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View Full Version : A Maneuver-less Combat Monster! [3.5, Base Class, PEACH]



Amechra
2012-03-16, 07:27 PM
http://i238.photobucket.com/albums/ff156/smallpumpkinman/adventurer/Follow_the_east_wind_by_Gold_Seven.jpg (http://i238.photobucket.com/albums/ff156/smallpumpkinman/adventurer/Follow_the_east_wind_by_Gold_Seven.jpg)
I was not taught. I was born.

The Krigsherren

Fluff added when I feel like it, and not before.

Alignment: Any
HD: d10
Skill Points per Level: 4+Int
Skill Points at 1st Level: 4*(4+Int)

Class skills for the Krigsherren are Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Listen (Wis), Ride (Dex), Spot (Wis), and Swim (Str). Additionally, they receive 2 skills of their choice as Class Skills.

{table=head]BAB|Fort|Ref|Will|Special|Essences of War Known|Weapon Masteries Known
+1|+2|+2|+0|Posture of War, Armor of the Brave, Examine the Foe|1|1
+2|+3|+3|+0|Focused War-Strike (Deft), Rudimentary Skill|2|1
+3|+3|+3|+1|Fleet of Foot, Rudimentary Skill|3|2
+4|+4|+4|+1|Evasion, Slippery Form|4|2
+5|+4|+4|+1|Focused War-Strike (-2/-2), Rudimentary Skill, Soul of War (Sleep)|4|2
+6/+1|+5|+5|+2|Elusive Attack +2, Uncanny Dodge|5|3
+7/+2|+5|+5|+2|Improved Fleet of Foot, Rudimentary Skill|6|3
+8/+3|+6|+6|+2|Focused War-Strike (-1/-1)|7|3
+9/+4|+6|+6|+3|Rudimentary Skill, Soul of War (Sustenance)|8|4
+10/+5|+7|+7|+3|Durable Form|8|4
+11/+6/+1|+7|+7|+3|Focused War-Strike (+0/+0), Elusive Attack +4, Rudimentary Skill|9|4
+12/+7/+2|+8|+8|+4|Counterattack, Improved Evasion|10|5
+13/+8/+3|+8|+8|+4|Superior Fleet of Foot, Rudimentary Skill, Soul of War (Single Mind)|11|5
+14/+9/+4|+9|+9|+4|Focused War-Strike (+1/+1)|12|5
+15/+10/+5|+9|+9|+5|Rudimentary Skill, Improved Uncanny Dodge|12|6
+16/+11/+6/+1|+10|+10|+5|Elusive Attack +6, Adaptable Form|13|6
+17/+12/+7/+2|+10|+10|+5|Focused War-Strike (+2/+2), Rudimentary Skill, Soul of War (Improved Sustenance and Freedom)|14|6
+18/+13/+8/+3|+11|+11|+6|Decisive Strike|15|7
+19/+14/+9/+4|+11|+11|+6|Rudimentary Skill|16|7
+20/+15/+10/+5|+12|+12|+6|Warlord Paramount|16|7[/table]

Weapon and Armor Proficiencies: You are proficient in all Simple weapons, and a number of Martial or Exotic Weapons equal to 1/2 your class level (minimum 1); as long as you are proficient in at least 1 Martial Weapon, you are treated as having Martial Weapon Proficiency for the purpose of qualifying for prestige classes and feats. In addition, you are proficient in all Light Armors, Light Shields, Bucklers, and one Exotic armor or Shield of your choice.

Essence of War: A warrior cannot merely rely on their own blades or on the strength of their arms in battle; you must also pay close attention to the wonders of your soul!

At the listed levels, you may learn any single Essence of War, as listed in the next post; these are spell-like abilities, subject to SR, that are drawn from your very soul. Each Essence of War alters the bonus damage from Posture of War; if the Essence does not bypass SR, the target still takes the additional damage, and is merely unaffected by the additional effects of that Essence.

Essences may only be applied to attacks made as a Standard action; if the Essence requires a save, the DC is equal to (10+1/2 your Krigsherren level+your Wisdom modifier). If you have the ability to make multiple attacks as a Standard action, you must apply a different Essence to each attack.

Weapon Masteries You have your own unique ways to bring the hurt to your enemy, based around which weapons you choose to focus on.

At each of the listed levels, you learn a single Weapon Mastery from the list in the next post; the benefits of that Weapon Mastery only apply when you are in Posture of War.

Posture of War (Ex): You are a warrior, tried and tested; the form of combat you adopt is somewhat different from how others do it, but it gets the job done.

You benefit from Posture of War on your first round after you roll Initiative, as well as any Surprise Rounds you may have; in addition, you may enter this state for one round or extend the amount of time you are in this state by one round a number of times per day equal to your class level.

While you are in Posture of War, you add your BAB to any damage you deal. In addition, you may use the highest of your Dexterity, Wisdom, or Strength in place of Strength for your attack and damage rolls. In addition, you automatically gain the benefits of the Two-Weapon Fighting feat as long as you are wielding a weapon in each hand. Finally, you receive no penalty for firing a ranged weapon into melee, and you do not provoke an AoO when you make an unarmed attack.

