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View Full Version : Warcrafter (3.5 base), a martial artificer [WIP, PEACH]



sirpercival
2012-09-22, 03:44 PM
Still a WIP! Suggestions welcome...



WARCRAFTER

An awesome image (http://th07.deviantart.net/fs71/PRE/f/2010/217/6/5/Cross_the_Artificer_by_MatesLaurentiu.jpg) (not embedded here for copyright purposes)

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GAME RULE INFORMATION
Warcrafters have the following game statistics.
Abilities: Cha>Str=Dex=Con=Int>Wis
Alignment: Any
Hit Die: d10
Starting Age: As artificer
Starting Gold: As artificer

Class Skills
The Warcrafter's class skills (and the key ability for each skill) are Appraise (Int), Concentration (Con), Craft (Int), Decipher Script (Int), Disable Device (Int), Knowledge (arcana, architecture & engineering, the planes) (Int), Martial Lore (Int), Open Lock (Dex), Profession (Wis), Search (Int), Spellcraft (Int), and Use Magic Device (Cha).

Skill Points at First Level: (4 + Int modifier) x 4
Skill Points at Each Additional Level: 4 + Int modifier

Warcrafter
{table=head]Level|BAB|Fort|Ref|Will|Special|Craft Reserve|Maneuvers Known|Maneuvers Readied|Stances Known

1st|+0|+2|+0|+2|Item creation, scribe scroll|20|3|3|1
2nd|+1|+3|+0|+3|Brew potion, quick fingers|40|4|3|1
3rd|+2|+3|+1|+3|Craft wand|60|5|3|1
4th|+3|+4|+1|+4|Bonus feat|80|5|4|1
5th|+3|+4|+1|+4|Retain essence|100|6|4|2
6th|+4|+5|+2|+5|Craft Magic Arms & Armor|150|6|4|2
7th|+5|+5|+2|+5|Familiar quirks +2|200|7|4|2
8th|+6/+1|+6|+2|+6|Bonus feat|250|7|4|2
9th|+6/+1|+6|+3|+6|Personal magic|300|8|4|3
10th|+7/+2|+7|+3|+7|Wartime casualties|400|8|5|3
11th|+8/+3|+7|+3|+7|Familiar quirks +4|500|9|5|3
12th|+9/+4|+8|+4|+8|Bonus feat|700|9|5|3
13th|+9/+4|+8|+4|+8|Skill mastery|900|10|5|3
14th|+10/+5|+9|+4|+9|Field modifications|1,200|10|5|3
15th|+11/+6/+1|+9|+5|+9|Familiar quirks +6|1,500|11|6|4
16th|+12/+7/+2|+10|+5|+10|Bonus feat|2,000|11|6|4
17th|+12/+7/+2|+10|+5|+10|Mass production|2,500|12|6|4
18th|+13/+8/+3|+11|+6|+11|Improved field modifications|3,000|12|6|4
19th|+14/+9/+4|+11|+6|+11|Familiar quirks +8|4,000|13|6|4
20th|+15/+10/+5|+12|+6|+12|Artifex, bonus feat|5,000|13|7|4[/table]

Class Features
All of the following are class features of the Warcrafter.

Weapon and Armor Proficiencies: Warcrafters are proficient with all simple weapons, as well as light and medium armor and shields.

Maneuvers: A warcrafter begins his career with knowledge of three martial maneuvers, chosen from the Impromptu Virge, Mystic Brew, Perplexing Essence, and Twisted Vellum disciplines. Once he knows a maneuver, a warcrafter must ready it before he can use it (see Maneuvers Readied, below). A maneuver usable by a warcrafter is considered a supernatural ability unless otherwise noted in its description. A warcrafter's maneuvers are not affected by spell resistance, and he does not provoke attacks of opportunity when he initiates one.

A warcrafter learns additional maneuvers at higher levels, as shown on the above table. He must meet a maneuver’s prerequisite to learn it. The highest-level maneuvers he can learn are based on his initiator level, as normal. Upon reaching 4th level, and at every even-numbered warcrafter level after that (6th, 8th, 10th, and so on), a warcrafter 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 likes, as long as he observes the restriction on the highest-level maneuvers he can learn; he need not replace the old maneuver with a maneuver of the same level.

Maneuvers readied: A warcrafter can ready all three of his maneuvers per encounter at level 1, but as he advances in level and learns more maneuvers, he must choose which maneuvers to ready. A warcrafter readies maneuvers by working closely on his equipment for 5 minutes; once readied, the maneuvers remain so until he spends 5 minutes to ready new ones.

A warcrafter begins an encounter with all his maneuvers unexpended, regardless of how many times he might have already used them since he readied them. When he initiates a maneuver, he expends it for the current encounter, so each of his maneuvers can be used once per encounter unless he recovers them. At the end of a warcrafter's turn, he may recover up to a single expended maneuver of his choice as a free action if he succeeds at a check using the maneuver's key skill (DC 13 + 3 times the maneuver's level). He can't use a recovered maneuver in the same round that he recovers it, or recover a maneuver in the same round that he expended it.

