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DaTedinator
2010-01-13, 02:47 AM
ALTERNATE CLASS FEATURES


Crusader:

Alternate Class Feature: Lay On Hands

Most Crusaders learn to better steel their wills against foreign assaults. Your will, however, is already plenty sharp, so you have instead spent your time practicing your healing abilities.

Level: 2nd.

Prerequiste: One Devoted Spirit maneuver that heals hit point damage.

Replaces: If you select this alternative class feature, you do not gain the Indomitable Soul ability.

Benefit: Beginning at 2nd level, you gain the ability to heal yourself or allies with a touch. Every day, you can heal a total amount of damage equal to your class level Χ your Charisma bonus. You may choose to divide your healing among multiple recipients, and you don’t have to use it all at once. Using lay on hands is a standard action.

Unlike a Paladin, you may not normally use this healing to damage Undead creatures, or other creatures vulnerable to positive energy. However, your healing pool stacks with that granted by other classes (such as Paladin or Dragon Shaman), and you may spend healing gained by this ability on anything those classes could spend healing on (such as damaging undead).


Alternate Class Feature: Smite Opposing Alignment

You find it hard to channel your righteous might against those of a similar viewpoint to yours; however, those with opposite views draw your ire even more fiercely.

Level: 6th.

Replaces: If you select this alternative class feature, your Smite ability is modified.

Benefit: Your Smite ability only affects one opposing alignment, chosen when you gain this ability (so a Lawful Good Crusader could smite Evil or Chaotic enemies; True Neutral Crusaders probably shouldn't pick this ability). Your uses of Smite per day are doubled (so you may Smite an opposing alignment twice per day at 6th level, and four times per day at 18th.

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Swordsage:

Alternate Class Feature: Arcane Training

All swordsages receive training in more supernatural disciplines than other martial adepts. You, however, have a knack for supernatural techniques, focusing on them so much your nonmagical knowledge has suffered.

Level: 4th, 8th, 12th, or 16th.

Replaces: If you select this alternative class feature, you do not gain the Discipline Focus ability for that level, nor do you learn a new maneuver for that level (you may still replace a maneuver as usual).

Benefit: You learn a single arcane spell from the Sorcerer/Wizard list, from the school of abjuration, evocation, or transmutation. The spell must have a range of personal or touch, and must be at least one level below the highest level maneuver you are capable of learning. You may ready, initiate, and recover this spell exactly as a maneuver, using your initiator level as your caster level, and basing any save DC on your Wisdom.

Upon leveling up to an even level, you may replace this spell with a different spell (including one of a higher level) that meets all the same requirements, instead of replacing a maneuver.


Alternate Class Feature: Use Magic Weapon

You do not know how most magic weaponry works, nor do you care; you just know that it works, and that it works better for you than it does for most others.

Level: 7th

Replaces: If you select this alternative class feature, you do not gain the Sense Magic ability.

Benefit: Whenever using a magic weapon that has impaired or improved functions for characters of a specific alignment or class, you are treated as whatever alignment and class would be most beneficial. When emulating another class, you are considered to be a level equal to half your swordsage level; this effective class level may stack with regular class levels to improve effects (so a Swordsage 8/Paladin 8 wielding a Holy Avenger is treated as a 12th level Paladin).

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Warblade:

Alternate Class Feature: Martial Aptitude

Rather than wasting your time playing around with various weapons, you've been studying hard, and have mastered a discipline that is a mystery to most Warblades.

Level: 1st

Replaces: If you select this alternative class feature, you do not gain the Weapon Aptitude ability.

Benefit: Choose a single discipline not normally granted to warblades. You may select stances and maneuvers from this discipline, following the normal rules for learning them. If the associated skill of the discipline is not already a class skill for warblades, it is a class skill for your warblade levels.


Alternate Class Feature: Broad Experience

You have sampled from a wider variety of training than other warblades, and you have the techniques to prove it. You know maneuvers from a wide variety of different styles.

