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wayfare
2012-07-27, 12:52 AM
Hey All:

This is a log for a project I am getting ready to try on my group. The Martial Arts Tournament is a Campaign and Rules revision designed for Low-Level play (levels 1-10). The campaign assumes that level 10 is the level cap for players, and CR15 is the cap for monsters.

The Martial Arts Tournament is first a rules revision, and more specifically a class revision. The project assumes that the Warblade, Swordsage and Crusader are updates for the Fighter, Monk, and Paladin. The Martial Arts Tournament updates the Ranger, Rogue, and Barbarian to ToB. Additionally, several new magic using classes are introduced as a way to "tone down" the power of spellcasters. Built with the themed designs of the Beguiler and Dread Necromancer in mind, these classes allow you to include magic without resulting in god wizard/cleric/druid problems.

The Martial Arts tournament is aimed at Tiers 3 and 4. In fact, the classes and campaign strongly recommend that you outright Ban T1/T2/T5/T6 classes for the purpose of the campaign.

The Martial Arts Tournament emphasizes cooperative play as well as some PvP elements (it is a tournament, after all). The limitations on tier are included to give all classes the opportunity to shine in their specialty.

A Few Limitations

1) The Martial Arts Tournament Caps all gear enchantments at a total of +2. Items that enhance attributes are also capped at +2. Wondrous items are capped at a maximum value of 10000 gp (+2 attribute enhancers should be near the top of this range).

2) It is recommended that Wands not be included in the game. Wands are too easy to purchase and make and provide disproportionate advantage to their weilders for the investment. Additionally, as magicians will only ever earn 5th level spells, wands make the ability to cast magic less unique.

3) There are no classes with major access to summoning. This is intentional, as summoning grants major advantages to the summoner for little effort expended.

4) The Martial Arts Campaign requires at least 3 players and no more than 5. There are layered portions to the story that reflect the players standing in the tournament, and thus the party will often be split for a scene (but no more).

Cool Features

1) A new statistic is included in the game: Standing. As you complete missions, perform memorable acts, fail in your efforts or succeed bravely you gain and lose standing. Standing determines how well known you are and allows you to purchase allies or social benefits (such as a fierce/kind reputation, a well known title, etc). Your standing also opens up new quest options in the Martial Arts Tournament.

2) In scenes where players are not playing, they still have the ability to influence events. As a sort of participatory minigame, "offscreen" players can spend Event Tokens to cause certain things to happen in a given situation. Each offscreen scene provides players with a certain number of tokens and a list of possible events. Each player may spend tokens once, but players can combine tokens to produce expensive effects.

Notes

This project is being designed on the boards from a skeleton, so there may be lag between posts.

What I'm Looking For

1) Suggestions on classes allowed
2) Advice on homebrewed classes
3) Thematic advice on running a martial arts tournament
4) Set pieces that really need to be included in a martial arts campaign (including monsters, allies, places, even phrases)

Thanks for the help, You guys are awesome!

wayfare
2012-07-27, 12:53 AM
New Classes


The Berserker




Hit Die: d12
Skill Points: 4 + Intelligence Modifier
Trained Skills: Balance, Climb, Craft, Intimidate, Jump, Handle Animal, Knowledge (Nature), Listen, Sense Motive, Spot, Survival, Swim
Weapon Proficiency: The Berserker is proficient with all simple weapons, and all martial melee weapons.
Armor Proficiency: The Berserker is proficient with Light, Medium armor and Shields.


{table=head]Level|Base AttackBonus|Fort Save|Ref Save|Will Save|Special|Maneuvers Known|Maneuvers Readied|Stances Known

1st|
+1|
+2|
+0|
+0| Fervor; Superior Unarmed Strike|3|3|1

2nd|
+2|
+3|
+0|
+0| Battle Agility +1|4|3|1

3rd|
+3|
+3|
+1|
+1| Improved Grab |5|4|1

4th|
+4|
+4|
+1|
+1| Fury in the Flesh +1|5|4|2

5th|
+5|
+4|
+1|
+1| Powerful Build |6|4|2

6th|
+6/+1|
+5|
+2|
+2| Trample |6|4|2

7th|
+7/+2|
+5|
+2|
+2| Mettle |7|5|2

8th|
+8/+3|
+6|
+2|
+2| Fury in the Flesh +2|7|5|2

9th|
+9/+4|
+6|
+3|
+3| Constrict |8|5|2

10th|
+10/+5|
+7|
+3|
+3| Battle Agility +2, Savage Vitality |8|5|3[/table]