However, there are penalties when you are in this state; due to the difference in how you wield your weapons, you only add the highest of your Strength, your Dexterity, or your Wisdom modifiers to damage when you are using a weapon in two hands, rather than 1-1/2 your modifier. In addition, your mindset changes, valuing blows that land over other, pettier concerns; therefor, you cannot cast spells, use any feat that allows you take a penalty of up to your BAB for some benefit, use any Intelligence or Charisma based skill, or the Concentration skill.

Armor of the Brave (Ex): You are no coward; though you may not be as protected as a Paladin, your courage still carries you through battles.

You receive a bonus to your AC equal to 1/2 your BAB (minimum 1); you only receive this benefit as long as you are either unarmored or wearing Light Armor, but this bonus applies to your AC even against Touch Attacks and when Flat-Footed. However, this bonus is reduced to 1/4 your BAB if you are Shaken, and you lose this bonus if you are Frightened or Panicked.

Examine the Foe (Ex): It is idiotic to face an enemy that is far superior to you, much as it is dishonorable to strike down a foe far weaker than you. Therefor, it is best if you know who you are fighting.

You gain the ability to Assess an Opponent (http://www.realmshelps.net/datafind/skills/sense_motive.shtml) as a Swift action, using your BAB+3 in the place of your Sense Motive ranks if it would be better for you. In addition, when using Posture of War, you may elect to use this ability to Assess every opponent within 30'; this alerts you to the presence of any hidden or invisible foes, but does not inform you of their position, merely that they are there and are invisible, in addition to the normal benefit of Assessing them.

Focused War-Strike (Ex): You are a warrior! The fools who hope to face you in battle have a mighty foe to contend with.

At 2nd level, whenever you are attacking as a Standard action, you gain all the benefits and penalties of Posture of War, but only for that Standard action. In other words, you could cast spells or use otherwise-forbidden skills on that round; in addition, you are considered to have not made an attack if your attack misses. This means that you do not use up any ammunition, do not reveal your presence if hidden, and abilities with a limited number of daily uses have a 50% chance of not expending a use. You still have used up that action for that round, however.

At 5th level, you may make an additional attack whenever you attack as a Standard action, with a -2 penalty to each attack; if you have any feats that give an additional effect to attacks made as Standard actions, such as Manyshot, they only apply to the first attack. You may not use this ability in conjunction with a Maneuver.

At 8th level, 11th level, 14th level, and 17th level, you receive a +1 to all attacks you made in a round that you make an attack as a Standard action.

Rudimentary Skill (Ex): A warrior who only knows how to fight is useless outside of battle; a sword is useless as a plowshare. You have recognized this, and strive to exceed this weakness.

At 2nd level, 3rd level, and every odd level thereafter, you learn a single Skill Trick of your choice, treating your ranks in all skills as your class level+3 for the purpose of skill trick prerequisites if your ranks in that skill would be lower.

Alternatively, you may forgo learning a Skill Trick at a given level to instead gain the Skill Mastery ability for a single class skill, giving yourself the ability to Take 10 with that skill, even if you are in a stressful situation.

Finally, you can choose to instead gain a new skill as a class skill; you automatically gain a number of ranks in that skill equal to 1/2 your BAB.

Fleet of Foot (Ex): You would be useless in battle if you could not reach that battle in a timely manner; consequently, you have learned how to get to places quickly.

At 3rd level, you may perform a Run action as a Move action, but cannot take two Move actions to move on any round in which you do this. You additionally gain the ability to use your Standard action at any point during the Run action. You receive a +10' bonus to your Base Land Speed.

In addition, select one of the following:

Swim Speed: You gain a Swim speed equal to your Base Land Speed, a +8 racial bonus to all Swim checks, and the Skill Mastery ability with the Swim skill. You may Run while swimming, as long as you swim in a straight line.
Climb Speed: You gain a Climb speed equal to your Base Land Speed, a +8 racial bonus on all Climb checks, and the Skill Mastery ability with the Climb skill. You still must make a Climb check for any surface with a Climb DC above 0; you may move at twice your Climb speed by making a Climb check for that Surface with a -5 penalty to your check, and do not lose your Dexterity bonus to AC while climbing, and are not treated as Flat-Footed. You may attack as normal, as long as you use at least one hand to hold onto the surface you are climbing.


This ability counts as Spring Attack for the purpose of prerequisites.

Evasion (Ex): You are agile, and cannot easily be pinned down by your foes.

At 4th level, whenever you make a Reflex save for half damage, you instead take no damage if you succeed. This ability only works in any situation in which your Armor of the Brave supplies you with a bonus to AC.

Slippery Form (Ex): Your mind, body, and soul are resistant to the foolish attacks of your enemies; it would benefit them to target someone else.

At 4th level, whenever you fail your initial save against an effect that has a duration longer than Immediate, you may make another save one round later; if you succeed on this additional save, the effect ends. You only get this one additional save, and do not benefit from this ability in any situation in which your Armor of the Brave class feature does not give you a bonus to AC.