Level: 5th, 9th, 13th, or 17th.

Replaces: Every level you select this alternative class feature, you do not gain the bonus feat normally granted to warblades.

Benefit: Your learned maneuver for this level may be from any discipline, even a discipline you do not normally have access to.

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FEATS

General Feat:

{table="head"]General Feat|Prerequisites|Benefit
Combat Healer|Lay on hands (or similar ability), one Devoted Spirit maneuver that heals hit point damage.|Spend Lay on Hands to increase healing from a Devoted Spirit maneuver.[/table]

Combat Healer
You can channel divine energy into your martial maneuvers, healing your allies more than usual.
Prerequisite: Lay on hands (or similar ability), one Devoted Spirit maneuver that heals hit point damage.
Benefit: Whenever you heal an ally with a Devoted Spirit maneuver, you may expend healing from your Lay on Hands pool to increase the healing by an equivalent amount. If the maneuver heals multiple allies, you may heal any or all of them as you choose, but you increase the healing individually. You may expend a Devoted Spirit maneuver to use your Lay on Hands to heal an ally as a swift action.

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Multiclass Feats:

{table="head"]Multiclass Feats|Prerequisites|Benefit
Ascetic Savant|Improved Unarmed Strike, ability to add your Wisdom bonus to AC in light armor.|Monk and swordsage levels stack for unarmed strike, speed bonus, quick to act.
Daring Swordsman|Battle clarity, grace +1.|Swashbuckler and warblade levels stack for initiator level and grace.
Devoted Templar|Divine grace, steely resolve.|Crusader and paladin levels stack for initiator level and smite damage.
Faithful Templar|Ability to turn or rebuke undead, steely resolve.|Cleric and crusader levels stack for turn undead, domain abilities, steely resolve.
Sagacious Outlaw|Sneak Attack +2d6 as a class feature, Trap Sense +1, one Shadow Hand stance.|Rogue and swordsage levels stack for initiator level, quick to act, sneak attack.
Thieving Sage|Discipline focus, steal spell|Spellthief and swordsage levels stack for sneak attack and steal spell.[/table]

{table="head"]Psionic Feats|Prerequisites|Benefit
Psychic Swordsman|Weapon Aptitude.|Psychic warrior and warblade levels stack for initiator and manifester level.
Sublime Soulknife|Blade meditation (any), mind blade.|Mind blade is discipline weapon, soulknife levels increase initiator level.[/table]

Ascetic Savant
You belong to a special order of monks that has combined standard monastic training with study of the Sublime Way.
Prerequisite: Improved Unarmed Strike, ability to add your Wisdom bonus to AC in light armor.
Benefit: If you have levels in monk and swordsage, those levels stack for the purpose of determining your unarmed strike damage, unarmored speed bonus, and Quick to Act bonus. In addition, you can multiclass freely between the monk and swordsage classes. You must still remain lawful in order to retain your monk abilities and take monk levels. You still face the normal XP penalties for having multiple classes more than one level apart.

Daring Swordsman
Your hunger for glory has grown far beyond typical for Warblades, and you are no longer satisfied with simply displaying great skill at arms; your bravado and showiness know no bounds.
Prerequisite: Battle clarity, grace +1.
Benefit: If you have levels in swashbuckler and warblade, those levels stack for the purpose of determining your initiator level and Grace bonus.

Devoted Templar
You have trained in the Sublime Way to better combat the foes of your deity and uphold justice and mercy.
Prerequisite: Divine grace, steely resolve.
Benefit: If you have levels in crusader and paladin, those levels stack for the purpose of determining your initiator level, and smite damage for both classes. In addition, you can multiclass freely between the crusader and paladin classes. You must still remain lawful good in order to retain your paladin abilities and take paladin levels. You still face the normal XP penalties for having multiple classes more than one level apart.

