dspeyer
2009-08-11, 11:15 PM
I was looking through ToB recently, and thinking that it's seriously short of PrCs. There are only a handful, and they're rather limited in application. Here are a few more I thought up.
Do these look effective? Fun? Non-abusable?
This is my first homebrewing. My apologies if formatting is improper or such.
Student of Nine Claws
Swords are crutches for those lacking their own weaponry. The sublime way does not require such things.
Long ago, a master swordsage went looking for students, and a copper dragon went looking for entertainment. They met, and the dragon said, "Teach me something interesting." Two years later they parted, and the dragon had much to ponder.
In time, she developed these techniques. Since then, they have spread to many creatures who desire an edge in combat, but their roots with an inquisitive copper dragon still show.
Prerequisites: 2 claws and one other natural weapon, flight maneuverability average or better, flyby attack, int 13, a 3rd level tiger claw maneuver
HP: d10
Skills: 4+int
Class Skills: Appraise, Balance, Jump, Knowledge(any), Listen, Martial Lore, Sense Motive, Search, Spot
{table]BAB|Ref|Fort|Will|Man|Features
1|2|2|0|1T|Natural Weaponry, Double Claw
2|3|3|0|1|Precise Breath
3|3|3|1|1T|Pouncing Charge
4|4|4|1|1|Snatching Throw
5|4|4|1|1T|Swooping attack[/table]
Maneuvers: at each odd level, gain a maneuver known from the Tiger Claw school. At each even level, gain a manuerver from the Setting Sun, Stone Dragon or Tiger Claw school.
Natural Weaponry (ex): You may treat all of your natural weapons as tiger claw weapons
Double Claw (ex): When you make a single attack, you may use two of your claws together. This does damage like a claw of one size category larger, and counts as two-handed for power attack, sunder and similar effects. It does not enable rend.
Precise Breath (ex): If you have a breath weapon that can function as a line, you may treat it as a weapon. The target gets no save, but you must make a ranged touch attack. There is no half damage. A breath attack of this sort has a critical multiplier of 20x3, like a longbow, and can be used for precision damage.
Pouncing Charge (ex): You can make a full attack on a charge.
Snatching Throw (ex): If you have any setting sun maneuvers that begin with a trip attack, you can use then against a smaller target which you are grappling. You automatically succeed on the check. If you have initiated grapple this round, you may execute the maneuver as a free action.
Swooping attack (ex): If you have any tiger claw maneuvers that involve jumping over an opponent, you may instead execute them by flying directly over the opponent's head. You must successfully move before and after the attack. Treat this as succedding on the jump check.
Shadowstalker
If you can see him, he wants you to. If you can't, you may be about to die.
A shadowstalker is one who focuses obsessively on the shadow hand school and the principles of stealth it espouses. By focussing so narrowly, he gains many supernatural powers of shadow that dilletants miss.
Prerequisites: Hide 8 ranks, Move Silently 8 ranks, 2 shadow hand strikes and 1 shadow hand stance, all 2rd level or higher.
HP: d8
Skills: 6+int
Class Skills: Bluff, Climb, Disable Device, Disguise, Hide, Listen, Martial Lore, Move Silently, Search, Spot
Martial Pathes: Shadow Hand
{table]BAB|Ref|Fort|Will|Maneuvers Known|Stances|Maneuvers Readied|Special Abilities
0|2|0|0|1| | |darkvision, slippery skin
1|3|0|0| | | |turn detection
2|3|1|1|1| | |glamer 1
3|4|1|1| |1| |turn location
3|4|1|1|1| |1|glamer 2
4|5|2|2| | | |turn scrying
5|5|2|2|1| | |glamer 3
6|6|2|2| |1| |turn mental divination
6|6|3|3|1| | |glamer 4
7|7|3|3| | |1|turn divination (all)[/table]
Darkvision (ex): By long experience, you are at home in the dark. Gain darkvision to 30 feet. If you already have darkvision, extend it by 30 feet.
