Post by Kirikami on Jul 28, 2017 22:21:12 GMT -5
Iron Current Discipline
Pursuing the metaphorical sword is a path of the warrior. But to a practitioner of Iron Current the path of the warrior is the metaphorical sword. Mastery over one's weapon is paramount to mastery over the self; heart, body and spirit. Battle is a ship caught in a storm, and to seek out victory is to weather the storm; or to become it. To be ready at moment's notice, to become a sudden spike in a pressure system. Your blade is never truly sheathed- always ready to draw forth a river of power. Commonly with river of blood.
Notes: Many Iron Current Powers are either strengthened or altered if used after drawing your weapon, usually during your turn. In the case of weapons without a sheath, any stowed position that would normally require an action to draw the weapon from can count. (Spear in the ground point first, axe on a back-latch etc)
Base Power(s)
Practicioners of this Discipline recieve the Fast-Draw power and two other powers of their choice.
Fast-Draw
(Passive)
You gain the quickdraw feat, even if you don't meet the requirements.
<Iron Current Powers>
Iron Wind
(Strike)
As a standard action you may spend a point of focus to make a melee weapon attack against two targets in range, rolling the attacks separately. If you drew your weapon before using this power you don't need to spend the focus point.
Steel Wind
(Augment; Requires Iron Wind, ML 4)
You can spend an additional point of focus to augment Iron Wind: You may make melee attacks against three targets in range and/or adjacent to another target.
Mithral Tornado
(Augment; Requires Iron Wind, Steel Wind, ML8)
You can spend two additional points of focus and take a full round action to augment Iron Wind: You can attack as many enemies as you can reach, or up to four enemies when you include targets that are not within reach but are adjacent to targets within your reach.
Wall of Iron
(Counter)
When you become the target of an attack (except magical or supernatural attacks) you may spend two points of focus as an immediate action to attempt to deflect it, negating the attack. Before the result of the roll is announced, roll an attack at your highest bonus and compare to the results. If your roll was equal or higher, the attack is negated.
Wall of Steel
(Augment; Requires Wall of Iron, ML 4)
You can spend one additional point of focus to augment Wall of Iron: Should you succesfully negate an incoming attack against you, your opponent must make a reflex save. Failure means they cannot target you with other attacks this turn (usually ending a full attack).
Also; if your weapon is sheathed before using any form of the Wall of Iron power, you may draw it as part of using the power.
Mithral Battlement
(Augment; requires Wall of Iron, Wall of Steel, ML8)
Your mastery over your weapon has reached extraordinary heights. You can spend an additional point of focus to augment Wall of Iron: You are capable of using the Wall of Iron power against magical and supernatural attacks (as in attack rolls).
Iron Exorcism
(Strike)
You apply full force with the blunt end of your weapon, potentially knocking your foe off balance. As a standard action that costs one point of focus you can make a melee attack against your target. If it is successful your target takes damage as normal and makes a fortitude save; failure staggers the target for one round. Damage recieved from this power is considered bludgeoning damage.
Steel Exorcism
(Augment; Req Iron Exorcism, ML 4)
You can spend an additional point of focus to augment Iron Exorcism: Your opponent's failed save nauseates them for one round instead, as you potentially knock them from their senses.
Mithral Exorcism
(Augment; Req Steel Exorcism, ML 8)
You can spend two additional points of focus to augment Iron Exorcism: Your opponent's failed save dazes them for one round instead, as you potentially knock half their wits out of them.
Iron Rush
(Strike)
You press forward into battle, zeroing in on your foe like a surging wave; before crashing at optimal momentum. As a full-round action that costs one point of focus, you make a charge action against a target. You do not provoke attacks by moving through threatened squares when using this power. Should you draw your weapon before using this power or as part of the charge action, you deal an additional 1d6 points of weapon damage.
Steel Rusn
(Augment: req Iron Rush, ML 4)
You can spend an additional point of focus to augment Iron Rush: You can charge your target even if there are other creatures blocking your path. You may attempt an overrun combat maneuver for each creature whose square you move through during the charge, adding your mastery level to your CMB.
Every overrun attempt after the first takes a cumulative -5 penalty, and you can make no more attempts should your total CMB equal +0. Failure on an overrun attempt stops the charge, and you lose the attack and any movement you had left over.
This is overwise treated as an Overrun maneuver, allowing one to apply feats like Improved Overrun and the like.
Mithral Rush
(Augment; Iron and Steel Rush, ML 8)
You can spend an additional point of focus to augment Iron Surge: Your charge action made through Iron Surge no longer imposes a penalty to AC and deals 1d6 bonus weapon damage. Further should you have enough movement; you may attempt an overrun maneuver against the target of your charge with a bonus to your CMB equal to half your mastery level.
