Bull Rush against your foe, who must oppose the bull rush attempt or be thrown back. If your foes movement is stopped by a solid object (such as a wall), the foe takes 1d6 damage for each 10ft they were prevented from moving.

9. Heartseaker - Spear seeks the most vulnerable point of an enemy. Make an attack against a single enemy. If the attack deals damage, your target must make a Fortitude Save (DC19 + your Strength modifier). If the save fails, the target is instantly slain (his hit points drop to -10). If the save is successful, you deal an extra 20d6 points of damage to the target, in addition to your normal weapon damage. Creatures immune to critical hits are immune to the death effect of this strike, but still are subject to the extra damage.

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I tried not to step on the toes of some of the other reach weapon feats that are out there (so that they could build on the style rather than just be an either/or sort of crap).

Well? ...