Stances Known: A warcrafter begins play with knowledge of one 1st-level stance from any discipline open to him. At 5th, 9th, and 15th level, he can choose additional stances. Unlike maneuvers, stances are not expended, and he 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 currently uses as a swift action. A stance is an extraordinary ability unless otherwise stated in the stance description. Unlike with maneuvers, a warcrafter cannot learn a new stance at higher levels in place of one he already knows.

Craft Reserve: A warcrafter receives a pool of points he can spend instead of experience points when crafting a magic item. Each time the warcrafter gains a new level, he receives a new craft reserve; leftover points from previous levels do not carry over. If the points are not spent by the time he gains a new level, they are lost. When crafting an item, a warcrafter may pay XP out of his craft reserve and/or his normal XP pool, divided how he chooses (assuming he has the craft reserve and/or XP in his pool to spare).

Item Creation: A warcrafter can create a magic item even if he does not have access to the spells that are prerequisites for the item. The warcrafter must make a successful Use Magic Device check (DC 20 + caster level) to emulate each spell normally required to create the item. Thus, to make a 1st level wand of magic missile, a warcrafter would need a Use Magic Device check result of 21 or higher. To create a bottle of air (caster level 7th), he would need a check result of 27 or higher to emulate the water breathing prerequisite.

The warcrafter must make a successful check for each prerequisite for each item he makes. If he fails a check, he can try each day until the item is complete (as per the magic item creation rules). If he comes to the end of the crafting time and he still has not successfully emulated one of the powers, he can make one final check (his last-ditch effort), even if he has already made a check that day. If that check also fails, then the creation process fails and the time, money, and XP expended to craft the item are lost.

For purposes of meeting item prerequisites, a warcrafter's effective caster level equals his initiator level. If the item duplicates a spell effect, it uses the warcrafter's initiator level as its caster level. Costs are always determined using the item's minimum caster level or the warcrafter's initiator level (if it is higher).

A warcrafter can also make Use Magic Device checks to emulate nonspell requirements, including alignment and race, using the normal DC for the check. He cannot emulate skill or feat requirements, however, including item creation feat prerequisites. He must meet the caster level prerequisite, including the minimum level to cast a spell he stores in a potion, wand, or scroll, though he uses initiator level in place of caster level.

Bonus feats: A warcrafter gains item creation feats as bonus feats. He gains Scribe Scroll at 1st level, Brew Potion at 2nd level, Craft Wand at 3rd level, and Craft Magic Arms & Armor at 6th level (even if he doesn't meet the prerequisites). In addition, at 4th level, and every 4 levels thereafter, the warcrafter gains an additional metamagic or item creation feat of his choice as a bonus feat; he must meet the prerequisites of any feat he chooses, except that he uses his initiator level in place of caster level.

Quick Fingers (Ex): Beginning at 2nd level, a warcrafter may stow and/or draw a spell trigger item, spell completion item, potion, elixir, or magical oil as a swift action instead of as a move action.

Retain Essence (Su): A warcrafter of 5th level or higher gains the ability to salvage the XP from a magic item and use those points to create another magic item. The warcrafter must spend a day with the item, and he must also have the appropriate item creation feat for the item he is salvaging. After one day, the item is destroyed and the warcrafter adds the XP it took to create the item to his craft reserve. These points are lost if the warcrafter does not use them before gaining his next level.

Familiar Quirks (Ex): Upon reaching 7th level, a warcrafter knows the little quirks of the items he crafts, and can use them to his advantage. He gains a +2 bonus on Use Magic Device checks and attack rolls with items he personally crafts. This bonus increases by +2 every 4 levels after 7th.

Personal Magic (Su): Beginning at 9th level, a warcrafter learns how to make the most of magic which would increase his personal abilities. Whenever the warcrafter casts a spell of Personal range from a spell trigger or spell completion item, the duration of the spell is doubled. This does not stack with the Extend Spell feat.

Wartime Casualties (Su): At 10th level, whenever a warcrafter successfully breaks a magical item with a sunder attempt, he adds half the XP required to create the item to his craft reserve. XP gained from this ability can be used just like any other XP in the warcrafter's craft reserve, and is lost when he gains a level in this class as normal. When you use this ability to harvest XP from an item, the item is destroyed permanently and cannot be repaired.

Skill Mastery (Ex): A warcrafter of 13th level or higher can take 10 when making a Spellcraft or Use Magic Device check, even if stress and distractions would normally prevent him from doing so. This ability circumvents the normal rule that a character may not take 10 on an Use Magic Device check.

Field Modifications (Su): At 14th level, a warcrafter can split a magical item into smaller, different items. By spending 48 hours working with an enchanted item, the warcrafter can divide it into any number of less powerful magical items of the same type (for example, he may split a wondrous item into other wondrous items, but not potions). The total market price of the items he creates cannot be more than 50% of the original item. He must still meet the prerequisites for creating the new items (or emulate them with a Use Magic Device check) as normal, and must have the appropriate item creation feat.

