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Thread: Black Heron (Complete)

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    Black Heron (Complete)

    Black Heron


    Mirthless Smile, host to the abyssal entity Darkstar

    Practitioners of the Black Heron style are members of a select few warriors due to its onerous requirement: being possessed by a demonic force. With this requirement in mind, there are few willing to risk their very soul for martial strength but there are some with the desire for power which overwhelms their sense or those who make the best of a bad situation. The secrets of the Black Heron discipline are taught by possessing fiends and demons to their hosts as a way of enticing fools who desire power into learning their secrets or the occasional few with wills strong enough to tear those secrets from their infernal prisoners. Black Heron practitioners are known for extremes of personality, they are either very disciplined in behavior or revel in the anarchy that brings strength and power.

    Black Heron was never taught at any standard training grown or martial temple due to its distasteful nature in how it arose, rising from the ranks of the outer planes by martial demons. Masters were even said to have gone out of their way to destroy references to the discipline due to fear of its outbreak amongst their students and rivals. Because of this, masters of this art are rare and unusual people and were outcast by traditional members of the martial traditions. Because of this, most practitioners of this style are openly hostile to traditionalists.

    Any and all are open to learning this discipline due to the requirement of having a possessing demon with knowledge of this discipline. Any fiend with a strong sense of martial ability and prowess and a penchant for possession is likely to know this discipline and how to impart to it to mortals. It focuses on powerful, straightforward two-handed strikes and vicious counters as well as intimidating presence. The Black Heron discipline’s associated skill is Intimidate, and its associated weapons are the bastard sword, glaive, greataxe, greatsword, heavy mace, and warhammer.

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    (Author's Notes: The term unholy damage relates to damage that affects good-aligned targets fully, and does half-damage to neutral or evil targets, and bypasses DR /Evil.)

    Black Heron Maneuver List

    1st Level
    Black Heron’s Stance: Stance- May make a demoralization attempt each round as a move action.
    Ravaging Blow: Strike- Make an attack, if successful then the target is shaken for one round.
    Strength of Two: Boost- Gain +4 profane bonus to Strength, -2 penalty to AC.
    Voracious Drive: Strike- Move then make an attack, deals an additional 1d6 damage.

    2nd Level
    Fear Eating Technique: Boost- Successful demoralization restores 2d6 +1/initiator level in hit points.
    Inner Demon Strike: Strike- Attack deals an additional 3d6 points of damage, initiator suffers 1d6 points of damage.
    Intimidating Force: Counter- Make an Intimidate check to avoid an attack.

    3rd Level
    Dance of the Black Heron: Stance- Character may make martial strikes while moving.
    Savage Drive: Strike- Move then make an attack, deals an additional 4d6 damage.
    Unfettered Progression: Boost- Move 10ft after a successful strike.

    4th Level
    Circle of Razor Feathers: Strike- Make a 30ft area attack of unholy damage for 5d6 points of damage.
    Intimidating Riposte: Counter- When struck in combat, make immediate counter attack and a free demoralization attempt.
    Onslaught of Blows: Strike- Make an extra attack at your full base attack bonus, -2 to hit and to AC, deals an additional 2d6 +1/initiator level unholy 1damage.

    5th Level
    Abyssal Lance: Strike- Ranged attack which deals 8d6 points of unholy damage.
    Sharing the Dark Soul Strike- Make an attack, deals an additional 6d6 damage, imposes a -4 penalty on Will saves and level to resist demoralization attempts.
    Soul Consumption: Boost- Draw power and health from fallen foes, healing 3d8 plus initiator level upon killing a target with a martial strike.

    6th Level
    Abyssal Drive: Strike- Move than make an attack, deals an additional 8d6 points of damage, leaves foe sickened for 1d4 rounds.
    Charge of the Ravager: Strike- Make a charge attack, may make a full attack while moving, deals an additional 2d6 points of damage to every foe adjacent the charge path.
    Razor Wings of the Black Heron: Stance- +5 bonus to both Jump and Tumble, add an extra 1d6 points of damage when initiating martial strikes.

    7th Level
    Consumption Strike: Strike- Make an attack, deals an additional +7d6 points of damage, initiator is healed half of this damage.
    Devastating Riposte: Counter- When struck in combat, make immediate counter attack with bonus +5d6 points of unholy damage.
    Black Heron's Wrath: Boost- Make an Intimidate check, add the result as damage to the next successful attack.