Slippery Skin (su): You coat yourself in an invisible, infinitely thin layer of slippery shadowstuff. Things no longer stick to you. You do not become dirty. You may climb webs as if they were nets. You are uneffected by glitterdust and similar techniques.
Turn Detection (su): By keeping part of your essence between this plane and the plane of shadow, you and your equipment become immune to magical detection of based on alignment, creature type, mind or magical aura unless you wish to be effected.
Turn location (su): The same, but for Locate Object, Locate Creature, and other spells which work in the same manner.
Turn scrying (su): The same, but for spells with the scrying descriptor.
Turn Mental Divinations (su): The same, for any divination spell that allows a will save.
Turn All Divinations (su): The same, for all divination spells.
Glamer (sla): Select an illusion(glamer) spell from the sor/wiz list of level 1 or lower. Gain it as a spell-like ability 3/day. The choice cannot be changed. At 4th level, gain a second such spell like ability of level 2 or lower, and so on.
Artmage
Some suspect that the dance of a martial artist on the battlefield mirrors the dance of the universe through possibility. Others know it for certain.
Supernatural martial maneuvers and arcane spells tap into the same elemental power of magic from very different directions. An Artmage is one who is so expert in both that she can make them meet in the middle, gaining new control over magic. Most Artmages start as wizard/swordsages, but many other pathes are possible.
Prerequisites: 3rd level arcane spells, a 3rd level supernatural maneuver, 13 ranks spellcraft, 13 ranks martial lore, eschew materials, adaptive style
HP: d6
Skills: 2+int
Class skills: Concentration, Hide, Intimidate, Knowledge(arcana), Martial Lore, Spellcraft, Tumble
Martial Paths: Desert Wind, Devoted Spirit, Diamond Mind, Shadow Hand
{table]BAB|Ref|Fort|Will|Man Known|Stances|Man Red|spells|features
0|0|0|2|1| | |+1 level|martial conversion(strike,1)
1|0|0|3| | |1|+1 level|
2|1|1|3|1| | |+1 level|martial conversion(2)
3|1|1|4| |1| | |martial conversion(boost)
3|1|1|4|1| | |+1 level|martial conversion(3)
4|2|2|5| | |1|+1 level|
5|2|2|5|1| | |+1 level|martial conversion(4)
6|2|2|6| |1| | |martial conversion(stance)
6|3|3|6|1| | |+1 level|martial conversion(5)
7|3|3|7| | |1|+1 level|martial conversion(any)[/table]
Martial Conversion (Su):
Drawing on your mixed understanding of arcane magic and the mystical side of the sublime path, you can convert arcane spells into martial maneuvers. At first, you can only convert 1st level or lower offensive spells into strikes, but with practice, you become more versatile. Nevertheless, you can never convert a spell with a material or XP cost, nor a spell with a casting time greater than one round.
To convert a spell, you must spend an uninterrupted hour in meditation, study and practice. At the end, you must make a spellcraft check and a martial study check against DC 25 + 2 X spell level (e.g. 24 for a 2nd level spell). You may take 10. If you fail the check, you must start over. You do not increase your maneuvers known this way -- you must unlearn an old maneuver to learn this one.
The newly created maneuver is supernatural, of no school, and of equal level to the spell it was derived from. If it has a saving throw, that throw is now wisdom based. The maneuver can be taught like any other, but the student must make a DC 15+level spellcraft check in order to learn it.
At first, you may only convert spells 1st level or lower. At third level, you may also convery 2nd level spells, and so on.
At first, you may only convert spells which target a creature, object or set thereof and do not have the harmless descriptor into strike maneuvers.
At fourth level, you may convert any transmutation or abjuration with a duration longer than one round into a boost maneuver. Activating it is a swift action. For the rest of the round, you gain the effect of having the spell cast on you.
At eighth level, you may convert any transmutation or abjuration with a duration longer than 2 minutes into a stance. You do not forget ordinary stances to do this, but instead know a single converted stance, which you forget when you convert a new one.
