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Greymane
2010-01-20, 07:54 PM
For a homebrew world I'm currently working on, I'm planning on taking class abilities to a... new level. I'm not planning on having Crusaders, Swordsages or Warblades be in the setting (mostly because the disciplines havn't been united) so I was wondering how well it would work to just add Maneuvers and all things ToB to normal classes? Let me explain what I mean exactly.

I'm planning on, say, giving Paladins access to the Devoted Spirit discipline (Crusader style of readied maneuvers). That is to say, access to the entire discipline as they level. However, they only get Devoted Spirit.

Whereas I'd be giving Fighters access to two schools of their choice, with the Warblade recovery/readied mechanic.

Marshals will be given Full BaB and have complete access to White Raven.

Monks be given Full BaB and have access to their choice of Shadow Hand or Setting Sun?

Those are just some examples of what I was planning, and I wanted to know what you guys think about that. Would it work? Would it work... well?

Dusk Eclipse
2010-01-20, 08:03 PM
Sounds interesting, I would gladly play in a world like that and if you are taking suggestions

Monk should get Setting sun, Rogues shadow hand.... and rangers with Two weapon fighting tiger claw...barbarians also tiger claw.

ex cathedra
2010-01-20, 08:21 PM
It would work, but it's a bit redundant. Why play a fighter with maneuvers and not just a Warblade?

Greymane
2010-01-20, 08:30 PM
It rather is, yes. Really, the reason is more fluff then anything, and... well, I love ToB. I also love the old classes and would want to just incorporate the two. Preferably a quick 'n easy solution like just stapling Maneuvers on top of existing classes.

I was rather concerned with game balance on it. On the whole, it pigeon-holes the character as to what Manuevers they get, but I suppose I would also want to make the ToB Base classes as more of a Prestige class through learning multiple disciplines. This would make dabbling in multiple schools rather special.

Hm, I guess I'm just in love with the fluff of it.

Edge
2010-01-20, 08:37 PM
This (http://wiki.faxcelestis.net/index.php?title=Tome_of_Battle_Core_Class_Update) might be of interest.

Riffington
2010-01-20, 08:50 PM
I had been considering something similar for my next game:
*keep all the ToB classes.
*everyone gets one School, for which they have IL=CL. That school is chosen by the player, not based on class (your Illusionist may be more likely to take Setting Sun or Shadow Hand, but if he wants Tiger Claw, he can have it)
*But you get no recovery method unless you take a ToB class.
*Every few levels (based on class: Fighters may get 1/level; Wizards may get 1/4 levels) you get a feat which can be a Martial Study, Martial Stance, or any "crappy feat".
*You may get minor abilities related to your school as well: Dwarven Stability for Stone Dragon; Endurance and Diehard for Iron Heart; etc.
*Your School's skill is a class skill for all your classes.

Faleldir
2010-01-20, 09:22 PM
Whereas I'd be giving Fighters access to two schools of their choice, with the Warblade recovery/readied mechanic.
I fully support this. A chain-tripper Fighter with Setting Sun and Devoted Spirit is badass.

Godskook
2010-01-20, 09:24 PM
Doesn't Fax have martial adjustments for all the standard melee classes?

Fail
2010-01-20, 09:28 PM
This would be your ranger (not a link because the WotC forums seem to have dumped it - I happened to have a personal copy saved):


This is a variant on the ranger class, designing him to be a martial initiate like the crusader, swordsage, and warblade offered in Tome of Battle: The Book of Nine Swords. It requires the use of rules from that supplement. As the Ranger in the SRD, except as follows.

Removed or Altered Class Features:
Class Skills: Concentration is not a class skill for this variant ranger; add Martial Lore to their skill list.
Favored Enemy: This class feature is delayed. A Sublime Way Variant Ranger chooses his first favored enemy at 6th level and gains a new favored enemy every seven levels afterwards (13th, 20th, and so on). Otherwise as the normal ranger ability.
Combat Style, Improved Combat Style, and Combat Style Mastery: These are removed from the ranger's list of class features.
Spells This is removed from the ranger's list of class features. No ranger gets access to spellcasting through the sublime way variant ranger class.

New Class Features:
Maneuvers: You begin your career with knowledge of three martial maneuvers. The disciplines available to you are Falling Star, Shadow Hand and Tiger Claw (but see Ranger Tradition, below).
A sublime way variant ranger knows and learns maneuvers in the same way as a warblade (page 21 in the Tome of Battle). Consult Table 1-3: The Warblade (same page) for how many maneuvers a sublime way variant ranger knows at any level. This variant ranger can learn new maneuvers in place of old ones starting at 4th level just as a warblade can.
Maneuvers Readied: A sublime way variant ranger chooses and readies his maneuvers just as a warblade does (see pages 21 and 22 of the Tome of Battle).
You can recover all expended maneuvers with a single swift action, which must be immediately followed in the same round by either at least 10 feet of mundane movement (ending in a different square than where you started) or spending a move action to hide (normal limitations on the Hide skill apply). You cannot initiate a maneuver or change your stance while you are recovering your expended maneuvers, but you can remain in a stance in which you began your turn.
Stances Known: A sublime way variant ranger learns and activates stances just as a warblade does (see page 22 in the Tome of Battle), except only from the disciplines available to the ranger. At 1st level you may learn any 1st level stance from any discipline available to you (see Ranger Tradition, below). Consult Table 1-3: The Warblade (page 21) for how many stances a sublime way variant ranger knows at any level.
Ranger Tradition: There are many paths by which the Sublime Way can be travelled in the wilderness. At 1st level, you may give up access to one of disciplines of martial maneuvers available to all rangers (Falling Star, Shadow Hand, Tiger Claw). In exchange, you choose one of the following ranger traditions and gain the benefits thereof. Once this choice has been made, it cannot be changed.

* Desert Survivor: You come from the killing wastelands of dust and heat, and bring with you their combat training. You may learn stances and maneuvers from the Desert Wind discipline. In addition, add Tumble to your ranger class skills, as well as Desert Wind Dodge and Scorching Sirocco to the list of ranger bonus feats (below).
* Mountain Walker: You have hunted in the heights of the top of the world, and know how to survive where softer folk see only harsh and unforgiving rock. You may learn stances and maneuvers from the Stone Dragon discipline. In addition, add Balance to your ranger class skills, as well as Stone Power and Shards of Granite to the list of ranger bonus feats.
* Nature's Pilgrim: In the name of a god of nature or nature itself, you strive to protect and venerate the wilderness with your combat prowess. You may learn stances and maneuvers from the Devoted Spirit discipline. In addition, add Intimidate to your ranger class skills, and Devoted Bulwark and Faith Unswerving to the list of ranger bonus feats.
* Pack Leader: Whether a tribal chieftain or the lieutenant of an army's scout unit, you know how to guide others through the brush and undergrowth to victory. You may learn stances and maneuvers from the White Raven discipline. In addition, add Diplomacy to your ranger class skills, as well as White Raven Defense and Clarion Commander to the list of ranger bonus feats.
* Steel Hunter: You are a swordsman who went into the wilds for training, seeking in the quiet of nature that elusive place where there is nothing but the sword. You may learn stances and maneuvers from the Iron Heart discipline. In addition, add Balance to your ranger class skills, as well as Ironheart Aura and Stormguard Warrior to the list of ranger bonus feats.

Bonus Feat: At 2nd level you gain a bonus from the list given below. You must meet any prerequisites for the feat you select. At 6th level and every five levels thereafter (at 11th and 16th level), you choose another bonus feat from the list. If you have selected a ranger tradition (above), some feats will be added to this list.
Bonus Feat List: Astral Arrow†, Falling Star Shot†, Gloom Razor*, Greater Two-Weapon Fighting, Improved Two-Weapon Fighting, Lance of the Fates†, Manyshot, Point Blank Shot, Precise Shot, Rapid Shot, Reaping Talons*, Shadow Blade*, Tiger Blooded*, Two-Weapon Fighting.
*Feats described in Chapter 2: Skills and Feats in the Tome of Battle.
†Feats described in the Falling Star document, downloadable here.

Other Rules
One level in the sublime way ranger variant class qualifies a character for the Adaptive Style feat (Tome of Battle page 28) just as a level of crusader, swordsage, or warblade does.
As a martial adept, the sublime way variant ranger's initiator level increases by 1 for every level in that class, rather than 1 for every 2 as is normal for non-initiator classes.

Exact same situation with the marshal below. :(


Marshal
Modified from the original by Tempest Stormwind.
Inspired by RadicalTaoist's Sublime Way Ranger and discussion here.
Some elements borrowed from Mystyc's retooled marshal.

It is the intent of this variant to simultaneously give the marshal a boost up to the same approximate power level as other PC classes and make it more compelling as a PC class choice. It is intended to replace the existing marshal, widely held to be weak, uninteresting or only useful as a dip.

Significant changes to abilities from the original class are italicized.
Removed abilities are struck through.
Completely new abilities are not specially formatted.