    8th Level
    Armageddon Lance: Strike- Ranged attack which deals an additional 15d6 points of damage, initiator takes 3d6 damage.
    Vampiric Aura: Stance- 20 ft radius aura which deals 2 damage to all within it and heals a like amount to the initiator.
    Soul Crusher: Strike- Strike which attacks the opponent's will to live, inflicting 3d4 Charisma damage.

    9th Level
    Apocalyptic Strike: Strike- Damaging attack which deals 1d6+1/initiator level in 40ft radius.

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    Black Heron Maneuvers

    1st Level
    Black Heron’s Stance
    Black Heron (Stance)
    Level: Crusader 1, Swordsage 1, Warblade 1
    Initiation Action: 1 swift action
    Range: Personal
    Target: You
    Duration: Stance

    Disciples of the Black Heron know that half the battle is won through the mind, and by attacking your opponent's mind with fear, you can goad him to make mistakes and shatter his resolve and confidence. While in this stance, the martial adept may make a demoralization attempt each round as a move action (see Intimidate for details).

    Ravaging Blow
    Black Heron (Strike)
    Level: Crusader 1, Swordsage 1, Warblade 1
    Initiation Action: 1 standard action
    Range: Melee attack
    Target: One creature
    Duration: One round
    Save: Will negates

    Fear is one of the main weapons in the arsenal of a Black Heron disciple, and be using it he may shake his opponent to their core. The disciple initiates this strike, and if it successfully lands, causes the victim to be shaken for one round due to his fearful countenance and martial prowess. A successful Will save DC 11 + Strength modifier can negate this effect.


    Strength of Two
    Black Heron (Boost)
    Level: Crusader 1, Swordsage 1, Warblade 1
    Initiation Action: 1 swift action
    Range: Personal
    Target: You
    Duration: One round

    By utilizing the bond of two souls within his body, the martial adept is capable of increasing his power at the cost of defense by bringing forth a momentary burst of hysterical demonic strength. Until his next turn, he gains a +4 profane bonus to his Strength score but also suffers a -2 penalty to his AC.

    Voracious Drive
    Black Heron (Strike)
    Level: Crusader 1, Swordsage 1, Warblade 1
    Initiation Action: 1 standard action
    Range: Melee attack
    Target: One creature
    Duration: Instant

    The relentless nature of the Black Heron discipline's philosophy deems that progression must be made with each swing, less the battle turn against you. With this philosophy in mind, the disciple moves forward and strikes forward viciously. The character must move at least 5 feet in a round to use this strike, and should he move and then initiate this maneuver with an attack, he deals an addition 1d6 points of damage.

    2nd Level

    Fear Eating Technique
    Black Heron (Boost) [Evil]
    Level: Crusader 2, Swordsage 2, Warblade 2
    Initiation Action: 1 swift action
    Range: Personal
    Target: You
    Duration: Instant

    The demonic essence with the disciple's soul hungers for the emotions that it helps its host inspire on the battlefield, and rewards the host with greater vigor. Upon the successful demoralization of an enemy (See Intimidate skill for details), the character may initiate this maneuver to restore 2d6 points of damage to the initiator, plus an additional +1 hit point per initiator level.

    Inner Demon Strike
    Black Heron (Strike) [Evil]
    Level: Crusader 2, Swordsage 2, Warblade 2
    Initiation Action: 1 standard action
    Range: Melee attack
    Target: One creature
    Duration: Instant

    By using the black energies within you as a weapon, you channel it through your mortal form to do devastating damage to your foes, all the while heedless of the damage inflicted upon your vessel. This black energy inflicts an additional 3d6 points of unholy damage, which also deals 1d6 points of unholy damage to the initiator.

    Intimidating Force
    Black Heron (Counter)
    Level: Crusader 2, Swordsage 2, Warblade 2
    Initiation Action: 1 swift action
    Range: Personal
    Target: You
    Duration: Instant

    A foe who fears you more then his commander is one who cannot harm you. By using your fear-inspiring countenance alone you may turn aside attacks before they occur. Make an opposed Intimidate check against the attacker's attack roll, if the Intimidate check is higher than the attack roll, then the attack is negated.