At tenth level, you may convert any spell of fifth level or lower that does not have the creation descriptor and meets the general prerequisites into a strike maneuver.
Do these look effective? Fun? Non-abusable?
This is my first homebrewing. My apologies if formatting is improper or such.
Student of Nine Claws
Swords are crutches for those lacking their own weaponry. The sublime way does not require such things.
Long ago, a master swordsage went looking for students, and a copper dragon went looking for entertainment. They met, and the dragon said, "Teach me something interesting." Two years later they parted, and the dragon had much to ponder.
In time, she developed these techniques. Since then, they have spread to many creatures who desire an edge in combat, but their roots with an inquisitive copper dragon still show.
Prerequisites: 2 claws and one other natural weapon, flight maneuverability average or better, flyby attack, int 13, a 3rd level tiger claw maneuver
HP: d10
Skills: 4+int
Class Skills: Appraise, Balance, Jump, Knowledge(any), Listen, Martial Lore, Sense Motive, Search, Spot
{table]BAB|Ref|Fort|Will|Man|Features
1|2|2|0|1T|Natural Weaponry, Double Claw
2|3|3|0|1|Precise Breath
3|3|3|1|1T|Pouncing Charge
4|4|4|1|1|Snatching Throw
5|4|4|1|1T|Swooping attack[/table]
Maneuvers: at each odd level, gain a maneuver known from the Tiger Claw school. At each even level, gain a manuerver from the Setting Sun, Stone Dragon or Tiger Claw school.
Natural Weaponry (ex): You may treat all of your natural weapons as tiger claw weapons
Double Claw (ex): When you make a single attack, you may use two of your claws together. This does damage like a claw of one size category larger, and counts as two-handed for power attack, sunder and similar effects. It does not enable rend.
Precise Breath (ex): If you have a breath weapon that can function as a line, you may treat it as a weapon. The target gets no save, but you must make a ranged touch attack. There is no half damage. A breath attack of this sort has a critical multiplier of 20x3, like a longbow, and can be used for precision damage.
Pouncing Charge (ex): You can make a full attack on a charge.
Snatching Throw (ex): If you have any setting sun maneuvers that begin with a trip attack, you can use then against a smaller target which you are grappling. You automatically succeed on the check. If you have initiated grapple this round, you may execute the maneuver as a free action.
Swooping attack (ex): If you have any tiger claw maneuvers that involve jumping over an opponent, you may instead execute them by flying directly over the opponent's head. You must successfully move before and after the attack. Treat this as succedding on the jump check.
Shadowstalker
If you can see him, he wants you to. If you can't, you may be about to die.
A shadowstalker is one who focuses obsessively on the shadow hand school and the principles of stealth it espouses. By focussing so narrowly, he gains many supernatural powers of shadow that dilletants miss.
Prerequisites: Hide 8 ranks, Move Silently 8 ranks, 2 shadow hand strikes and 1 shadow hand stance, all 2rd level or higher.
HP: d8
Skills: 6+int
Class Skills: Bluff, Climb, Disable Device, Disguise, Hide, Listen, Martial Lore, Move Silently, Search, Spot
Martial Pathes: Shadow Hand
{table]BAB|Ref|Fort|Will|Maneuvers Known|Stances|Maneuvers Readied|Special Abilities
0|2|0|0|1| | |darkvision, slippery skin
1|3|0|0| | | |turn detection
2|3|1|1|1| | |glamer 1
3|4|1|1| |1| |turn location
3|4|1|1|1| |1|glamer 2
4|5|2|2| | | |turn scrying
5|5|2|2|1| | |glamer 3
6|6|2|2| |1| |turn mental divination
6|6|3|3|1| | |glamer 4
7|7|3|3| | |1|turn divination (all)[/table]
Darkvision (ex): By long experience, you are at home in the dark. Gain darkvision to 30 feet. If you already have darkvision, extend it by 30 feet.
Slippery Skin (su): You coat yourself in an invisible, infinitely thin layer of slippery shadowstuff. Things no longer stick to you. You do not become dirty. You may climb webs as if they were nets. You are uneffected by glitterdust and similar techniques.