Should you augment Iron Surge with Steel Surge as well, this overrun must be made as part of those made with the Steel Surge augment.
Iron Punishment
(Passive)
Your intense training, developing expertise and bodily understanding have taught you how to bring out bodily strength even if you are an agile warrior. You gain the Power Attack feat, even if you don't meet the requirements. Should you already have it, you gain the Furious Focus feat instead. If you have both already, add 1 point to your total focus pool per day.
Steel Punishment
(Strike; req Iron Punishment, ML 4)
You gather your inner strength, and in an adrenaline fueled moment you lash out like a mighty rushing river. As a standard action that costs a point of focus you make a melee attack against a target. Success deals normal damage plus an additional d6 weapon damage for every odd mastery level you have attained (1, 3, 5 etc). Should you draw your weapon before using this power, it deals an additional +1 damage per die.
Mithral Punishment
(Augment; req Iron Punishment, Steel Punishment ML 8)
You can spend an additional point of focus to augment Steel Punishment: You can deliver your aforementioned power as one of your attacks made during your full round attack. You must declare the use of this augment as a swift action, then declare which attack is the power before making the rolls. Missing that attack expends the focus used for the power.
Iron Wave
(Strike)
Your strike deftly into the wind, sending a shockwave of power at your foe. As a standard action that costs one point of focus you can make a melee attack from close range (25ft+5ft/ml). Should you draw your weapon before using this power you deal 1d6 extra damage.
Steel Wave
(Augment: Req Iron Wave, ML 4)
You can spend one additional point of focus to augment Iron Wave: the attack made with this power bypasses metal based damage reductions as though it were that metal, except DR/Adamantine. It also deals an additional 1d6 bonus weapon damage.
Mithral Wave
You can spend one additional point of focus to augment Iron Wave: The melee attack made with this power can be made at a range of 75 ft, dealing 1d6 bonus weapon damage, and upon a succesful hit allows a free bull rush attempt using mastery level in place of BaB plus the higher of Str, Dex and mastery modifier. It is otherwise treated as a bullrush that you cannot move with, and you must move your target away from you. If you augmented Iron Wave with Steel Wave as well as Mithral Wave, you bypass DR/Adamantine as well.
Punishing Aura
(Aura)
You don an aura that emphasizes your offensive capability over defense. You do so by spending a point of focus as a swift action and it lasts for one minute. You take a -1 penalty to AC and CMD and deal an additional 1d6 weapon damage with your attacks. You can only have one active aura at a time.
Iron Dance
(Aura)
You don an aura which exhibita your knowledge of body placement, granting you extended reach for short periods of time. You do so by spending a point of focus as a swift action and it lasts for one minute. While under this aura your reach increases by 5ft during your turn, and you may make one additional attack of opportunity every round. You can only have one active aura at a time.
Defensive Powers
Absolute Iron
(Aura)
You don an aura that emphasizes your speed and agility. You do so by spending a point of focus as a swift action and it lasts for one minute. Your base land speed increases by 10ft and as long as you move 10ft in a round you get +2 to AC and CMD. You can only have one active aura at a time.
Flowing Footwork
(Counter)
You become like the river, darting around offensives in a show of skill and agility. When you must make a reflex save, you may spend a point of focus as an immediate action Roll an acrobatics check in place of your reflex save, and resolve the effect normally from there. By spending one additional point of focus upon success you can use the result of your acrobatics check as your AC for the next attack roll against you (regardless of type) until your next turn. You must not be flat-footed against said attack, and lose this benefit if you are.
Iron Endurance
(Boost)
As a standard action you can spend one point of focus to gain 5 temporary Hp, plus 1 more per mastery level. This temporary hp does not stack, and lasts for 1 minute.
Iron Focus
(Counter)
Your training grants you excellent reflexes, mental toughness, and stamina. You can draw upon your training and focus to overcome a variety of perils. As an immediate action you can spend two points of focus to re-roll a saving throw. You can only use this power before the result of the roll is revealed, and must take the new result afterward.
Iron Surge
(Boost)
Your near supernatural fortitude developed through training and meditation surges through your body, letting you shrug off lesser status effects in a rush of adrenaline. As a standard action that costs one point of focus you can remove one of the following status effects and conditions you are currently under:
-Blinded*, Confused, Dazzled, Deafened*, Entangled, Exhausted, Fatigued, Frightened, Grappled*, Immobilized, Nauseated, On Fire, Prone*, Shaken, Sickened, Slowed, Staggered, Temporary negative levels.
Notes*: If a condition is imposed via an area effect like the web spell, it is removed from your square and squares adjacent to you. When used to escape from a grapple you end up in the nearest legal square. When used to stand up from a prone position you do not provoke attacks. Sight and hearing cannot be restored if they are permanent effects (this power does not let you regenerate lost or damaged limbs).