    3rd Level

    Dance of the Black Heron
    Black Heron (Stance)
    Level: Crusader 3, Swordsage 3, Warblade 3
    Prerequisites: One Black Heron maneuver
    Initiation Action: 1 swift action
    Range: Personal
    Target: You
    Duration: Stance

    The Black Heron discipline teaches its disciples that relentless progression is what wins battles, and the Dance of the Black Heron is a movement method that allows the disciple to continue to deal death without slowing his progress. The character may initiate martial strikes of 5th level or lower while continuing to move, as if he possessed the Spring Attack feat. He still provokes attacks of opportunity for moving through threatened areas as per normal.

    Savage Drive
    Black Heron (Strike)
    Level: Crusader 3, Swordsage 3, Warblade 3
    Prerequisites: One Black Heron maneuver
    Initiation Action: 1 standard action
    Range: Melee attack
    Target: One creature
    Duration: Instant

    Ever hungry for carnage, the demonic force within demands action and satisfaction through battle. Pressing forward with ruthless efficiency, the disciple inflicts more damage than his foes, thus outlasting them. The character must move at least 5 feet before he is capable of initiating this maneuver, and it grants the character an additional 4d6 points of damage on his attack.

    Unfettered Progression
    Black Heron (Boost)
    Level: Crusader 3, Swordsage 3, Warblade 3
    Prerequisites: One Black Heron maneuver
    Initiation Action: 1 swift action
    Range: Personal
    Target: You
    Duration: Instant

    By unceasing movement in combat, the Black Heron disciple sculpts the battlefield to his liking, not to his foes. After successfully initiating a martial strike, he may make a free 10ft movement without provoking attacks of opportunity. The character may not have already made a 5ft step in this round to use this maneuver.

    4th Level

    Circle of Razor Feathers
    Black Heron (Strike) [Evil]
    Level: Crusader 4, Swordsage 4, Warblade 4
    Prerequisites: One Black Heron maneuver
    Initiation Action: 1 standard action
    Range: 30 ft
    Area: 30-ft.-radius burst centered on you.
    Duration: Instant
    Saving Throw: Reflex half.

    By surrounding a disciple of the Black Heron, multiple foes may be laid low by the force of the demonic entity's wrath. By crying out in horrible rage and raising his weapon straight up to the sky, the disciple's foes are showered with dozens of needles of unholy energy which inflict 5d6 points of damage. This maneuver allows a Reflex saving throw DC 14 + Strength modifier for half damage.

    Intimidating Riposte
    Black Heron (Counter)
    Level: Crusader 4, Swordsage 4, Warblade 4
    Prerequisites: One Black Heron maneuver
    Initiation Action: 1 immediate action
    Range: Personal
    Target: You
    Duration: Instant

    Disciples of the Black Heron are inevitably going to be injured, so the possessing entity has trained its own instincts to look for openings when enemy attacks are successfully made, as vengeance is a creed it can follow. Whenever the character is struck for damage in melee combat, he may make a counter attack as an immediate action at his full base attack bonus. This attack counts against the number of attacks of opportunity the character may make in a round. If this attack successfully hits and deals damage, then the character may make a free demoralization attempt (see Intimidate skill for details) against his attacker.

    Onslaught of Blows
    Black Heron (Strike) [Evil]
    Level: Crusader 4, Swordsage 4, Warblade 4
    Prerequisites: One Black Heron maneuver
    Initiation Action: 1 full attack action
    Range: Melee attack
    Target: One creature
    Duration: Instant

    Heedless of personal danger to the host, the possessing entity can instruct the host on how to bring his enemies to their knees with a relentless flurry of strikes. As part of this maneuver, the character takes a full attack action and may make an additional attack as part of this action at his highest attack bonus. However, all attacks this round, including the extra attack granted by this maneuver, suffer a -2 penalty to hit. In addition, the character suffers a -4 penalty to AC due to his focus on offense. This focus on offense adds an extra 2d6 points of unholy damage +1 per initiator level (max of +20) per attack.