Description: At head of a Barbarian horde stands a massive warrior, armed with nothing more than her bare hands. She stands before her people, staring down the cavalry charge that thunders towards the ragged line of her contryfolk. When she strikes, horse and ride alike are scattered, the relentless charge broken by rending hands and awful fists.
Guarding the door to the Sultan’s bedchamber is an impressively fat man with an idiots grin on his jowly face. None but the servants know the fury inside him, the rage that has split skulls and torn arms from their sockets. Never has an assassin passed his guard, never has a warrior survived his wrath. Only the servants know of his prowess, and they never speak of it – the fat man leaves messy kills, and blood must not mar the Sultan’s palace…

A tall youth with a rusted axe wanders through the wilderness, alone but unafraid. His anger made him an outcast among his people, but his love for his clan is great. Day and night he wanders the countryside, spending his rage against the beasts that threaten his family. When food is scare he leaves his kills at the village gate, penance for his exile.

These awesome, terrible warriors are called Berserkers, adepts who have kindled an unstoppable rage within themselves. Unlike a Barbarian, who must enter a rage state, the Berserker always feels the call of his fervor. This anger is a living thing, a vital power that physically and mentally shapes the Berserker into a perfect fighter.

Berserkers are front line fighters who strike with heavy weapons or rend their foes to pieces with their bare hands. As the Berserker increases in power, his body physically changes, becoming capable of absorbing massive punishment and inflicting the same upon his enemies. With these physical changes comes increasing martial mastery, awesome attacks that can devastate even the mightiest foe.

Martial Maneuvers (Ex): The Berserker begins her career with knowledge of a small number of Martial Maneuvers. The Fervor that forms the core of the Berserker’s combat prowess naturally lends itself to disciplines that bring out that savage fury and channel it in precisely controlled bursts. The Berserker channels his fury through the disciplines of Setting Sun, Stone Dragon, and Tiger Claw – dynamic and powerful, these disciplines allow the Berserker bend his fury to his will.

Once you know a maneuver, you must ready it before you can use it. Maneuvers used by a Berserker are considered Extraordinary abilities, are not effected by spell resistance, and do not trigger attacks of opportunity when initiated – unless otherwise stated in the Maneuver description.

Upon reaching 6th level, and every even level thereafter, the Berserker can choose to “forget” a previously known martial maneuver and learn a new maneuver, as long as you meet the prerequisites for that new maneuver. You can only swap a single maneuver at each opportunity.

Maneuvers Readied: A Berserker prepares his maneuvers by taking time to stoke his rage, focusing his anger into manageable, useful forms. During this meditation, the Berserker’s muscles twitch, his skin pours with sweat, his eyes roll up in his head, and a tangible heat radiates from his body. After five minutes of meditation that looks like madness, the Berserker emerges from his trance, his fury shaped into a mighty weapon.
When a Berserker emerges from his trance, his maneuvers are readied, and can be used in combat. Each Maneuver you ready can be initiated once per encounter. The Berserker can regain initiated maneuvers by taking a swift action to stoke his rage – this restores a single initiated maneuver. Additionally, if the Berserker is struck by a critical hit, he instantly regains an initiated maneuver.

If, at any point, the Berserker wants to “swap out” his readied maneuvers for known maneuvers, he can take 5 minutes to meditate and reassign his maneuvers.

Fervor (Ex): The Berserker is driven by a powerful fury that thrums through his veins, a living, vital anger that carries nearly supernatural power. This incredible force, called Fervor, grants the Berserker incredible durability and superlative strength.
When combat begins, the Berserker gains 2 temporary hp per Berserker level he possesses. When these temporary hp are depleted, the Berserker adds his Constitution modifier to the damage inflicted by his melee attacks.

Superior Unarmed Strike (Ex): The Berserker is incredibly deadly in close combat, using physical power and combat skill to overwhelm his opponents.
Berserker’s begin play with the Superior Unarmed Strike feat, ignoring any prerequisites for the feat.

Battle Agility (Ex): A Berserker of 2nd level is light on his feet, capable of avoiding attacks with great ease. The Berserker gains a +1 bonus on Reflex saves. This bonus increases to +2 at 10th level.

Fury in the Flesh (Su): As the Berserker grows in strength, his fury infuses his body with supernatural power. The Berserker can shrug off deadly attacks and his blows land with unnatural force.
At 4th level, the Berserker’s gains a +1 enhancement bonus to his natural attacks, as well DR 1/-
At 8th level, these bonuses increase to 2.