Soul of War (Ex): You eat, sleep, and breath war. It is your confidant, your lover, your best friend; it sustains you through the tough times.

At 5th level, you gain immunity to Sleep effects. Instead of sleeping, you Trance as if you were an Elf for 4 hours each night; this gives you the exact same benefits as a full night of sleep.

At 9th level, you no longer need to Eat or Drink; in addition, you are immune to Dessication damage.

At 13th level, your mind has been taken by war as its own; this manifests as an immunity to Fear, Morale Penalties, and any form of Possession. In addition, the duration of any Mind-Affecting effect that is affecting you automatically ends the next time you enter Posture of War, and you are immune to Mind-Affecting abilities for as long as you are in Posture of War.

At 17th level, your body has become one with the very concept of war; you no longer need to breath, and are permanently affected by a Freedom of Movement effect.

Elusive Attack (Ex): You have learned to adjust your combat abilities, making them far more expansive than those of a more mundane warrior.

At 6th level, whenever you make a Full-Attack, you may forgo any attacks you make at your lowest BAB; if you do, you gain +2 Dodge bonus to your AC.

At 11th level, this improves to +4; at 16th level, this improves to +6.

Uncanny Dodge (Ex): Others might call it paranoia; you call it readiness.

At 6th level, you no longer lose your Dexterity bonus to AC when you are flat-footed or attacked by an invisible foe; however, you still lose it if you are Immobilized.

If you already have Uncanny Dodge from another class before taking this class, you gain Improved Uncanny Dodge instead, and your levels in that class and this one stack for the purpose of what level your opponent has to be to Sneak Attack you.

Improved Fleet of Foot (Ex): You move quicker than most of your compatriots; it's a blessing with which you are perfectly comfortable.

At 7th level, you gain the option you did not choose for Fleet of Foot. In addition, you gain a Fly Speed equal to your Base Land Speed, but only in a straight line; however, you must begin your flight each round while standing or holding onto a solid surface, or begin falling. If you grapple a flying creature while you yourself are flying, you may treat yourself as if you were on a solid surface; you cannot Run while flying.

You may make a single 90 degree turn whenever you use the Run action.

When you use the Accelerated Climb option, you may move up to 3 times your Climb speed with only a -3 penalty to your Climb Check; you are treated as if you are standing on a solid surface while Swimming as long as you are at the surface of whatever liquid you are swimming in.

You receive another +10' bonus to your Base Land Speed; this stacks with the bonus from Fleet of Foot.

Durable Form (Ex): You are far tougher than nails; people should remember that when they come to face you.

At 10th level, whenever you succeed on a save, you receive a +2 untyped bonus to all saves until the end of the encounter; the maximum bonus you can receive in this way is capped at 1/2 your BAB. In addition, you may make a Reflex save to negate any ability that targets you, or a Fortitude save against any ability that has you within its area, if that ability would not normally allow a save.

Counterattack (Ex): Striking you is like striking a snake; if you do not remove your hand quickly enough, you get bitten.

At 12th level, whenever you make a Full-Attack, you may forgo any attacks you make at your lowest BAB to gain the ability to make an equal number of attacks against anyone who anyone who attacks you in melee or within your first Range increment that round as an Immediate action; if you are also using Elusive Attack, you instead forgo your attacks with the next-highest BAB.

Improved Evasion (Ex): You are like a sparrow, flitting through the world, evading all traps and snares.

At 12th level, whenever you make a Reflex save against an effect that allows you a Reflex save for half damage, you only take half damage even if you fail.

Superior Fleet of Foot (Ex): You are blindingly quick; all the better to reach the enemy before he flees.

At 13th level, you may now Run while flying, and you may now Run instead of using the Accelerated Climbing option while Climbing; you still can only move in a straight line while Flying. In addition, you may now take as many 90 degree turns while Running as you wish, and may change which movement mode you are using while running freely. For example, you could run up to a wall and continue to sprint up it, splitting up the movement between the two surfaces as you wish.

You receive another +10' bonus to your Base Land Speed; this stacks with Fleet of Foot and Improved Fleet of Foot.

Improved Uncanny Dodge (Ex): You seem to pay attention to everything at once, defending yourself perfectly from all comers.

At 15th level, you can no longer be flanked; in addition, you may not be Sneak Attacked except by a Rogue that is 4 levels higher than you.

Adaptable Form (Ex): The greatest advantage of a warrior is their ability to adapt to nigh-on any situation that could be called for, whether a lightning strike or a sharpened blade.

At 16th level, you may take a Swift or Immediate action to automatically succeed on a save.

Decisive Strike (Ex): Your blows no longer skitter lightly on the flesh of your foe; they burn deeply into their flesh, harming them drastically.

At 18th level, whenever you make a full-attack, you may sacrifice any attacks you would make with your lowest BAB, and instead deal double damage with every attack you make that round.

If you also use Elusive Attack and/or Counterattack, you sacrifice the attacks you would have made with your next-highest BAB.

Warlord Paramount (Ex): You are one of the mightiest warriors to walk the land; your presence brings death, and you are as royalty to all armies. As long as war exists, so shall you.

