Pungeon Pendragon (3.5e Martial Discipline)
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|“|| There was once a battle at a place called Thermopylae, where three hundred brave Greeks held off a Persian army of a million men... a million, you understand this number?
I understand this number.
|—Captain Algren talking to Lord Katsumoto, discussing the ancient might of the Sublime Way.|
Swashbuckling heroes are fond of using rapier wit alongside their rapiers, shooting arrows accompanied by shooting puns and even when things look bleak, they throw in a joke before throwing in the towel. Bards and wise men often recall famous words by famous men, used in the past to great effect in orations and battle speeches: all the more proof that the power of wordplay lies and speaks true in all languages, even the most ancient and intricarious ones. Those who learn the most ancient and most intricatastrophic of all and weave it into their combat routines are the practitioners of the Pungeon Pendragon style: their very actions speak truer than Truespeech.
The key skill for Pungeon Pendragon is TruespeakToM195; using Truespeak as part of a maneuver does not provoke attacks of opportunity unless the maneuver specifies so. When using a maneuver that requires a Truespeak check more than once, the Truespeak DC increases by 2 as normal, but this only happens if it is used more than once per encounter rather than once per day as with utterances; if the attack misses, the DC does not increase for the next time you use that maneuver, as normal with utterances. Discipline weapons include rapier wit, swords of a certain length, ass-whipping, an arm full of strikes and improvisionary weapons.
Additional Truespeak rule: for each language you know, you gain a +1 bonus on all Truespeak checks.
Because the Pungeon Pendragon discipline was never taught at the Temple of the Nine Swords that Reshar founded, or any similar center of training for that matter, most martial adepts do not know any maneuvers from it, or even know it exists. There are two ways to master the discipline. The first is to have been trained in it. If you choose to make a martial adept that has already been trained in the Pungeon Pendragon discipline, you simply replace one discipline that adept could normally learn with maneuvers from with the Pungeon Pendragon discipline. He loses the associated skill of the replaced discipline as a class skill, but gains Truespeak as a class skill.
The other way is to seek out a master of the Pungeon Pendragon discipline–a martial adept capable of using at least 5th-level maneuvers from the discipline–and training under him. You must train for a month under the master, and spend 1,000 xp at the end of your training. You gain the ability to learn maneuvers from the Pungeon Pendragon discipline, and add Truespeak to your martial adept class’s list of class skills. In addition, you may exchange your maneuvers known for maneuvers of the Pungeon Pendragon discipline. You may exchange one maneuver of each level, and the new maneuvers you learn must be of the same level as the exchanged maneuvers.
- 1 Game Mechanics of the Pungeon Pendragon
- 2 Maneuvers of the Pungeon Pendragon Discipline
Game Mechanics of the Pungeon Pendragon
Available To: Any
Discipline Weapons: None
Maneuvers of the Pungeon Pendragon Discipline
- To see the full, expanded description of every maneuver, click here.
- Alea Iacta Est!: Strike — Get a random outcome that increases damage.
- Puny Man’s Defiance: Stance — Establish subconscious telepathic links with your allies for knowledge of speech. Gain bonus on attack.
- Rapier Wit: Strike — Double your crit range and may use your Dex modifier instead of Str for attack.
- Cutting Remark: Strike — Gain bonus damage dice depending on Truespeak result.
- Lexical Innuendo: Counter or Boost — Grant +4 bonus on Bluff and Perform checks or make an opponent flat-footed.
- Proper Punctuation: Counter — Spellcaster must make a Concentration check or fail.
- Fightin’ Shade: Stance [Darkness] — Create an area of darkness that does not affect your sight.
- Freez’n’fire It Up: Counter — Hold person for one round, plus cold and fire damage.
- Pay Back In Mind: Strike — Truespeak check to attack someone who attacked you or your allies. May take damage voluntarily to boost damage.
- Truelepathic Interfearance: Counter — Stabilize an ally or allow him to throw off the effects of fear or poison.
- Fare Trade: Strike — Give your target the disease or poison in your own body. Gain bonus damage depending on relationship with target.
- Pun Fursonified: Boost — Get a natural armour bonus to AC or an enhancement bonus to Str, Dex, Con or Wis. Grow fur.
- We Chappy Few: stance — Give some allies within 60 feet special bonuses which you may change for the situation.
- Molon Labe!: Boost — Gain protection from ranged attacks and shield and dodge bonuses to AC depending on your Truespeak result.
- Ow, My Puncreas!: Counter — Opponent who attacks you takes 1d4 Con or Cha damage.
- Survivalar Evolution: Stance — Reach the peak of ability of surviving a battle, but become incapable of attack.
- Three Times’ the Harm: Strike — Make three Truespeak checks instead of attack rolls. Use your highest roll with a bonus.
- Crave Misteak: Counter — Parry and attack twice, gaining bonus hp.
- Cut the Chatter: Strike [X-Discipline] — Silence one creature/level.
- Purricane of Huns: Boost — Create copies of yourself who, along with yourself, fly into a rage. Grow whiskeys.
- Shanks for the Memories: Counter — Enemy that attacked you becomes flat-footed and provokes attacks of opportunity.
- Eternal Soliloquy: Strike — Time stop effect on you and one foe, Truespeak checks deal damage.
- I came, I saw, I Concorde: Strike — Spring attack with increased speed.
- Hypurrcane of Puns: Stance — Become an objectionable subject to air walk and haste. Grow whiskeys.
- Pun-punk: Boost — Summon a weapon with magic bonuses for a single round.
- Pundemonium: Strike — Foes you strike will save against permanent confusion and petrifaction.
- Straw Man: Strike [X-Discipline Creation] — Summon a parody of your political opponent who undermines them.
- Crowning Moment of Punny/Pawsome: Strike — Use Truespeech to reach a foe and utterly slaughter him verbally with your actions.
|Author||Morpholomew Bark +|
|Identifier||3.5e Martial Discipline +|
|Summary||Swashbuckling heroes are fond of using rap … |
Swashbuckling heroes are fond of using rapier wit alongside their rapiers, shooting arrows accompanied by shooting puns and even when things look bleak, they throw in a joke before throwing in the towel. Bards and wise men often recall famous words by famous men, used in the past to great effect in orations and battle speeches: all the more proof that the power of wordplay lies and speaks true in all languages, even the most ancient and intricarious ones. Those who learn the most ancient and most intricatastrophic of all and weave it into their combat routines are the practitioners of the Pungeon Pendragon style: their very actions speak truer than Truespeech.very actions speak truer than Truespeech. +
|Title||Pungeon Pendragon +|