Faithful Templar
Not content to simply stand in the sidelines, your faith has driven you to take an active role in combating your deity's enemies. You have begun studying the Sublime Way to further that goal.
Prerequisite: Ability to turn or rebuke undead, steely resolve.
Benefit: If you have levels in cleric and crusader, those levels stack for the purpose of determining your ability to Turn or Rebuke Undead, your domain abilities, and the size of your Delayed Damage Pool.

In addition, whenever you heal an ally with a maneuver, you may expend a prepared Cleric spell as a free action to increase the amount of damage healed by 1d8 per level of the expended spell (to a maximum of +1d8 per level of the maneuver used).

Psychic Swordsman [Psionic]
You have honed both your martial and psychic talents, and have learned to integrate both into your fighting style.
Prerequisite: Weapon aptitude.
Benefit: If you have levels in psychic warrior and warblade, those levels stack for the purpose of determining your initiator level and your manifester level. In addition, you may determine the bonus granted by your warblade class features with your Wisdom modifier instead of your Intelligence modifier.

Sagacious Outlaw
You have taken the tenants of the Shadow Hand discipline more to heart than most swordsages, and have taken careful time to study subterfuge and other deceptive techniques.
Prerequisite: Sneak Attack +2d6 as a class feature, Trap Sense +1, one Shadow Hand stance.
Benefit: If you have levels in rogue and swordsage, those levels stack for the purpose of determining your initiator level and your Quick to Act bonus. In addition, for every four levels you have of swordsage, you increase your sneak attack dice by +1d6.

Sublime Soulknife [Psionic]
Your mastery of the Sublime Way has only increased your proficiency and deadliness with your mind blade.
Prerequisite: Blade meditation (any), mind blade.
Benefit: You may add your Soulknife levels to your initiator level (rather than one-half your Soulknife levels as usual), and you may use your initiator level to determine your mind blade's enhancement bonus. You may treat your mind blade as a discipline weapon for any discipline you have the Blade Meditation feat for, and if you have the ability to reshape your mind blade, may reshape it into a discipline weapon for such a discipline (you may reshape it into two identical copies of a light weapon, following the normal rules for splitting your mind blade).

Thieving Sage
Your unique arcane and martial training has given you unique abilities that most initiators would only dream of.
Prerequisite: Discipline focus, steal spell
Benefit: If you have levels in spellthief and swordsage, those levels stack for the purpose of determining your sneak attack damage and maximum spell level stored. In addition, you may use stolen spell levels to initiate a maneuver of an equivalent level; you may even initiate a maneuver that's not readied, and if it is readied, it's not expended.

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Tactical Feats:

{table="head"]Tactical Feats|Prerequisites|Benefit
Bestial Might|BAB +6, Balance 6 ranks, Jump 6 ranks, two Tiger Claw maneuvers, one Stone Dragon maneuver, and one Stone Dragon stance.| Synergistic abilities for Stone Dragon and Tiger Claw.
Desert Storm|Three Desert Wind maneuvers, Tumble 9 ranks.|Electricity-based abilities.
Faithful Leader|BAB +6, one Devoted Spirit stance, one White Raven stance.|Synergistic abilities for Devoted Spirit and White Raven.
Might of Arms|BAB +6, Power Attack, two Iron Heart maneuvers, no Setting Sun maneuvers.|The best way to win is to be better than your opponent. Duh.
Mordant Shadows|BAB +4, three Shadow Hand maneuvers.|Acid-based abilities.
Time Marches On|Sense Motive 6 ranks, BAB +4, two Setting Sun maneuvers.|Attacks for opponents who know how to avoid hitting themselves and falling down.
Way of the Mirage|Hide 9 ranks, Tumble 3 ranks, one Shadow Hand maneuver, one Desert Wind maneuver.|Synergistic abilities for Desert Wind and Shadow Hand.[/table]

