
Skylancer4 |

If you are playing a gish, then your personal buffs (like Shield) don't have any saving throws.
It is also interesting that if your Wizard has high int/selects feats like spell focus, will make it more difficult for you to keep his buffs up.
Making saving throws to keep/get rid of spells will keep the effect closer to the middle of the RNG every level. While a skill check will be difficult to make at 1st level, but can easily be boosted by a +15 item to be auto made every round at higher levels (assuming you care to invest in the effect).
Currently, I think I would ignore Autohypnosis (place 0 ranks in it) if I swapped in Riven Hourglass using a trait or a tradition.
In general, on a martial initiator I personally prefer using a stance with an effect of its own instead of extending buffs or reducing the duration of debuffs. Even in its previous state, where it automatically extended buffs and halved the duration of debuffs (but only while you were in the stance), I would prefer other stances. As in my group, most spells either last the whole dungeon or they last a single combat. And even if it could cause a single spell to last an extra combat, an equivalent level stance usually gives a slightly better benefit which stacks with the buff.
Also, I don't find it really clear from the text how the stance interacts with multiple active buffs or debuffs at the same time. I think it only affects one spell/spell-like at the time.
In the first part of the write up it states "abilities" so nothing singles out or limits it to a single ability.
I think I prefer the saving throw as "playing with time" has always been a no-no. A certain amount of uncertainty that it might not work is appropriate.

![]() |
1 person marked this as a favorite. |

DragoDorn wrote:It's currently a bit, ah, offline. Zealot is in playtesting, or it was - it's being reworked, top to bottom, and its archetypes need to be adjusted to remain compatible.Seranov wrote:Where can I find the Discordant Crusader Zealot? I only have The Path of War pdf and the only classes in there are Stalker, Warder, and Warlord.Well, Discordant Crusader Zealot is currently the only Initiator that gets both natively, and it even has a mechanic that lets you use either the Silver Crane stuff as an Evil character or the Black Seraph stuff as a Good character without fear of having your alignment change on you, so it's probably the most solid bet for that kind of character.
In theory you can Martial Tradition/Unorthodox Method to get one or both.
As long as I get access to both Black Seraph and Silver Crane AND have the option to use either without alignment shenanigans, I'll be happy. I'm still super looking forward to the Zealot changes. :)

Lirya |
In the first part of the write up it states "abilities" so nothing singles out or limits it to a single ability.
If so, do you save once for each ability affecting you? What if you have like 10 buffs because it is a BBEG battle you got to prepare for? Making 10 rolls per turn to determine what happens to your buffs seems like an unneeded slow down of combat. If you save once and apply it to all abilities, you have a saving throw you can succeed and fail at the same time (strange), and what happens when the buffs have been affecting you for a variable amount of time (so, you have made X saves to increase the duration of Heroism as that was cast pre battle. 1st round you get Haste, and 2nd round you get Enlarge Person; So you have made X saves for Heroism, 2 including both Haste and Heroism, and 1 including all three buffs)?

Adam B. 135 |

Prince of Knives wrote:As long as I get access to both Black Seraph and Silver Crane AND have the option to use either without alignment shenanigans, I'll be happy. I'm still super looking forward to the Zealot changes. :)DragoDorn wrote:It's currently a bit, ah, offline. Zealot is in playtesting, or it was - it's being reworked, top to bottom, and its archetypes need to be adjusted to remain compatible.Seranov wrote:Where can I find the Discordant Crusader Zealot? I only have The Path of War pdf and the only classes in there are Stalker, Warder, and Warlord.Well, Discordant Crusader Zealot is currently the only Initiator that gets both natively, and it even has a mechanic that lets you use either the Silver Crane stuff as an Evil character or the Black Seraph stuff as a Good character without fear of having your alignment change on you, so it's probably the most solid bet for that kind of character.
In theory you can Martial Tradition/Unorthodox Method to get one or both.
You could always use a tradition to get one and a trait for the other. Or use the new stalker archetype and use a trait to get Silver Crane. If you are worried about alignment, just try to use them on a 1:1 ratio. Though I have doubts about GMs caring too much about alignment on a non paladin/divine caster.

