Drake Gryphon
2009-11-04, 03:21 PM
Hi this is my 1st attempt at posting a homebrew.
Battle Sage
Fluff:
For some reason, whether it be much training, natural talent, divine grace, or some combination of the three, the Battle Sage gains the ability to understand combat and those who participate in it. They seem to instinctively know when and how a battle will happen. Then threw the chaos of battle, a Battle Sage gains an inner calm. This Calm allows them to be like the eye of a storm, where they and what they stand to protect pass threw the tide of battle more or less unharmed, while those that stand against them may never be seen again.
Game Rule Information
Abilities: Wisdom is the most important for class features, followed by strength for better melee attacks, and 3rd is con for more health.
Alignment: Any
Hit Die: d10
Class Skills
Climb
Craft (any)
Jump
Listen
Profession (any)
Ride
Search
Sense Motive
Spot
Survival
Swim
Skill Points at 1st Level: (4 + Int modifier) x 4.
Skill Points at Each Level: 4 + Int modifier
Weapon Prof: Simple and Martial
Armor Prof: Light and Medium, as well as shield (not including tower)
Starting Money: 3d4*10
Battle Sage
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Battle Sense|Special
1st|
+1|
+0|
+2|
+2|
+0|Battle Sense (Defense), Wise Dodge
2nd|
+2|
+0|
+3|
+3|
+1|Block What You Cannot Dodge
3rd|
+3|
+1|
+3|
+3|
+1|Uncanny Dodge
4th|
+4|
+1|
+4|
+4|
+1|Battle Sense (Offense)
5th|
+5|
+1|
+4|
+4|
+1|Evasion
6th|
+6/+1|
+2|
+5|
+5|
+2|Shielded Strike
7th|
+7/+2|
+2|
+5|
+5|
+2|Battle Sense (Damage)
8th|
+8/+3|
+2|
+6|
+6|
+2|Improved Uncanny Dodge
9th|
+9/+4|
+3|
+6|
+6|
+2|Water Mind 1/day
10th|
+10/+5|
+3|
+7|
+7|
+3|Wise Skill Usage
11th|
+11/+6/+1|
+3|
+7|
+7|
+3|Blind Sense
12th|
+12/+7/+2|
+4|
+8|
+8|
+3|Improved Evasion
13th|
+13/+8/+3|
+4|
+8|
+8|
+3|Water Mind 2/day
14th|
+14/+9/+4|
+4|
+9|
+9|
+4|Control the Field
15th|
+15/+10/+5|
+5|
+9|
+9|
+4|Improved Water Mind
16th|
+16/+11/+6/+1|
+5|
+10|
+10|
+4|Blind Sight
17th|
+17/+12/+7/+2|
+5|
+10|
+10|
+4|Water Mind 3/day
18th|
+18/+13/+8/+3|
+6|
+11|
+11|
+5|Exploit the Opening
19th|
+19/+14/+9/+4|
+6|
+11|
+11|
+5|Hold the Pass
20th|
+20/+15/+10/+5|
+6|
+12|
+12|
+5|Perfect Water Mind[/table]
Class Features
Battle Sense: This allows you to add your wisdom modifier to different aspects of combat, as long as you are wearing medium armor or less. At level 1 you may add it to your AC, At level 4 you may add it to any attacks you make, and at level 7 you may add it to any damage that you deal. Also Starting at level 2 you may add an additional +1 to anything your battle sense modifies. This bonus increases by one every 4th level from then one (6, 10, 14, 18) till it caps at +5 at level 18. You may use all the Battle Sense forms (Defense, Offense, and Damage) at the same time.
Wise Dodge: A Battle Sage may add their wisdom modifier instead of dexterity to their reflex saves.
Block What You Cannot Dodge: Starting at 2nd level, when ever you are using a shield you may double the shield bonus to your AC.
Uncanny Dodge: At 3rd level the Battle Sage gains Uncanny Dodge.
Evasion: At 5th level the Battle Sage gains Evasion.