Pursuing the metaphorical sword is a path of the warrior. But to a practitioner of Iron Current the path of the warrior is the metaphorical sword. Mastery over one's weapon is paramount to mastery over the self; heart, body and spirit. Battle is a ship caught in a storm, and to seek out victory is to weather the storm; or to become it. To be ready at moment's notice, to become a sudden spike in a pressure system. Your blade is never truly sheathed- always ready to draw forth a river of power. Commonly with river of blood.
Notes: Many Iron Current Powers are either strengthened or altered if used after drawing your weapon, usually during your turn. In the case of weapons without a sheath, any stowed position that would normally require an action to draw the weapon from can count. (Spear in the ground point first, axe on a back-latch etc)
Base Power(s)
Practicioners of this Discipline recieve the Fast-Draw power and two other powers of their choice.
Fast-Draw
(Passive)
You gain the quickdraw feat, even if you don't meet the requirements.
<Iron Current Powers>
Iron Wind
(Strike)
As a standard action you may spend a point of focus to make a melee weapon attack against two targets in range, rolling the attacks separately. If you drew your weapon before using this power you don't need to spend the focus point.
Steel Wind
(Augment; Requires Iron Wind, ML 4)
You can spend an additional point of focus to augment Iron Wind: You may make melee attacks against three targets in range and/or adjacent to another target.
Mithral Tornado
(Augment; Requires Iron Wind, Steel Wind, ML8)
You can spend two additional points of focus and take a full round action to augment Iron Wind: You can attack as many enemies as you can reach, or up to four enemies when you include targets that are not within reach but are adjacent to targets within your reach.
Wall of Iron
(Counter)
When you become the target of an attack (except magical or supernatural attacks) you may spend two points of focus as an immediate action to attempt to deflect it, negating the attack. Before the result of the roll is announced, roll an attack at your highest bonus and compare to the results. If your roll was equal or higher, the attack is negated.
Wall of Steel
(Augment; Requires Wall of Iron, ML 4)
You can spend one additional point of focus to augment Wall of Iron: Should you succesfully negate an incoming attack against you, your opponent must make a reflex save. Failure means they cannot target you with other attacks this turn (usually ending a full attack).
Also; if your weapon is sheathed before using any form of the Wall of Iron power, you may draw it as part of using the power.
Mithral Battlement
(Augment; requires Wall of Iron, Wall of Steel, ML8)
Your mastery over your weapon has reached extraordinary heights. You can spend an additional point of focus to augment Wall of Iron: You are capable of using the Wall of Iron power against magical and supernatural attacks (as in attack rolls).
Iron Exorcism
(Strike)
You apply full force with the blunt end of your weapon, potentially knocking your foe off balance. As a standard action that costs one point of focus you can make a melee attack against your target. If it is successful your target takes damage as normal and makes a fortitude save; failure staggers the target for one round. Damage recieved from this power is considered bludgeoning damage.
Steel Exorcism
(Augment; Req Iron Exorcism, ML 4)
You can spend an additional point of focus to augment Iron Exorcism: Your opponent's failed save nauseates them for one round instead, as you potentially knock them from their senses.
Mithral Exorcism
(Augment; Req Steel Exorcism, ML 8)
You can spend two additional points of focus to augment Iron Exorcism: Your opponent's failed save dazes them for one round instead, as you potentially knock half their wits out of them.
Iron Rush
(Strike)
You press forward into battle, zeroing in on your foe like a surging wave; before crashing at optimal momentum. As a full-round action that costs one point of focus, you make a charge action against a target. You do not provoke attacks by moving through threatened squares when using this power. Should you draw your weapon before using this power or as part of the charge action, you deal an additional 1d6 points of weapon damage.
Steel Rusn
(Augment: req Iron Rush, ML 4)
You can spend an additional point of focus to augment Iron Rush: You can charge your target even if there are other creatures blocking your path. You may attempt an overrun combat maneuver for each creature whose square you move through during the charge, adding your mastery level to your CMB.
Every overrun attempt after the first takes a cumulative -5 penalty, and you can make no more attempts should your total CMB equal +0. Failure on an overrun attempt stops the charge, and you lose the attack and any movement you had left over.
This is overwise treated as an Overrun maneuver, allowing one to apply feats like Improved Overrun and the like.
Mithral Rush
(Augment; Iron and Steel Rush, ML 8)
You can spend an additional point of focus to augment Iron Surge: Your charge action made through Iron Surge no longer imposes a penalty to AC and deals 1d6 bonus weapon damage. Further should you have enough movement; you may attempt an overrun maneuver against the target of your charge with a bonus to your CMB equal to half your mastery level.
Should you augment Iron Surge with Steel Surge as well, this overrun must be made as part of those made with the Steel Surge augment.