Bestial Might [Tactical]
You are experienced in both the Stone Dragon and Tiger Claw disciplines, and have learned to rectify their normally contradictory natures of reliance on earth and stone, and reliance on hurtling yourself through the air.
Prerequisite: BAB +6, Balance 6 ranks, Jump 6 ranks, two Tiger Claw maneuvers, one Stone Dragon maneuver, and one Stone Dragon stance.
Benefit: This feat enables the use of three new combat options.
• Dragon's Flight: You may attempt to initiate a Stone Dragon maneuver even when not in contact with the ground. To do so, you must attempt a Balance check with a DC equal to 15 + twice the level of the maneuver you're attempting to initiate. You gain a bonus on this check equal to your half ranks in Jump (round down). If you succeed on the check, you may initiate the maneuver normally; if you fail, the maneuver is not expended, but the action you would have spent is wasted.
• Tiger's Leap: To use this option, you must be in a Stone Dragon stance that does not allow you to move more than 5 feet. If you successfully attempt to use a Tiger Claw maneuver that requires a Jump check, any movement caused by that maneuver does not break your stance.
• Crouching Tiger, Hidden Dragon: To use this option, you must successfully hit a foe who is denied their Dexterity bonus to AC, or whom you flank with a Stone Dragon or Tiger Claw strike. You deal bonus damage equal to the highest level, unexpended maneuver of the opposite style that you have readied.

Desert Storm [Tactical]
In addition to the standard study of the scorching winds of the desert, you have studied the rare but devastating force of a desert thunderstorm. You have learned to harness the might of the storm, and can infuse your strikes with thunder and lightning.
Prerequisite: Three Desert Wind maneuvers, Tumble 9 ranks.
Benefit: This feat enables the use of three new combat options.
• Flash of Lightning: To use this option, you must initiate a Desert Wind maneuver that would normally have an effect relating to fire damage. When initiating the maneuver, you may instead choose to have it deal with electricity damage, whether that means dealing electricity damage, granting electricity resistance, or similar effects.
• Peal of Thunder: To use this option, you must have initiated a Desert Wind maneuver that dealt electricity damage in the previous round. The next round, if you use an effect that would deal electricity damage (including a Desert Wind maneuver modified by this feat), you may choose to instead deal sonic damage.
• Calm Before the Storm: To use this option, you must not have attacked any opponents in the previous round. The next round, if you use a Desert Wind strike, you gain a +2 bonus to hit and damage, and all save DCs are increased by +1.

Faithful Leader [Tactical]
You have dedicated yourself to defending and supporting your allies. You also happen to be experienced in both the Devoted Spirit and White Raven disciplines, and this combined knowledge aids your efforts quite a bit.
Prerequisite: BAB +6, one Devoted Spirit stance, one White Raven stance.
Benefit: This feat enables the use of three new combat options.
• Fidelity: To use this option, you must be in a Devoted Spirit stance, and you must initiate a White Raven maneuver that affects allies. You may heal one ally affected by the maneuver an about equal to the level of the maneuver.
• Fairness: To use this option, you must be in a White Raven stance, and you must initiate a Devoted Spirit maneuver that heals one ally. Instead of healing one ally, you may choose to heal every ally within range half the normal amount. If you roll the healing, roll once and apply half the roll to every ally.
• Humility: Whenever you are the target of an effect that heals hit points, you may choose to split the healing equally with one adjacent ally. If you are in a Devoted Spirit stance, you may heal a second adjacent ally the same amount you healed the first. If you are in a White Raven stance, you may heal an ally within 30 feet, instead of only an adjacent ally.