We have done the impossible, and that makes us mighty!
~Sir Alerias, Warmaster of the White Raven, to his victorious troops

Sometimes it is not enough to be a conquering warrior, a champion of all that's right, an experienced sellsword, or an elite foot soldier. Sometimes the circumstances require a solid commander of soldiers and situations. Sometimes the circumstances demand a marshal.

Marshals inspire trust in those they lead. They earn that trust by slogging through harsh landscapes, dangerous battlefields, and haunted catacombs along with those under their command. With a look, they can see where to best deploy their resources or come up with a sneaky ruse to fool their enemies. A marshal has a tactician's mind, a cartographer's overview of the disputed landscape (or dungeon warren), and a way with words that can inspire battle-hardened fighters to give it their all when melee breaks out.

A marshal is not necessarily the greatest martial combatant, but that doesn't mean his opponents should count him out in personal combat. Several marshals act as champions for their units, inspiring their companions by deed, meeting mighty enemy warriors head-on and challenging opposing generals on the field of battle with their loyal regiments alongside them, pressing the advantage. That said, a marshal does not belong questing for personal glory. His place is with his men, training them, drilling them, and ultimately leading them ever onward towards victory.

About the Marshal
Weapon and armor proficiency: Simple and martial weapons; light, medium, and heavy armor; shields (but not tower shields).

Hit Die: d8

Class skills: Bluff (Cha), Diplomacy (Cha), Handle Animal (Cha), Intimidate (Cha), Knowledge (architecture and engineering, geography, history, local, nobility and royalty, religion) (Int), Martial Lore (Int), Listen (Wis), Perform (Cha), Ride (Dex), Sense Motive (Wis), Speak Language (n/a), Spot (Wis), Survival (Wis), and Swim (Str).

Skill Points: 4 + Int modifier (x4 as a first-level character).


Base Fort Ref Will Auras Maneuvers Stances Max
Lv. Atk save save save Special Minor Major Known Ready Known Level
1. +0 +2 +0 +2 Command style 1 0 2 2 1 1st
2. +1 +3 +0 +3 Command presence +1 1 1 3 2 1 1st
3. +2 +3 +1 +3 2 1 3 2 1 1st
4. +3 +4 +1 +4 Bonus feat 2 1 4 3 1 2nd
5. +3 +4 +1 +4 3 2 4 3 1 2nd
6. +4 +5 +2 +5 Command presence +2 3 2 5 3 2 3rd
7. +5 +5 +2 +5 4 2 5 3 2 3rd
8. +6 +6 +2 +6 Bonus feat 4 2 6 3 2 4th
9. +6 +6 +3 +6 5 3 6 3 2 4th
10. +7 +7 +3 +7 Command presence +3, 5 3 7 4 2 5th
battlefield adaptation
11. +8 +7 +3 +7 6 3 7 4 3 5th
12. +9 +8 +4 +8 Bonus feat 6 3 8 4 3 6th
13. +9 +8 +4 +8 7 3 8 4 3 6th
14. +10 +9 +4 +9 Command presence +4 7 4 9 4 3 7th
15. +11 +9 +5 +9 8 4 9 5 3 7th
16. +12 +10 +5 +10 Bonus feat 8 4 10 5 4 8th
17. +12 +10 +5 +10 9 4 10 5 4 8th
18. +13 +11 +6 +11 Command presence +5 9 4 11 5 4 9th
19. +14 +11 +6 +11 10 4 11 5 4 9th
20. +15 +12 +6 +12 Bonus feat, shining 10 5 12 6 4 9th
beacon of authority

Class Features

[Skill Focus was removed on purpose.]

Auras (Ex): The marshal exerts an effect on allies in his vicinity. He can learn to produce different effects, or auras, over the course of his career. The marshal may project one minor aura and (starting at 2nd level) one major aura at a time.

Projecting an aura is a swift action. The aura remains in effect until the marshal uses a free action to dismiss it or activates another aura of the same kind (major or minor). A marshal can have an aura active continually; thus, an aura can be in effect at the start of a combat encounter even before the marshal takes his first turn (but see below on major auras).

Activating an aura involves haranguing, ordering, directing, encouraging, cajoling, or calming allies. A marshal sizes up the enemy, allies, and the terrain, then gives allies the direction that they can use to do their best.

Unless otherwise noted, a marshal's aura affects all allies within 60 feet (including himself). An ally must have an Intelligence score of 3 or higher and be able to understand the marshal's language to gain the bonus. A marshal's aura is dismissed if he is dazed, unconscious, stunned, paralyzed, or otherwise unable to be heard or understood by his allies.

A marshal begins play knowing one minor aura of his choice. At each level indicated in Table: The Marshal, he learns either a minor or a major aura, as appropriate. A marshal's minor auras are fixed, but he may exchange one major aura he knows for another major aura at level 6 and every 4 levels after that (10th, 14th, and so on).

All bonuses granted by a marshal's auras are morale bonuses that do not stack with each other. Unlike most effects, a marshal aura stacks with the marshal's commander aura if applicable. They do not stack with the commander auras of others.
Commander auras are introduced in Heroes of Battle and are adaptations of D&D Miniatures command effects.

Auras
Minor Aura: A minor aura lets allies add the marshal's Charisma bonus (if any) to certain rolls. However, a minor aura is limited by experience -- a marshal cannot grant a bonus higher than his marshal initiator level +1, even if his Charisma bonus is greater than this.

* Accurate Strike: Bonus on rolls made to confirm critical hits. Additionally, if an ally's attack would be subject to a miss chance (except an incorporeal miss chance), reduce that miss chance by 5% per point of bonus. (If the ally is attacking an invisible target, he still must target the correct square.)
* Art of War: Bonus on disarm, trip, bull rush, and sunder attempts, including attempts to resist these techniques.
* Defensive Awareness: Bonus on flat-footed and touch Armor Class (to a maximum of that ally's normal Armor Class).
* Demand Fortitude: Bonus on Fortitude saves.
* Determined Mind: Bonus on Concentration checks and rolls to overcome spell resistance.
* Force of Will: Bonus on Will saves. This stacks with the Bolstering Voice stance. This is an exception to normal stacking rules.
* Master of Opportunity: Bonus to Armor Class against attacks of opportunity.
* Master of Tactics: Bonus on damage rolls when flanking.
* Motivate Agility: Bonus on Dexterity checks, Dexterity-based skill checks, and initiative checks.
* Motivate Charisma: Bonus on Charisma checks and Charisma-based skill checks.
* Motivate Endurance: Bonus on Constitution checks and Constitution-based skill checks. Additionally, creatures gain a number of hit points equal to the marshal's Charisma bonus times his command presence (if any) +1. For example, a first level marshal (with no command presence) would grant those under the aura a number of hit points equal to his Charisma bonus. These are not temporary hit points, nor are they bonus hit points per hit die. These hit points go away if Motivate Endurance ends for any reason, which may prove hazardous or even fatal in some situations.
* Motivate Intelligence: Bonus on Intelligence checks and Intelligence-based skill checks.
* Motivate Power: Bonus on Strength checks, Strength-based skill checks, and Grapple checks. Those under the effect of Motivate Power treat their Strength score as 1 higher per point of bonus for purposes relating to carrying capacity, including lifting and pushing/dragging objects.
* Motivate Wisdom: Bonus on Wisdom checks and Wisdom-based skill checks.
* Over the Top: Bonus on damage rolls when charging. This only applies to the first attack made after a charge if the ally is capable of making more than one such attack.
* Watchful Eye: Bonus on Reflex saves.


Major Aura: Beginning at 2nd level, a marshal can project a major aura in addition to his minor aura. A major aura lets allies add +1 to certain rolls. This bonus improves by +1 at 7th, 14th, and 20th level. A major aura lets allies add the marshal's command presence (see below) to certain rolls. The bonus from a major aura only applies during an encounter; although it may be active before the encounter begins, your team is not in the proper state of mind to benefit from it until the encounter starts. Benefits from an active major aura apply to each individual on their first turn with no particular action on the part of the marshal.

* Hardy Soldiers: The marshal's allies gain damage reduction equal to the marshal's command presence. For example, if the marshal is 10th level, everyone affected gains DR 3/-.
* Motivate Ardor: Bonus on weapon damage rolls.
* Motivate Attack: Bonus on melee attack rolls.
* Motivate Care: Bonus to Armor Class.
* Motivate Urgency: Allies' base land speed is increased by a number of feet equal to 5 x the marshal's command presence. For example, the allies of a 10th-level marshal (+3 command presence) add 15 feet to their base land speed.
* Precision Teamwork: When an ally uses the Aid Another action successfully, the recipient of that action gains an additional bonus on that roll equal to the marshal's command presence. For instance, if an ally of a 10th level marshal (+3 command presence) successfully aids another ally's attack roll, that other ally gains a +5 bonus instead of a +2. Multiple Aid Another attempts stack this way as normal for Aid Another (this is an exception to normal stacking rules).
* Resilient Troops: Bonus on all saves.
* Steady Hand: Bonus on ranged attack rolls.


Additionally, an ally under a marshal's major aura adds the marshal's command presence to all morale checks. If the marshal's aura(s) would otherwise boost these allies' Will saves for that morale check, all pertinent effects stack (an exception to standard stacking rules).