    5th Level

    Abyssal Lance
    Black Heron (Strike) [Evil]
    Level: Crusader 5, Swordsage 5, Warblade 5
    Prerequisites: Two Black Heron maneuvers
    Initiation Action: 1 standard action
    Range: Close (25 ft + 5ft/initiator level)
    Target: One creature
    Duration: Instant

    Those who have become masters of the Black Heron discipline have learned that by focusing the rage within themselves, they may use it as a weapon of pure destruction at the cost of their self. For these disciples, they know that so long as their foe is destroyed, pain is inconsequential. By summoning forth this rage and channeling it through their weapon, they may will a lance of venomous rage and pain into existence and fling at their enemy. This is a ranged touch attack which deals 8d6 points of unholy damage, but the cost of creating this powerful attack requires sacrifice by the host, resulting in the initiator suffering 1d6 points of damage.

    Sharing the Dark Soul
    Black Heron (Strike) [Mind-affecting]
    Level: Crusader 5, Swordsage 5, Warblade 5
    Prerequisites: Two Black Heron maneuvers
    Initiation Action: 1 standard action
    Range: Melee attack
    Target: One creature
    Duration: One round

    As a being of despair and anguish, the demonic entity that resides inside the disciple wishes to share that inner pain with the disciple’s enemies and gorges itself on the victim’s suffering. A burst of crackling energy fills the strike as the demon reaches out and touches the mind of its victim. The character makes an attack which deals an additional 6d6 damage, the target suffers a -2 morale penalty on all d20 rolls until the end of your next turn, the initiator receives a +2 morale bonus on all d20 rolls till the end of next turn.

    Soul Consumption
    Black Heron (Boost) [Evil]
    Level: Crusader 5, Swordsage 5, Warblade 5
    Prerequisites: Two Black Heron maneuvers
    Initiation Action: 1 swift action
    Range: Personal
    Target: One creature
    Duration: Instant

    The fiend within hungers for the souls of fallen foes and it rewards the disciple that feeds this unquenchable thirst. When the character kills a foe with a Black Heron strike, he may use this maneuver in conjunction with it to draw the remaining life force of the foe into his own form, slaking the thirst of his dark passenger and using the rest to restore health to his body. Upon making the death blow to a victim, use of this maneuver restores 3d8 + initiator level (max +15) hit points to the character.

    6th Level

    Abyssal Drive
    Black Heron (Strike)
    Level: Crusader 6, Swordsage 6, Warblade 6
    Prerequisites: Two Black Heron maneuvers
    Initiation Action: 1 standard action
    Range: Melee attack
    Target: One creature
    Duration: Instant

    The path of the conqueror demands satisfaction, and the disciple of the Black Heron learns perfection in conquest by the ever progressing tide of battle. Pressing forward with infernally enhanced power, the disciple moves forward to devastate his next foe with the rage within his soul. The character must move at least 5ft before initiating this maneuver with a melee attack. If this attack successfully hits, the character inflicts an additional 8d6 points of damage with his strike and leaves his foe sickened for 1d4 rounds. If the victim successfully makes a Fortitude save (DC 16 + Strength modifier), he may resist becoming sickened by the strike.

    Charge of the Ravager
    Black Heron (Strike)
    Level: Crusader 6, Swordsage 6, Warblade 6
    Prerequisites: Two Black Heron maneuvers
    Initiation Action: 1 full round action
    Range: Base movement
    Target: All adjacent targets within base movement range
    Duration: Instant

    The path to victory is not a curved line, it is a straight line. The Black Heron teaches its disciples this and urges them to greater glory and carnage on the field of battle. You may make an overrun attempt in a particular direction of your choice; this functions like a charge except as follows: You get +4 on all overrun attempts. Before each opponent gets a chance to stop you (they cannot move out of the way), you get to make an attack action against them at your highest base attack. You may also make one attack at your highest attack bonus against any opponent who is in your threatened area as you pass them, and inflict an additional 2d6 points of damage on each attack. You may only make one attack per target when you initiate this maneuver.

    Razor Wings of the Black Heron
    Black Heron (Stance)
    Level: Crusader 6, Swordsage 6, Warblade 6
    Prerequisites: Two Black Heron maneuvers
    Initiation Action: 1 swift action
    Range: Personal
    Target: You
    Duration: Stance

    The graceful hunting techniques of the heron lend their strength to the hellish Black Heron disciple by his adoption of this stance. He becomes preternaturally graceful and deadly, his dark passenger assisting his movements in combat. He gains a +5 profane bonus on Jump and Tumble checks, and he deals an additional 1d6 points of damage when he initiates martial strikes against his foes.