Might of Arms [Tactical]
Use your enemy's strength against him? Ridiculous! Use your strength against him.
Prerequisite: BAB +6, Power Attack, two Iron Heart maneuvers, no Setting Sun maneuvers.
Benefit: This feat enables the use of three new combat options.
• Strike Harder: Once per round, when a target makes a successful melee attack against you and deals less damage than your ranks in Balance, they provoke an attack of opportunity from you.
• Last Longer: To use this option, you must be fighting defensively, or using Combat Expertise to take at least a -2 penalty on attack rolls. You gain a +2 dodge bonus to AC against opponents with more HP than you.
• Be Stronger: Whenever making an opposed check with an opponent, and your total roll is lower than your ranks in Balance, you may choose to reroll once, with a -2 penalty. You must choose whether or not to reroll before hearing the results of the roll.
Special: If you later gain any Setting Sun maneuvers, you immediately lose the benefit of this feat. You may replace it with Distant Horizon one level after you meet the prerequisites.

Mordant Shadows [Tactical]
You have studied under a master with a unique view of the Shadow Hand discipline. Rather than focusing on the chilling, deceptive nature of shadows, you have learned that even the strongest soul cannot withstand an eternal night, and have studied how to make use of this eroding nature of darkness.
Prerequisite: BAB +4, three Shadow Hand maneuvers.
Benefit: This feat enables the use of three new combat options.
• Caustic Gloom: To use this option, you must initiate a Shadow Hand maneuver that would normally deal with cold damage. When initiating the maneuver, you may instead choose to have it deal with acid damage, whether that means dealing acid damage, granting acid resistance, or similar effects.
• Erode the Soul: Whenever you successfully hit a foe with a Shadow Hand strike, you gain a +1 bonus to hit that foe in following rounds. Every successive successful Shadow Hand strike increases the bonus by +1, to a maximum of +5. The bonus disappears if you ever miss the foe, or if you go more than one round without attacking them.
• Persistent Corrosion: To use this option, you must deal acid damage to a foe. On your next turn, you may take a move action and expend a Shadow Hand maneuver to deal 1d6 acid damage per level of the maneuver. You must be adjacent to the foe to be affected. The maneuver is expended exactly as if initiated, but without the normal effects. It may be recovered normally.

Time Marches On [Tactical]
You are a true disciple of the way of the Setting Sun, but you know that any style has its limits. You have learned techniques to deal with opponents who prove resistant to your more common techniques, or who are able to turn your strength against you.
Prerequisite: Sense Motive 6 ranks, BAB +4, three Setting Sun maneuvers, one Setting Sun stance.
Benefit: This feat enables the use of three new combat options.
• Dusk: To use this option, you must have attempted to trip an opponent in the previous round and failed. You gain a +2 bonus to non-trip-related attack and damage rolls against that opponent. The bonus increases to +3 if they have more than four legs or are otherwise stable, or +4 if they were somehow immune to trip attempts. The bonus lasts until you successfully affect the opponent with a trip attempt.
• Rising Sun: You may rise from prone as a free action performable even not on your turn by expending a Setting Sun maneuver. You provoke no attacks of opportunity. The maneuver is expended exactly as if you had initiated it, but with none of the normal effects. It may be recovered as normal.
• High Noon: To use this option, you must engage an opponent in a duel of wills (See Tome of Battle p. 27). Double the bonuses and penalties for both you and your opponent when you're involved in a duel of wills. This can be bad for you if you're challenged and you submit/ignore, or if you lose.
Special: You qualify for the "No Setting Sun maneuvers" prerequisite for the Might of Arms feat, even though you clearly know some Setting Sun maneuvers.