Improved Grab (Ex): A successful unarmed strike creates all the opening needed for the berserker to grasp a smaller foe.
A Berserker of Berserker of 3rd level who hits an opponent his size or smaller with an unarmed strike can initiate a grapple as a free action. Doing so does not provoke an attack of opportunity.

Powerful Build (Ex): The Fervor that surges through the Berserker’s veins is a very real thing, a transformative energy that sculpts the Berserker’s body into a hulking, deadly weapon.
A Berserker of 5th level gains the Powerful Build feature, as his body physically increases in stature and develops impressive musculature.

Trample (Ex): A Berserker of 6th level can literally overrun his opponents, using superior size and strength to crush his enemies.
As a full round action, the Berserker can move up to twice his speed and literally run over opponents up to one Size category smaller than himself.
Any creature who’s space is completely covered by the Berserkers space takes trampling creature’s space is subject to the trample attack. If a target’s space is larger than 5 feet, it is only considered trampled if the trampling creature moves over all the squares it occupies. If the trampling creature moves over only some of a target’s space, the target can make an attack of opportunity against the trampling creature at a -4 penalty. A trampling creature that accidentally ends its movement in an illegal space returns to the last legal position it occupied, or the closest legal position, if there’s a legal position that’s closer.
A Berserker using the Trample attack deals bludgeoning damage equal to its (Unarmed Strike damage + 1.5x Strength modifier).
Opponents who do not make an attack of opportunity against the Berserker can make a Reflex save DC (10 + ½ level + Strength modifier) to halve the damage inflicted by a trample.
Special: A Berserker, by virtue of its Powerful Build feature, can effectively trample opponents up to its size.

Mettle (Ex): When a Berserker of 7th level is required to make a Fortitude or Will save that has a lesser effect on a successful save, the Berserker ignores that effect.

Constrict (Ex): An opponent caught in a Berserker’s grasp is certain to meet a messy end.
A berserker of 8th level gains the Constrict special ability, inflicting normal unarmed strike damage.

Savage Vitality (Ex): The Berserker draws strength from his fallen enemies, the lust for battle lending strength to weary arms. Each time a Berserker of 10th level reduces an opponent to 0 hp, he regains HP equal to his Constitution modifier.

The Scoundrel

Hit Die: 1d8
Skill Points: 6 + Intelligence Modifier
Trained Skills: Balance, Bluff, Climb, Concentration, Disable Device, Escape Artist, Forgery, Hide, Jump, Move Silently, Sense Motive, Search, Sleight of Hand, Spot, Tumble
Weapon Proficiency: The Rogue is proficient with all simple weapons, as well as the handaxe, kukri, longsword, rapier, shortsword, scimitar, and falchion.
Armor Proficiency: The Rogue is proficient with Light armor.

{table=head]Level|Base Attack<br>Bonus|Fort Save|Ref Save|Will Save|Special|Maneuvers Known|Maneuvers Readied|Stances Known

1st|
+0|
+0|
+2|
+0| Trapfinding, Opportunistic Strike|2|2|1

2nd|
+1|
+0|
+3|
+0| Mobility +5, Uncanny Dodge|2|2|1

3rd|
+2|
+1|
+3|
+1| Evasion|3|3|1

4th|
+3|
+1|
+4|
+1| Nimble Offense|3|3|2

5th|
+3|
+1|
+4|
+1| Mobility +10|4|3|2

6th|
+4|
+2|
+5|
+2| Improved Uncanny Dodge|4|3|2

7th|
+5|
+2|
+5|
+2| Twist the Knife|5|4|2

8th|
+6/+1|
+2|
+6|
+2| Mobility +15|5|4|2

9th|
+6/+1|
+3|
+6|
+3| Decisive Parry |6|4|2

10th|
+7/+2|
+3|
+7|
+3| Nimble Defense|6|4|3[/table]


Description: A black-robed figure stalks the city’s alleys, seeking quick coin at any cost. Deft hands and a sharp blade empty many an unwary purse. Those marks with a bit more cunning find the blade at their throats – the few that raise alarum die by its
edge.
A bounty-hunter stalks a different sort of mark – a deadly warrior implicated in the murders of at least 5 citizens. The local constabulary proved insufficient to the warrior’s skill, sporting missing limbs and split skulls after a foolhardy attempt to bring the murderer in. Now the bounty-hunter watches from the shadows, a heavy cudgel held in one fist, poison edged dagger in the other – one way or another, the death stops
tonight.
A young adventurer sets out to find wealth and destiny, but is quickly set upon by bandits and relived of his possessions. The boy fumes, then resolves to track the thieves and end their lives. He settles for stealing their horses, and finds that life as a dealer in horse-flesh fills his purse better than life as a wanderer ever would.
These sly Scoundrels are more than simple thieves – they are adepts who use skill and steel to banish peril and sly dread. These cunning warriors are versatile and deadly, using a combination of superior skill and opportunism to turn nearly any situation to their advantage.