Aratrok |

Possible wording fix and nerf on Distorted Clock.
Discuss!
-X
Stretch distortion is... really, really weird. What's the purpose of increasing your save bonus each round, other than making it even better at extending the duration and making calculating how much it extends durations a little more complicated? Plus, once you fail you can just change stances again to try to extend your buffs again. And for some reason the worse you are at casting (the lower your save DCs are), the better you are at extending your buffs. A Cleric/Initiator with a 12 Wis is going to be superior at making their buffs last a long time than one with 18, for example.
Also, still kinda crazy in a lot of cases. A 9th level battle cleric (assuming you assign Will as the save for spells that don't actually have saves listed) can probably expect to extend 1st level buffs by about 18-20 times their normal durations with this. And that will be really annoying to resolve too, unless you just take the average result.
For both effects, needing to make saves versus each and every effect on you is going to be really irritating in combat as well. Especially at high levels where you can have half a dozen buffs on you at all times.

Skylancer4 |

Skylancer4 wrote:In the first part of the write up it states "abilities" so nothing singles out or limits it to a single ability.If so, do you save once for each ability affecting you? What if you have like 10 buffs because it is a BBEG battle you got to prepare for? Making 10 rolls per turn to determine what happens to your buffs seems like an unneeded slow down of combat. If you save once and apply it to all abilities, you have a saving throw you can succeed and fail at the same time (strange), and what happens when the buffs have been affecting you for a variable amount of time (so, you have made X saves to increase the duration of Heroism as that was cast pre battle. 1st round you get Haste, and 2nd round you get Enlarge Person; So you have made X saves for Heroism, 2 including both Haste and Heroism, and 1 including all three buffs)?
I don't see anywhere where it says you have to maintain EVERY effect. You can pick and choose which to prolong, also you don't have to do it every round. Each maintance roll adds 2 more rounds so you could basically do it every other round to keep it going.
It does have the potential to slow things down, but no more than a caster making AoE attacks or mass spells which cause saves and SR rolls.. Which is why they are making the book right? So martials can do similar things?

Skylancer4 |

ErrantX wrote:Possible wording fix and nerf on Distorted Clock.
Discuss!
-X
Stretch distortion is... really, really weird. What's the purpose of increasing your save bonus each round, other than making it even better at extending the duration and making calculating how much it extends durations a little more complicated? Plus, once you fail you can just change stances again to try to extend your buffs again. And for some reason the worse you are at casting (the lower your save DCs are), the better you are at extending your buffs. A Cleric/Initiator with a 12 Wis is going to be superior at making their buffs last a long time than one with 18, for example.
Also, still kinda crazy in a lot of cases. A 9th level battle cleric (assuming you assign Will as the save for spells that don't actually have saves listed) can probably expect to extend 1st level buffs by about 18-20 times their normal durations with this. And that will be really annoying to resolve too, unless you just take the average result.
For both effects, needing to make saves versus each and every effect on you is going to be really irritating in combat as well. Especially at high levels where you can have half a dozen buffs on you at all times.
I don't think you are reading it correctly:
1)The roll you are making gets more difficult with every extension (the additional +2 to the DC increases how hard it is to do again).
2)Once you extend the effect, when you switch your stance, the effect ends so no, you cannot fail and just try again. The effect is gone regardless of if it had duration left.
3) You have a choice on which buffs you extend, you don't have to do them all.

Aratrok |

If you're right, the wording needs some changes, because none of that seems true from my reading.
1)The roll you are making gets more difficult with every extension (the additional +2 to the DC increases how hard it is to do again).
DCs almost never receive "bonuses", and it seems to be referring to the save ("you make a save against the effect with an increasing +2 bonus" has no connection to DC at all). As an aside, it still has the problem that not all spells even have saves. Many personal buffs, for example.
2)Once you extend the effect, when you switch your stance, the effect ends so no, you cannot fail and just try again. The effect is gone regardless of if it had duration left.
Where are you reading this? The closest thing to a clause like that is "until you fail the save or voluntarily end the effect", which doesn't say anything about the effect going away if you change stances. "Changing stances automatically ends its effects on you." might potentially mean something like that out of context, but in context it's referring to the effects of the stance and nothing else.
3) You have a choice on which buffs you extend, you don't have to do them all.
The optimal thing to do is extend everything. Tracking everything is super annoying. Even three buffs is three extra rolls you have to make and conditionals to track every single round. Hell, even one buff is another conditional to track and die to roll each and every round before you can do anything.
Why not just have positive effects count down at half speed or negative effects count down at double speed? That's way simpler, less open to abuse, and not as annoying to resolve.