Iron Punishment
(Passive)
Your intense training, developing expertise and bodily understanding have taught you how to bring out bodily strength even if you are an agile warrior. You gain the Power Attack feat, even if you don't meet the requirements. Should you already have it, you gain the Furious Focus feat instead. If you have both already, add 1 point to your total focus pool per day.
Steel Punishment
(Strike; req Iron Punishment, ML 4)
You gather your inner strength, and in an adrenaline fueled moment you lash out like a mighty rushing river. As a standard action that costs a point of focus you make a melee attack against a target. Success deals normal damage plus an additional d6 weapon damage for every odd mastery level you have attained (1, 3, 5 etc). Should you draw your weapon before using this power, it deals an additional +1 damage per die.
Mithral Punishment
(Augment; req Iron Punishment, Steel Punishment ML 8)
You can spend an additional point of focus to augment Steel Punishment: You can deliver your aforementioned power as one of your attacks made during your full round attack. You must declare the use of this augment as a swift action, then declare which attack is the power before making the rolls. Missing that attack expends the focus used for the power.
Iron Wave
(Strike)
Your strike deftly into the wind, sending a shockwave of power at your foe. As a standard action that costs one point of focus you can make a melee attack from close range (25ft+5ft/ml). Should you draw your weapon before using this power you deal 1d6 extra damage.
Steel Wave
(Augment: Req Iron Wave, ML 4)
You can spend one additional point of focus to augment Iron Wave: the attack made with this power bypasses metal based damage reductions as though it were that metal, except DR/Adamantine. It also deals an additional 1d6 bonus weapon damage.
Mithral Wave
You can spend one additional point of focus to augment Iron Wave: The melee attack made with this power can be made at a range of 75 ft, dealing 1d6 bonus weapon damage, and upon a succesful hit allows a free bull rush attempt using mastery level in place of BaB plus the higher of Str, Dex and mastery modifier. It is otherwise treated as a bullrush that you cannot move with, and you must move your target away from you. If you augmented Iron Wave with Steel Wave as well as Mithral Wave, you bypass DR/Adamantine as well.
Punishing Aura
(Aura)
You don an aura that emphasizes your offensive capability over defense. You do so by spending a point of focus as a swift action and it lasts for one minute. You take a -1 penalty to AC and CMD and deal an additional 1d6 weapon damage with your attacks. You can only have one active aura at a time.
Iron Dance
(Aura)
You don an aura which exhibita your knowledge of body placement, granting you extended reach for short periods of time. You do so by spending a point of focus as a swift action and it lasts for one minute. While under this aura your reach increases by 5ft during your turn, and you may make one additional attack of opportunity every round. You can only have one active aura at a time.
Defensive Powers
Absolute Iron
(Aura)
You don an aura that emphasizes your speed and agility. You do so by spending a point of focus as a swift action and it lasts for one minute. Your base land speed increases by 10ft and as long as you move 10ft in a round you get +2 to AC and CMD. You can only have one active aura at a time.
Flowing Footwork
(Counter)
You become like the river, darting around offensives in a show of skill and agility. When you must make a reflex save, you may spend a point of focus as an immediate action Roll an acrobatics check in place of your reflex save, and resolve the effect normally from there. By spending one additional point of focus upon success you can use the result of your acrobatics check as your AC for the next attack roll against you (regardless of type) until your next turn. You must not be flat-footed against said attack, and lose this benefit if you are.
Iron Endurance
(Boost)
As a standard action you can spend one point of focus to gain 5 temporary Hp, plus 1 more per mastery level. This temporary hp does not stack, and lasts for 1 minute.
Iron Focus
(Counter)
Your training grants you excellent reflexes, mental toughness, and stamina. You can draw upon your training and focus to overcome a variety of perils. As an immediate action you can spend two points of focus to re-roll a saving throw. You can only use this power before the result of the roll is revealed, and must take the new result afterward.
Iron Surge
(Boost)
Your near supernatural fortitude developed through training and meditation surges through your body, letting you shrug off lesser status effects in a rush of adrenaline. As a standard action that costs one point of focus you can remove one of the following status effects and conditions you are currently under:
-Blinded*, Confused, Dazzled, Deafened*, Entangled, Exhausted, Fatigued, Frightened, Grappled*, Immobilized, Nauseated, On Fire, Prone*, Shaken, Sickened, Slowed, Staggered, Temporary negative levels.
Notes*: If a condition is imposed via an area effect like the web spell, it is removed from your square and squares adjacent to you. When used to escape from a grapple you end up in the nearest legal square. When used to stand up from a prone position you do not provoke attacks. Sight and hearing cannot be restored if they are permanent effects (this power does not let you regenerate lost or damaged limbs).