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Thread: Steel Serpent (BETA COMPLETE)

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    Steel Serpent (BETA COMPLETE)


    Kylar Stern, a Steel Serpent disciple

    The practice of the Steel Serpent discipline dates back to ancient times, hailing from those who’s work was only practiced in the dark of night in hidden cabals dedicated to the art of killing. Steel Serpent disciples practice the art of the silent kill, using stealth, trickery, and poison in addition to martial combat skill and knowledge of anatomy. Masters of this discipline are marvels of deadly precious, their very touch capable of killing the strongest of men through the manipulation of their ki used as a deadly weapon. This ki manipulation causes the disciple's very energies to become a supernatural poison in and off itself. Wielding their talent with poisons both mundane and supernatural, combined with martial skill and the power of their ki, Steel Serpent disciples are the pinnacle of the trade of the assassin.

    Steel Serpent is a light and fast discipline, designed to take an opponent down from the inside out. Swiftness and deadly precision are hallmarks of this discipline, and those that use it are known for making use of more exotic weapons. Knowledge of anatomy (of both targets and the self) is also incredibly important, as well as the knowledge of ki manipulation and how to effect the energies of the body. The associated skill for this discipline is Heal, and its associated weapons are the dagger, unarmed strike, kama, kusari-gama, shuriken, and shortsword.

    ((Swordsages may replace Shadow Hand with this discipline))

    Author’s Note: Unless expressly noted, any Steel Serpent maneuver can be used with a throwing weapon, and only weapons that inflict piercing or slashing weapons may be used with this; unarmed strikes are exempted from this. Prana maneuvers may be prepared ahead of time and expire within 24 hours or when used; only one prana may be active at any one time.
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    Maneuver List

    1st
    Sting of the Rattler: Strike- Attack that inflicts an additional 1d4 points of damage plus 1d4 damage the following round.
    Hunting Serpent Blow: Strike- Adept makes a Hide check, chance to make target flat-footed and inflict an additional 1d6 points of damage.
    Dizzying Venom Prana: Boost- Next attack inflicts 1 point of Wisdom damage.
    Poisoner’s Stance: Stance- Gain poison use, increased DC on poisons (+1 DC / 2 IL).

    2nd
    Sting of the Asp: Strike- Attack that inflicts an additional 1d6 points of damage and 2 points of Strength damage, with an additional 2 points of Strength damage the following round.
    Weakening Venom Prana: Boost- Next attack inflicts an additional 2 Strength damage.
    Iron Fang: Strike- Attack which ignores DR and inflicts an additional 2d6 points of damage.

    3rd
    Sight Piercing Fang: Strike- Attack which inflicts an additional 2d6 points of damage, blinds opponent.
    Sickening Venom Strike: Strike- Attack which inflicts 2 points of Constitution damage and chance to sicken opponent.
    Steel Coils: Stance- Constrict for 3d6+Dexterity modifier damage while grappling.

    4th
    Sting of the Adder: Strike- Attack that inflicts an additional 3d6 points of damage and 2 points of Wisdom damage, with an additional 2 points of Wisdom damage the following round.
    Poison Blood: Counter- When struck in combat, adept’s blood becomes venomous to the attacker.
    Rattler’s Feint: Boost- Feint attempt to catch opponent flat-footed.

    5th
    Steel Fang: Strike- Attack which ignores DR and inflicts an additional 6d6 points of damage, potential to daze an opponent.
    Burning Venom Prana: Boost- Next attack inflicts an additional 1d4 Intelligence damage.
    Hooded Killer’s Stance: Stance- Disciple gains +3d6 sneak attack dice and initiator level to Intimidate, Hide and Move Silently checks.

    6th
    Sting of the Viper: Strike- Attack that inflicts an additional 6d6 points of damage and 1d6 points of Charisma damage, with an additional 2 points of Charisma damage the following two rounds.
    Virulence: Boost- Increase the DC on a single poison by +5
    Spitting Cobra Stance: Stance- Increases damage done by thrown weapons.

    7th
    Silencing Strike: Strike- Swift throat punch that can silence opponent, deals an additional 5d6 points of damage.
    Numbing Venom Prana: Boost- Next attack inflicts an additional 1d6 Dexterity damage.
    Bite the Mongoose: Counter- Make a counter attack which inflicts 4d4 points of damage and 1d6 Constitution damage when struck in combat.