Skylancer4 |

I agree the wording, and probably ability needs to be cleaned up (again it looks like).
You are right on the effect, I read through it and saw "its effect ends" and was working on it talking about the powers, when it was talking about the stance effect.
Again, most casters have abilities that force multiple saves and such, so it isn't like it is that big of a deal. Not saying I agree or disagree, it depends on the group honestly. I'm fairly sure most people have multiple dice so rolling a few more rolls and each ability ahead of time (each color for an ability), doesn't slow things down really.
Basically if you don't want it to be super annoying, don't do it... No one is forcing you to.

Skylancer4 |

"This other thing does an annoying thing, so it's okay to make more things that are annoying to play with" is not a compelling reason.
It's more like, this new thing that does something a little innovative but requires as much effort as a few core items. It's only annoying if you don't like it, others will like it. 6 of one, half a dozen of the other. Martials don't usually have "nice things" is the general sentiment, they typically amount to "here roll that die a few times" if they are lucky (and don't have to move).
A little book keeping isn't going to kill anyone, and it is an option that lets you control how much you want to invest into it effort wise as well. You don't even have to use it, if it is a "problem" because there are numerous other things to take from numerous other disciplines. It is a possible choice in a veritable sea of choices.
Or are you of the martials can't have nice things camp?

Lirya |
1 person marked this as a favorite. |
It does have the potential to slow things down, but no more than a caster making AoE attacks or mass spells which cause saves and SR rolls.. Which is why they are making the book right? So martials can do similar things?
A persistent dazing fire/acid/cold/electricity-ball is SR + Save or lose. Making 3 rolls per enemy inside the AOE to check which one of them loses is an acceptable waste of time. Making half a dozen rolls every round to see which buffs get extended is unlikely to a massive effect on the situation at hand. So unlike the wizard, you are not making/forcing a ton of saves to end the combat, but because rolling d20s is fun?
If the GM declares an in game time skip of 10 minutes between two combats. And a player has 4 effects with minutes/level duration that may or may not be still active depending upon how well he rolls his saves. Do you force the player to make 400 saving throws? Do you try to calculate how long on average the Stance will extend the buffs (different for each buff, as they might be different levels, casters, and schools [spell focus]).
Why not just have positive effects count down at half speed or negative effects count down at double speed? That's way simpler, less open to abuse, and not as annoying to resolve.
This. If you really want to tie it to saving throws, make sure that the stance can never call for more than 1 saving throw per round.
It's more like, this new thing that does something a little innovative but requires as much effort as a few core items. It's only annoying if you don't like it, others will like it. 6 of one, half a dozen of the other. Martials don't usually have "nice things" is the general sentiment, they typically amount to "here roll that die a few times" if they are lucky (and don't have to move).
A little book keeping isn't going to kill anyone, and it is an option that lets you control how much you want to invest into it effort wise as well. You don't even have to use it, if it is a "problem" because there are numerous other things to take from numerous other disciplines. It is a possible choice in a veritable sea of choices.
For a martial character, the extend buffs part is a purely casters are allowed to do nicer things to you. It might make it more likely that a friendly caster buffs you, but it isn't like this stance will give you any new ability that usually is reserved for casters only.
The path of war material that really give martial characters cool new stuff to play with are stances like Riven Hourglass Stance and God of the Hourglass Stance. Boosts like Time Skitter and Gift of Time. Counters like Temporal Body Adjustment, Beat the Clock and Heart of the Time Lord. And strikes like Temporal Wave and Temporal Dilation.
Being allowed to make a couple of hundred extra d20 rolls each session that have an effect upon the game, but probably a relatively miniscule effect is not giving martial characters nice things. It is an unneeded slow down of the game.
Aratrok's suggestion would streamline the play experience by a lot, while giving martial characters basically the same end result (IE: the same nice things).

ErrantX |

Take 3
Distorted Clock
Riven Hourglass (Stance)
Level: 1
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: StanceMagic is a fickle thing, influenced by time, and wanes in power as the sands glitter through the hourglass of existence. You halt this progression within yourself, sustaining abilities that would normally only last a few minutes, or rending a harmful effect to mere moments. While you maintain this stance, you may apply the effects of the Extend Spell metamagic feat (or Extend Power metapsionic feat) to a single beneficial spell, psionic power, extract, or spell-like ability that affects you. You may Extend an additional effect at 6th initiator level and every four initiator levels after. You gain a +2 circumstance bonus to saving throws versus harmful effects with a duration of longer than instantaneous, and you may reroll the saving throw each round on your turn to try to end the effect upon you (as if you had successfully made the initial saving throw).
Thoughts?
-X

