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<blockquote data-quote="MerricB" data-source="post: 3090985" data-attributes="member: 3586"><p>I rather like the book. What it does is give a number of different manuevers and stances that range from the mundane to the magical. Thus, instead of just making a full attack, a character might make one attack that does +6d6 damage. Or, make a leaping attack that, if you make a Jump check, that does +2d6 damage and has a better chance of doing a critical. </p><p></p><p>The more magical manuevers might allow you to <em>heal</em> yourself when you strike an enemy, or create a ball of fire that you launch with your weapon.</p><p></p><p>There are nine Disciplines...</p><p><strong>Desert Wind</strong> (a magical one) - speed, mobility and fire magic</p><p><strong>Devoted Spirit</strong> (a magical one) - healing and damage based on the user's faith</p><p><strong>Diamond Mind</strong> (non-magical) - focussing the mind allows more accurate and devastating attacks</p><p><strong>Iron Heart</strong> (non-magical) - pure weapon skill; disarm, defense, more dangerous attacks, etc.</p><p><strong>Setting Sun</strong> (non-magical) - react to your reading of opponent's moves; throwing, feinting, etc.</p><p><strong>Shadow Hand</strong> (magical) - stealth, deception & ambush; air walking, striking through shadows, concealment, etc.</p><p><strong>Stone Dragon</strong> (non-magical?) - draw on the power of the earth; gain DR, extra damage, AC bonuses.</p><p><strong>Tiger Claw</strong> (non-magical) - emulate ferocity of beasts; raging, death blows, jumping attacks.</p><p><strong>White Raven</strong> (non-magical) - co-operative fighting, enhance the power of group attacks.</p><p></p><p>Three classes (Swordsage, Crusader & Warblade) are the best at these manuevers, though all classes can gain a handful through feats - the relevant feat being a bonus feat for fighters. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> Prestige classes also allow greater access.</p><p></p><p>Swashbuckling characters would benefit from the Diamond Mind discipline the most. A 9th level Rogue (say) might have two of the manuevers and one stance. The manuevers could be used 1/combat.</p><p>* <em>Sapphire Night Blade</em> - make a Concentration check vs. target's AC; if you succeed, the target is flatfooted this round and you can make a single melee attack at +1d6 damage</p><p>* <em>Emerald Razor</em> - make only one attack this round, but as a melee touch attack.</p><p>* <em>Pearl of Black Doubt</em> (stance) - each time foe misses you, get +2 AC until next turn.</p><p>(Concentration becomes a class skill...)</p><p></p><p>The real interest only comes when you play the specific classes, of course!</p><p></p><p>Cheers!</p></blockquote><p></p>
[QUOTE="MerricB, post: 3090985, member: 3586"] I rather like the book. What it does is give a number of different manuevers and stances that range from the mundane to the magical. Thus, instead of just making a full attack, a character might make one attack that does +6d6 damage. Or, make a leaping attack that, if you make a Jump check, that does +2d6 damage and has a better chance of doing a critical. The more magical manuevers might allow you to [i]heal[/i] yourself when you strike an enemy, or create a ball of fire that you launch with your weapon. There are nine Disciplines... [b]Desert Wind[/b] (a magical one) - speed, mobility and fire magic [b]Devoted Spirit[/b] (a magical one) - healing and damage based on the user's faith [b]Diamond Mind[/b] (non-magical) - focussing the mind allows more accurate and devastating attacks [b]Iron Heart[/b] (non-magical) - pure weapon skill; disarm, defense, more dangerous attacks, etc. [b]Setting Sun[/b] (non-magical) - react to your reading of opponent's moves; throwing, feinting, etc. [b]Shadow Hand[/b] (magical) - stealth, deception & ambush; air walking, striking through shadows, concealment, etc. [b]Stone Dragon[/b] (non-magical?) - draw on the power of the earth; gain DR, extra damage, AC bonuses. [b]Tiger Claw[/b] (non-magical) - emulate ferocity of beasts; raging, death blows, jumping attacks. [b]White Raven[/b] (non-magical) - co-operative fighting, enhance the power of group attacks. Three classes (Swordsage, Crusader & Warblade) are the best at these manuevers, though all classes can gain a handful through feats - the relevant feat being a bonus feat for fighters. :) Prestige classes also allow greater access. Swashbuckling characters would benefit from the Diamond Mind discipline the most. A 9th level Rogue (say) might have two of the manuevers and one stance. The manuevers could be used 1/combat. * [i]Sapphire Night Blade[/i] - make a Concentration check vs. target's AC; if you succeed, the target is flatfooted this round and you can make a single melee attack at +1d6 damage * [i]Emerald Razor[/i] - make only one attack this round, but as a melee touch attack. * [i]Pearl of Black Doubt[/i] (stance) - each time foe misses you, get +2 AC until next turn. (Concentration becomes a class skill...) The real interest only comes when you play the specific classes, of course! Cheers! [/QUOTE]
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