    8th
    Sting of the Cobra: Strike- Attack that inflicts an additional 8d6 points of damage and 2d4 points of Constitution damage, with an additional 2 points of Constitution damage the following two rounds.
    Adamantine Fang: Strike- Powerful attack which ignores DR and deals an additional 10d6 damage, potential to paralyze an opponent.
    Hooded Cobra Attitude: Stance- Gain gaze ability to temporarily paralyze a foe while focusing on them.

    9th
    Five-Fold Hydra Sting: Strike- Chance to instantly slay target and destroy them entirely.
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    Maneuvers

    1st Level

    Sting of the Rattler
    Steel Serpent (Strike)
    Level: 1
    Initiation Action: 1 standard action
    Range: Melee attack or ranged attack
    Target: One creature
    Duration: Instant

    Disciples of Steel Serpent learn to emulate the swift and powerful strikes of the serpent kingdom and leave lasting wounds through the power of their ki. By focusing this harmful energy into a single attack, the disciple may cause more grievous injuries than his opponent would register immediately. The disciple makes an attack and if successful, inflicts an additional 1d4 points of damage. The following round on the disciple's turn, the enemy takes an additional 1d4 points of damage due to the venomous ki that has built up in the wound.

    Hunting Serpent Blow
    Steel Serpent (Strike)
    Level: 1
    Initiation Action: 1 standard action
    Range: Melee attack
    Target: One creature
    Duration: Instant

    The disciple hunts his foe through the emulation of a hunting serpent, obfuscating his true attack until the moment he strikes. The disciple makes a Hide check with a difficulty equal to his opponent's armor class. If this check is successful, then the target is made flat-footed and the disciple may make a melee attack against him, inflicting an additional 1d6 points of damage if successful. If this Hide check fails, then his opponent sees through this ruse, and the disciple makes his melee attack with a -2 penalty as the enemy is anticipating his attack.

    Dizzying Venom Prana
    Steel Serpent (Boost)
    Level: 1
    Initiation Action: 1 swift action
    Range: Next melee attack or ranged attack
    Target: You
    Duration: One attack
    Saving Throw: Fortitude (negates)

    By focusing his ki onto a weapon, the disciple readies a spiritual poison which dizzies and confuses the minds of his foes. After initiating this boost, the next melee or ranged attack that the disciple makes inflicts 1 point of Wisdom damage on a failed Fortitude save (DC 11+Wisdom modifier).

    Poisoner's Stance
    Steel Serpent (Stance)
    Level: 1
    Initiation Action: 1 swift action
    Range: Personal
    Target: You
    Duration: Stance

    One of the first lessons of Steel Serpent disciples is the knowledge of mundane poisons and how to use them with expertise. While in this stance, the disciple gains the poison use class feature (the disciple no longer risks accidentally poisoning himself when attempting to apply poison to a weapon) and gains a +1 DC/2 IL perfection bonus (maximum +10) to the saving throw DC's of any poison (mundane, sting or prana) he applies through the use of this stance.

    2nd Level

    Sting of the Asp
    Steel Serpent (Strike)
    Level: 2
    Initiation Action: 1 standard action
    Range: Melee attack or ranged attack
    Target: One creature
    Duration: Instant
    Saving Throw: Fortitude (partial)

    Through the use of this maneuver, the disciple readies a weakening dose of ki energy with his weapon's strike to sap his foe of his power. The disciple makes an attack against a target; if successful the strike inflicts an additional 1d6 points of damage and 2 points of Strength damage (Fortitude save DC equal to 12 + Wisdom modifier to halve this Strength damage). On the following round on a failed save, the corrupted ki energies inflict an additional 1d6 points of damage and 2 additional points of Strength damage.

    Weakening Venom Prana
    Steel Serpent (Boost)
    Level: 2
    Initiation Action: 1 swift action
    Range: Melee attack or ranged attack
    Target: You
    Duration: Next attack
    Saving Throw: Fortitude (half)

    By forming a deadly weakening sheen of ki poison along his weapon, the disciple strikes at his foe’s physical might. The next attack that the disciple makes inflicts 2 points of Strength damage to his opponent unless the foe succeeds on a DC 12 + Wisdom modifier Fortitude save.