ErrantX |

You need to be in the stance before you can Extend effect can be put on, and if you leave the stance the duration resumes as normal. So if you were in the stance, someone hastes you at CL 6 (6 rounds, Extended to 9). 4 rounds in, you leave the stance, recalculate duration (instead of having 5 left, you now have 2). If it were 7 rounds later you leave the stance, the effect ends immediately (as it would put it beyond the duration of the effect).
-X

Aratrok |

You might want to clarify that, because a strict read suggests ("to a single beneficial... that affects you") that you have to already have an effect on you to Extend. There's also no way in the rules to handle Extend being removed from an effect, so you have to explain how to do that in the text or else it's just undefined.
Extend doubles the duration of an effect, it doesn't increase it by 50%, by the way. A CL 6 Extended Haste would last 12 rounds.

ErrantX |

Distorted Clock
Riven Hourglass (Stance)
Level: 1
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
Magic is a fickle thing, influenced by time, and wanes in power as the sands glitter through the hourglass of existence. You halt this progression within yourself, sustaining abilities that would normally only last a few minutes, or rending a harmful effect to mere moments. While in this stance, you may apply the effects of the Extend Spell metamagic feat (or Extend Power metapsionic feat) to a single beneficial spell, psionic power, extract, or spell-like ability cast upon you as long as you maintain this stance; leaving this stance causes the duration to resume as normal (each round of the effect spent as half of a round while in this stance). You may Extend an additional effect at 6th initiator level and every four initiator levels after. You gain a +2 circumstance bonus to saving throws versus harmful effects with a duration of longer than instantaneous, and you may reroll the saving throw each round on your turn to try to end the effect upon you (and treating the effect as if you had made the saving throw successfully the first time).
Okay, that should fix that. Stops recalculation. I don't know why Extend was sticking in my head as x1.5, must be thinking of Empower and Enlarge.
-X

ErrantX |
1 person marked this as a favorite. |

The question has come up so I'll just throw this out here. In the new systems and use chapter we're allowing the following free add ons.
Stalker - May add Tempest Gale or Mithral Current
Warder - May add Eternal Guardian or Piercing Thunder
Warlord - May add Piercing Thunder or Tempest Gale.
Fight on!
-X

Insain Dragoon |

Feels a little less comfy that Warder gets one of the Zealots signature disciplines.
Also what about archetypes? I imagine specific archetypes like the Hawkguard would rather have Tempest Gale.
A Warder who picks up Thunder intending to Leonidas it up will also run into the problem of being restricted to one stance for the entire campaign.

ErrantX |

Feels a little less comfy that Warder gets one of the Zealots signature disciplines.
Also what about archetypes? I imagine specific archetypes like the Hawkguard would rather have Tempest Gale.
A Warder who picks up Thunder intending to Leonidas it up will also run into the problem of being restricted to one stance for the entire campaign.
I also haven't revealed the entire new chapter either. So there is that too. Just a tiny sliver.
-X

Kudaku |

Cross-posting from the OotS forums to see if we can scare up some extra opinions here:
That is awesome news! Piercing Thunder and Tempest Gale (admittedly very briefly skimmed) both seem like logical additions to the warlord's repertoire.
Edit to put something actually useful in this post: I have to agree with Insain that I'm not crazy about Phalanx Lancer. Being able to use two-handed reach weapons one-handed is an incredibly cool and very appropriate ability for Piercing Thunder. However since you rely exclusively on Phalanx Lancer to make reach weapon + shield work, it's very unappealing to switch stances. That in turn makes gaining more stances frustrating, since you're rarely if ever going to use any of them. Just to be clear I love the effect of Phalanx Lancer and I absolutely want it to be an option for the discipline, but I wish its effect wasn't limited to a single level 1 stance.