Introduced in Heroes of Battle, a morale check is a type of DC 20 Will save against fear. A unit's morale is critical to its success on the battlefield.

Command Style: Not all marshals are created equal. Marshals gain access to martial maneuvers, but exactly how they execute them depends on their style of command. At 1st level, marshals choose one of the following. Once chosen, it cannot be changed.

* Warrior-Chief: This style is focused on leading by example, fighting right alongside one's troops as a significant threat on the battlefield. The marshal gains access to the Iron Heart school, adds Balance to his list of class skills, and may take Skill Focus (Balance) or Ironheart Aura as bonus feats (see Bonus Feats, below).
* Siegemaster: This style reflects defense and sheer brute force. A siegemaster marshal is always keenly aware of defenses, either holding or breaching them. The marshal gains access to the Stone Dragon discipline, adds Balance to his list of class skills, and may take Skill Focus (Balance) or Stone Power as bonus feats (see Bonus Feats, below).
* Crusade Commander: A crusade commander is fiercely dedicated both to a cause and to his men, although how he views his troops depends on that cause. Crusade commanders draw upon their zeal to inspire themselves and their troops to supernatural levels. The marshal gains access to the Devoted Sprit school, and may take Devoted Bulwark as a bonus feat (see Bonus Feats, below).
Although this may grant the least, note that only crusaders had access to Devoted Spirit, and much of it affects your allies.
* Strategic Champion: A strategic champion focuses on tactics on many more levels than a typical marshal, often keeping open games of chess, shogi, go, or similar running while planning troop movements. When he rides to battle, he does so to challenge enemy champions one-on-one, while his well-trained men deal with the details of the engagement. The marshal gains access to the Diamond Mind discipline, adds Concentration to his list of class skills, and may take Skill Focus (Concentration) or Unnerving Calm as bonus feats (see Bonus Feats, below).

Additional command styles may be developed by the DM if the character design calls for it. For instance, a Guerilla Tactician style that grants access to Shadow Hand, adds Hide as a class skill, and adds Shadow Blade and Skill Focus (Hide) could be used for the leader of a commando squad if the DM considers it worthwhile.

Maneuvers: A marshal begins his career with knowledge of two martial maneuvers, drawn from the White Raven discipline and the discipline he gains from his command style.

Once he knows a maneuver, he must ready it before he can use it (see Maneuvers Readied, below). A maneuver usable by marshals is considered an extraordinary ability unless otherwise noted in its description. Maneuvers are not affected by spell resistance, and do not provoke attacks of opportunity when initiated.

Marshals learn additional maneuvers at higher levels, as shown on Table: The Marshal. A marshal must meet a maneuver's prerequisite to learn it.

A marshal counts his full class level towards his initiator level (rather than half, as normal). Marshals qualify for feats and prestige classes as if they were warblades (for instance, if a feat requires "warblade level 1st", a first-level marshal meets that requirement).

Unlike other martial adepts, a marshal focuses his study on coordinating his allies rather than furthering his own personal might. Thus, he does not use Table 3-1 in the Tome of Battle (which progresses at the same rate a wizard gains access to new spell levels) to determine the highest level maneuver he may learn. Instead, he uses the maximum level indicated on Table: The Marshal (which advances at the same rate a sorcerer gains access to new spell levels).

Upon reaching 5th level, and at every two marshal levels after that (7th, 9th, 11th, and so on), a marshal can choose to learn a new maneuver in place of one he already knows. In effect, he loses the old maneuver in exchange for the new one. He can choose a new maneuver of any level he wishes, as long as it is not greater than his highest maneuver level known. For example, upon reaching 11th level, a marshal could trade in a single 1st-, 2nd-, 3rd- or 4th-level maneuver for a maneuver of 5th level or lower, as long as he meets the prerequisite of the new maneuver. Only a single maneuver can be swapped at any given level.

Maneuvers Readied: A marshal can ready both of the maneuvers he knows at 1st level, but as he advances in level and learns more maneuvers, he must choose which maneuvers to ready. A marshal readies maneuvers by discussing tactics with at least one of his allies for 5 minutes (an "ally" for purposes related to readying and recovering maneuvers is an intelligent creature who would fight alongside the marshal in combat, and the ally must have a means of communication with the marshal). Maneuvers chosen to be readied remain readied until the marshal decides to discuss a change in plans with his allies again. Rest is not required to ready maneuvers; any time a marshal could plan new battle tactics, he could change his readied maneuvers.

A marshal begins an encounter with all his readied maneuvers unexpended, regardless of how many times he might have already used them since he chose them. When he initiates a maneuver, he expends it for the current encounter, so each of his readied maneuvers can be used once per encounter (unless he recovers them, as described below).

A marshal recovers maneuvers by directing his allies, getting them back into position and signalling that they're ready to work alongside him again. He must make a successful Diplomacy or Intimdiate check (DC 20) to do so. This check takes a full-round action. Alternatively, a marshal may elect to speed up this process, taking only a standard action to do so, although the DC increases to 30. If this check is successful, all of his expended maneuvers become readied; if it fails, no maneuvers are recovered, but he may try again the following round.
At least one ally must be able to hear the marshal and signal in response for him to recover his expended maneuvers. These Diplomacy or Intimidate checks do not have any other effect on your allies (such as heartening them or pressing them to work harder); their only effect when used this way is to attempt to recover your maneuvers.
A marshal may change his stance or his auras while recovering maneuvers if he would otherwise be able to do so.

Stances Known: A marshal begins play with knowledge of one 1st-level stance from any discipline open to him. At 6th, 11th, and 16th level, he can choose additional stances. Unlike maneuvers, stances are not expended, and the marshal does not have to ready them. All the stances he knows are available to him at all times, and he can change the stance he is currently using as a swift action. A stance is an extraordinary ability unless otherwise stated in the stance description.

Unlike with maneuvers, a marshal cannot learn a new stance at higher levels in place of one he already knows.

Command Presence: A marshal literally personifies leadership, and exudes an air of confidence that others find heartening. From 2nd level on, a marshal projects this presence most commonly through a major aura, although he also gains a bonus based on his command presence rating to other command-related mechanics. A marshal gains a bonus equal to twice his command presence on Diplomacy checks, opposed Charisma checks (typically to assert authority), saving throws against fear, rally checks and skill checks made as part of a duel of wills. Furthermore, he adds his command presence to his Leadership score, and one-half his command presence to his commander rating (to a maximum effective commander rating of 7).

Introduced in Heroes of Battle, commander ratings range from 0 to 7 and are representative, roughly, of rank (they correspond to Private, Corporal, Sergeant, Lieutenant, Captain, Major, Colonel, and General, respectively). Commander rating factors in to numerous battle commands and can grant a commander aura.
Also from Heroes of Battle, rally checks allow you to motivate troops, granting them a bonus on saves against fear. It's functionally similar to changing an NPC attitude, but a bit more involved.
A duel of wills is a type of Intimidate check introduced in the Tome of Battle that attempts to dishearten a single significant foe at the start of combat. It's a signature of the Devoted Spirit and Diamond Mind schools.

[Grant Move Action was removed on purpose, due to White Raven maneuvers occupying the same niche.]

Bonus feat: At 4th level and every 4 levels thereafter, a marshal gains a bonus feat. He must meet all the prerequisites for this feat (but see below), which must be one drawn from the following list or the feats mentioned in his command style:
Adaptive Style†, Alertness, Battlefield Inspiration‡, Clarion Commander†, Combat Expertise, Combat Reflexes, Danger Sense‡, Daunting Presence‡, Diehard, Endurance, Far Shot, Great Fortitude, Improved Disarm, Improved Initiative, Iron Will, Leadership, Mounted Combat, Mounted Archery, Negotiator, Persuasive, Point Blank Shot, Scribe Martial Script†, Skill Focus (Diplomacy, Intimidate, or Sense Motive), Quick Draw, Ride-By Attack, Tactician*, Tower Shield Proficiency, Warlord*, White Raven Defense†, White Raven General*.
† Introduced in the Tome of Battle. As noted above, marshals count as warblades for the purposes of feat prerequisites.
‡ Introduced in the Miniatures Handbook. Some may also appear in other sources.
*Described below.
A marshal with a Leadership score (character level + Charisma modifier + command presence + other modifiers based on reputation) of at least 8 can take Leadership as one of these bonus feats, even if he is not yet 6th level. However, if his Leadership score drops below 8 before he attains 6th level, he loses the feat (his soldiers grow disheartened and desert) until he meets either prerequisite again.

It's extremely rare, but in fringe cases, a houserule limiting followers to one level below the leader might be handy.
DMs using Heroes of Battle may also allow marshals to take Leader feats that they qualify for as bonus feats.

Battlefield Adaptation (Ex): At 10th level, a marshal has seen enough battles to be able to simultaneously see how to adjust his personal combat style and direct his troops simultaneously as the tide of battle shifts. As a swift action, he may activate or change any combination of his stance, his minor aura, and his major aura as he sees fit.
For instance, Sir Alerias, a 10th level marshal, is directing his troops aggressively, using the Over the Top minor aura, the Motivate Attack major aura, and the Leading the Charge stance. After leading a successful charge, he adjusts his tactics and the orders he gives his team, spending a swift action to change his minor aura to Master of Tactics and his stance to Tactics of the Wolf (while he could change his major aura as part of this action, he elects to keep using Motivate Attack).