    Iron Fang
    Steel Serpent (Strike)
    Level: 2
    Initiation Action: 1 standard action
    Range: Melee attack or ranged attack
    Target: One creature
    Duration: Instant

    By hardening ki along edge of his weapon, the Steel Serpent disciple uses the pressure of his ki to penetrate the defenses of his foe. The disciple makes an attack against a foe, if successful this strike inflicts an additional 2d6 points of damage and ignores any damage reduction the target may possess.

    3rd Level

    Sight Piercing Fang
    Steel Serpent (Strike)
    Level: 3
    Prerequisites: 1 Steel Serpent Maneuver
    Initiation Action: 1 standard action
    Range: Melee attack
    Target: One creature
    Duration: Instant
    Saving Throw: Reflex (partial)

    With the swiftness of a striking snake, the disciple makes a jab at his opponents face to temporarily steal his vision. The disciple makes a melee attack against his target, if successful the strike inflicts an additional 2d6 points of damage and the target must make a Reflex save (DC 13 + Wisdom modifier to negate). If this save is unsuccessful, the target is blinded for 1d4 rounds as his eyes are temporarily rendered useless.

    Sickening Venom Strike
    Steel Serpent (Strike)
    Level: 3
    Prerequisites: 1 Steel Serpent Maneuver
    Initiation Action: 1 standard action
    Range: Melee attack or ranged attack
    Target: One creature
    Duration: Instant, 1d4 rounds
    Saving Throw: Fortitude (partial)

    With a sharp jab of sickening ki energy, the Steel Serpent disciple can rob an enemy of his will to continue to fight as their body rebels against them. Make an attack against an opponent and if this is successful, the strike inflicts an additional 2 points of Constitution damage and has the chance to sicken the target for 1d4 rounds. A successful Fortitude save (DC 13 + Wisdom modifier) halves the Constitution damage and negates the sickened effect.

    Steel Coils
    Steel Serpent (Stance)
    Level: 3
    Prerequisites: 1 Steel Serpent Maneuver
    Initiation Action: 1 swift action
    Range: Personal
    Target: You
    Duration: Stance

    In this stance, the movements and motions of the disciple become more sinuous and deliberate, as if he were a serpent coiled to strike. While in this stance, the disciple may make grapple attempts without provoking attacks of opportunity, and if the disciple successfully grapples a foe, he may constrict his opponent to inflict 3d6 + his Dexterity modifier in damage.

    4th Level

    Sting of the Adder
    Steel Serpent (Strike)
    Level: 4
    Prerequisites: 1 Steel Serpent Maneuver
    Initiation Action: 1 standard action
    Range: Melee attack or ranged attack
    Target: One creature
    Duration: Instant, two rounds
    Saving Throw: Fortitude (partial)

    Striking with surety and precision, the disciple attacks the chakra of wisdom on his foe with his ki in an attempt to cloud his foe’s mind. The disciple makes an attack against a target; if successful the strike inflicts an additional 3d6 points of damage and 2 points of Wisdom damage (Fortitude save DC equal to 14 + Wisdom modifier to halve this Wisdom damage). On the following round on a failed save, the corrupted ki energies inflict an additional 1d6 points of damage and 2 additional points of Wisdom damage

    Poison Blood
    Steel Serpent (Counter)
    Level: 4
    Prerequisites: 1 Steel Serpent Maneuver
    Initiation Action: 1 immediate action
    Range: One attack that inflicts slashing or piercing damage
    Target: One creature
    Duration: Instant
    Saving Throw: Reflex (half)

    Every disciple of Steel Serpent has long since accepted that in battle, sometimes the superior warrior gets injured. The Steel Serpent however, believes that for every wound inflicted upon the disciple, a wound must be inflicted upon the attacker. By forcing ki energies into his blood at the point of being wounded, the blood lost from this attack sprays at the disciple’s foe as a caustic acid. To use this counter, the disciple must have been struck in combat by a slashing or piercing weapon. Upon the initiating of this counter, the attacker must make a Reflex save (DC 14 + Wisdom modifier). If the attacker fails this save, he takes acid damage equal to the disciple’s initiator level. If the save is successful, the attacker only takes half of this damage.