Shielded Strike: Starting at 6th level you may wield your weapon with 2 hands, without penalty, while still using a shield.
Improved Uncanny Dodge: At 8th level the Battle Sage gains Improved Uncanny Dodge.
Water Mind: At 9th level you gain the ability to use Water Mind. While in water mind your wisdom score is temporarily increased by 6, and you may continue to act normally, until you die, even once you reach 0 or less HP. Once you you exit Water Mind you become fatigued for a number of minutes equal to the number of rounds you used Water Mind. You may stay in Water Mind for a number of hours equal to your level. Also you must make a DC 15 + (number of rounds in Water Mind) Will check or take 1d8/(rounds in Water Mind) damage. You may use Water Mind 1/day at level 9, 2/day at level 13, and 3/day at level 17.
Wise Skill Usage: Any skill that uses your Intelligence or Charisma modifier, you may instead substitute your Wisdom modifier.
Blind Sense: You gain blind sense out to a number of feet equal to your Wisdom modifier * 5. At level 16 this goes up to Wisdom modifier * 10.
Improved Evasion: At 12th level the Battle Sage gains Improved Evasion.
Control the Field: When you use a full attack, any enemy you hit must make a will save with a DC of 15+your Wisdom modifier, if they fail you may shift them a number of squares equal to your Wisdom modifier, when moved this way, they do not provoke attacks of opportunity.
Improved Water Mind: You are only fatigued for a number of rounds equal to the number of rounds you used Water Mind. Also the damage upon a failed save is lowered to 1d6/(rounds in Water Mind).
Blind Sight: You gain blind sight out to a number of feet equal to your Wisdom modifier * 5.
Exploit the Opening: When ever you make an Attack of Opportunity you make make a 2nd attack against that target.
Hold the Pass: You may make Attacks of Opportunity against targets that enter your threatened area. This does not grant you any more Attacks of Opportunity.
Perfect Water Mind: You are no longer fatigued by using your Water Mind ability. Your bonus to your wisdom score is increased to +8. Also the damage upon a failed save is lowered to 1d4/(rounds in Water Mind).
Questions, comments, cares, concerns?
Battle Sage
Fluff:
For some reason, whether it be much training, natural talent, divine grace, or some combination of the three, the Battle Sage gains the ability to understand combat and those who participate in it. They seem to instinctively know when and how a battle will happen. Then threw the chaos of battle, a Battle Sage gains an inner calm. This Calm allows them to be like the eye of a storm, where they and what they stand to protect pass threw the tide of battle more or less unharmed, while those that stand against them may never be seen again.
Game Rule Information
Abilities: Wisdom is the most important for class features, followed by strength for better melee attacks, and 3rd is con for more health.
Alignment: Any
Hit Die: d10
Class Skills
Climb
Craft (any)
Jump
Listen
Profession (any)
Ride
Search
Sense Motive
Spot
Survival
Swim
Skill Points at 1st Level: (4 + Int modifier) x 4.