Shining Beacon of Authority (Ex): A 20th level marshal is a thing of beauty and terror on the battlefield. His merest presence is enough to turn the tides of nearly any war as his troops are inspired to superhuman levels, and enemy forces cower in terror, fearfully whispering his name amongst themselves.
Shining Beacon of Authority is treated as a special martial stance, and follows all the rules relating to stances, except that it can only be entered while in an encounter. Exactly how it behaves depends on how it is entered:

* If the marshal enters Shining Beacon of Authority from a stanceless state, he instantly projects another minor aura and another major aura that he knows. These auras cannot be changed once projected, and last until Shining Beacon of Authority ends. This effect counts as being in a stance from both the White Raven discipline and the marshal's command style discipline (for instance, a warrior-chief coud benefit from both the Ironheart Aura and the White Raven Defense feats while in this form of Shining Beacon).
* If the marshal shifts from a White Raven stance into Shining Beacon of Authority, he focuses on his allies, instilling them with his own supreme sense of confidence. All allies under the effect of his auras have any morale bonuses affecting them doubled, regardless of their initial source. This effect counts as being in a White Raven stance.
* If the marshal shifts from a stance from his command style discipline into Shining Beacon of Authority, he becomes a serious threat to his foes. Warrior-chiefs exhude raw danger with their combat prowess, siegemasters let the earth tremble in their presence, crusade commanders become terrifying zealots of their cause, and strategic champions project their own presence to their enemies, exemplifying the single-minded threat of a dedicated foe.
Regardless of how his command style describes this ability, the effect is the same: He chooses one or more currently active auras to invert when entering this stance. Allies cease gaining the benefit of inverted auras, but enemies feel the effects: an inverted aura imposes a morale penalty to all enemies in range on whatever it would normally affect (for instance, inverting Motivate Attack would impose a penalty equal to the marshal's command presence on all enemy attack rolls in the range of his aura). Each affected enemy is entitled to a Will saving throw (DC 10 + half the marshal's class level + the marshal's Charisma modifier) to negate this effect each time you engage it. This otherwise follows all rules relating to auras (for instance, an enemy must have an Intelligence score of 3 or higher and be able to hear the marshal to be affected). Inverted auras remain that way until Shining Beacon of Authority ends and cannot be changed while this effect lasts. This effect counts as being in a stance from the marshal's command style discipline.

Shining Beacon of Authority ends whenever the marshal shifts to another stance as normal, but it also ends when the encounter does. It is impossible to motivate or demotivate troops to this degree outside of the pressures of combat.

It is important to note that stances switch from "active" to "inactive" -- you cannot enter a given stance from the same stance. In order to change Shining Beacon of Authority from one form to the other, I'd need to end Shining Beacon and either assume a stanceless state or enter another stance first, and then re-enter Shining Beacon from that other state (which requires another swift action and typically must be done on the following turn).




New Character Options

Devoted Commander [General]
Your devotion to your deity is an inspiration to those around you. You lead with the same strength you put behind your faith.
Prerequisites: Command Presence +1, Smite Evil.
Benefit: If you have levels in paladin and marshal, you add your full paladin level to your marshal initiator level (they still count half toward any other initiator levels you may have). Your paladin and marshal levels stack when determining your command presence and the damage from your smite evil ability.
You may freely multiclass between paladin and marshal. You still must remain Lawful Good and abide by the paladin code of conduct 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.
Normal: Levels in other classes count as half-levels toward any initiator level. Paladins have intense multiclassing restrictions and cannot gain their special mount before level 5 (see below).
Special: If you have selected the Crusade Commander command style, you gain the special mount feature as a paladin of your marshal level + your paladin level. This can grant you the special mount feature if you didn't already have it, provided the sum of your marshal and paladin levels is 5 or greater.

Tactician [General]
Your command style is more cerebral than most, focusing on intelligent tactics and competent maneuvering rather than raw emotion. You instruct your troops in detailed maneuver execution during training, which they recall with crystal clarity when you issue orders.
Prerequisite: Command presence +1.
Benefit: Allies under the influence of at least one of your marshal auras may treat the benefits they recieve from each of them as competence bonuses or insight bonuses instead of morale bonuses as they choose, at no special action to you. Allies individually choose which type of bonus they recieve from each currently active aura as a free action at the start of each of their turns; this does not require any special effort on your part.
Normal: Aura bonuses are entirely morale bonuses, and thus never stack with other morale bonuses (such as Inspire Courage or other marshal auras). Marshal auras stack with the marshal's commander auras.

Warlord [General]
You are a mighty force of inspiration on the battlefield, and directly command more troops than other marshals.
Prerequisite: Charisma 15+, Command Presence +2.
Benefit: The radius of your marshal auras doubles, becoming 120 ft. If you have a commander aura (described in Heroes of Battle), its range increases to 60 ft.
Additionally, troops within 60 ft. no longer need to hear you to benefit from your marshal auras. They must be otherwise able to percieve you, however -- seeing you gesture, sensing your voice in their heads, and so forth. Soldiers further away than this are treated normally.
Normal: Marshal auras extend 60 ft, and only affect troops who can hear the marshal. Commander auras extend 30 ft.

White Raven General [General]
As an experienced White Raven adept, you understand that a general is only as good as the troops he leads, and as such you have learned to adapt your commands to fit the situation, inspiring your troops to execute somewhat more complicated tactics than normal.
Prerequisite: Three minor auras, Command Presence +2, White Raven Defense, two White Raven maneuvers, one White Raven stance.
Benefit: While in a White Raven stance, you may project a second minor aura. Doing so takes a separate swift action from projecting your other auras or assuming the stance, and can be done any number of times while in the stance. If you enter a stanceless state or any stance from a school other than White Raven, this second aura fades.
Normal: You may only have one minor aura and one major aura active at the same time.
Special: If you possess the Battlefield Adaptation ability, you may adjust this additional aura at the same time you change your other auras or your stance.

Army of One [General]
Left alone, a leader can quickly wane without his allies. Carrying the spirit of your men within your heart, their strength reinforces your resolve in battle.
Prerequisite: Marshal level 1st, Intimidate 4 ranks, Martial Lore 4 ranks, must know at least two White Raven maneuvers.
Marshals normally count as warblades for feat prerequisites; this is unique.
Benefit: Immediately after you successfully demoralize an opponent with the Intimidate skill, you can recover your expended marshal maneuvers as a swift action.
Additionally, you can ready your marshal maneuvers without discussing tactics with your allies, but without their input and feedback, the process takes longer -- it takes twenty minutes to change your readied maneuvers this way, as you analyze possible troop movements and devise new battle cues on your own.
Normal: A marshal can only recover maneuvers by spending a full-round action to make a Diplomacy or Intimidate check (or a standard action at a higher DC), and must have at least one ally nearby to to so. He can only ready maneuvers by discussing tactics with at least one ally for five minutes.

Adrenaline Surge
White Raven [Language-dependent]
Level: Crusader 6, marshal 6, warblade 6
Prerequisites: Two White Raven maneuvers
Initiation Action: 1 full-round action
Range: 30 ft.
Targets: Any or all willing allies within 30 ft.
Duration: 1 minute

Delivering a heroic and inspirational speech, you exhort your allies to discover a resovoir of energy they didn't think they had. Even the most gravely wounded allies grow stronger and more determined to rejoin the fight.

You grant temporary hit points equal to your initiator level to any or all willing allies within range (but not to yourself). If the ally's current hit point total is no more than half his full normal hit points, the number of temporary hit points granted to that character is doubled (to twice your initiator level). As always, temporary hit points overlap (do not stack with) other temporary hit points.
Additionally, the surge of adrenaline you inspire effectively counters the effects of fatigue. Any fatigued ally who is affected by this maneuver is no longer fatigued. This has no special effect on allies who are exhausted. When this maneuver ends, all affected allies become fatigued if they were not fatigued when the maneuver was initiated, or exhausted if they were initially fatigued. This fatigue (or exhaustion) lasts until the end of the encounter, after which they return to their initial condition of fatigue.
This is an adaptation of the alternate class feature presented in the Player's Handbook 2.

Rally the Legion
White Raven [Language-dependent]
Level: Crusader 2, marshal 2, warblade 2
Prerequisites: One White Raven maneuver, aura (see text)
Initiation Action: 1 full-round action
Range: Special; see text
Area: Special; see text
Duration: Special; see text

Raising your weapon and racing across the battlefield, you deliver a powerful motivational speech to your troops. All who hear you are heartened, and feel the urge to echo your cry as you ride past.