At 20th level, you may enter or exit Posture of War as a Free action, and may stay in that state for as long as you wish. You gain the benefits of Elusive Attack automatically, and gain DR 10/Innocent, and Regeneration 1/Innocent, where "Innocent" refers to a creature that has never killed another creature with an intelligence bonus of 3 or higher.

Finally, as long as at least a single war takes place on the same plane as you are on each year, you do not age that year.

Amechra
2012-03-16, 07:28 PM
1st Level
Army-of-the-Damned Proclamation: If your target is Undead, they must make a Will save or be rebuked for a number of rounds equal to your BAB (maximum 10). If the Undead fails by 5 or more, they instead fall under your control; you cannot control more HD of Undead this way than your own BAB. An alternative version of this Essence exists, called Purify-the-Unholy Kata; that version turns an Undead creature on a failed save, and Destroys it if it would be Commanded.

Beat the Luck out of Them: Your target must make a Will save or take a penalty equal to the modifier for the ability score you use for attack and damage rolls due to Posture of War to their Attack rolls for 3 rounds, and you gain the same bonus on all attack rolls for the same duration; neither the penalty nor your bonus can be higher than your class level. Additional uses of this Essence do not stack, but do reset the duration.

Bow Before Thy Lord! Proclamation: Your target must make a Reflex save or be knocked Prone.

Encourage the Assault: You do not receive the bonus damage from Posture of War on this attack; instead, a single ally within 30' gains a bonus to their attack rolls equal to 1/2 your BAB until the end of next round.

Fumbled-Mind Kata: Your target must make a Will save or lose one prepared spell or spell slot of the highest level they are able to cast. You may alternatively have them lose a number of power points equal to their ML or have them expend a single maneuver slot to no effect.

Gratuitous Blood: The bonus damage from Posture of War that your target is dealt changes to Bludgeoning damage; in addition, each successful blow creates 30 gallons of fresh water that happens to be blood red, which appears to spray out of your target's body as blood.

Loosen Their Grip: You do not receive the bonus damage from Posture of War on this attack; instead, you may attempt to Disarm your opponent's weapon as part of your attack, with a bonus to your Disarm check equal to 1/2 your BAB, and using the ability score that you use for attack and damage rolls due to Posture of War instead of Strength.

Mercy to the Weak: The bonus damage from Posture of War is dealt as Nonlethal damage.

Metaphysical Guarding Beat-Down: You do not receive the bonus damage from Posture of War on this attack; instead, a single ally within 30' gains a bonus to their saves vs. Spells, Spell-like abilities, and Supernatural abilities equal to 1/2 your BAB until the end of next round.

Reminder-of-Safety Strike: You do not receive the bonus damage from Posture of War on this attack; instead, a single ally within 30' gains a bonus to their AC equal to 1/2 your BAB until the end of next round.

Restrain the Weak: You do not receive the bonus damage from Posture of War on this attack; instead, you may attempt to Grapple your opponent as part of your attack, with a bonus to your Grapple check equal to 1/2 your BAB, and using the ability score that you use for attack and damage rolls due to Posture of War instead of Strength.

Signaling to the Army: Your target must succeed on a Reflex save, or be affected as though with a Faerie Fire spell for 1 minute, except that they do not emit any light; in addition, they lose the Scent ability for that duration, and any creature with Scent can detect them from twice the normal distance.

Steady-the-Blade Learning: Your target must make a Will save or become marked for a number of rounds equal to your BAB; if a target is marked, you receive a bonus on all attack rolls against that target equal to 1+1/5 your BAB.

Strike the Embarrassing: Your target must make a Fortitude save or be Sickened for 1 minute; additional uses of this Essence do not stack, but do reset the duration.

Storm-of-Blades Learning: The bonus damage from Posture of War is instead Piercing damage; in addition, your critical threat range for this attack is doubled, and this Essence ignore SR.

Tire-the-Ligaments Learning: Your target must succeed on a Fortitude save or be Fatigued for a number of rounds equal to your BAB; additional uses of this Essence do not stack, but do reset the duration.

Tough-love Cauterizing Blade: Your target must make a Will Save or be Dazzled for 1 minute. Regardless, they take additional Fire damage equal to your modifier for the ability score that you use for Attack and Damage rolls due to Posture of War, and they automatically stop bleeding, ending all bleeding effects on them.

Twist the Knife: Your target takes 1 point of damage each round after being struck by this Essence; if they are struck multiple times by this Essence, the damage dealt is cumulative. They may end all bleeding (and thus damage) from this ability by receiving at least 1 point of magical healing, receiving a DC (10+your BAB) Heal check as a Standard action, or by spending 1 round to make a Fortitude save.

Unsuspected Blow: Your target must make a Will Save or be Flat-footed for 1 round.

Warlord's Rebuke: Your target must make a Will Save or become Shaken for 1 minute, or Frightened if they are already Shaken; additional uses of this Essence do not stack, but do reset the duration.



