ErrantX
2009-05-12, 07:54 PM
Master of One
http://i160.photobucket.com/albums/t189/1jo23/TheWarriorWithin.jpg
Al'cuin, a Tiger Claw master
Some masters of the Sublime Way believe that by learning each of the nine paths, that they achieve martial perfection. And then there are those that believe by focusing upon only one path, that a different sort of perfection can be achieved. The Master of One is a martial adept who has focused intensely upon mastering one of his disciplines to the exclusion of others. A rare breed of warrior, but one who learns that mastering his art requires dedication from the ground up.
Most masters of one are warblades or crusaders, but sometimes swordsages or fighters with the Martial Study and Martial Stance feats (taken a few times) find them their way into this class. All, however, share a fierce dedication to their singular art.
Hit Die: d10
Requirements:
Base Attack Bonus: +4
Skills: Martial Lore 9 ranks, chosen Discipline's associated skill 9 ranks.
Feats: Improved Initiative, Weapon Focus (must be with one of your chosen discipline's weapons), Blade Meditation (chosen discipline).
Maneuvers: Knowledge of two maneuvers and one stance of the chosen Discipline, ability to initiate 3rd level maneuvers.
Special: Character may not possess any levels in the Master of Nine prestige class previous to entry to this class, or after it; the class if forever barred.
Master of One
{table=head]Level|BAB|Fort Save|Ref Save|Will Save|
Special
1st|
+0|
+0|
+0|
+0|Discipline Initiate
2nd|
+1|
+0|
+0|
+0|Discipline Recovery
3rd|
+2|
+1|
+1|
+1|Discipline Adept
4th|
+3|
+1|
+1|
+1|Perfect Form
5th|
+3|
+1|
+1|
+1|Discipline Master[/table]
Maneuvers
{table=head]Level|Known|Readied|Stances
1st|
1|
1|
0
2nd|
1|
0|
1
3rd|
1|
1|
0
4th|
1|
0|
1
5th|
1|
1|
0[/table]
Class Skills: Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (history) (Int), Knowledge (local) (Int), Martial Lore (Int), Sense Motive (Wis), and Tumble (Dex).
Skill Points per Level: 4 + Intelligence modifier
Class Features:
Weapon and Armor Proficiencies: The Master of One gains no new weapon or armor proficiencies.
Maneuvers: At each level, the Master of One gains new maneuvers known from his chosen discipline. You must meet a maneuver's prerequisite to learn it. You add your Master of One levels to your initiator level to determine your total initiator level and your highest-level maneuvers known.
At 1st, 3rd, and 5th level you gain an additional maneuver readied per day, but these maneuvers must be of your chosen discipline.
Stances Known: At 1st and 4th level you learn a new martial stance from your chosen discipline. You must meet the stances prerequisites to learn it.
Discipline Initiate (Ex): Due to his study of his chosen Discipline, the Master of One's discipline shapes him as a warrior. One of his saving throws based on his chosen Discipline and improves to the Good saving throw progression. Masters of the Devoted Spirit, Iron Heart, and Stone Dragon disciplines gain the good saving throw progression for Fortitude saves. Masters of the Desert Wind, Shadow Hand, and Tiger Claw disciplines gain the good saving throw progression for Reflex saves. Masters of the Diamond Mind, Setting Sun, and White Raven gain the good saving throw progression for Will saves. Regardless of chosen discipline, the master of one gains the Skill Focus feat in his discipline's associated skill as a bonus feat.
Discipline Recovery (Ex): The Master of One gains the Sudden Recovery feat as a bonus feat, usable only with his chosen Discipline a number of time per day equal to his class level.
Discipline Adept (Ex): Masters of One train extensively with their chosen discipline to master its secrets to their fullest extent. The Master of One receives a bonus feat based upon his chosen discipline: Desert Wind (Desert Fire or Desert Wind Dodge), Devoted Spirit (Devoted Bulwark), Diamond Mind (Unnerving Calm), Iron Heart (Iron Heart Aura), Setting Sun (Falling Sun Attack or Superior Unarmed Strike), Shadow Hand (Shadow Blade), Stone Dragon (Stone Power), Tiger Claw (Rapid Assault), or White Raven (White Raven Defense). When initiating strikes of his chosen discipline, he gains a +2 perfection bonus to attack rolls.
Perfect Form (Ex):At 4th level, you initiate your maneuvers with greater fluidity, power and grace. For use of your chosen discipline, your initiator level is considered one higher, and the save DC (if any) of any maneuver of your chosen discipline you initiate increases by 4.