As part of this maneuver, you can move up to two times your land speed (on foot or on a mount). All allies that are within the reach of one of your auras during any part of your movement, including when you start and stop, gain the benefit of that aura as if you were right beside them, even if you were only within range for a moment. Note that you cannot change your marshal aura (a swift action) in the middle of this maneuver (a full-round action), although you may change it just before initiating Rally the Legion or after it is finished.
This effect lingers for a number of rounds equal to half your Charisma bonus plus your command presence rating, if any. If you become incapable of projecting an aura while this maneuver is lingering, its effects immediately end. If you change your auras while Rally the Legion is lingering, the change only affects those troops currently within range of your aura, not those under the lingering effects from the maneuver.
Valid auras for Rally the Legion include any major or minor auras, paladin auras such as Aura of Courage, and similar effects (such as command auras or an angel's protective aura racial ability), but not temporary effects from spells or powers. Track the effect of each aura separately (for instance, if a marshal/paladin only moves within 60' of a particular ally during this maneuver, the paladin's 10-foot-radius Aura of Courage doesn't affect the ally while his marshal auras will, and if a marshal is silenced, his marshal auras end for those Rally the Legion is lingering for but other auras not dependent on his voice (if any) are unaffected).
Command auras are an effect from a high Commander Rating in Heroes of Battle, and can be likened to an old Major Aura (without this variant). Any class can gain one.

Call to Glory
White Raven [Language-dependent]
Level: Crusader 8, marshal 8, warblade 8
Prerequisites: Three White Raven maneuvers
Initiation Action: 1 round
Range: Special; see text
Area: Special; see text
Duration: Special; see text

You call out a quick yet complicated sequence of words, numbers, and acronyms that would seem like gibberish to anyone but those who fight alongside you, who recognize them as posture and attack summaries similar to those found on martial scripts. Charged with power, your voice delivers to them a sudden flash of insight, and they shift their fighting technique as a result.

Call to Glory allows you to command your allies in the execution of a single martial maneuver -- essentially, it is the verbal equivalent of a martial script. When you initiate this maneuver, you also expend one other readied maneuver of 3rd level or lower from a school other than White Raven. If you are a crusader, this maneuver must also be a granted maneuver.
Initiating this maneuver is like casting a one-round spell like summon monster; it continues past the end of your turn and is completed at the start of your next. If you are damaged during this time, you must make a Concentration check (DC 18+damage dealt) or have your intricate speech disrupted.
Once successfully initiated, all allies within 30 feet of you who can hear you speak suddenly gain a flash of insight -- the maneuver you expended at the start of initiation appears in their minds, exactly as if they'd read it on a martial script. As long as you continue to verbally direct them (a standard action on your part similar to concentrating on a spell), they can initiate this maneuver once, at an initiator level of one-half their character level or their own initiator level, whichever is higher. This maneuver is subject to Table 3-1 in the Tome of Battle; 1st-level conscripts cannot hope to initiate a 3rd-level maneuver, although higher-level allies could. They cannot recover this maneuver; it is a one-time effect. If you stop reciting your commands or an ally can no longer hear you recite, the maneuver instantly fades from their minds. Most allies of White Raven adepts learn to recognize when a Call to Glory is being initiated, and move into a position to make optimal use of what they are being told during the round he issues commands.
Unlike other martial maneuvers, Call to Glory is impossible to re-orchestrate in the heat of battle. After initiating Call to Glory, it is removed from your list of readied maneuvers as if you didn't ready it earlier, which makes it impossible to recover through normal recovery methods. You cannot ready another maneuver to take its place (or re-ready Call to Glory) until you would normally be able to ready maneuvers (which requires 5 minutes of calm). The Adaptive Style feat can ready Call to Glory, but only if it is the only maneuver readied by using that feat.

SPECIAL: Using this maneuver is draining, and costs you 25 XP per level of the maneuver you granted. Furthermore, marshals with the Warlord feat can initiate this maneuver even if their allies cannot hear them, provided that they are capable of otherwise perceiving the marshal.

Fail
2010-01-20, 09:31 PM
The Falling Star discipline mentioned by both classes isn't the one made by Fax Celestis, but the one below, which had the same unfortunate fate as the classes. DAMMIT. Also, the reference to it being Edea's brainchild was a link to her idea in the original, but that's a post that I don't have.


Before I begin, I would like to make clear that this was Edea's idea, not mine. I simply wrote this version of it. Rather than dilute that thread, I decided to move discussion here.

Furthermore, due to real-life concerns, I've withdrawn from this project. It's in Magocrat's and Aotrscommander's capable hands now, with me updating the main posts as a loyal archivist.

Falling Star

Nine are the disciplines of the Sublime Way. Nine are the swords that embody these paths. The now-ruined Temple of the Nine Swords in the Sunspire Mountains was led by nine masters. Such is the ancient lore of the Sublime Way -- and this is just how the Falling Star adepts wish it.

When Reshar, undisputed master of the Sublime Way, travelled the world to master the way of the sword, he made a simple mistake -- he assumed the legends and stories of the Sublime Way were all true, and that it was the way of the sword. He was right, in most ways: there are nine disciplines of blade magic. However, he overlooked the tenth, the way of the Falling Star practiced by the elven warrior-poets and astrologers of Solstice, for it had forsaken the sword and dealt with combat at a distance, often superficially resembling more conventional supernatural effects.

When Reshar founded the Temple of the Nine Swords, the Falling Star adepts watched.
When he left the Temple to resume his pilgrimage, the Falling Star adepts watched.
And when the Temple eventually fell to the Shadow Tiger horde, the Falling Star adepts watched.

Ever patient, the long-lived practitioners of the Falling Star knew that these events were significant -- but they also knew that by hiding in obscurity, they would keep their mastery of the Sublime Way untouched by the other disciplines and their melee-centric viewpoint. Today, Falling Star seems completely unlike the other disciplines in many ways, but it is not the result of modern innovation. Instead, it may very well be the most pure of the paths, unfettered by the shackles and traditions of the Nine.



Battle is a game best played from a distance. The Falling Star discipline focuses on the use of ranged combat to confound and subdue the opposition. A Falling Star maneuver is also the most likely to operate on the level of the supernatural, utilizing the power of the stars and the sky to generate wondersome (and deadly) effects. The practitioner of this discipline is also among the most likely to disable the protective and defensive powers of his enemies.


The key skill for the Falling Star discipline is Spot. Its preferred weapons are the chakram, dart, javelin, longbow, shuriken, sling, and shortbow.
Like Stone Dragon, Falling Star draws subtly on external forces, particularly the astrological powers of the stars and the sky. As a result, the supernatural manevuers of this discipline may only be initiated under the open sky. Cloud cover and forest canopies do not obstruct the sky for this purpose, though caves, roofs, and the like do. The extraordinary maneuvers of Falling Star do not have this restriction, and can function anywhere.

Classes:

* Falling Star is open to Crusaders by default, although most crusaders forgo its ways in favor of the more traditional teachings of Reshar. Falling Star crusaders typically describe their divine inspiration in terms of astrology rather than deities. (DMs are encouraged to make Falling Star seem exotic by restricting it from crusaders with ties to the Temple of Nine Swords, although such a crusader suddenly being blessed with maneuvers from this discipline by an unseen hand would be an interesting plot point.)
* Those Rangers who follow the Sublime Way also have access to Falling Star. Most of the Solstice practitioners of blade magic were sublime rangers, who are also the largest single group of Falling Star adepts in the world. However, some rangers either forsake the teachings of Solstice or never had the opportunity to learn from them, and as such follow other ranger traditions instead (see the class for more details).
* Finally, Marshals of the Sublime Way may choose the Artillery Captain command style, which deals greatly with distance, prediction, position, and timing. This grants the marshal access to Falling Star and allows Skill Focus (Spot) and [FEATNAME] as bonus feats. These marshals often focus on lighter armor and defensive skirmish tactics than traditional marshals. Many have a tendency to let astrological prophecy influence their strategic decisions -- whether this improves their command or not is a matter of some debate.

Additional rules: These supplement Chapter 3: Blade Magic from the Tome of Battle.

* Falling Star's unconventional use of ranged attacks operate slightly differently than melee attacks when it comes to maneuvers. If a maneuver specifies a range of 'ranged attack,' it refers to an armed attack made with a thrown or projectile weapon; such an attack provokes attacks of opportunity as normal unless the maneuver specifies otherwise. These attacks are made within the usual range of the weapon, including all penalties if the target lies beyond the first range increment.
* Furthermore, some supernatural Falling Star maneuvers (those marked with a * below) take 1 round to initiate. These operate like the Summon Nature's Ally spells do, in that the initiation takes a full-round action and continues past the end of your turn until the start of your next turn (this can be split using the Start/Complete Full-Round Action technique as normal). If you are damaged during this time, you must make a Concentration check (DC 10+maneuver level+damage dealt) or have the maneuver fail. Normally, maneuvers do not require concentration; Falling Star supernatural maneuvers that take 1 round to initiate do.
If a crusader's maneuvers recover while he is using such a maneuver, the maneuver is considered expended until his next recovery cycle. It is possible to be granted an expended maneuver in this case. He may still use Adaptive Style to ready it as normal, subject to the normal use of that feat.
* Falling Star is a "secret" discipline in that it was never taught at the Temple of Nine Swords, never unified with the other more conventional paths of the Sublime Way. It remained distinct, true to its own traditions but incorporating none of the teachings of the others, beyond the rudimentary basics of martial lore. For this reason, Masters of Nine cannot select Falling Star maneuvers normally (they are limited to the nine disciplines presented in the Tome of Battle). DMs wishing to further distinguish Falling Star from the other nine schools are encouraged to do so in a way that suits their campaign -- one example would be assigning a -4 penalty on Martial Lore checks relating to Falling Star unless you yourself have access to the discipline (similar somewhat to a specialist mage and Spellcraft, but distinct due to the nature of the Sublime Way). If you do such a thing, and use other "secret" disciplines in your game, it would be wise to apply the same changes to them as well (including the ruling on Masters of Nine).