6th Level
Battle-of-Wills Combat: Your target must make a Strength check against an ability check using the ability score you use for attack and damage rolls due to Posture of War or be moved 5' or to the edge of your first range increment, whichever would be further from you.

Burst-of-Screams Kata: The bonus damage from Posture of War is instead Sonic damage; it ignores Hardness and deals full damage to objects. In addition, your target must make a Fortitude save, or be Stunned for 1 round; if they succeed, they are Deafened for 1 round.

Desert-Scouring Blade: The bonus damage from Posture of War is instead Piercing damage. In addition, your target must make a Fortitude save or take 1d4 Constitution damage.

Frosted Diamond Blade: The bonus damage from Posture of War is instead Cold damage. In addition, your target must make a Fortitude save, or receive a -4 penalty to their Dexterity for 10 minutes; additional uses of this Essence do not stack, but do reset the duration.

Ghost-Rending Blow: The bonus damage from Posture of War is instead Force damage. In addition, you ignore any miss chance your target may have from being Ethereal or Incorporeal.

Insurmountable-Obstacle Learning: Your target must make a Fortitude save or only gain half the normal benefit of any ability that would heal any damage they may have for a number of minutes equal to your BAB; multiple uses of this Essence do not stack, but do reset the duration.

Touching-the-Grave Technique: The bonus damage from Posture of War is instead Negative energy damage, healing Undead as normal. In addition, your target must make a Fortitude save, or receive a -3 penalty to a save of your choice for one minute; each time this Essence is used against a creature and it fails its save, you may change which save the penalty applies to, and the duration resets.

Metaphysical Vines Technique: Your target must succeed on a Reflex save or be Entangled for 3 rounds; they can escape the entanglement with a DC 20 Strength Check or Escape Artist Check as a Standard action.

Pain-Teaching Demonstration: You do not receive the bonus damage from Posture of War on this attack; instead, a single ally within 30' gains a bonus to their damage rolls equal to 1/2 your BAB until the end of next round.

Reminder-of-Sleep Art: Your target must make a Will save or be Exhausted for 1 round.

Sand-in-Eyes Technique: Your target must make a Fortitude save or be Blinded for 1 round.

Soul-as-Flames Kata: The bonus damage from Posture of War is instead Fire Damage. In addition, your target must make a Reflex save or catch fire for 1 round/5 levels, taking 2d6 extra Fire damage each round. Putting out the fire early is a Full Round action; additional uses of this Essence do not stack, but do reset the Duration.

Storm-Soul Art: The bonus damage from Posture of War is instead Electricity damage. In addition, your opponent must make a Fortitude save or Cower for 1 round; this is not a Fear effect.

Werewolf-Slaying Strike: Your target takes additional damage equal to 1/2 your BAB, and your attack bypasses any form of DR or Regeneration that can be bypassed by an alignment subtype or a material.

World-Affirming Kata: You do not receive the bonus damage from Posture of War; instead, your target is affected as if by a Dimensional Anchor spell for a number of rounds equal to 1/2 your BAB.

11th Level
Call-the-Arctic Learning: The bonus damage from Posture of War is instead Cold damage. In addition, your target must make a Fortitude save or be frozen solid for 1 minute. While frozen solid, they cannot take any form of physical action, lose their Dexterity bonus to AC, and receive a further -4 penalty to AC. The target may make an additional save each round to end this effect prematurely.

Concussion-Inducing Blow: Your target must make a Will save or be Confused for 1 round.

Death-Bringing Echo: The bonus damage from Posture of War is instead Sonic damage. In addition, your target must make a Fortitude save or take 1/2 the damage you dealt to them with this attack again next round.

Dissolution-as-a-Goal Kata: The bonus damage from Posture of War is instead Acid damage. In addition, this Essence ignores SR, and your target take 2d6 acid damage per round for 1 round/5 levels.

Gone with Thee! Proclamation: Your target is knocked back 1d6*5', and must make a Reflex save or go Prone. If they hit a solid object while they are moving, they stop, take 1d6 damage per 10' that they moved, and have to make the Reflex save to stop themselves from going prone.

Guard-Breaking Amnesia: Your target must make a Will save or be affected as if by a Feeblemind spell for 1 round.

Inescapable Vines Advance: The bonus damage from Posture of War is instead half Piercing and half Bludgeoning damage. In addition, the target is Entangled for 1 round (No save).

Lithic Form Pronouncement: Your target must make a Fortitude save, or start slowly turning into stone, a process that takes place over a number of rounds equal to 1/2 your BAB; they receive a stacking -2 penalty to Dexterity and a stacking -10' penalty to all movement speeds. Each round, they must save again, or take the same penalties; if they fail 4 saves in a row, they are permanently petrified as if by a Flesh to Stone spell. If they are not completely petrified at the end of the duration, all penalties from this Essence are removed.

Many-as-One Kata: You may apply the effects of two different Essences that you know to the same attack; however, you can only use Essences that can be learned below 11th level. If both Essences change the damage type, then half the damage becomes one type, and the other half becomes the other. If only one of the Essences says that you do not add the bonus damage, you instead deal half of the normal bonus damage, and if one of the Essences says that it ignores SR, then this Essence ignores SR.

