Lastcrysis
2012-08-09, 02:56 PM
Martial Loremaster
Alignment: Any but Chaotic.
Hit Die: d8.
Requirements
To qualify to become a Martial loremaster, a character must fulfill all the following criteria.
Skills:7 ranks in four key discipline skills, Knowledge (Martial Lore) 7 ranks.
Feats: Adaptive Style, Scribe Martial Script
Spells: Must know at least one maneuver from nine different disciplines
Class Skills
The Martial loremaster's class skills (and the key ability for each skill) are
Balance, Climb, Concentration, craft, Diplomacy, Hide, intimidate, jump, Knowledge (history, local, martial lore), sense motive, swim, tumble.
PFC skills: Acrobatics, Climb, craft, Diplomacy, intimidate, Knowledge (history, local, martial lore), perception, sense motive, stealth, swim.
Skill Ranks at Each Level: 6 + Int modifier.
Martial Loremaster
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Man. Readied|Stances Known
1st|
+0|
+2|
+0|
+2|Secret|
+1|
+0
2nd|
+1|
+3|
+0|
+3|Martial Lore|
+1|
+0
3rd|
+2|
+3|
+1|
+3|Secret|
+1|
+0
4th|
+3|
+4|
+1|
+4|Lend Maneuver|
+1|
+1
5th|
+3|
+4|
+1|
+4|Secret|
+1|
+0
6th|
+4|
+5|
+2|
+5|Greater Martial lore|
+1|
+0
7th|
+5|
+5|
+2|
+5|Secret|
+1|
+0
8th|
+6|
+6|
+2|
+6|Lend Stance|
+1|
+1
9th|
+6|
+6|
+3|
+6|Secret|
+1|
+0
10th|
+7|
+7|
+3|
+7|True lore|
+1|
+0 [/table]
Maneuvers: Unlike other adept class, you can learn maneuvers from any discipline, and you may know any number of maneuvers (see Combat Manual, below).
Once you know a maneuver, you must ready it before you can use it (see Maneuvers Readied, below). A maneuver usable by martial loremasters is considered an extraordinary ability unless otherwise noted in its description. Your maneuvers are not affected by spell resistance, and you do not provoke attacks of opportunity when you initiate one. You must meet a maneuver’s prerequisite to learn it. See Table 3–1, Tome of Battle p. 39, to determine the highest-level maneuvers you can learn.
Combat Manual: You must study your combat manual for at least 10 minutes to ready a maneuver you do not have memorized. You cannot ready any maneuver not recorded in your manual or already know from know from a previous class.
At each new martial loremasters, you gain one new maneuvers of any level or levels that you can initiate (based on your new character level) for your combat manual. At any time, you can also add maneuvers and stances found in Martial scripts or taut to you by another martial adept to your own.
Secrets: At 1th level and every two levels higher than 1th (3th, 5th, 7th, and 9th), you choose one secret from the table below. Your martial loremasters level plus Int modifier determines the secrets from which you can choose. You can’t choose the same secret twice.
MARTIAL LOREMASTER SECRETS
{table=head]Level + Int Modifier|Secret|Effect
1|
Instant mastery|
4 ranks of a skill in which the character has no ranks
2|
Secret health|
+1 hit point per level
3|
Secrets of inner strength|
+2 bonus on Will saves
4|
The lore of true stamina |
+2 bonus on Fortitude saves
5|
Secret knowledge of avoidance|
+2 bonus on Reflex saves
6|
Weapon trick|
+1 bonus on attack rolls
7|
Dodge trick|
+1 dodge bonus to AC
8|
Applicable knowledge|
Any one feat
9|
Newfound Lore|
1 additional maneuver readied
10|
More newfound Lore|
1 additional stance known[/table]
* As if gained through having a high ability score.
Martial Lore: at 2nd level, the martial Loremaster gains one weapon proficiency for every two class levels higher than 2nd (4th, 6th, 8th) level with a weapon he is not already proficient with.
Lend Maneuver (Ex): Starting at 4th level, a martial loremaster can lend some of his combat maneuvers to allies, allowing them to use a combat maneuvers as if they had the Martial study feat. By accepting a penalty of one less maneuver readied for which he has selects at the beginning of combat, an martial loremaster grants that combat maneuver to all allies within 30 feet. Activating this ability is a full-round action, and the effect lasts for as long as the martial loremaster remains conscious and within range
Greater Martial Lore: At 6th level, the martial loremaster has a -2 instead of a -4 when using a weapon he is not proficient with.
Lend Stance (Ex): Starting at 8th level, a martial loremaster can allow all allies within 30 feet to get the same benefits from the stance he currently is in. If the martial loremaster is able to use more than one stance at a time his allies only receive the benefits from one stance when the ability was first activated. Activating this ability is a full-round action, and the effect lasts for as long as the martial loremaster remains conscious and within range.
True Martial Lore: At 10th level the martial loremaster is considered to be proficient with all weapons due to his time spent studying the personal nature of combat.