    Rattler’s Feint
    Steel Serpent (Boost)
    Level: 4
    Prerequisites: 1 Steel Serpent Maneuver
    Initiation Action: 1 swift action
    Range: Personal
    Target: One creature
    Duration: Instant

    Just as the rattlesnake’s tail serves as a distraction to its prey, the disciple of Steel Serpent learns to obfuscate his attack by causing his opponent to look where he wants him to. Upon initiating this boost, the disciple may make a free feint attempt against his opponent with a +4 circumstance bonus; if successful, the target loses his Dexterity modifier to his armor class per feint attempts.

    5th Level

    Steel Fang
    Steel Serpent (Strike)
    Level: 5
    Prerequisites: 2 Steel Serpent Maneuvers
    Initiation Action: 1 standard action
    Range: One melee attack or ranged attack
    Target: One creature
    Duration: Instant
    Saving Throw: Will (partial)

    The spiritual ki focus of the disciple is so intense that it gains armor piercing force when applied to a weapon or knife hand strike. The disciple makes an attack against an opponent, and if successful, the attack deals an additional 6d6 points of damage and bypasses all damage reduction the target may possess. The awesome force of the disciple’s ki is so strong that it has the potential to daze the opponent on a failed Will save (DC 15 + Wisdom modifier) for one round.

    Burning Venom Prana
    Steel Serpent (Boost)
    Level: 5
    Prerequisites: 2 Steel Serpent Maneuvers
    Initiation Action: 1 swift action
    Range: One melee attack
    Target: One creature
    Duration: Instant
    Saving Throw: Fortitude (half)

    By focusing his ki along the edge of a close combat weapon, the disciple readies his energies to disrupt his foe’s mind with burning mental fire. The next attack that the disciple makes inflicts 1d4 points of Wisdom damage to his opponent unless the foe succeeds on a DC 15 + Wisdom modifier Fortitude save.

    Hooded Killer’s Stance
    Steel Serpent (Stance)
    Level: 5
    Prerequisites: 2 Steel Serpent Maneuvers
    Initiation Action: 1 swift action
    Range: Personal
    Target: You
    Duration: Stance

    The disciple adopts the mannerisms and cold blooded nature of the hooded cobra, the lord of serpent kind. While in this stance, the disciple gains an additional +3d6 sneak attack dice (see rogue class feature) and a bonus to Intimidate, Hide, and Move Silently checks equal to his initiator level.

    6th Level

    Sting of the Viper
    Steel Serpent (Strike)
    Level: 6
    Prerequisites: 2 Steel Serpent Maneuvers
    Initiation Action: 1 standard action
    Range: Melee attack or ranged attack
    Target: One creature
    Duration: Instant, 3 rounds
    Saving Throw: Fortitude (partial)

    The disciple reaches out and strikes at his opponents will and force of being, crushing his foe’s chakras with his ki. The disciple makes an attack against a target; if successful the strike inflicts an additional 6d6 points of damage and 1d6 points of Charisma damage (Fortitude save DC equal to 16 + Wisdom modifier to halve this Wisdom damage). On the following two rounds on a failed save, the corrupted ki energies inflict an additional 2d6 points of damage and 2 additional points of Charisma damage

    Virulence
    Steel Serpent (Strike)
    Level: 6
    Prerequisites: 2 Steel Serpent Maneuvers
    Initiation Action: 1 swift action
    Range: Melee attack or ranged attack
    Target: One poison
    Duration: Until used

    Through intense focus, the disciple is capable of increasing the potency of venoms and poisons he uses by channeling his ki into it and twisting that energy. Use of this boost empowers one single mundane poison, sting, or prana with a +5 boost to the save DC of effect. This lasts until used, and the maneuver may not be recovered until it is expended.

    Spitting Cobra Stance
    Steel Serpent (Stance)
    Level: 6
    Prerequisites: 2 Steel Serpent Maneuvers
    Initiation Action: 1 swift action
    Range: Personal
    Target: You
    Duration: Stance

    As some serpents spit their venom, so does the disciple learn to be deadlier at range. Thrown weapons inflict an additional 2d6 points of damage while in this stance.

    7th Level

    Silencing Strike
    Steel Serpent (Strike)
    Level: 7
    Prerequisites: 2 Steel Serpent Maneuvers
    Initiation Action: 1 standard action
    Range: Melee attack
    Target: One creature
    Duration: Instant, 3 rounds
    Saving Throw: Fortitude (partial)

    By focusing his ki and striking at a foe’s throat chakra, he can close it temporarily and cut off the target’s ability to speak. The disciple makes a melee attack and if successful, the strike inflicts an additional 5d6 points of damage and on a failed Fortitude save (DC 17+Wisdom modifier) is silenced as the spell silence for 1d4 rounds.