Sun-Soul Advance: The bonus damage from Posture of War is instead Positive energy damage. In addition, living creatures struck by this Essence receive a number of temporary hit-points equal to 1/2 your BAB, while Undead creatures take an additional amount of damage equal to 1/2 your BAB.

Swamp-King's Proclamation: Your target must make a Fortitude save or be Nauseated for 1 round.

Vampire's Tooth Blade: You do not receive the bonus damage from Posture of War; instead, you gain a number of temporary hit points equal to the amount of damage you dealt, which cannot exceed the target's HP+10. These temporary HP last for 1 hour.

16th Level
Channel-the-Storm Kata: The bonus damage from Posture of War is instead Electricity damage. In addition, your target must make a Reflex save or be Paralyzed for 1 round; regardless if they succeeded or failed on their save, they take Sonic damage equal to 1/2 the damage they took from this attack next round, and have to make a Fortitude save or be Deafened for a minute.

Entropy-is-Lord Pronouncement: The bonus damage from Posture of War bypasses all forms of DR and Regeneration. In addition, your target must make a Fortitude save or take double damage from your attack. If your target is reduced to 0 HP by this Essence, they die and their bodies are reduced to dust from the force of your blow.

Multiplicity-is-Unity Art: This Essence works exactly like Many-as-One Kata, but may include any Essences that can be taken before 16th level.

Reconfigure-the-Legend Learning: Your target is affected if by a targeted Greater Dispel Magic, using your BAB in place of the caster level, as you literally knock the spells off of them. You gain 5 temporary HP for each spell level you dispel in this manner, which last for 1 minute; any additional uses of this Essence replace the temporary HP from this ability.
You may instead elect to heal 1 point of Ability Damage per spell you dispel in this manner.
Finally, you may elect to, in the place of dispelling spells, grant yourself an Insight bonus to one of your ability scores equal to 1/2 of your BAB for one minute, while reducing the same ability score of your target by 1/2 your BAB for the same amount of time; you may target a given creature multiple times, each time changing which ability score the bonus and penalty applies to. You cannot reduce a creature's ability score below 1 in this manner, or give yourself a bonus larger than the targeted creature's ability score.

Soul-Separation Learning: The bonus damage from Posture of War is instead Negative energy damage. In addition, your target must make a Fortitude save, or take 2 Negative levels; these negative levels fade away in 1 hour.

World-Moving Rebuke: This Essence works like Gone With Thee! Proclamation, but the target moves 1d4*10' instead of 1d6*5'.

Amechra
2012-03-16, 07:29 PM
Masteries of Two Weapons: Each of these Weapon Masteries only apply if you are wielding a weapon in each hand.
Thought-like Speed: You may make an offhand attack for every main-hand attack you make, regardless of how you make it (as part of a full attack, during a standard action, or as an AoO). However, all your attacks that round take the normal penalty from Two Weapon Fighting; these bonus attacks replace the normal additional attack you gain from normal Two-Weapon Fighting, and any other feat in the Two-Weapon Fighting feat tree.

Rending Blade Fury: Requires Thought-like Speed. You add your full Strength modifier to off-hand damage. In addition, if you've hit at least once with each each weapon you are wielding, you automatically deal extra damage as if with your off-hand weapon, doubling the bonus to damage from your Strength modifier. Finally, the penalty to hit for Two-Weapon Fighting is reduced by 1/5 of your BAB; this cannot reduce the penalty below 0.

Guarded Beast Stance: Requires Thought-like Speed. You receive a +2 Shield bonus to AC; when Fighting Defensively, this increases to 1/2 your BAB, and the bonus is doubled if you are taking the Total Defense action.

While you are either Fighting Defensively or taking the Total Defense action, you may make a single attack with your off-hand attack against any enemy that misses you in melee as a free action once per round.

Masteries of the Two-Fisted Style: Each of these Weapon Masteries only apply while you are wielding a weapon in two hands.
Brute-Force Swing: You add 1-1/2 your Strength Modifier to your damage instead of just your Strength Modifier; in addition, the bonus damage from Posture of War is doubled.

Gorilla-Shouldered Hulk: Requires Brute-Force Swing. Your weapon deals damage as if it were one size category larger than normal, and one additional size larger if your BAB is higher than +10; its effective size cannot be increased to larger than Colossal through this Mastery. You also now add double your Strength modifier to damage, rather than just 1-1/2.

Bludgeoning-Angel Stance: Requires Brute-Force Swing. You may, as a standard action, make a special Bull Rush; you are treated as if you were a number of size categories larger equal to 1/5 your BAB, and do not gain any additional attacks through Focused War-Strike.

If you succeed, you deal damage as if you had made a normal attack; if you beat your opponent's check by 5 or more, you may move them more than 5' without moving yourself, and they take 1d6 damage for every 5' they are moved. If your opponent is moved more than 15', they must make a Fortitude save against the same DC as for your Essences of War or be Dazed for 1 round.