ErrantX |

There are multiple fighting styles you can do. If you carry a shield and a pair of pole arms, you can swap between single doublehanded, a big weapon and shield, or a big weapon combo and you just keep the party going depending on how you need to fight. You could live in one stance, true, but you're shrinking your options in return. That's my perspective.
Additionally, Slayer's stance could also be used to facilitate the Phalanx fighter mode too.
-X

Skylancer4 |

Distorted Clock
Riven Hourglass (Stance)
Level: 1
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: StanceMagic is a fickle thing, influenced by time, and wanes in power as the sands glitter through the hourglass of existence. You halt this progression within yourself, sustaining abilities that would normally only last a few minutes, or rending a harmful effect to mere moments. While in this stance, you may apply the effects of the Extend Spell metamagic feat (or Extend Power metapsionic feat) to a single beneficial spell, psionic power, extract, or spell-like ability cast upon you as long as you maintain this stance; leaving this stance causes the duration to resume as normal (each round of the effect spent as half of a round while in this stance). You may Extend an additional effect at 6th initiator level and every four initiator levels after. You gain a +2 circumstance bonus to saving throws versus harmful effects with a duration of longer than instantaneous, and you may reroll the saving throw each round on your turn to try to end the effect upon you (and treating the effect as if you had made the saving throw successfully the first time).
Okay, that should fix that. Stops recalculation. I don't know why Extend was sticking in my head as x1.5, must be thinking of Empower and Enlarge.
-X
Is there a particular reason that portion is added? As it reads now it could cause some to believe that it would retroactively fix damage or such:
Spell is cast that has save or suffer damage over time component.
X rounds later character in stance makes save.
Line says treat the effect as if the save were made the first time...
So now you didn't take damage?

Elricaltovilla |

The Class Templates will be getting finalized this week, so this is your last chance to point out any issues! :D

ErrantX |
1 person marked this as a favorite. |

Posting this for Nova - crossposted from GitP -
Hello, everyone!
I’m here to present to you the zealot v2.0! As X did with the mystic, I’d like to give some insight as to why these changes were made. The scope of the rework was pretty enormous, but the changes incorporated the community recommended, the team wanted, and/or I saw were necessary, even if some of them were hard to make. If you'd like to read this in Google Docs, check it out here.
What’s Next?
Next is getting the archetypes compatible with the new zealot. This will hopefully be finished over the weekend/early next week!
And, of course, the Bleak Emissary. That thing always needs work :P.
Check out the revised Zealot everyone!
-X

![]() |

I quite like the new extra recovery method (love that it gives the PP pool another use), and Unorthodox Tactics even moreso. Thou I am curious, under which circumstances do you see people recovering one maneuver as a standart action rather than using tha same standart action to recover maneuvers AND activate their zeal?

ErrantX |

New Warder archetype in the Archetype document - the Ordained Defender.
Feedback wanted! Intent is to be simple and clean, nothing fancy, but filling a niche that needed filling.
-X

![]() |

Posting this for Nova - crossposted from GitP -
Novawurmson;19385352 wrote:Hello, everyone!
I’m here to present to you the zealot v2.0! As X did with the mystic, I’d like to give some insight as to why these changes were made. The scope of the rework was pretty enormous, but the changes incorporated the community recommended, the team wanted, and/or I saw were necessary, even if some of them were hard to make. If you'd like to read this in Google Docs, check it out here.
What’s Next?
Next is getting the archetypes compatible with the new zealot. This will hopefully be finished over the weekend/early next week!
And, of course, the Bleak Emissary. That thing always needs work :P.
Check out the revised Zealot everyone!
-X
Any progress on the Discordant Crusader Zealot?

Lirya |
I was looking over Piercing Thunder, and is there any special reason why so many of the maneuvers require that you charge? In my mind, a polearm user on foot prefers to use Combat Reflexes + Readied Actions to punish enemies that want to close, while occupying charge lanes towards allied spellcasters, instead of charging the enemy allowing for enemy 5-foot step + full attack.
I mean, almost all of the low level maneuvers either support non-standard fighting styles (such as one-handed polearms and two-weapon fighting with polearms), or charging. Leaving very little support for someone who wants to perform more classic d&d polearm tactics such trip + fishing for attacks of opportunity. Perhaps you could make it so that you can make the trip attempt using Dismounting Thrust even if you are not charging?
As it is now, I don't see any reason to select Piercing Thunder for a polearm specialist (the kind of polearm specialist I would want to play) before 4th level maneuvers come online. Repositioning Leap and Twisting Lance both look like great maneuvers, and Stance of the Thunderbrand would be a must have if not for the extremely fierce competition between 5th level stances. But since most games end by 15th level, you are waiting half the game before the discipline comes online. And at that point you might as well select a discipline that works great all the way from level 1.