Martial Maneuvers (Ex): The Scoundrel begins her career with knowledge of a small number of Martial Maneuvers. With an emphasis on speed and
precision, the Scoundrel can choose Martial Maneuvers from the following Disciplines: Iron Heart, Setting Sun and Shadow Hand.

Once you know a maneuver, you must ready it before you can use it. Maneuvers used by a Scoundrel are considered Extraordinary abilities, are not
effected by spell resistance, and do not trigger attacks of opportunity when initiated.

Upon reaching 6th level, and every even level thereafter, the Scoundrel can choose to “forget” a previously known martial maneuver and learn a new
maneuver, as long as you meet the prerequisites for that new maneuver. You can only swap a single maneuver at each opportunity.

A Scoundrel prepares his maneuvers by engaging in intense meditative kata. These ritualized movements are often very dynamic, but also incredibly
precise – a gravity defying leap turns into a precise series of blows that flow into a long roll…acrobatics, war, and meditation combined in one
effort, the Kata of a Scoundrel are physical challenge that even the sturdiest of warriors will find exhausting. Oddly enough, a Scoundrel is revitalized by
her exertions, ready to bring her formidable powers to bear.
Scoundrel Kata take 5 minutes from beginning to end.

Trapfinding (Ex): A Scoundrel of 1st level or higher can use the Search skill to locate traps when the task has a Difficulty Class higher than 20. Finding
a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create
it.

A Scoundrel can use the Disable Device skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it.

A Scoundrel who beats a trap’s DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with her party)
without disarming it.

Opportunistic Strike (Ex): If a Scoundrel can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital
spot for extra damage. The Scoundrel deals extra damage any time her target would be denied a Dexterity bonus to Defense (whether the target actually has a Dexterity bonus or not), or when the Scoundrel flanks her target. This bonus damage is equal to the Scoundrel’s Intelligence Modifier.

Uncanny Dodge (Ex): Starting at 2nd level, a Scoundrel can react to danger before her senses would normally allow her to do so. She retains her
Dexterity bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to AC if immobilized.

Mobility (Ex): A Scoundrel of 2nd level moves with masterful grace, a speed that verges on the supernatural. During the Scoundrel’s turn, she may follow
any one action up with a 5 foot step – moving in this way is not an action in itself. At 5 th and 8thlevel this bonus movement increases by 5 feet.

A Scoundrel gains no benefit from this class feature if he is using medium or heavier armor or wielding a shield.

Evasion (Ex): At 3rd level and higher, a Scoundrel can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the Scoundrel is wearing light armor or no armor. A helpless Scoundrel does not gain the benefit of evasion.

Nimble Offense (Ex): A Scoundrel of 4th level can capitalize on an ally’s successful attack to deliver a telling strike. Once per round, when an opponent takes damage from an ally’s attack, the Scoundrel may make an attack of opportunity against that opponent. Even if the Scoundrel has the ability to make multiple attacks of opportunity in a round, Nimble Offense may still only be used once per round.

Improved Uncanny Dodge (Ex): A Scoundrel of 6th level or higher can no longer be flanked. If a character already has uncanny dodge from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum Scoundrel level required to flank the character.

Twist the Knife (Ex): A Scoundrel of 7th level can deliver powerful attacks with her Opportunistic Strike. When a Scoundrel hits with an Opportunistic strike, that attack inflicts maximum damage.

Decisive Parry (Ex): A Scoundrel of 9th combines incredible speed with brilliant precision to turn aside mortal blows. A Scoundrel with this feature has a 50% chance of canceling a critical hit that strikes her. A Scoundrel who is immobilized or helpless does not gain the benefits of Decisive Parry.

Nimble Defense (Ex): Once per round, when the Scoundrel takes damage, he may expend an attack of opportunity and make a weapon damage roll. The damage inflicted is reduced by the result.

wayfare
2012-07-27, 12:54 AM
Reserved for More Classes

wayfare
2012-07-27, 12:55 AM
Reserved for Mechanics

wayfare
2012-07-27, 12:56 AM
Reserved for Campaign Outline

Ok, feel free to post