Chosen Discipline? He only gets one?Zachariah said:Weapon of Choice: At 1st level, a Martial Assassin may choose one of the weapons associated with his chosen discipline. He gains the Weapon Focus feat with this weapon.
I hate extra saves for effects that only last one round.Zachariah said:Nerve Stab
Level: Black Lotus 1 (Strike)
Saving Throw: Fortitude partial
As part of this maneuver, you make single melee attack. If successful, your opponent suffers an extra +1d6 damage, and must make a Fort save (DC 11 + Dex modifier) or become Fatigued for 1 round.
I think you mean they do overlap (do not stack).Zachariah said:Remorseless
Level: Black Lotus 1 (Stance)
Whenever you drop a foe in combat, you gain temporary hit points equal to your ranks in Intimidate. These hit points do not overlap with themselves (or other temporary hit points), and last for 1 minute.
What does "switch a poison" mean? Just allowing someone to apply poison to his weapon as a Swift action seems fine for 1st level, particularly if you specify that there's no chance of accidentally nicking himself when using this maneuver.Zachariah said:Poison Swap
Level: Black Lotus 1 (Boost)
Until the end of your turn , you may apply or switch a poison to your weapons as a free action.
"your next" or "until the end of your turn", you can only have one.Zachariah said:Ambush Tactic
Level: Black Lotus 2 (Boost)
Until the end of your turn, your next melee sneak attack deals an extra 2d6 points damage + 1 per initiator level.
Seems more like a [Tactical] feat than a maneuver -- maneuvers generally don't keep state between turns.Zachariah said:Relentless Strikes
Level: Black Lotus 3 (Boost)
Until the end of your turn, any successful melee sneak attack allows you to make another sneak attack against the same target during your next turn.
"apply poison to your foe"?Zachariah said:Venom Mastery
Level: Black Lotus 3 (Counter)
You can use this maneuver to reroll any failed attempt to apply poison to your foe. Additionally, if you would become poisoned, you may expend this maneuver to negate the poison entirely.
Check DC?Zachariah said:Slayer’s Presence
Level: Black Lotus 4 (Stance)
Range: 10 ft. Radius
Foes in the area suffer a -3 penalty to Will saves. Casters must make a concentration check in order to cast a spell.
This makes no sense.Zachariah said:Setup
Level: Black Lotus 5 (Boost)
Duration: Until the end of next turn; see text
Target opponent is considered flat-footed against your next turn attack. Lasts for 1 minute.
Seems more like a stance if it lasts for longer than a round.Zachariah said:Shed Skin
Level: Black Lotus 5 (Su) (Boost / Counter)
Duration: 1 hour
This maneuver functions the same as the Alter Self spell, except that the new form must be the same size category of your normal size.
You may expend this maneuver to escape from any grapple hold, paralysis, slow or entanglement effect.
Even thrown light weapons?Zachariah said:Eyes of Massacre
Level: Black Lotus 6 (Stance)
This stance doubles the critical threat range when using light weapons. This effect stacks with other effects that increase threat range.
Way too much Con damage.Zachariah said:Hemorrhage
Level: Black Lotus 6 (Boost)
Saving Throw: Fortitude partial
Until the end of your turn, your sneak deals an extra 4 points of Constitution damage, and causes the target to bleed for 1d4 points of damage each round at the start of its turn. Until the target receives the benefit of a DC 16 Heal check or any cure spell or similar magical healing. A successful Fortitude save (DC 16 + Dex modifier) reduces the Constitution damage by 2 and bleeding effect to 1d4 + 1 rounds. Creatures that are immune to critical hits are immune to the effects of this maneuver.
Nasty, and perfect for a Coup de Grace.Zachariah said:Gaze of Malice
Level: Black Lotus 7 (Boost)
Saving Throw: Will negates
Until the end of your turn, you gain a Gaze attack that causes foes within 30 ft. to become paralyzed (Will negates - DC 17 + Int modifier) for 1 round, and shaken afterwards. The shaken effect lasts for 1 minute. In addition, you get a competence bonus on confirming critical hits equal to half your intimidate ranks, rounded down.
Snakes coated in contact poison? That's an odd mechanic.Zachariah said:A Hundred Demon Viper Bites
Level: Black Lotus 8 (Su) (Strike)
Range: 10 ft.