Turn Detection (su): By keeping part of your essence between this plane and the plane of shadow, you and your equipment become immune to magical detection of based on alignment, creature type, mind or magical aura unless you wish to be effected.
Turn location (su): The same, but for Locate Object, Locate Creature, and other spells which work in the same manner.
Turn scrying (su): The same, but for spells with the scrying descriptor.
Turn Mental Divinations (su): The same, for any divination spell that allows a will save.
Turn All Divinations (su): The same, for all divination spells.
Glamer (sla): Select an illusion(glamer) spell from the sor/wiz list of level 1 or lower. Gain it as a spell-like ability 3/day. The choice cannot be changed. At 4th level, gain a second such spell like ability of level 2 or lower, and so on.
Artmage
Some suspect that the dance of a martial artist on the battlefield mirrors the dance of the universe through possibility. Others know it for certain.
Supernatural martial maneuvers and arcane spells tap into the same elemental power of magic from very different directions. An Artmage is one who is so expert in both that she can make them meet in the middle, gaining new control over magic. Most Artmages start as wizard/swordsages, but many other pathes are possible.
Prerequisites: 3rd level arcane spells, a 3rd level supernatural maneuver, 13 ranks spellcraft, 13 ranks martial lore, eschew materials, adaptive style
HP: d6
Skills: 2+int
Class skills: Concentration, Hide, Intimidate, Knowledge(arcana), Martial Lore, Spellcraft, Tumble
Martial Paths: Desert Wind, Devoted Spirit, Diamond Mind, Shadow Hand
{table]BAB|Ref|Fort|Will|Man Known|Stances|Man Red|spells|features
0|0|0|2|1| | |+1 level|martial conversion(strike,1)
1|0|0|3| | |1|+1 level|
2|1|1|3|1| | |+1 level|martial conversion(2)
3|1|1|4| |1| | |martial conversion(boost)
3|1|1|4|1| | |+1 level|martial conversion(3)
4|2|2|5| | |1|+1 level|
5|2|2|5|1| | |+1 level|martial conversion(4)
6|2|2|6| |1| | |martial conversion(stance)
6|3|3|6|1| | |+1 level|martial conversion(5)
7|3|3|7| | |1|+1 level|martial conversion(any)[/table]
Martial Conversion (Su):
Drawing on your mixed understanding of arcane magic and the mystical side of the sublime path, you can convert arcane spells into martial maneuvers. At first, you can only convert 1st level or lower offensive spells into strikes, but with practice, you become more versatile. Nevertheless, you can never convert a spell with a material or XP cost, nor a spell with a casting time greater than one round.
To convert a spell, you must spend an uninterrupted hour in meditation, study and practice. At the end, you must make a spellcraft check and a martial study check against DC 25 + 2 X spell level (e.g. 24 for a 2nd level spell). You may take 10. If you fail the check, you must start over. You do not increase your maneuvers known this way -- you must unlearn an old maneuver to learn this one.
The newly created maneuver is supernatural, of no school, and of equal level to the spell it was derived from. If it has a saving throw, that throw is now wisdom based. The maneuver can be taught like any other, but the student must make a DC 15+level spellcraft check in order to learn it.
At first, you may only convert spells 1st level or lower. At third level, you may also convery 2nd level spells, and so on.
At first, you may only convert spells which target a creature, object or set thereof and do not have the harmless descriptor into strike maneuvers.
At fourth level, you may convert any transmutation or abjuration with a duration longer than one round into a boost maneuver. Activating it is a swift action. For the rest of the round, you gain the effect of having the spell cast on you.
At eighth level, you may convert any transmutation or abjuration with a duration longer than 2 minutes into a stance. You do not forget ordinary stances to do this, but instead know a single converted stance, which you forget when you convert a new one.
At tenth level, you may convert any spell of fifth level or lower that does not have the creation descriptor and meets the general prerequisites into a strike maneuver.