Falling Star Maneuvers
This list of maneuvers is in flux, and is my conversion of Edea's originals.

This is also NOT the current maneuver list. For the most recent version, see here and comment on it here.

Maneuvers By Level

* 1st Level
o
o Eyes to the Sky: Stance -- Ignore various degrees of cover/concealment based on Spot ranks.
o Destiny Shot: Strike -- Attack deals +1d4 damage, may sacrifice damage for accuracy.
o Achilles Heel: Strike -- Hinder target's mobility, quicker to perform in melee
o Comet Shower Stance: Stance -- Ranged weapons threaten, may make attacks of opportunity.
2nd Level
o Riding the Winds: Boost -- Ranged attacks ignore weather effects and wind walls.
o Peregrine Riposte: Counter -- Roots in place an enemy who tries to approach you.
o Starstruck (Su): Strike -- Target is dazzled, stardust reveals nearby invisible targets.
3rd Level
o Moonwalker's Stance: Stance -- Gain accelerated movement and +1 attack if you move, +1 AC and Reflex saves if you don't.
o Nonparaiel (Su): Strike -- Attack weakens enemy defenses.
o Orion's Lingering Grasp: Counter -- Negate charge bonuses and restrict movement.
4th level
o Terror of the Vast Expanse (Su): Boost -- Attacks frighten targets.
o Gaze into the Darkness (Su)*: Strike -- Target percieves a supernatural nightfall.
o Lunar Razing Dance: Strike -- Flurry of attacks may displace target.
5th level
o Stance of the Unending Hunt: Stance -- Recover damage rapidly.
o Destiny Surge: Strike -- Attack deals +5d4 damage, may sacrifice damage for accuracy, and ignores obstacles between you and target.
o Bane of the Goddess (Su): Counter -- Reverse moving opponent's direction.
==============MANEUVERS BELOW THIS LINE ARE UNFINISHED==============
6th level
o Eyes of the Goddess (Su): Boost -- See things as they really are.
o Chain of Falling Stars: Boost -- Make one additional attack; each successful hit increases attack bonus.
o Gravity Burst (Su)*: Strike -- Attack causes target to float helplessly.
7th level
o Sunlight Shot (Su): Boost -- Charge attacks with positive energy; heal others or deal extra damage to undead.
o Sky Traveller (Su)*: Briefly flash ethereal as you move. Attacking more than once per round ends the effect.
o Stare at the Sun (Su): Strike -- Target is blinded, those nearby are dazzled.
8th level
o Heart of the Goddess (Su): Stance -- Become resistant to magical effects based on Spot ranks.
o Dance of the Stars (Su): Strike -- Cause target to dance uncontrollably.
o Galaxy Stop (Su)*: Draw target into suspended animation.
o Destiny Strike: Strike -- Attack deals +8d4 damage, always hits, and phases through all obstacles.
9th level
o Meteor Call (Su)*: Call a meteor that deals 10 damage/initiator level in a 15' radius.


SIDEBAR: Goddess
The "Goddess" referred to above is a generic term, and should probably be replaced by something campaign-specific. The default "goddess" is closest thematically to Artemis (also known as Diana if you use the Roman pantheonic names instead of the Greek originals). Other potential deities in popular settings are described below, with the first name being the most likely candidate.
Greyhawk: Ehlonna, Corellon Larethian
Forgotten Realms: Selune, Meilikki Mystra, Corellon Larethian (there's likely others; Faerun's literally swimming in divinity.)
Eberron: Syberis, the Silver Flame, Chronepsis* (While Syberis isn't a deity, the Ring of Syberis, Syberis dragonmarks, and the age-old creation myth associated with it perfectly match Falling Star's exotic style and history.)
*Chronepsis is a draconic deity of fate, and may be present in other settings as well; see the Draconomicon for more. In Eberron, he's also a deity of prophecy and best known amongst the common races as one of the constellations.
If you are interested in using the draconic pantheon in your game, Bahamut may also make a decent choice, although he is more strongly good-aligned than most of the deities mentioned here, which may shift Falling Star's place in your world.

This name is purely for thematic purposes and serves no mechanical purpose whatsoever. A character need not worship the deity in question, nor does the deity actually need to exist.

FALLING STAR MANEUVERS



Achilles Heel
Falling Star (Strike)
Level: Crusader 1, marshal (Artillery Captain) 1, ranger (Sky Watcher) 1
Initiation Action: 1 full-round action or 1 standard action; see text
Range: Ranged attack or Melee attack; see text
Target: One creature
Duration: 2 rounds
Saving Throw: Fortitude negates

You deliver a precise, painful strike to your enemy's legs or feet.

As part of the full-round action of initiating this maneuver, you make a ranged attack. If this attack hits, it deals normal damage, and the creature must make a Fortitude save (DC 11 + your Dexterity modifier) or have its base land speed reduced by half for two rounds, similar to the effect of stepping on a caltrop. During this time, the creature cannot charge or run.
Creatures with more than two legs or those with the Stability racial trait gain a +4 bonus on the saving throw to resist this effect.
You can initiate this maneuver by using a melee attack instead of a ranged attack; doing so changes the initiation action to a standard action. Ammunition and weapons designed to be thrown (such as bolts or javelins) do not suffer the usual -4 nonproficiency penalty if used to deliver this strike in melee. You can draw a piece of ammunition or one thrown weapon as part of this strike if you have a free hand. Ammunition is not destroyed after making this melee attack.


Bane of the Goddess
Falling Star (Counter) [Mind-Affecting]
Level: Crusader 5, marshal (Artillery Captain) 5, ranger (Sky Watcher) 5
Prerequisite: Two Falling Star maneuvers
Initiation Action: 1 immediate action
Range: 30 ft.
Target: One moving creature
Duration: Instantaneous
Saving throw: Will negates

Your moving opponent lurches under the force of your attack, as if dizzied by your strangely-shimmering weapon or the constellations he sees out of the corners of his eyes. Undaunted, he continues his motion as planned -- the other way around.

This maneuver functions as Peregrine Riposte, except that the target must make a Will saving throw (DC 15 + your Wisdom modifier) instead of a Reflex save, and if he fails he experiences a sudden burst of dizziness, similar to that felt at the edge of a deep precipice. In addition to taking normal weapon damage, he subconsciously reverses his direction, convinced that he's completing his movement when in truth he withdraws. He spends the rest of his movement retracing his steps. If he still has movement left after he reaches the square he began in, he continues along in a straight line until he is out of movement. If it is unable to retrace its steps, such as a flying creature of Average or lower maneuverability, it must make every effort possible to return to its starting position.
This maneuver is a supernatural ability.



Comet Shower Stance
Falling Star (Stance)
Level: Crusader 1, marshal (Artillery Captain) 1, ranger (Sky Watcher) 1
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

You crouch low on one leg, the other extended but holding enough weight to rapidly shift your posture. You hold your weapon at the ready, prepared to let it fly with uncanny speed.

A bane of many archers is being caught up close with nowhere to run; the Comet Shower Stance was developed to ensure that Falling Star adepts are not lost if this situation emerges. While you are in this stance, you threaten an area with ranged weapons, and may make attacks of opportunity as normal with them. Ranged weapons threaten as if they were reach weapons (that is, for a Small or Medium creature, a bow would threaten 10' away, but would not threaten adjacent targets). If your ranged weapon could be used as a melee weapon already (such as a dagger), it may still be used that way as normal.
You still need to have the weapon at the ready to make attacks of opportunity, although you may draw ammunition as part of the attack. Crossbows and similar weapons with reload times still must be reloaded normally, although they can make attacks of opportunity if they are loaded. You still provoke attacks of opportunity yourself when making these attacks of opportunity.


Destiny Shot
Falling Star (Strike)
Level: Crusader 1, marshal (Artillery Captain) 1, ranger (Sky Watcher) 1
Initiation Action: 1 standard action
Range: Ranged attack
Target: One creature
Duration: Instantaneous

With a steely glare, you release a single attack. Others may place their fate in the hands of chance, but you manifest your own destiny, intuiting the perfect shot.

When you initiate this strike, you make a single ranged attack. This attack deals an extra 1d4 points of damage. Furthermore, you can choose to subtract a number up to 5, but no greater than your initiator level, from your damage roll and add it to the attack roll for this attack.