    Numbing Venom Prana
    Steel Serpent (Boost)
    Level: 7
    Prerequisites: 2 Steel Serpent Maneuvers
    Initiation Action: 1 swift action
    Range: Melee attack or ranged attack
    Target: You
    Duration: Next attack
    Saving Throw: Fortitude (half)

    By filling his next attack with chill, numbing ki energies, the Steel Serpent disciple strikes at the nervous energies that cause the body to move to drain away from the victim. The next attack that the disciple makes inflicts an additional 1d6 points of Dexterity damage, a successful Fortitude save (DC 17+Wisdom modifier halves this).

    Bite the Mongoose
    Steel Serpent (Counter)
    Level: 7
    Prerequisites: 2 Steel Serpent Maneuvers
    Initiation Action: 1 immediate action
    Range: Melee attack
    Target: One attacker
    Duration: One attack
    Saving Throw: Fortitude (half)

    Inevitably, the disciple of Steel Serpent will be struck in combat and through the use of this technique; he learns to make his foe regret his actions. Just as the cobra often poisons the foolish mongoose, so does the disciple poison his foe. Upon being struck in combat, the disciple takes advantage of the opening that his injury makes available and strikes out once with poisoned, life sapping ki energies. Make an immediate attack at full base attack bonus against the opponent that has successfully attacked you; if this attack hits it inflicts an additional 4d4 points of damage and 1d6 Constitution damage (Fortitude save DC 17+Wisdom modifier halves this Constitution damgage).

    8th Level

    Sting of the Cobra
    Steel Serpent (Strike)
    Level: 8
    Prerequisites: 3 Steel Serpent Maneuvers
    Initiation Action: 1 standard action
    Range: Melee attack or ranged attack
    Target: One creature
    Duration: Instant, 3 rounds
    Saving Throw: Fortitude (partial)

    By focusing destructive, life-destroying ki into his attack, the Steel Serpent disciple strikes at the very heart of his foe’s life force. The disciple makes an attack against a target; if successful the strike inflicts an additional 8d6 points of damage and 2d4 points of Constitution damage (Fortitude save DC equal to 18 + Wisdom modifier to halve this Constitution damage). On the following two rounds on a failed save, the corrupted ki energies inflict an additional 2d6 points of damage and 2 additional points of Constitution damage

    Adamantine Fang
    Steel Serpent (Strike)
    Level: 8
    Prerequisites: 3 Steel Serpent Maneuvers
    Initiation Action: 1 standard action
    Range: Melee attack
    Target: One creature
    Duration: Instant, 3 rounds
    Saving Throw: Fortitude (partial)

    When initiating this maneuver, the disciple congeals the totality of his ki along his weapon which glitters almost like a diamond just before he strikes. The disciple makes an attack against an opponent, and if successful, the attack deals an additional 10d6 points of damage and bypasses all damage reduction the target may possess. The awesome force of the disciple’s ki is so strong that it has the potential to paralyze the opponent on a failed Will save (DC 18 + Wisdom modifier) for one round.

    Hooded Cobra Attitude
    Steel Serpent (Stance)
    Level: 8
    Prerequisites: 3 Steel Serpent Maneuvers
    Initiation Action: 1 swift action
    Range: Personal
    Target: You
    Duration: Stance

    By adopting this stance, the disciple of Steel Serpent takes on the menacing dread of the hooded cobra. The weaving, hypnotic motions of that most venomous of serpents manifests in the lithe movements of the disciple, who’s gaze paralyzes a foe with their intensity and their lazy walk towards it. The disciple gains a gaze attack with a range of 50ft (see gaze attacks in MM1), creatures coming within this range are shaken by the disciple’s deadly presence and the glint of his eyes (Will save DC 18 + Wisdom modifier negates). When the disciple focuses his gaze (as an attack action) on a target, they may make a Will save (DC 18 + Wisdom modifier) to resist being paralyzed for 1d4 rounds by his hypnotic gaze. A successful save negates this effect. The disciple may only have one opponent paralyzed at a time. This is a mind-affecting, compulsion effect.