Skill Points at Each Level: 4 + Int modifier
Weapon Prof: Simple and Martial
Armor Prof: Light and Medium, as well as shield (not including tower)
Starting Money: 3d4*10
Battle Sage
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Battle Sense|Special
1st|
+1|
+0|
+2|
+2|
+0|Battle Sense (Defense), Wise Dodge
2nd|
+2|
+0|
+3|
+3|
+1|Block What You Cannot Dodge
3rd|
+3|
+1|
+3|
+3|
+1|Uncanny Dodge
4th|
+4|
+1|
+4|
+4|
+1|Battle Sense (Offense)
5th|
+5|
+1|
+4|
+4|
+1|Evasion
6th|
+6/+1|
+2|
+5|
+5|
+2|Shielded Strike
7th|
+7/+2|
+2|
+5|
+5|
+2|Battle Sense (Damage)
8th|
+8/+3|
+2|
+6|
+6|
+2|Improved Uncanny Dodge
9th|
+9/+4|
+3|
+6|
+6|
+2|Water Mind 1/day
10th|
+10/+5|
+3|
+7|
+7|
+3|Wise Skill Usage
11th|
+11/+6/+1|
+3|
+7|
+7|
+3|Blind Sense
12th|
+12/+7/+2|
+4|
+8|
+8|
+3|Improved Evasion
13th|
+13/+8/+3|
+4|
+8|
+8|
+3|Water Mind 2/day
14th|
+14/+9/+4|
+4|
+9|
+9|
+4|Control the Field
15th|
+15/+10/+5|
+5|
+9|
+9|
+4|Improved Water Mind
16th|
+16/+11/+6/+1|
+5|
+10|
+10|
+4|Blind Sight
17th|
+17/+12/+7/+2|
+5|
+10|
+10|
+4|Water Mind 3/day
18th|
+18/+13/+8/+3|
+6|
+11|
+11|
+5|Exploit the Opening
19th|
+19/+14/+9/+4|
+6|
+11|
+11|
+5|Hold the Pass
20th|
+20/+15/+10/+5|
+6|
+12|
+12|
+5|Perfect Water Mind[/table]
Class Features
Battle Sense: This allows you to add your wisdom modifier to different aspects of combat, as long as you are wearing medium armor or less. At level 1 you may add it to your AC, At level 4 you may add it to any attacks you make, and at level 7 you may add it to any damage that you deal. Also Starting at level 2 you may add an additional +1 to anything your battle sense modifies. This bonus increases by one every 4th level from then one (6, 10, 14, 18) till it caps at +5 at level 18. You may use all the Battle Sense forms (Defense, Offense, and Damage) at the same time.
Wise Dodge: A Battle Sage may add their wisdom modifier instead of dexterity to their reflex saves.
Block What You Cannot Dodge: Starting at 2nd level, when ever you are using a shield you may double the shield bonus to your AC.
Uncanny Dodge: At 3rd level the Battle Sage gains Uncanny Dodge.
Evasion: At 5th level the Battle Sage gains Evasion.
Shielded Strike: Starting at 6th level you may wield your weapon with 2 hands, without penalty, while still using a shield.
Improved Uncanny Dodge: At 8th level the Battle Sage gains Improved Uncanny Dodge.
Water Mind: At 9th level you gain the ability to use Water Mind. While in water mind your wisdom score is temporarily increased by 6, and you may continue to act normally, until you die, even once you reach 0 or less HP. Once you you exit Water Mind you become fatigued for a number of minutes equal to the number of rounds you used Water Mind. You may stay in Water Mind for a number of hours equal to your level. Also you must make a DC 15 + (number of rounds in Water Mind) Will check or take 1d8/(rounds in Water Mind) damage. You may use Water Mind 1/day at level 9, 2/day at level 13, and 3/day at level 17.
Wise Skill Usage: Any skill that uses your Intelligence or Charisma modifier, you may instead substitute your Wisdom modifier.
Blind Sense: You gain blind sense out to a number of feet equal to your Wisdom modifier * 5. At level 16 this goes up to Wisdom modifier * 10.
Improved Evasion: At 12th level the Battle Sage gains Improved Evasion.
Control the Field: When you use a full attack, any enemy you hit must make a will save with a DC of 15+your Wisdom modifier, if they fail you may shift them a number of squares equal to your Wisdom modifier, when moved this way, they do not provoke attacks of opportunity.
Improved Water Mind: You are only fatigued for a number of rounds equal to the number of rounds you used Water Mind. Also the damage upon a failed save is lowered to 1d6/(rounds in Water Mind).
Blind Sight: You gain blind sight out to a number of feet equal to your Wisdom modifier * 5.
Exploit the Opening: When ever you make an Attack of Opportunity you make make a 2nd attack against that target.
Hold the Pass: You may make Attacks of Opportunity against targets that enter your threatened area. This does not grant you any more Attacks of Opportunity.
Perfect Water Mind: You are no longer fatigued by using your Water Mind ability. Your bonus to your wisdom score is increased to +8. Also the damage upon a failed save is lowered to 1d4/(rounds in Water Mind).
Questions, comments, cares, concerns?