    7th Level

    Consumption Strike
    Black Heron (Strike)
    Level: Crusader 7, Swordsage 7, Warblade 7
    Prerequisites: Two Black Heron maneuvers
    Initiation Action: 1 standard action
    Range: Melee attack
    Target: One creature
    Duration: Instant

    The vampiric nature of the dark entity within the disciple reveals another martial secret to the advanced user, one that allows a devastating negative energy strike which causes positive life energy to flow back through the disciple’s strike, restoring health and strength to him. This exchange is not even of course, the fiend within takes its portion of this life force before giving the disciple his share. This strike deals an additional 7d6 points of negative energy damage, and the disciple regains half of the damage dealt by these extra dice of damage in hit points.

    Devastating Riposte
    Black Heron (Counter) [Evil]
    Level: Crusader 7, Swordsage 7, Warblade 7
    Prerequisites: Two Black Heron maneuvers
    Initiation Action: 1 immediate action
    Range: Personal
    Target: One creature
    Duration: Instant

    The battle-hardened nature of the disciple of the Black Heron can be shown in their ability to take a hit and give it back to their attacker three-fold. When struck in combat by a melee attack, the character may make an immediate counter attack (which counts as an attack of opportunity for the round) which inflicts an additional 5d6 points of unholy damage.

    Black Heron's Wrath
    Black Heron (Boost) [Evil]
    Level: Crusader 7, Swordsage 7, Warblade 7
    Prerequisites: Two Black Heron maneuvers
    Initiation Action: 1 immediate action
    Range: Personal
    Target: One creature
    Duration: Instant

    By stoking the furnace of the dark passenger's fury, the disciple may draw upon this rage and cover his weapon with it as a nimbus of black hatred for a single attack. The disciple makes an Intimidate check, the result of this is added to the damage of the next successful attack made by the disciple.

    8th Level

    Armageddon Lance
    Black Heron (Strike) [Evil]
    Level: Crusader 8, Swordsage 8, Warblade 8
    Prerequisites: Three Black Heron maneuvers
    Initiation Action: 1 standard action
    Range: Close (25ft + 5ft/initiator level)
    Target: One creature
    Duration: Instant

    One the supreme arts of the Black Heron discipline allows the disciple to call upon the fell wrath of the dark passenger within and use it as a devastating lance of destructive unholy power. This is a ranged touch attack which deals 15d6 points of unholy damage, but the cost of creating this powerful attack requires sacrifice by the host, resulting in the initiator suffering 3d6 points of damage.

    Vampiric Aura
    Black Heron (Stance)
    Level: Crusader 8, Swordsage 8, Warblade 8
    Prerequisites: Three Black Heron maneuvers
    Initiation Action: 1 swift action
    Range: 20ft radius centered on the initiator
    Target: You
    Duration: Stance

    By opening one’s self the eternal hunger of the dark entity that resides with the disciple, he may use himself as a filter for the life energies that feed this dark urge. At the end of your turn, you inflict 2 points of damage on all creatures within your 20ft aura which restores a like amount of hit points to the character. This is a negative energy effect, so undead are healed, rather than harmed. Constructs are unaffected.

    Soul Crusher
    Black Heron (Strike) [Evil]
    Level: Crusader 8, Swordsage 8, Warblade 8
    Prerequisites: Three Black Heron maneuvers
    Initiation Action: 1 standard action
    Range: Melee attack
    Target: One creature
    Duration: Instant
    Saving Throw: Will (half)

    The soul eating nature of the demonic possessor arises strongly in the disciple and channels itself through their weapon to crush the very will to live out of the disciple's opponent. Make a successful melee attack against a target, and instead of inflicting normal damage the attack inflicts 3d6 points of Charisma damage. A successful Will save (DC 18 + Strength modifier) halves this damage.