    9th Level

    Five-Fold Hydra Sting
    Steel Serpent (Strike)
    Level: 9
    Prerequisites: 4 Steel Serpent Maneuvers
    Initiation Action: 1 standard action
    Range: Melee attack or ranged attack
    Target: One creature
    Duration: Instant
    Saving Throw: Fortitude (partial)

    A true mastery of the discipline of Steel Serpent possesses the knowledge to use his own skill, ki, and knowledge of the systems of living creatures, putting them to use for ending of a life. When a disciple initiates this maneuver and strikes a foe, he shows his deadly intent and knowledge in show of terrible force by striking a chakra and sending a cascade of poisonous ki through the body to annihilate the life-force of the target. The disciple makes an attack against a foe, if this is successful the target must make a Fortitude save (DC 19+Wisdom modifier). If this save fails, the target is instantly slain as his body's energies revolt and consume in a flash, reducing the body to ash (equipment is unharmed). If the target succeeds this save, his body still suffers from the experience, as the attack inflicts an additional 50 points of damage. If the target dies from this, his body also dissolves into ash. Victims slain by this attack cannot be resurrected normally, a wish or miracle spell must be cast first to restore the life-force of the victim's spirit before any raise attempt can be attempted.
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    i love all the damage one round and then again the next. everything looks great. The only one that stuck out like it don'ts fit is steel coils. The whole of this discipline is poisons and quick deadly strike, so i would never grapple anyone. If i did by your word i would be doing it wrong because they should already be dead.

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    Quote Originally Posted by Devlin View Post
    i love all the damage one round and then again the next. everything looks great. The only one that stuck out like it don'ts fit is steel coils. The whole of this discipline is poisons and quick deadly strike, so i would never grapple anyone. If i did by your word i would be doing it wrong because they should already be dead.
    You can use boosts while grappled when you inflict unarmed damage. Thus it's actually useful and fits.

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    Maneuver descriptions are up.

    BETA COMPLETE.

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    Considering adding a few more stealthy maneuvers, but it seems largely redundant with Dark Raven / Crescent Moon.

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    your entire theme for this discipline is poisons snakes, then there is a lone constrictor snake boost. It sticks out like a sore thumb. I think sometime like rattler attitude- boost- make a intimidation check against a foes attack role, if successful target can not attack this turn. this is a fear effect its not that i dont like it, its an awesome stance but i dont think it fits here. it might work great as an EF stance or thrashing dragon stance
    Last edited by Devlin; 07-23-2010 at 04:04 AM.

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    Stance Discussion: this seems to be the thing in minor contention.

    Flavor wise, IMO no less, what I think of the stances.

    1st level stance, - Poisoner's stance - As an apprentice, you have to learn to use and make effective use of poisons already, and as a concept this stance fits, nothing fancy, nothing to crazy in combat, and it scales well.

    3rd level stance, - Steel Coils - The first Snake-Form stance as I will call it. Conceptually speaking constrictors AREN'T poisonous, but from a martial arts perspective, they watched all the animals to make styles based off their methods of attack, and a constrictor is a snake, I think it works, and gives an interresting method of disabling your foe to poison them effectively assuming you are armed appropriately.

    5th level stance, - Hooded Killer Stance - This seems kind of generic for this discipline. It is a straight up assassin style stance that just adds dice to a discipline that isn't about adding damage dice. The bonus's to skills are nice however, perhaps something more flavorful and inline with what this class is trying to do would be something along the lines of this:

    Hooded Potency - Stance - While in this stance, any strike you use that deals ability damage deals an additional 1 point of damage on the initial stat damage, and add the extra skill stuff cuz i'm lazy.

    6th level stance, - spitting cobra stance - I like it, it does contradict what I just said before about the sneak attacks, but at the same time, it boosts a crappy weapon category, and manages to be flavorful to boot.

    8th level stance, - Hooded Cobra Attitude - This is my favorite stance on multiple levels. Functionally its powerful, practically a strike powerful. I love the flavor of it as well, its a solid mixture of intimidation and finess, and brings to mind the snake charmers of yore. It could possibly be said that a will save should be allowed every round to break the effect, and that if at any point you and the target lose eye contact, they are allowed another save to end the effect. This last part is flavor criticism, and technically takes no additional actions from the user of it, but does make certain effects like darkness a possible, though often overlooked counter.
    Have an opinion now. Soon you won't have that right either.

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