You cannot use an Essence of War with this Weapon Mastery without using Many-as-One Kata; in which case Bludgeoning-Angel Stance counts as one of the Essences

Mastery of Reaching Weapons: These Weapon Masteries only apply if you are wielding a Reach weapon.
Long-Arm Kata: You may attack adjacent creatures with your Reach weapon; in addition, you receive a number of additional attacks of opportunity equal to 1/4 your BAB plus the modifier of the ability score you use for attack and damage rolls due to Posture of War. This ability overlaps with the AoOs granted by Combat Reflexes.

Immovable-Pole Restraint: Requires Long-Arm Kata. Your Strength bonus to attack rolls is doubled when you make attacks of opportunity against creatures you attacked during your turn. In addition, any creature that you hit with an attack of opportunity has all of their movement speeds halved until the beginning of your next round; this does not stack with itself. If the attack of opportunity was incurred by movement, they calculate how far they can move using their halved movement speed retroactively; if they moved further than that distance already, they are knocked prone.

Mountain-of-Spears Style: Requires Long-Arm Kata. Your reach is increased by 5', and all enemies within your reach receive a penalty to all attack rolls, saving throws, and skill checks equal to 1/4 your BAB.

Empty-Handed Style: This Weapon Mastery can only be used while fighting unarmed.
Empty-Handed Style: Your Unarmed Damage improves to match the Unarmed Damage of a monk, and you can deal Lethal damage with your Unarmed Attacks. In addition, you no longer suffer a penalty to your attacks while in a Grapple.

You may choose whether your Unarmed Strikes are a Two-Handed Weapon, a One-Handed Weapon, or a pair of Light Weapons at-will as a Swift action; at least two limbs must be free to use the Two-Handed Weapon of pair of Light Weapons options.

If you know this Weapon Mastery, you are treated as if you had the Improved Unarmed Strike feat for the purpose of prerequisites.

Cloud-of-Arrows Style: You may only use the following Weapon Masteries if you are wielding a ranged weapon.
Swallow-Eyed Shot: You may ignore your allies when determining if an enemy has cover; in addition, you add +1 to your attack rolls and +1/4 your BAB to damage whenever you attack an opponent within your first range increment. This counts as both Precise Shot and Point-Blank Shot for the purpose of prerequisites.

Heart-Seeking Arrow: Requires Swallow-Eyed Shot. You may add your Dexterity modifier to damage when you attack with your ranged weapon; in addition, you deal a number of d6s of damage equal to 2/3 of your BAB whenever you are attacking an enemy within your first range increment, instead of adding your BAB to damage as usual.

Sniper-Guard Stance: Requires Swallow-Eyed Shot. Choose an ally within 1 range increment of a ranged weapon you've attacked with this round; any action that would provoke an attack of opportunity from that ally also draws an attack of opportunity from you. If your BAB is +10 or higher, you may take attacks of opportunity on enemies that are up to 5' further away from your ally.

Single-Handed Style: The Weapon Masteries that follow only work when you are wielding a single weapon, and do not have a shield in your other hand.
Single-Needle Strike: You receive a +2 bonus to attack rolls and as a Shield bonus to AC, and a +4 bonus to all combat maneuvers; in addition, you may add your Dexterity modifier to damage.

Aura-of-Blades Understanding: Requires Single-Needle Strike. You may choose to receive a -4 penalty to attack rolls until the beginning of your next round to parry any attack your opponent makes. To parry an attack, you must make an opposing attack roll against any melee attack that targets you; if you succeed, the attack misses, and if you succeed by at least 5, your opponent provokes an attack of opportunity from you as you take advantage of their clumsiness. Unlike other Single-Handed Style Weapon Masteries, Aura-of-Blades Understanding can be used even when you have a weapon or a shield in your other hand; however, you cannot have attacked with it this turn. Add any bonus to armor class you would receive from your shield or your weapon to your attack roll for parrying instead.

Dodge-the-Knife Offensive: Requires Single-Needle Strike. You may feint as a free action once per round, and as an attack action during a full-attack. In addition, if you have successfully feinted a creature, you add a number of d6s equal to 1/2 your BAB until the beginning of your next round, instead of adding your BAB to damage due to Posture of War.

Snapping-Turtle Style: The following Weapon Masteries only apply if you wield a weapon in one hand and a shield in the other.
Martyr-Presenting Strike: Whenever you attack a creature, that creature must make a Will save against the same DC as for your Essences of War, or they must include you as a target for every attack or offensive ability that they use; if they do not include you, they receive a penalty equal to 1/3 your BAB to all attack rolls, saving throws, skill checks, and ability DCs until they have attacked you at least once. This effect lasts for 5 minutes, and you may affect a number of creature in this way equal to 1+1/4 your BAB.

In addition, your Shield bonus to AC is increased by 1, and applies against Touch attacks, as a bonus to Reflex saves, and as a bonus to resisting combat maneuvers.

Shell-as-Sword Methodology: Requires Martyr-Presenting Strike. You retain your Shield bonus to AC when you perform a Shield Bash, and your shield is treated as if it were two sizes larger for the purpose of damage.