Alignment: Any but Chaotic.
Hit Die: d8.
Requirements
To qualify to become a Martial loremaster, a character must fulfill all the following criteria.
Skills:7 ranks in four key discipline skills, Knowledge (Martial Lore) 7 ranks.
Feats: Adaptive Style, Scribe Martial Script
Spells: Must know at least one maneuver from nine different disciplines
Class Skills
The Martial loremaster's class skills (and the key ability for each skill) are
Balance, Climb, Concentration, craft, Diplomacy, Hide, intimidate, jump, Knowledge (history, local, martial lore), sense motive, swim, tumble.
PFC skills: Acrobatics, Climb, craft, Diplomacy, intimidate, Knowledge (history, local, martial lore), perception, sense motive, stealth, swim.
Skill Ranks at Each Level: 6 + Int modifier.
Martial Loremaster
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Man. Readied|Stances Known
1st|
+0|
+2|
+0|
+2|Secret|
+1|
+0
2nd|
+1|
+3|
+0|
+3|Martial Lore|
+1|
+0
3rd|
+2|
+3|
+1|
+3|Secret|
+1|
+0
4th|
+3|
+4|
+1|
+4|Lend Maneuver|
+1|
+1
5th|
+3|
+4|
+1|
+4|Secret|
+1|
+0
6th|
+4|
+5|
+2|
+5|Greater Martial lore|
+1|
+0
7th|
+5|
+5|
+2|
+5|Secret|
+1|
+0
8th|
+6|
+6|
+2|
+6|Lend Stance|
+1|
+1
9th|
+6|
+6|
+3|
+6|Secret|
+1|
+0
10th|
+7|
+7|
+3|
+7|True lore|
+1|
+0 [/table]
Maneuvers: Unlike other adept class, you can learn maneuvers from any discipline, and you may know any number of maneuvers (see Combat Manual, below).
Once you know a maneuver, you must ready it before you can use it (see Maneuvers Readied, below). A maneuver usable by martial loremasters is considered an extraordinary ability unless otherwise noted in its description. Your maneuvers are not affected by spell resistance, and you do not provoke attacks of opportunity when you initiate one. You must meet a maneuver’s prerequisite to learn it. See Table 3–1, Tome of Battle p. 39, to determine the highest-level maneuvers you can learn.
Combat Manual: You must study your combat manual for at least 10 minutes to ready a maneuver you do not have memorized. You cannot ready any maneuver not recorded in your manual or already know from know from a previous class.
At each new martial loremasters, you gain one new maneuvers of any level or levels that you can initiate (based on your new character level) for your combat manual. At any time, you can also add maneuvers and stances found in Martial scripts or taut to you by another martial adept to your own.
Secrets: At 1th level and every two levels higher than 1th (3th, 5th, 7th, and 9th), you choose one secret from the table below. Your martial loremasters level plus Int modifier determines the secrets from which you can choose. You can’t choose the same secret twice.
MARTIAL LOREMASTER SECRETS
{table=head]Level + Int Modifier|Secret|Effect
1|
Instant mastery|
4 ranks of a skill in which the character has no ranks
2|
Secret health|
+1 hit point per level
3|
Secrets of inner strength|
+2 bonus on Will saves
4|
The lore of true stamina |
+2 bonus on Fortitude saves
5|
Secret knowledge of avoidance|
+2 bonus on Reflex saves
6|
Weapon trick|
+1 bonus on attack rolls
7|
Dodge trick|
+1 dodge bonus to AC
8|
Applicable knowledge|
Any one feat
9|
Newfound Lore|
1 additional maneuver readied
10|
More newfound Lore|
1 additional stance known[/table]
* As if gained through having a high ability score.
Martial Lore: at 2nd level, the martial Loremaster gains one weapon proficiency for every two class levels higher than 2nd (4th, 6th, 8th) level with a weapon he is not already proficient with.
Lend Maneuver (Ex): Starting at 4th level, a martial loremaster can lend some of his combat maneuvers to allies, allowing them to use a combat maneuvers as if they had the Martial study feat. By accepting a penalty of one less maneuver readied for which he has selects at the beginning of combat, an martial loremaster grants that combat maneuver to all allies within 30 feet. Activating this ability is a full-round action, and the effect lasts for as long as the martial loremaster remains conscious and within range
Greater Martial Lore: At 6th level, the martial loremaster has a -2 instead of a -4 when using a weapon he is not proficient with.
Lend Stance (Ex): Starting at 8th level, a martial loremaster can allow all allies within 30 feet to get the same benefits from the stance he currently is in. If the martial loremaster is able to use more than one stance at a time his allies only receive the benefits from one stance when the ability was first activated. Activating this ability is a full-round action, and the effect lasts for as long as the martial loremaster remains conscious and within range.
True Martial Lore: At 10th level the martial loremaster is considered to be proficient with all weapons due to his time spent studying the personal nature of combat.