Discipline Master (Ex): As a true master of their chosen discipline, the Master of One may learn maneuvers from their chosen discipline regardless of what initiator classes they pursue in the future, even if the initiator class does not offer the discipline. He may subtract 25% of the XP cost when creating new maneuvers and stances for his chosen discipline as well. The Master of One also gains the ability to utilize two stances of his chosen discipline simultaneously, and is treated as having Weapon Focus and Weapon Specialization in all of his chosen discipline's weapons.
http://i160.photobucket.com/albums/t189/1jo23/TheWarriorWithin.jpg
Al'cuin, a Tiger Claw master
Some masters of the Sublime Way believe that by learning each of the nine paths, that they achieve martial perfection. And then there are those that believe by focusing upon only one path, that a different sort of perfection can be achieved. The Master of One is a martial adept who has focused intensely upon mastering one of his disciplines to the exclusion of others. A rare breed of warrior, but one who learns that mastering his art requires dedication from the ground up.
Most masters of one are warblades or crusaders, but sometimes swordsages or fighters with the Martial Study and Martial Stance feats (taken a few times) find them their way into this class. All, however, share a fierce dedication to their singular art.
Hit Die: d10
Requirements:
Base Attack Bonus: +4
Skills: Martial Lore 9 ranks, chosen Discipline's associated skill 9 ranks.
Feats: Improved Initiative, Weapon Focus (must be with one of your chosen discipline's weapons), Blade Meditation (chosen discipline).
Maneuvers: Knowledge of two maneuvers and one stance of the chosen Discipline, ability to initiate 3rd level maneuvers.
Special: Character may not possess any levels in the Master of Nine prestige class previous to entry to this class, or after it; the class if forever barred.
Master of One
{table=head]Level|BAB|Fort Save|Ref Save|Will Save|
Special
1st|
+0|
+0|
+0|
+0|Discipline Initiate
2nd|
+1|
+0|
+0|
+0|Discipline Recovery
3rd|
+2|
+1|
+1|
+1|Discipline Adept
4th|
+3|
+1|
+1|
+1|Perfect Form
5th|
+3|
+1|
+1|
+1|Discipline Master[/table]
Maneuvers
{table=head]Level|Known|Readied|Stances
1st|
1|
1|
0
2nd|
1|
0|
1
3rd|
1|
1|
0
4th|
1|
0|
1
5th|
1|
1|
0[/table]
Class Skills: Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (history) (Int), Knowledge (local) (Int), Martial Lore (Int), Sense Motive (Wis), and Tumble (Dex).
Skill Points per Level: 4 + Intelligence modifier
Class Features:
Weapon and Armor Proficiencies: The Master of One gains no new weapon or armor proficiencies.
Maneuvers: At each level, the Master of One gains new maneuvers known from his chosen discipline. You must meet a maneuver's prerequisite to learn it. You add your Master of One levels to your initiator level to determine your total initiator level and your highest-level maneuvers known.
At 1st, 3rd, and 5th level you gain an additional maneuver readied per day, but these maneuvers must be of your chosen discipline.
Stances Known: At 1st and 4th level you learn a new martial stance from your chosen discipline. You must meet the stances prerequisites to learn it.
Discipline Initiate (Ex): Due to his study of his chosen Discipline, the Master of One's discipline shapes him as a warrior. One of his saving throws based on his chosen Discipline and improves to the Good saving throw progression. Masters of the Devoted Spirit, Iron Heart, and Stone Dragon disciplines gain the good saving throw progression for Fortitude saves. Masters of the Desert Wind, Shadow Hand, and Tiger Claw disciplines gain the good saving throw progression for Reflex saves. Masters of the Diamond Mind, Setting Sun, and White Raven gain the good saving throw progression for Will saves. Regardless of chosen discipline, the master of one gains the Skill Focus feat in his discipline's associated skill as a bonus feat.
Discipline Recovery (Ex): The Master of One gains the Sudden Recovery feat as a bonus feat, usable only with his chosen Discipline a number of time per day equal to his class level.
Discipline Adept (Ex): Masters of One train extensively with their chosen discipline to master its secrets to their fullest extent. The Master of One receives a bonus feat based upon his chosen discipline: Desert Wind (Desert Fire or Desert Wind Dodge), Devoted Spirit (Devoted Bulwark), Diamond Mind (Unnerving Calm), Iron Heart (Iron Heart Aura), Setting Sun (Falling Sun Attack or Superior Unarmed Strike), Shadow Hand (Shadow Blade), Stone Dragon (Stone Power), Tiger Claw (Rapid Assault), or White Raven (White Raven Defense). When initiating strikes of his chosen discipline, he gains a +2 perfection bonus to attack rolls.
Perfect Form (Ex):At 4th level, you initiate your maneuvers with greater fluidity, power and grace. For use of your chosen discipline, your initiator level is considered one higher, and the save DC (if any) of any maneuver of your chosen discipline you initiate increases by 4.
Discipline Master (Ex): As a true master of their chosen discipline, the Master of One may learn maneuvers from their chosen discipline regardless of what initiator classes they pursue in the future, even if the initiator class does not offer the discipline. He may subtract 25% of the XP cost when creating new maneuvers and stances for his chosen discipline as well. The Master of One also gains the ability to utilize two stances of his chosen discipline simultaneously, and is treated as having Weapon Focus and Weapon Specialization in all of his chosen discipline's weapons.