Way of the Mirage [Tactical]
You are experienced with both the Desert Wind and Shadow Hand disciplines, and have learned how to make the most of their dualistic nature.
Prerequisite: Hide 9 ranks, Tumble 3 ranks, one Shadow Hand maneuver, one Desert Wind maneuver.
Benefit: This feat enables the use of four new combat options.
• Biting Wind: To use this option, you must initiate a Desert Wind maneuver that would normally have an effect relating to fire damage. When initiating the maneuver, you may instead choose to have it deal with cold damage, whether that means dealing cold damage, granting cold resistance, or similar effects.
• Shadows by Firelight: To use this option, you must initiate a Shadow Hand maneuver that would normally have an effect relating to cold damage. When initiating the maneuver, you may instead choose to have it deal with fire damage, whether that means dealing fire damage, granting fire resistance, or similar effects.
• False Oasis: To use this option, you must have attempted to hit a foe with a Desert Wind or Shadow Hand maneuver in the previous round, and missed. The next round, you gain a +2 bonus to attack rolls and save DCs against that foe when using a strike of the opposite school.
• Induced Hallucination: To use this option, you must have successfully affected at least one foe with a Desert Wind or Shadow Hand maneuver in the previous round. The next round, you may attempt a DC 20 Hide check as a move action. If successful, any opponent affected by your maneuver in the previous round suffer a 20% miss chance on their next melee attack against you.

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PEACH?

Rithaniel
2010-01-13, 04:22 AM
Okay, yeah, bookmarked.

Alright, first off, love the alternate class features, especially the ones for the Warblade. Martial Aptitude just opens up so many gates (especially thinking about all the disciplines on this website).

Psychic Swordsman makes me want to build a character around it. I mean, getting to fully augment powers, and getting access to 9th level maneuvers? How can I turn that down (though, to be honest, it might be a little much, I think it would probably come out fine, really, but, might need to keep an eye on that, though, I would so grab Martial Aptitude with this to open even more new paths)

Now then, the Tactical Feats...

Bestial Might is awesome, and a very good tactical feat, but, Crouching Tiger, Hidden Dragon, could make more impact, I mean, it's 9 bonus damage, at the most :/

Desert Storm, I laughed my ass off when I read that name. Though, the options could do a little bit more than just changing the energy type. Perhaps the Peal of Thunder gives double damage against objects? Or maybe the Flash of Lightning lets you take an extra five foot free step before or after you initiate the maneuver (just throwing some idea's out there)

Faithful Leader, I like, I would actually use Martial Aptitude to grab Devoted Spirit, and then use Stance Mastery as a Warblade, and yipee, fun times.

Might of Arms, looks nice, but, no one is gonna be dealing less damage than your ranks in balance, I'd suggest making it 'double your ranks in balance' or even '15+your ranks in balance', just so that Be Stronger and Strike Harder could see some use.

Mordant Shadows, is nicely done, I must admit. Though, Caustic Gloom has the same problem as the Desert Storm feat. Nicely done, through and through, though.

Time Marches On, has an inspired name, considering it's dealing with Setting Sun, and not Diamond Mind. Of course, it has a couple of issues: If Rising Sun needs to be used, it will be, and so, is acceptable, the way it is, but could be better. Making it a free action would be advisable, actually. The other issue is that Dusk requires you to fail an attempt, and potentially waste a round, in order to use it. Could be a bit better :/

Way of the Mirage, same deal with Mordant Shadows and Desert Storm: changing energy types, by itself, is likely not enough. Good feat, though

All in all, dude, this stuff looks awesome, and, as I said before, bookmarked already.

DaTedinator
2010-01-13, 07:02 PM
Thank you very much for your support, it is much appreciated indeed. :smallredface: I'm glad you liked everything!

Psychic Swordsman is indeed probably the most likely feat of mine to be overpowered, but I think, given its simplicity, and the relatively small amount of maneuvers known for warblades, and Power Points for psychic warriors, that it shouldn't get too ridiculous. I'm willing to adjust it, but we'll see.

The element-changing feats could be a little less lackluster, yes, but I think the option of choosing between two elements (two and a half, for Desert Storm), along with the other options make up for it. I could see increasing Desert Storm a bit, given that two of its options change elements, but sonic damage is nice, and is already quite effective against objects. Way of the Mirage, though, I realized doesn't give access to any new elements, just more options with previous ones, so I did pump it up, gave it a new option that hopefully makes it a good choice.