Destiny Surge
Falling Star (Strike)
Level: Crusader 5, marshal (Artillery Captain) 5, ranger (Sky Watcher) 5
Prerequisite: Two Falling Star maneuvers
Initiation Action: 1 standard action
Range: Ranged attack
Target: One creature
Duration: Instantaneous

The air itself seems to hum about your weapon as you draw it back. Locking your gaze on your target for a brief instant, you let fly, and your weapon follows the path you foretold it would, fluctuating mid-flight to avoid those who would stand between it and its destiny.

This maneuver functions as Destiny Shot, except the attack deals +5d4 damage, and the number you subtract from your damage rolls can be no greater than your base attack bonus (no other maximum applies).
Furthermore, this attack ignores all cover and concealment bonuses the target may have, including total cover, provided an unbroken path to the target exists within range. You still need to target the correct square your declared target is in, or the attack is wasted (you cannot simply shoot an arrow at random and have it dance around walls, even if a creature is sitting on the other side. Falling Star adepts count destiny as an ally, not a plaything to be toyed with).
I opted for the seeker-arrow approach rather than the phase arrow approach on this one.


Eyes to the Sky
Falling Star (Stance)
Level: Crusader 1, marshal (Artillery Captain) 1, ranger (Sky Watcher) 1
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

Your visual acuity sharpens. While you may not see as clearly as an eagle or owl on a conscious level, your soul guides your hand as if your perceptions were that keen.

A Falling Star adept's earliest lessons relate to accuracy of observation at a distance: precision in observation of star movements, intuiting angles of motion, and of course, planning distance attacks. This stance is an extension of those teachings, and is the most widespread Falling Star maneuver outside of Solstice.
While you are in this stance, you reduce penalties to your ranged attack rolls from cover, concealment, and distance based on your ranks in Spot, as noted on the following table. Total cover and concealment still foil attacks as normal, and you still suffer the normal penalties for firing into melee.


Spot ranks Enemy AC bonus Concealment miss Range penalty
from Cover chance reduced* reduction**
Less than 4 +4 0% 0
4-8 +3 -10% 2
9-13 +2 -20% 4
14-18 +1 -30% 6
19+ None -40% 8

* For targets with a miss chance due to concealment, reduce
that miss chance by this amount, to a minimum of 0%.

** For attacks with a penalty due to range (beyond one range
inrement), reduce that penalty by this amount, to a minimum
of zero.

Gaze into the Darkness
Falling Star [Darkness]
Level: Crusader 4, marshal (Artillery Captain) 4, ranger (Sky Watcher) 4
Prerequisite: Two Falling Star maneuvers
Initiation Action: 1 round
Range: 30 ft
Targets: Creatures attacked (see text)
Duration: End of encounter (see text)
Saving Throw: Will partial (see text)

Your hail of attacks forces your foes to focus their attention on you as you complete a ritualistic motion, fixing your gaze upon each of theirs in turn. As they stare, the colours about you seem to fade, much like they do with the onset of twilight. At the last moment, utter darkness flashes from your eyes, and the world returns to normal -- though those who saw the flash percieve only darkness.

As part of this maneuver, you make a full attack with a ranged weapon. Each attack you make must target a different individual. If successful, the weapons deal normal damage and the struck targets must make Will saving throws (DC 14 + your Wisdom modifier) or be forced to fix their gaze upon you. Creatures who fail the save and can see you when you finish the maneuver see the world as if it were midnight with a new moon, regardless of natural light sources. Artificial light (including magical light) is percieved normally (that is, a creature with a sword that sheds light as a torch can see the environment as well as he could during a dark night with torchlight alone, even if it's high noon). Creatures so affected remain that way until the end of the encounter. A light spell of 4th level or higher that affects these creatures lifts the darkness from their vision.
This maneuver is a supernatural ability.
This seems a bit spell-like to me, but I like the idea and may move it to a higher-level maneuver. Still, it seems thematically similar to Firesnake, Searing Chage, and Obsucring Shadow Veil. If it seems strong, note the short range, long initiation time and the note above on maneuvers that take that long to use.


Lunar Razing Dance
Falling Star (Strike)
Level: Crusader 4, marshal (Artillery Captain) 4, ranger (Sky Watcher) 4
Prerequisite: One Falling Star maneuver
Initiation Action: 1 standard action
Range: Ranged attack
Target: One creature
Duration: 1 round (see text)
Saving Throw: Reflex partial (see text)

You fire a stream of weapons at your target like a hail of shooting stars. Your opponent, confounded by the sudden flurry, may make a fatal misstep.

To use this maneuver, you must be have two or more identical throwing weapons or a bow with two or more identical arrows. As part of this maneuver, you make one ranged attack roll at a -4 penalty; this represents you throwing both weapons or nocking several arrows and firing (similar to the Manyshot feat).
This attack deals normal weapon damage for two hits, although you do not add your Strength modifier to your weapon damage with this maneuver (if you were using a thrown weapon or composite bow). If it hits, your target must make a Reflex save (DC 14 + your Dexterity modifier) or be moved 5 feet in a random direction (roll 1d8 with 1 corresponding to straight away from you and going clockwise from there). Creatures displaced this way suffer a penalty to their base speed equal to the distance they were displaced until the end of their next turn.
If the attack roll indicates a critical hit, only the first weapon in the maneuver deals critical damage.
If your base attack bonus is at least +11, you can elect to add a third identical weapon to the attack, increasing the damage to normal for three hits and displacing the target by 10 ft, although the penalty to the attack increases to -6. If your base attack bonus is at least +16, you can add a fourth identical weapon in the same fashion, increasing the damage to four hits and the displacement by 15 ft, but the penalty increases to -8.
This looks strong enough for a 5th level maneuver; should I knock it up or pull something out?


Moonwalker's Stance
Falling Star (Stance)
Level: Crusader 3, marshal (Artillery Captain) 3, ranger (Sky Watcher) 3
Prerequisite: One Falling Star maneuver
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

Lowering your body into a catlike stance and focusing on fluidity of motion, you feel lighter than you actually are.

While you are in this stance, you gain a +1 Dodge bonus on AC and Reflex saves. If you have moved 10 feet from where you were at the start of your turn, this bonus disappears, but instead you gain a +10 ft bonus to your speed and a +1 bonus on attack rolls until the end of your turn.


Nonparaiel
Falling Star (Strike)
Level: Crusader 3, marshal (Artillery Captain) 3, ranger (Sky Watcher) 3
Prerequisite: One Falling Star maneuver
Initiation Action: 1 standard action
Range: 60 ft.
Target: One creature
Duration: 5 rounds

As you sight your target, your weapon glows faintly with silver light, and grows cold to the touch. Letting it fly, it seeks toward your target like a hungry bird of prey, intent on sapping his defenses.

You must make a Spot check as part of this maneuver. The DC of this check is the target creature's AC. You then make a single ranged attack against that target, also as part of this maneuver. If your Spot check succeeds, this attack deals normal damage and the target takes a -2 penalty on AC, saving throws, and spell resistance (if any). If the check fails, this attack is made with a -2 penalty to attack and damage and doesn't sap the opponent's defenses.
This maneuver is a supernatural ability.
SUGGESTED CHANGE: The original was likely a Dispel Magic clone. It's supernatural here strictly because I think the penalty I've come up with in place of the dispel is a bit beyond what an extraordinary ability should be able to do. I'm open to suggestions.
I'd also like to rename this one to something related to the Goddess maneuvers (which are all going to be somewhat supernatural), but can't think of anything appropriate to name it.


Orion's Lingering Grasp
Falling Star (Counter)
Level: Crusader 3, marshal (Artillery Captain) 3, ranger (Sky Watcher) 3
Prerequisite: One Falling Star maneuver
Initiation Action: 1 immediate action
Range: Ranged attack
Target: One charging creature
Duration: 1 round

Your weapon sails at an unusual angle -- the ranged analogue to striking with the flat of the blade. Your opponent's momentum is disrupted by the force of your blow, and his gait visibly staggers for but a moment.

This maneuver was developed by an ancient hunter, as a last-ditch defensive ploy if he was spotted by his quarry when the element of suprise was necessary. He taught it to his daughters just prior to setting off on a quest from which he would never return; those two would later teach it to the Falling Star adepts, who incorporated it into their style.
As part of this maneuver, make a ranged attack against a charging opponent (the opponent does not need to be charging you, merely charging). This attack deals no damage, although ammunition is expended as normal. If the attack hits, your opponent must make a Concentration check (DC 13 + your Dexterity modifier). If he fails, he gains no benefit from his charge but still suffers the normal penalties -- the attack roll at the end is made without the normal +2 bonus or any other charge benefits (such as a lion's Pounce), but still suffers the -2 penalty to AC. Furthermore, until the end of his next turn, he may only move at half-speed as he recovers from your strike.


Peregrine Riposte
Falling Star (Counter)
Level: Crusader 2, marshal (Artillery Captain) 2, ranger (Sky Watcher) 2
Initiation Action: 1 immediate action
Range: 30 ft.
Target: One moving creature
Duration: Instantaneous
Saving Throw: Reflex negates

A swift attack from your position strikes dangerously close to your target's feet, halting his approach; evidently, you wanted him alive, but dancing.