Saving Throw: Fortitude partial
As part of this maneuver, you summon ten black vipers from your arm, striking an opponent within 10 ft. using your highest base attack modifier. Each successful bite attack deals 1d4 + Str modifier, and initiates a grapple. The poisonous bites are considered to be coated with poison (Fort DC 18 + Int modifier) which inflicts Strength, Dexterity and Constitution damage as its initial and secondary damage. The amount depends on the number of vipers that hit the opponent; using the table below.
The vipers lasts until dismissed (as a move action) or the grapple is broken, and can be attacked. They have an AC of 15 and 18 HP each.
This maneuver provokes attacks of opportunity from opponents besides your target.
1-4 : 1d4
4-8 : 1d6
9-10: 2d4
Flavorful, but a bit weak.Zachariah said:Cremator
Level: Black Lotus 8 (Strike)
As part of this maneuver, you make single melee attack. If successful, it deals an extra 7d6 points of acid damage. In addition, if this attack hits, the blood of the target turns highly acidic, the victim takes an extra 1d6 points of acid damage each round at the start of its turn for 3 rounds. If this attack kills the target or it dies within the 3 rounds, the body dissolves, leaving only a pile of organic carbonized ooze. Creatures killed while under the effect of this strike can only be returned to life by true resurrection and wish.
Well its suppose to mean that he can choose a weapon from a discipline of which he knows atleast one maneuver. That could be Black Lotus, or Shadow Hand.Nifft said:Chosen Discipline? He only gets one?
Yeah its kinda lame indeed. I would like to make it last 1 minute. Is that alright for a lvl 1 maneuver? 1 round fatigue is almost useless anyway.Nifft said:I hate extra saves for effects that only last one round.
Yes, i'll fix that.Nifft said:I think you mean they do overlap (do not stack).
By switch poison I mean; if the weapon already has poison on it you may exchange that for another poison. I dont really know the game mechanics for applying poison to already poisoned weapons. So thats what I mean by switch. It can probebly just say apply.Nifft said:What does "switch a poison" mean? Just allowing someone to apply poison to his weapon as a Swift action seems fine for 1st level, particularly if you specify that there's no chance of accidentally nicking himself when using this maneuver.
Yep, sentence correction error. I'll fix it.Nifft said:"your next" or "until the end of your turn", you can only have one.
Hmmm, well I just want a sneak attack to allow for another sneak attack during next turn.. So that seemed the only way to go. Maybe you have an suggestion for a maneuver with similar effect?Nifft said:Seems more like a [Tactical] feat than a maneuver -- maneuvers generally don't keep state between turns.
Yes, by that I mean poisoning. When you poison a foe he needs to make a save. If he makes the save u can use this maneuver to force him to reroll, giving you a second chance to "apply" the poison to him. May need rewording, I'll look into itNifft said:"apply poison to your foe"?
Hmmm, thought that it was a fixed amound 10 + Spell level or something?Nifft said:Check DC?
True, thats an error: The maneuver allows you to quickly analyze the opponents fighting paterns and revealing an opening, allowing you to make a sneak attack against the target in your next turn of combat. < Something like that.Nifft said:This makes no sense.
Yes, I thought about making it a stance, but already have several. So I decided to make it a boost that was identical to the alter self spell. its a bit strange though, I dont even like it myself that much. Although the counter part seemed nice, maybe just leave it at that..? Or add some other alternative effect.Nifft said:Seems more like a stance if it lasts for longer than a round.
No, should be melee only. Fixed.Nifft said:Even thrown light weapons?
is 4 to much? the additional bleeding isnt Con damage, its just normal damage. Its pretty on par with the other level 6 maneuvers.Nifft said:Way too much Con damage.
Yeah, its made to be nasty and leave a bloody sceneNifft said:Nasty, and perfect for a Coup de Grace.
The coated with poison was a remenant of the formar discription. So needs to be fixed.Nifft said:Snakes coated in contact poison? That's an odd mechanic.
Also, for damage, the snakes deal 1d4 + SNAKE's Str, or 1d4 + PC's Str?
Hmmm, ok. I could boost the initial damage to 8d6 to 10d6 or the secondary effect damage to 2d6. Maybe the boosted secondary damage goes more with the flavor. What do you think that damage should be?Nifft said:Flavorful, but a bit weak.