Time Marches On, yeah, originally I'd been waffling between Rising Sun not needing you to expend a maneuver, and immediate action made more sense then. But you're right, with the current cost, there's no reason to make them spend an immediate action too. And Dusk obviously isn't supposed to be a normal tactic; it's for when you're facing opponents who are resistant to your normal strategy. I could see powering it up, too, but we'll see what others have to say.

I appreciate all of your other notes as well, and agree with some of them, but I think I'll wait and see what others have to say before I make any more drastic changes. Thanks again!

Rithaniel
2010-01-13, 08:09 PM
Well, Psychic Swordsman is most definitely a desirable feat, for sure.

Yeah, Way of the Mirage looks quite good now, that 20% miss chance has some potential for usage.

With Time Marches On, well, with Dusk, if it's supposed to be helping you recover from a dead end in your strategy, then I'd probably recommend increasing the benefit from it, since it's most likely going to be used when you've just wasted your round, so, you're gonna need a bigger punch to catch up. Though, yipee! Rising Sun looks excellent now.

Though yeah, you have a lot of cool idea's in here. I might actually borrow a few for some feats I'm working on. :smallbiggrin:

JoshuaZ
2010-01-13, 08:16 PM
Psychic Swordsman might be more balanced if it didn't have the last part about using the Wisdom modifier instead of Intelligence modifier for the warblade class features.

DaTedinator
2010-01-14, 11:55 AM
Perhaps, but I don't think it's that huge of a benefit. Just helping with MAD (and only helping, not eliminating, either). As I've said before, I don't think it's that bad. Certainly anyone who multiclasses psychci warrior and warblade will take it, but certainly anyone who multiclasses ranger and scout will take Swift Hunter. Heck, if I'm playing a ranger or a scout, I intentionally dip into the other just to take it; this feat, however, doesn't provide a huge benefit to dips, only outright multiclasses.

ErrantX
2010-01-14, 01:30 PM
This I like.

I really have nothing bad to say. This is really awesome work. Keep it up! :)

-X

Mongoose87
2010-01-14, 01:58 PM
I think I love you.

EDIT: One thing, though. Taking one level of Spellthief and Improved Unarmed Strike would allow you to take Ascetic Savant, Sagacious Outlaw and Thieving Sage, which might be a bit too powerful. Not to say Sneak Attac kis great, but you'd have more sneak attack dice than a rogue.

DaTedinator
2010-01-14, 05:08 PM
Thankee, ErrantX! That jeedai PrC is coming, don't worry. ^_^

And Mongoose87, this is all moving just a bit too fast for me. I think we should see other people? But as for qualifying for many feats... yeah, I should fix that. Thanks for pointing that out!

poignant123
2010-01-14, 07:41 PM
You might want to change Sagacious Outlaw's prerequisites to say "Sneak Attack 2d6 as a class feature" as opposed to just "Sneak Attack 2d6", since Assasin's Stance gives 2d6 Sneak Attack. Otherwise swordsages would get free sneak attack by qualifying with that stance.

EpicEvokerElf
2010-03-25, 05:37 PM
Oh, wow. This is why I love these forums. I'm definitely using Martial Aptitude on my new warblade. Dwarf warblade with Stone Dragon, Iron Heart, and Devoted Spirit? Yes, please!

Lapak
2010-03-25, 08:26 PM
Honestly, I think that Martial Aptitude is too strong. I wouldn't even hesitate before taking it on every Warblade character I made, which is a very strong indicator that it's simply flat-out better than what it's replacing.

DaTedinator
2010-03-26, 02:25 AM
EpicEvokerElf, I'm glad you like it!

Lapak, that sounds more like an issue of taste. It is a handy ability, to be certain, but especially with Player's Handbook 2 and the Weapon Mastery feats, Weapon Aptitude is a solid ability as well. I mean, a Warblade 19/Fighter 1 can grab Weapon Supremacy, which is basically the fighter's capstone, not to mention the Weapon Specialization feats and whatnot, and retrain it all every day to whatever the latest weapon he got is. Prestige classes can grant access to new disciplines, but they can't grant access to fighter feats.