Lirya |
I noticed on the giantitp forums that the free trip attempt from Dismounting Thrust is against unmounted and charging enemies. I find this strange as the maneuver is a standard action strike, and the way I read charge, a charging character is only charging during his turn.
So the line giving a free trip attempt is only valid if you ready action to use Dismounted Thrust? Would the maneuver be unbalanced if it said something like this?
Piercing Thunder (Strike)
Level: 2
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: Instant
Saving Throw: Reflex partial (see text)
Using the principles of Piercing Thunder, you become well suited to using your weapon to either dismount a mounted enemy or trip up an unmounted enemy with your superior reach. Make an attack, this attack deals an additional 2d6 damage. If successful, your target is immediately dismounted on a failed Reflex save (DC 12 + initiation modifier) and lands prone on the ground adjacent to their mount. If your target is unmounted, you may make a free trip attempt with a +2 competence bonus upon a successful attack that does not provoke attacks of opportunity. This maneuver may only be made with a discipline weapon.
This would basically be Leg Sweeping Hilt from Broken Blade, except restricted to Piercing Thunder weapons and making the attack first and trip attempt afterwards instead of making a trip attempt first and an attack afterwards.

Adam B. 135 |
1 person marked this as a favorite. |

I was looking over Piercing Thunder, and is there any special reason why so many of the maneuvers require that you charge? In my mind, a polearm user on foot prefers to use Combat Reflexes + Readied Actions to punish enemies that want to close, while occupying charge lanes towards allied spellcasters, instead of charging the enemy allowing for enemy 5-foot step...
What it sounds like you want is some kind of tanking build, not a polearm build. This combat role you describe is literally what the Zweihander Sentinel does with class features, not maneuvers. Tons of AoO's, defensive focus is a better version of readying an action, and you can use a 1st level golden lion boost to reposition yourself before using defensive focus. Despite the name, Zweihander Sentinel is amazing with spears.
Piercing Thunder was not designed as a tanking discipline.

Lirya |
What it sounds like you want is some kind of tanking build, not a polearm build. This combat role you describe is literally what the Zweihander Sentinel does with class features, not maneuvers. Tons of AoO's, defensive focus is a better version of readying an action, and you can use a 1st level golden lion boost to reposition yourself before using defensive focus. Despite the name, Zweihander Sentinel is amazing with spears.
Yes, in a way it is a tanking build, and I agree that Piercing Thunder doesn't support this kind of build for 1st-3rd level maneuvers. But if you take pretty much any non-path of war polearm user, then this is the kind of tactics they prefer.
A typical Lore Warden polearm user, aberrant bloodrager, reach cleric evangelist, and so on use the polearm to get attacks of opportunity and control an area. And while this makes them tanks in the pathfinder sense, it is often builds low AC due to light/medium armor, lots of stat requirements (so too expensive to invest heavily in defensive items, and having a hard time hitting the maximum dex values). So the typical polearm user isn't actually a tank in the Warder sense, though a Zweihander Sentinel makes a great polearm user. But a Zweihander Sentinel who specializes in using a spear (or other polearm) is in my opinion better off using disciplines such as Golden Lion, Scarlet Throne, and so on instead of the discipline designed specifically to support polearm users.
I know piercing thunder originally was a mounted lancer discipline and that it still has some charge focus from there. But if piercing thunder is to be a discipline that supports polearm users. Wouldn't it make sense if it actually supported the way polearms are usually used (at low levels)?
I mean disciplines like Broken Blade support the main unarmed combat styles (maneuvers such as dirty trick and grapple, and an unarmed flurry of blows) starting at 1st level. And the same with the other fighting style specific disciplines.
While I have very little experience with real life fighting styles, my impression is that polearms use while dismounted was because improved reach is seriously great (implemented in the form of generating extra attacks of opportunity in d&d), and because it is easy to teach a peasant how to use one.
I can understand if you decide that giving some support to polearm users who wish to use this kind of tactics is too powerful (just like a discipline specializing in mounted charges would be). And I can understand if you want to support the under-supported ways of using a polearm. But I wish to bring it up, as find the polearm disciple a bit lacking when it comes to this kind of polearm use.

Elricaltovilla |

Lirya, the reason you don't see maneuver support for the build you're describing is the same reason you don't see many full attacks or arrow spam in Solar Wind or Tempest Gale.
The systems in place already support those build styles very effectively. As such, there's little room for us to expand on or improve on those builds without making them even more powerful in their area than they already are.
Better to put our resources towards adding support for fighting styles that lack first party support instead. That way, characters using our resources can do more than just the same standard tricks they already could do. More versatility is a good thing. Not every enemy can be tripped, not every character will have the opportunity to full attack every round (even at range), and not every enemy is going to open themselves up to an AoO. Better to have multiple options in and out of combat so that you don't find yourself unable to meaningfully contribute.