    9th Level

    Apocalyptic Strike
    Black Heron (Strike) [Evil]
    Level: Crusader 9, Swordsage 9, Warblade 9
    Prerequisites: Four Black Heron maneuvers
    Initiation Action: 1 standard action
    Range: 40ft
    Area: 40-ft-radius burst centered on you
    Duration: Instant
    Saving Throw: Reflex half

    The ultimate technique of the Black Heron discipline allows its disciples to bring forth the true power of destruction from the dark passenger within. By letting out a cry of rage and driving his weapon into the ground at his feet, he lets forth a burst of destructive energy to all surrounding him, friend or foe. This destructive wrath inflicts 1d6+1 points of pure unholy energy (no resistance) per initiator level (max 25d6+25) to all targets within a 40ft radius burst, centered on the initiator. Those caught within the blast of dark energy may attempt a Reflex save DC 19 + the initiator’s Strength modifier for half damage.

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    Commander In Editor ErrantX's Avatar
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    Must add... at least 2 more maneuvers... argh...

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    what about some kind of boost that increase damage of black heron maneuvers. maybe something that lets your beast out doing stupid amounts of damage and harming or stunning you.

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    Two new maneuvers!!!!!

    Black Heron's Wrath
    Black Heron (Boost) [Evil]
    Level: Crusader 7, Swordsage 7, Warblade 7
    Prerequisites: Two Black Heron maneuvers
    Initiation Action: 1 immediate action
    Range: Personal
    Target: One creature
    Duration: Instant

    By stoking the furnace of the dark passenger's fury, the disciple may draw upon this rage and cover his weapon with it as a nimbus of black hatred for a single attack. The disciple makes an Intimidate check, the result of this is added to the damage of the next successful attack made by the disciple.

    Soul Crusher
    Black Heron (Strike) [Evil]
    Level: Crusader 8, Swordsage 8, Warblade 8
    Prerequisites: Three Black Heron maneuvers
    Initiation Action: 1 standard action
    Range: Melee attack
    Target: One creature
    Duration: Instant

    The soul eating nature of the demonic possessor arises strongly in the disciple and channels itself through their weapon to crush the very will to live out of the disciple's opponent. Make a successful melee attack against a target, and instead of inflicting normal damage the attack inflicts 3d6 points of Charisma damage.
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    i like the new maneuvers they fit well

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    Quote Originally Posted by Milskidasith View Post
    Scanning this discipline, a lot of these maneuvers seem rather weak; all the AoE "deal damage in this radius" seem to be dealing damage that is a bit too low for their AoE. 5d6 at seventh level is poor and doesn't scale well, and this class seems to have an over-reliance on strict damage increases/damaging moves (lots of moves that are just +damage with no kicker, or AoE/ranged touch attacks that deal damage). The capstone, in particular, just feels kind of weak to me; 90 damage in a radius is rather meh.

    Intimidating Riposte is also worded poorly; it looks like it's meant to be a stance, but it's a counter that takes an immediate action, so you can't use it more than once.

    The only thing that's possibly too powerful is Onslaught of Blows; that deals a massive amount of damage because of the +level damage on each attack, which makes it far stronger than even your capstone manuever.
    Comment from GitP, what do you all think?

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  9. #9
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    alright, here is some boosting ideas.

    All Drives - +2/3/4hit respectively - Abbyssal increases to +10d6 damage

    Lances - Add weapon damage - remove drawbacks

    Circle of Razor Feathers - you can make it scale or just flat out increase the damage. considering its level, 4th, wizards already have fireball, can metamagic them with empower next level for 13d6 action at a range. 15d6 the level after that. Making Circle do 10d6 hitting foes is reasonable at 4th.

    To make apoc strike better, we can have it be a single target ranged strike dealing 15d6 damage, healing you for half, and then release a apoc blast from your target dealing 20d6 to all withing 40ft, reflex saves for half.

    Vampiric Aura - make this 2d6. the likelyhood of you having more than 2-3 people in the aura at the end of your turn is low. This damage is low. The healing is low. Even at 2d6 this will not be a "must have"

    Devestating Repost - you have to get hit to use it, so you can justifiably up the damage, or just have it do base weapon damage and Wisdom damage - fear effect.

    Consumption strike - Compare this to argent kings scepter. it does 12d6 and heals for way more than the attack can do. Lets up Consumption Strike to 10d6, and have the attack heal you for all the damage you do.

    Razor Wings of the Black Heron - have this also give a dodge bonus to AC to show the extra speed and manueverability from the heron.

    Onslaught of Blows - drop the bonus damage, add bonus damage equal to your ranks in intimidate.

    Charge of the Ravager - Save as Onslaught of Blows
    Have an opinion now. Soon you won't have that right either.

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