A single, precisely aimed shot is an excellent diplomat: it can convince even the hardiest foes that wanderlust about you would be... unwise. To initiate this maneuver, a creature must move toward you (though that movement need not be directly toward you), and you must have a clear line of effect to that creature (even soft cover from another creature prevents this maneuver from being initiated). This movement cannot be a charge.
As part of this maneuver, make a ranged attack against that foe. If you hit your foe, he must succeed on a Reflex save against a DC of 10 + your damage roll (the opponent does not actually take damage), or immediately halt as if he had used up his move actions for the round.


Starstruck
Falling Star (Strike) [Light]
Level: Crusader 2, marshal (Artillery Captain) 2, ranger (Sky Watcher) 2
Prerequisite: One Falling Star maneuver
Initiation Action: 1 standard action
Range: 60 ft.
Target/Area: One creature or object / 10-ft-radius burst centered on that target
Duration: 1 minute / 3 rounds, see text.
Saving Throw: Fortitude negates (dazzling only) / Reflex negates (stardust only)

Your weapon glows in mid-flight, and streams stardust like a comet's tail. As it strikes its foe, it erupts with a powerful flash of silver light, and motes of light stream from the impact, like fireflies in twilight.

As part of this maneuver, make a ranged attack. If this attack hits, it deals normal damage to its target, which must make a Fortitude save (DC 12 + your Wisdom modifier) or be dazzled for 1 minute.
After striking the target, stardust bursts out from the point of impact and clings to everything in a 10-foot-radius burst that fails a Reflex save (DC 12 + your Wisdom modifier; assume all unattended objects fail). Invisible creatures and objects that are blanketed in stardust are visibly outlined, and creatures covered in stardust take a -5 penalty on any Hide check they make. The stardust is ephemeral and cannot be physically removed, but it fades naturally after 3 rounds.
This maneuver is a supernatural ability.


Terror of the Vast Expanse
Falling Star (Boost) [Mind-Affecting, Fear]
Level: Crusader 4, marshal (Artillery Captain) 4, ranger (Sky Watcher) 4
Prerequisite: Two Falling Star maneuvers
Initiation Action: 1 swift action
Range: 30 ft.
Target: You
Duration: End of turn
Saving Throw: See text

Your weapons grow cold to the touch and colours appear dimmer in their presence.

After initiating this boost, you may choose to make ranged attacks at a -4 penalty. Any attack you make with this penalty can potentially frighten a target it hits; such a target must make a Will save (DC 10 + your damage roll; the target does not actually take damage from this attack) or become shaken. Fear effects stack as normal: rendering a shaken target shaken progresses them to frightened, and rendering a frightened target shaken progresses them to panicked (the limit of this ability). Fear effects from this boost last until the end of the target's next turn.
This maneuver is a supernatural ability.
The DC is actually 14+Damage, but I assigned a -4 penalty to it given the very potent nature of free, stacking fear effects and the ease of which archers get additional attacks. This penalty is just collapsed, just like every other Tome of Battle DC formula in a maneuver.

This maneuver remains supernatural given the stacking nature of it. I'd like to see discussion on that, if possible.


Riding the Winds
Falling Star (Boost)
Level: Crusader 2, marshal (Artillery Captain) 2, ranger (Sky Watcher) 2
Initiation Action: 1 immediate action
Range: Personal
Target: You
Duration: End of turn

Every storm has small eddies and a calm center. With this knowledge in mind, a flash of insight lets you sense exactly where these eddies line up, like the tail of a comet.

To initiate this maneuver, you must be aware of some unusual atmospheric effect between you and your target, such as strong winds (natural or magical) or a wind wall. After initiating this boost, your ranged attacks are treated as if they were seige weapons for purposes relating to that effect, although they deal no additional damage. For instance, normal arrows would penetrate a wind wall and would only suffer a -4 penalty for being fired through a windstorm.


Stance of the Unending Hunt
Falling Star (Stance)
Level: Crusader 5, marshal (Artillery Captain) 5, ranger (Sky Watcher) 5
Prerequisite: Two Falling Star maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

Drawing a deep breath of fresh air and emptying your mind of conscious thoughts, you feel your pain and fatigue drain away. In tune with your surroundings, you will let nothing stand between you and your prey.

While you maintain this stance, you gain tremendous endurance. You heal an amount of nonlethal damage equal to your initiator level every minute you maintain this stance. Unlike normal nonlethal hit point recovery, this can heal nonlethal damage regardless of the source, including that caused by overland hustling, forced marches, starvation, thirst, heat, smoke inhalation, and similar environmental effects. Note that the fatigue caused by nonlethal damage for prolonged overland movement goes away if the nonlethal damage does.
Furthermore, you may go without sleep (or its equivalent, as appropriate) for an indefinite period of time as long as you maintain this stance. Your mind is not considered rested (such as for spell preparation) if you do not rest as usual, nor does your body gain the usual benefits of a night's sleep (such as healing). If this stance ends, the effects of your lost rest catch up to you.
Additionally, you gain some resiliency the rigors of combat while in this stance. Whenever you are subject to an attack against which DR would apply, you may reduce this damage by an amount up to your Constitution bonus (minimum 0). You take 2 points of nonlethal damage for every point of damage reduced this way.

FALLING STAR OPTIONS


FEATS

Lance of the Fates [General, Fighter]
As a trained student of both Falling Star and more traditional paths of the Sublime Way, you can grasp the inner secrets innate to blade magic, and apply the techniques of one school to the other.
Prerequisite: Two Falling Star maneuvers, 5 ranks in Spot, two maneuvers from any other single school, 5 ranks in that school's key skill, base attack bonus +3.
Benefit: For the purposes of this maneuver, a "trained school" is a school from which you know two or more maneuvers and have 5 or more ranks in the associated key skill.
When you initiate a maneuver from a trained school that has a range of "melee attack" and affects a single target, you may also expend a readied Falling Star maneuver of equal or greater level. If you do, the maneuver you initiate has its range replaced with "ranged attack" (as defined above). All other limitations of the maneuver apply as normal.
If you initiate a Falling Star maneuver with a range of "ranged attack", you may also expend a readied maneuver from a trained school. If you do, the Falling Star maneuver has its range replaced with "melee attack" (as defined in the Tome of Battle). All other limitations of the maneuver apply as normal.
Maneuvers expended to power Lance of the Fates are expended without effect, but may be recovered normally.
Special: To use this feat, you must be under the open sky, as you would for a Falling Star supernatural maneuver.

With all due respect to both you (plural) and Edea/Radical/Stormwind, I'm most definitely not reformatting any of that. :(

Needless to say, I have actual copies of both and can send them via e-mail. Also, I have basically an archive of almost everything good done in the classes subforum of the old WotC boards (which includes various martial styles) - I wouldn't mind mailing all of it on request, but of course I'm not sorting it to tailor to individual requests. :D

Foryn Gilnith
2010-01-20, 09:34 PM
Fail, would it be at all possible to put that in spoiler blocks?
It makes me sad.

Fail
2010-01-20, 09:38 PM
Fail, would it be at all possible to put that in spoiler blocks?
It makes me sad.The fact that I didn't think to use one doesn't mean I forgot what is one. :D

You got a point, of course ...

Eldariel
2010-01-21, 03:51 AM
The Falling Star discipline mentioned by both classes isn't the one made by Fax Celestis, but the one below, which had the same unfortunate fate as the classes. DAMMIT. Also, the reference to it being Edea's brainchild was a link to her idea in the original, but that's a post that I don't have.



With all due respect to both you (plural) and Edea/Radical/Stormwind, I'm most definitely not reformatting any of that. :(

Needless to say, I have actual copies of both and can send them via e-mail. Also, I have basically an archive of almost everything good done in the classes subforum of the old WotC boards (which includes various martial styles) - I wouldn't mind mailing all of it on request, but of course I'm not sorting it to tailor to individual requests. :D

I've actually got their Falling Star-files already uploaded, so I can save you the trouble:
You can download it here (http://rapidshare.com/files/328718745/Falling.zip)

That's the finalized .pdf as far as I know; at least that's what Radical had to send me.

Tokiko Mima
2010-01-21, 05:10 AM
Question:

Why not ax Fighter, Paladin, and Monk and replace them with Warblade, Crusader, and Unarmed Swordsage? You could even change the names. It just seems simpler than rebuilding 3 entire core classes.

JaronK
2010-01-21, 05:18 AM
I'd agree that you should probably just keep the ToB classes and rename them, but if you don't want that, then I strongly recommend giving Rogues the Shadow Hand discipline. Someone's gotta think of the Rogues.

And it'll work fine as long as you pay attention to the intial power level of the classes before adding in manuevers. It certainly won't make melee classes suddenly better than casters, but some melee classes need more help than others (I'd think the Barbarian needs less than the CW Samurai, for example, so perhaps the Samurai could get Diamond Mind, Iron Heart, and Devoted Spirit manuevers with the Warblade recovery mechanic while Barbarians get Tiger Claw only with the Swordsage mechanic, and fewer total manuevers).

JaronK