Sacred Might Discipline

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=Sacred Might Discipline=
=Sacred Might Discipline=
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http://www.wizards.com/dnd/images/completechampion_gallery/104763.jpg
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:'''Discipline Skill:''' Spellcraft
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''"No one expects the Pelorian Inquisition!"'' - Cardinal Ximinez, templar of the Church of Pelor.
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:'''Discipline Weapons:''' Flail, guisarme, heavy crossbow, light crossbow, morningstar, and spiked chain
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The swampy wastelands of Zahari has had a turbulent history of magical strife, going as far back as the ancient War of the Witches, up to the relatively recent rule of the tyrannical sorcerer-king Vricen Delidre two centuries ago. It was during Delidre's rule that the faithful devotees of three churches, Heironeous, Pelor, and Saint Cuthbert, decided to band together and put an end to evil magic within the swamps for all time. Together, these churches waged holy war against Delidre and his Cabal, eventually toppling his rule and establishing the Theocracy of Light in his stead. To prevent any future tyranny of magic within Zahari, the church leaders jointly established the Templars of the Wary Eye, a holy order of knights trained to withstand magical assault and slay those who dare abuse magical power.
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description
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Though the Theocracy of Light has long since fallen to infighting, the Templars of the Wary Eye remain a steadfast and active part of the swamps, with branches in every major city and sympathizers in every major government within Zahari. As a result, magic is very tightly regulated within these lands, and mages unwilling to bow to templar authority face relentless persecution from the order. Templars are taught to disrupt and defeat mages from the very start, and all of them have learned methods to impede a spellcaster's concentration and to detect spellcasting in progress. Those most dedicated and most skilled even learn to channel divine energy in order to punish magic-users and prevent spells from taking effect. These mage-slaying techniques are collectively known as the Sacred Might Discipline.
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discipline skill: Spellcraft
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==Gaining Access to the Sacred Might Discipline==
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discipline weapons: reach weapons
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*'''[[Templar]]:''' Because of their dedication to fighting evil mages, all templars are trained extensively in the Sacred Might discipline.
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==Gaining Access to the Sacred Might Discipline==
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*'''Crusader:''' Some crusaders devote themselves to the cause of preventing abusive use of magic and slaying evil mages rather than to a specific religion or deity. Such crusaders can gain access to Sacred Might, but lose access to either Devoted Spirit or White Raven as a result (gaining/losing associated discipline skills as well).
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*'''Swordsage:''' Some assassins are dedicated to slaying magic-users, either for noble causes or for the sake of coin. These assassins often use the techniques of the Sacred Might discipline along with supernatural abilities of shadow or fire to prey upon their marks. Such swordsages can gain access to Sacred Might, but lose access to either Diamond Mind or Tiger Claw as a result (gaining/losing associated discipline skills as well).
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=Feats=
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==Indomitable Might==
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Your perseverance against spellcasting is legendary.
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'''Prerequisite:''' One Sacred Might stance
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'''Benefit:''' As long as you remain in a Sacred Might stance, you gain a +2 sacred bonus on saves against spells and spell-like abilities.
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In addition, whenever you successfully save against a spell or spell-like ability (whether or not you're in a Sacred Might stance), you get a +2 morale bonus to attack and damage against the caster of that spell or SLA for the rest of the encounter. This bonus does not stack with itself.
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==Exalted Executioner [Tactical]==
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The initiate of the Sacred Might is a fearsome sight for any mage, and his extensive experience in fighting magic-users gives him a palpable edge in battle against their strategies and tricks.
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'''Prerequisite:''' Indomitable Might, base attack bonus +6, two Sacred Might maneuvers
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'''Benefit:''' The Exalted Executioner feat enables the use of three tactical options.
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<u>''Follow Up:''</u> Whenever an enemy within your weapon reach makes a 5-ft step out of your reach, you may spend an immediate action to take a 5-ft step in the same direction in order to put them in your reach again, even if you've already made your 5-ft step that round. On the turn after using this tactic, you may not take your normal 5-ft step for the round.
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Templars get it for free
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<u>''Knowledgeable Defense:''</u> Whenever you successfully identify a hostile spell being cast (using Spellcraft or through other means), you may spend an immediate action to grant you and all allies within hearing range a +2 insight bonus on any saves against that spell. This tactic has no effect if the spell does not allow a save.
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Crusaders dedicated to fighting magic can exchange Devoted Spirit or White Raven for this
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<u>''Strike Fast:''</u> Whenever an enemy caster fails to cast defensively within your reach, he provokes an attack of opportunity from you and is considered flat-footed against that attack.
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Swordsages dedicated to slaying mages can exchange Diamond Mind or Tiger Claw for this
 