Lirya |
Lirya, the reason you don't see maneuver support for the build you're describing is the same reason you don't see many full attacks or arrow spam in Solar Wind or Tempest Gale.
If you don't think Solar Wind boosts full attacks/arrow spam then you haven't looked at the discipline. All the strikes give other options, yes, but the discipline still has maneuvers and/or stances that buff standing and spamming full attacks at every level but 3rd, 7th, and 9th.
At 1st level (and scaling), Stance of Piercing Rays adds significant damage to human initiators spamming full attacks (PB Shot, Precise, Rapid).
At 2nd level, Feel the Wind removes Wind Wall/Fickle Winds as a defensive counter against arrow spam.
At 4th level, the Break line of boosts show up, adding tons of fire damage to full attacks.
At 5th level, you get a boost designed to make critical threats on iteratives hurt.
At 6th level, another boost from the Break line breaks damage expectations unless you face fire immune enemies.
At 8th level both Aurora Break and Solar Hailstorm Stance add huge amounts of damage to full attacks. Especially if you combine them.
I haven't looked closely enough on Tempest Gale to say if it follows the same pattern as Solar Wind.
Better to put our resources towards adding support for fighting styles that lack first party support instead. That way, characters using our resources can do more than just the same standard tricks they already could do.
This is fair. Though I still think Bronze Lancer's Strike, Bronze Lancer's Edge, and Piercing Strike strike are too similar and make 1st level Piercing Thunder boring unless you "need" one of the stances. Could perhaps one of those maneuvers do something more interesting than +1d6 damage? If 1st level is to be charge dominated, perhaps a charge with a free Bull Rush (or just a 5 ft. push back) or a charge with a built in overrun effect instead the +1d6 damage?
As I said earlier, I find Dismounting Thrust (2nd level) to have confusing wording. Is it really the intention that it is a +2d6 strike with something extra if the target is either mounted, or you use a readied action to use it against an unmounted charging enemy?

Fury of the Tempest |

I'm still not a fan of the Ordained Defender. It feels exceedingly lackluster in what it actually offers. Especially when compared to the other archetypes, like the Fiend bound Marauder itself. I don't currently have any ideas as to what can actually be added to it... but I still feel like its missing something to probably make it an actual archetype instead of this small swap that it currently is.

Prince of Knives |

So, a proposed variant for Initiator Level that'll be going into the book. It'll be released with edits to Martial Training for games that choose to use it.
Initiator Level
All creatures - even those who do not know any martial maneuvers - have an initiator level. A creature's initiator level is equal to its levels in martial disciple classes (that is, classes that grant a progression of maneuvers known & readied) plus its 1/2 its levels in all other classes (this includes racial hit die). Having an initiator level does not necessarily grant the creature an initiation modifier (but see martial disciple classes and the Martial Training feat).Example: A warlord 1/stalker 2/fighter 1 has an IL of 3 (1 + 2 + .5 = 3.5, rounded down). Adding a second level of fighter would bring the character's IL to 4.

Fury of the Tempest |

... Funnily enough, I always thought that it was a singular IL level across the classes already. Its how I've always operated with my characters, both for Path of War and for Tome of Battle. So honestly this change just makes sure there is no understanding about it at all.
Go ahead and put it in, or even make it the official wording.

ErrantX |

Just clarify for those who seem to have been doing it incorrectly:
Okay, current rules. Say you have a 6th level stalker / 4th level monk. His initiator level is 8 (6 + (4 /2))
Say said guy gets 2 levels in warlord because he hates himself. His initiator levels are:
Stalker: 9 (6 + (4/2) + (2/2)) =9
Warlord: 7 (2 + (6 / 2) + (4/2)) = 7
That make sense?
-X

Elricaltovilla |

![]() |

Elricaltovilla |
1 person marked this as a favorite. |

Elricaltovilla wrote:Alright folks, got a new Prestige Class for you fans of einhanders, scarlet throne, mithral current, and being a badass:
Let me know what you think!
I think the Etrian guys are gonna come looking for you...
:P
I hope they do. I love those games, own every single one. I await Knight of Fafnir with great impatience.