Not to downplay Martial Aptitude at all; access to a whole new discipline is pretty sweet. But in the end, both Aptitudes just give you more options for abilities you already get (Weapon Aptitude gives you more feats to choose from, but not more feats; Martial Aptitude gives you more maneuvers to choose from, but not more maneuvers), which is why I think it's a fair trade.

Also, on a different note, I still haven't found a satisfactory solution to preventing Swordsage/Spellthieves from picking up Sagacious Outlaw. If anyone has any ideas, I'd love to hear them.

T.G. Oskar
2010-03-26, 04:06 AM
I...simply can't understand why I kept the bunch of ToB-flavored feats on the drawing board and let someone pretty much hit on similar ideas. Although, the feats that actually cause conflict are part of the "multiclass" feats (I see pretty odd that you haven't considered Warblade + Fighter), specifically the concept of Crusader + Paladin, Swordsage + Monk, and Martial Adept + Soulknife. The rest is quite varied, actually.

I should go around and post mine, but...given that there are "conflicts" within some of the feats, I don't feel it is...well, ethical to post the feats just because someone else did it before. Considering some of the ideas are pretty similar...

As for the ACFs:
Indomitable Soul (Charisma to Will) for Lay on Hands seems like an exchange few people wouldn't deny. Given that you have two methods to boost your Will (Force of Personality to add Cha to Will, or Martial Spirit: Moment of Perfect Mind to use Concentration as Will), you really wouldn't lose anything with it. Instead, you gain a pool of HP to toy with your delayed damage pool. I see why you'd like to make it as Lay on Hands, but it'd work better as Wholeness of Body (but keeping the same idea of class x Cha modifier). In fact, it would work better as a replacement to Furious Counterstrike; instead of increasing your attack and damage rolls, you basically delay your damage and heal it as if you never had any damage at all.

Smite Opposing Alignment doesn't do very much; I rarely see smite used by a crusader, and this won't help that much.

Arcane Training is pretty brutal. So, you don't learn a new maneuver; not like you'll have any trouble with the 25 maneuvers you already learn. So, you don't gain Discipline Focus; that's no problem either since they are more fluff than anything. You instead gain the ability to cast spells as if they were maneuvers, and that's a tad troubling. You see, the last thing I want to see is having Polymorph as an encounter power, which you can recover pretty quickly with Adaptive Style. Furthermore, you can replace them... I'd nerf this ability a bit (maybe making it actually usable once per encounter, and even then it would be pretty brutal) since you could basically have Polymorph active permanently. I mean, 5 minutes of rest is all you need to recharge a maneuver! Or...Celerity as an encounter power; all you need is immunity to daze. Thing is, if you think as a Sorcerer, this power becomes pretty broken.

Use Magic Weapon, on the other hand, is mostly quirky. You basically replace Identify at-will with the ability to emulate class and alignment. So...yeah, not a bad idea after all.

Martial Aptitude is just too good to be true. Basically, you're keeping the count of Warblade maneuvers the same, but you're adding an entirely new discipline with all the quirks and advantages of Warblade, including recovering all expended maneuvers with a single swift action. That almost begs the question of why having the other classes, were it not for their other merits...

...now, on the other hand, Broad Experience has a singular quirk. It's basically Martial Spirit without restrictions. It's also too good to be true, if only because you get four extra maneuvers by losing almost nothing. Sure, four bonus feats, but not like you'll actually miss them. Ok, maybe Stormguard Warrior (it's just TOO good to be true), but the rest is not memorable.

I'd say that the Crusader's ACFs are a bit off-course (it's like replacing Divine Grace with Lay on Hands had the two not been there), the Swordsage's ACFs are either TOO good or appropriate, and the Warblade's ACFs are pretty good compared to what they replace.