=Maneuvers and Stances List=
=Maneuvers and Stances List=
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===9th Level===
===9th Level===
*;Decree of Annulment - Strike
*;Decree of Annulment - Strike
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:Make a spellcaster lose a random spell slot at each level and deal 3 damage per spell level of those slots lost.
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:Make a spellcaster lose a random spell slot at each level and deal 1d4 damage per spell level of those slots lost.
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==1st Level==
==1st Level==
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:<font size=3>'''Arcane Detection'''</font>
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:Sacred Might (Boost)
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:'''Level:''' Templar 1
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:'''Initiation Acton:''' 1 swift action
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:'''Range:''' Personal
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:'''Target:''' You
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:'''Duration:''' 1 round
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:''With one gaze, you understand the magical energies that swirl around you.''
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:For 1 round, you gain the benefits of ''arcane sight'', as the spell.
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:This maneuver is a supernatural ability.
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:<font size=3>'''Disruptive Form'''</font>
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:Sacred Might (Stance)
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:'''Level:''' Templar 1
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:'''Initiation Acton:''' 1 swift action
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:'''Range:''' Personal
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:'''Target:''' You
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:'''Duration:''' Stance
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:''You position your blade for maximum disruption upon nearby spellcasters.''
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:Whenever an enemy attempts to make a Concentration check within your reach, the save DC of the Concentration check increases by an amount equal to your initiator level. Creatures in your reach are aware of this increase in Concentration difficulty. (For example, casting a 2nd level spell defensively normally has a DC of 17. However, if you have an IL of 7 and this stance active, casting a 2nd level spell defensively within your reach has a DC of 24 instead.)
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:<font size=3>'''Inquisitor's Stance'''</font>
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:Sacred Might (Stance)
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:'''Level:''' Templar 1
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:'''Initiation Acton:''' 1 swift action
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:'''Range:''' Personal
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:'''Target:''' You
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:'''Duration:''' Stance
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:''Your keep a discerning eye about you, perceptive of the slightest indications of spellcasting afoot.''
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:You gain a +4 insight bonus to Spellcraft checks to identify spells being cast, and a +2 insight bonus to all dispel checks. In addition, you are aware of all spellcasting attempts in line of effect within 120 ft of you, even if you don't perceive their components, and you can make Spellcraft checks to identify those spells (DC 15 + spell level).
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:<font size=3>'''Spellbane Strike'''</font>
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:Sacred Might (Strike)
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:'''Level:''' Templar 1
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:'''Initiation Acton:''' 1 standard action
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:'''Range:''' Weapon attack
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:'''Target:''' One creature
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:'''Duration:''' Instantaneous
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:'''Saving Throw:''' Will partial
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:''You make a single thrust that tears away at your enemy's magical might even as it punishes him for it.''
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:Make a single weapon attack. This attack deals an extra +1d6 points of damage if the creature you strike possesses spells or spell-like abilities. In addition, that creature must make a Will save against DC 11 + your Charisma modifier or else lose a single random spell slot of his highest spell level, expending it for the day.
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:This maneuver is a supernatural ability.
==2nd Level==
==2nd Level==
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:Make a single weapon attack. If you hit your opponent, you subject him to the effects of an area ''greater dispel magic'', as the spell, except it only affects the target and you use your initiator level as your caster level for the purposes of dispelling (maximum +10).
:Make a single weapon attack. If you hit your opponent, you subject him to the effects of an area ''greater dispel magic'', as the spell, except it only affects the target and you use your initiator level as your caster level for the purposes of dispelling (maximum +10).
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:This maneuver is a supernatural ability.
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:<font size=3>'''Pierce Protection'''</font>
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:Sacred Might (Boost)
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:'''Level:''' Templar 2
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:'''Initiation Acton:''' 1 swift action
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:'''Range:''' Personal
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:'''Target:''' You
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:'''Duration:''' 1 round
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:''Despite the multitude of magical spells protecting your enemy, you continue your assault. To his surprise, your attacks penetrate his magical shields as if they're not there at all.''
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:For 1 round, your attacks disregard any miss chances brought about by spells or spell-like abilities (such as from ''blur'', ''invisibility'', or ''obscuring mist''), as well as any bonuses to AC granted by spells or SLAs (such as from ''mage armor'' or ''shield'').
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:<font size=3>'''Shield of Faith'''</font>
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:Sacred Might (Counter)
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:'''Level:''' Templar 2
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:'''Initiation Acton:''' 1 immediate action
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:'''Range:''' Personal
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:'''Target:''' You
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:'''Duration:''' Until the beginning of your next turn
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:''As a torrent of fire rages towards you, you call upon your deity to shield you from the flames.''
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:As an immediate action, choose a single type of energy (fire, cold, electricity, acid, or sonic). You gain energy resistance 10 against that type until the beginning of your next turn. If your initiator level is 7 or higher, that becomes energy resistance 20 instead. If your IL is 11 or higher, that becomes energy resistance 30 instead. If your IL is 15 or higher, that becomes energy immunity instead.
:This maneuver is a supernatural ability.
:This maneuver is a supernatural ability.
==3rd Level==
==3rd Level==
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:<font size=3>'''Disruptive Strike'''</font>
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:Sacred Might (Counter)
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:'''Level:''' Templar 3
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:'''Initiation Acton:''' 1 immediate action
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:'''Range:''' Melee attack
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:'''Target:''' One spellcaster
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:'''Duration:''' Instantaneous
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:''As soon as you hear the arcane words, you react instantly, striking at the caster in hopes of disrupting the spell.''
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:Initiate this maneuver when a caster attempts to cast a spell within your melee reach. You may immediately make a single melee weapon attack against that caster, even if he is casting defensively. A caster that takes damage this way must make a Concentration check to maintain his spell (DC 10 + damage dealt). You must have detected the spellcasting in some way to initiate this maneuver (such as noticing the components of the spell or via ''inquisitor's stance'').
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:<font size=3>'''Mindwarp Stance'''</font>
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:Sacred Might (Stance)
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:'''Level:''' Templar 3
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:'''Initiation Acton:''' 1 swift action
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:'''Range:''' Personal
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:'''Target:''' You
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:'''Duration:''' Stance
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:''With each strike, you leave a scar in your enemy's flesh even as you slash away a small piece of his mind.''
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:Each attack you make against a spellcaster causes him to forget some of his spells. Whenever you damage a caster with a weapon attack, that caster chooses a single spell slot he possesses of 1st level or higher to give up for every two initiator levels you possess, expending those slots for the day. If the caster does not have enough spell slots remaining, he must expend all remaining spell slots he possess.
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:This stance is a supernatural ability.
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:<font size=3>'''Spellbane Wrath'''</font>
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:Sacred Might (Strike)
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:'''Level:''' Templar 3
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:'''Initiation Acton:''' 1 standard action
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:'''Range:''' Weapon attack
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:'''Target:''' One creature
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:'''Duration:''' Instantaneous
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:'''Saving Throw:''' Will partial
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:''You make a powerful thrust that severely punishes spellcasters.''
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:Make a single weapon attack. If you hit and the creature you strike possesses spells or spell-like abilities, that creature takes an extra +1d6 points of damage per spell level of the highest level spell or spell-like ability he currently has. In addition, that creature must make a Will save against DC 13 + your Charisma modifier or else lose a single random spell slot of his highest spell level, expending it for the day.
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:This maneuver is a supernatural ability.
==4th Level==
==4th Level==
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:As an immediate action, you can have you or a willing ally within 60 ft of you reroll a single saving throw that the subject has just made. You must initiate this maneuver after seeing the result of the initial roll but before knowing if it's a success or failure. The subject must accept the result of the new roll, even if it's lower.
:As an immediate action, you can have you or a willing ally within 60 ft of you reroll a single saving throw that the subject has just made. You must initiate this maneuver after seeing the result of the initial roll but before knowing if it's a success or failure. The subject must accept the result of the new roll, even if it's lower.
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:This maneuver is a supernatural ability.
 