In addition, if you successfully attack an enemy with both your shield bash and your main hand weapon, they must make a Fortitude save with the same DC as your Essence of War abilities or be Dazed until the beginning of your next round.

Pillar-Among-Ants Stance: Requires Martyr-Presenting Strike. On any round in which you do not attack with your shield, you gain soft cover, and grant soft cover to all allies within your reach. In addition, when you fight defensively, or take a full defense action, you can choose to block line of effect to squares directly behind you, plus an extra 5 feet around you per 8 points of base attack bonus, to a maximum of your reach. This does not prevent spells from affecting you.

Amechra
2012-03-16, 07:31 PM
Reserved to answer any questions about abilities.

Posting may begin.

Amechra
2012-03-17, 01:16 AM
The class is now posted in a nigh-complete form. PEACHes are appreciated.

Sypher667
2012-03-17, 01:47 AM
I haven't looked too thoroughly at the class, though it does look interesting at least. With the capstone, you say "DR 10/Innocent" and "unused weapon". Are those referring to the same thing?

Amechra
2012-03-17, 01:54 AM
Unused Weapon is from an earlier draft; I shall fix it.

EDIT: I just counted, and I have 54 Essences of War written out. I'm really glad I expanded the number they get from 12 to 16...

Madara
2012-03-17, 10:35 AM
Formatting:Perhaps you could add the level to the table.

Class in General: Adding bonuses to speed...AC...granting movement modes...a class ability at every level...unique system for customization...full BAB....4 skill points/small skill list...

Its good, very good.

Suggestions:

Basing many abilities of BaB makes this a target for dipping. Maybe have it based on Class levels?

Amechra
2012-03-17, 11:29 AM
The dip-ability is intentional; this guy can dally in Barbarian-hood, or a Barbarian could practice at being a warrior-lord.

NeoSeraphi
2012-03-17, 01:57 PM
I'm not really a big fan of classes that are written in the 2nd person, but I'll try not to let it bother me too much as I read through all this.

Posture of War: How ironic, the only reason I'm even home to PEACH this class is because I injured my spine doing heavy lifting with an incorrect stance. Anyway, this is basically just a bunch of things that shouldn't require feats anyway, so good work there. The free Smite and Str/Wis/Dex is all good. For a one level dip, you are better than a paladin's signature attack for at least one round per encounter, then an extra amount per day, so...nice.

The problem is that you give a way to extend the duration or switch into the stance, but you give no information about how to do this. What action does it take? (I suggest swift)

Essence of War: From a purely fluff perspective, this really seems like it should be Cha-based rather than Wis-based. But Charisma is a terrible ability score, so I can see why you would choose Wisdom from a crunch perspective. Still, Wisdom is generally a divine-only thing, and there's no divine fluff to be found (even monks are vaguely religious, though WotC seems to tiptoe around that for some unknown reason).

Armor of the Brave: "Your courage protects you", so you gain a scaling chance to completely ignore damage, even when you're unaware of the attack? :smallconfused: Okay... I guess I get it, but it definitely shouldn't apply when you're helpless or unconscious, and if you argue that it does, then I counter that it should really be a supernatural ability (because that sounds more like a mystical deflection bonus than you just being awesome).

Focused War Strike: Cool. Two standard attacks per round at level 5, but with careful wording to prevent factotum-like abuse. Balanced and well thought out. I like it.

Rudimentary Skill: Very useful, lots of customization options, this in addition to the 2 skills of your choice will let the k-whatever be a versatile warrior and help the player enjoy himself without necessarily needing to multiclass.

Fleet of Foot: Good, another problem for normal martial characters, solved. Pretty early too. I was surprised that you didn't give a bonus to charging here, but the Run-By Attack is a nice enough ability all by itself.

Evasion: Evasion while in heavy armor, but not when you're scared, so it no longer helps you survive dragons (because of Frightful Presence). Meh, it's decent I guess, though I always thought the reason rogues got evasion was because they were all selfish cowards who leaped away at the first sign of danger. Guess this one is more about focused placement, which is fine. Still don't think you should gain the benefits while you're unconscious or helpless.

Slippery Form: Minor nitpick here, all attacks have a duration. I believe you mean to say "A duration longer than instantaneous". Sucks that you can't use Slippery Form to get out of a flesh to stone, but whatever.

Soul of War: Immunity to fear starting at 13th level. So from that point on, Armor of Bravery is always on and at full strength. Seems like a good level to get it at. The rest of the features are nice too.

And...unfortunately that's all I can stand right now. I really need to rest. Ow.

Just to Browse
2012-03-17, 05:18 PM
Question: If you're not allowed to use a feat that gives you a penalty to attack, does that mean you're not allowed to wield two weapons..? That seems very... counter-intuitive. In fact, the whole taking-a-penalty-to-attacks thing is a very common melee technique what with power attack. What is your rational behind not allowing this?

Amechra
2012-03-17, 05:26 PM
I was actually just trying to restrict people from Power Attacking... I might as well go ahead and remove that restriction, and have the damage added become "your BAB, minus any penalties from Power Attack, Combat Expertise, or Stone Power."