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:Whenever you make a successful save versus a spell or spell-like ability that would normally have a lesser effect if you save, you instead completely negate the effect. This applies to all spells and spell-like abilities that have a partial effect or deal half damage on a successful save.
:Whenever you make a successful save versus a spell or spell-like ability that would normally have a lesser effect if you save, you instead completely negate the effect. This applies to all spells and spell-like abilities that have a partial effect or deal half damage on a successful save.
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:This stance is a supernatural ability.
 
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:'''Target:''' You
:'''Target:''' You
:'''Duration:''' Stance
:'''Duration:''' Stance
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:''Your faith allows you to turn hostile spells against their caster.''
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:''The mad mage cackles as he unleashes a curse upon you. Yet to his horror, the dark energies of the spell rebound off of your body and twist their way back at him.''
:You gain the benefits of ''spell turning'', as the spell. Each encounter, you can turn a total number of spell levels this way equal to 1d4 + half your initiator level, rolled secretly. Even if you go out of this stance and reenter it, you cannot reset the number of spell levels remaining until the current encounter ends and a new one begins.
:You gain the benefits of ''spell turning'', as the spell. Each encounter, you can turn a total number of spell levels this way equal to 1d4 + half your initiator level, rolled secretly. Even if you go out of this stance and reenter it, you cannot reset the number of spell levels remaining until the current encounter ends and a new one begins.

Current revision as of 06:13, 11 April 2011

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