Mass Production (Su): Starting at 17th level, a warcrafter learns how to make many identical items quickly. Whenever he crafts a magic item, if he makes more than one of the same item, he reduces the time it takes to craft all of the item by 10% for each item past the first (90% for two items, 80% for three items, etc.), to a minimum of 50%.

Improved Field Modifications (Su): Beginning at 18th level, a warcrafter learns how to meld together magical items to make different magical items. By spending 72 hours working with two or more enchanted items of a given type, the warcrafter can fuse them together to create a new item of the same type (for example, he can fuse magic weapons into another magic weapon, but not scrolls into a staff). The maximum market price of an item he can create is 50% of the total market prices of all the fused items, or his initiator level squared times 200gp, whichever is less. For example, an 18th-level warcrafter could create an item with a maximum market price of 64,800gp or 50% of the total market price of the items he fuses together. He must still meet the prerequisites for creating the item (or emulate them with a Use Magic Device check) as normal, and must have the appropriate item creation feat.

Artifex (Su): Upon reaching 20th level, any item a warcrafter creates counts as an artifact for the purposes of interacting with spells such as mage's disjunction when he is in possession of it. Crafting the item still follows the normal item creation rules, but the finished product counts as an artifact. Whenever such an item is in the possession of another creature, it counts as a normal magic item.

sirpercival
2012-09-22, 03:48 PM
Psionic Warcrafters
WIP, but Looming Thunderbolt (http://www.giantitp.com/forums/showthread.php?t=269111)

Warcrafters and Artificer PrCs
There aren't a lot of prestige classes that are designed as artificer prestige classes, but there are a few. They need a little bit of adaptation to be useable as a warcrafter.

General Note: Substitute "+1 level of maneuvers" for "+1 level of infusions" where appropriate. These prcs simply advance your warcrafter progression. Similarly, "ability to cast X level infusions" becomes "knowledge of X level maneuvers from Impromptu Virge, Mystic Brew, Perplexing Essence, or Twisted Vellum".

Published PrCs:
Alchemist Savant: You can store maneuvers into Universal Potions, essentially making them Martial Scripts in liquid form. Must know a 3rd level Mystic Brew maneuver to enter.
Dragon Prophet: Chronepsis uses your initiator level in place of infusion caster level. Garyx allows you to make a sunder attempt as a swift action, which ends your prophetic favor. Hlal grants +1 DC to Perplexing Essence maneuvers. Lendys lets you use a counter that you do not have readied, which ends your prophetic favor.
Master Alchemist: Qualify with 4th-level Mystic Brew maneuvers, and the spellcasting instead advances warcrafter initiating.
Renegade Mastermaker: Your Battlefist counts as a discipline weapon for all four Warcrafter disciplines.
Unbound Scroll: Must know a 3rd level Twisted Vellum maneuver to enter. You cannot combine the Metamagic Scroll ability with any of the Metamagic Completion maneuvers from Twisted Vellum.


Homebrew PrCs:
Gadgeteer Genius: Resourceful Thaumaturgy allows you to spend 1 inspiration point at any time to recover a maneuver as a free action instead of its normal effect. Instead of its normal effect, Brilliant Art allows you to expend a maneuver as a swift action to no effect, granting you 1 inspiration point.

sirpercival
2012-09-22, 04:03 PM
Impromptu Virge

Key Skill: Use Magic Device.
Discipline Weapons: Spell trigger items.

Feats
Improvised Scepter [Tactical]
Prerequisites: Virge of Thorn, two Impromptu Virge maneuvers, base attack bonus +6.
Benefit: The Improvised Scepter feat enables the use of three tactical options.
Divining Rod - To use this option, you must successfully affect one or more creatures with a spell cast from a spell-trigger item. Until the end of your next turn, you ignore any miss chance granted to those creatures by magical concealment, such as from blur, darkness, or obscuring mist.
Hidden Artillery - To use this option, you must successfully hit an opponent with a weapon bearing a wand in a wand chamber (Dungeonscape pg 34), and then cast a spell from the chambered wand before the end of your next turn. If the opponent you struck is affected by the spell you cast from the wand, in addition to the normal effects of the spell, the creature takes damage equal to the damage it took from the attack with the weapon. Only one such attack against any given opponent can be duplicated by this ability each time you activate the wand, and extra effects which were triggered by the original attack (such as poison) are not triggered by this extra damage.
Impetuous Oak - Whenever you roll a natural 1 on initiative, you may spend a charge from a spell trigger item you wield to treat that 1 as a 20.


Virge of Thorn
Prerequisites: One Impromptu Virge maneuver.
Benefit: Whenever you activate a spell trigger item as part of an Impromptu Virge maneuver, you gain a bonus equal to 1/3 of your Initiator Level to rolls to defeat spell resistance.

Maneuver and Stance list

Level 1:
On the Virge - Stance. Receive a +IL/2 competence bonus to UMD checks for spell trigger items; each round, gain 1 virtual charge to use for IV maneuvers.
Point and Shoot - Strike. Spend extra charges with a spell trigger item to affect a single target with an Area of Effect spell.
Sudden Amplify - Boost. Spend a charge with a spell trigger item to grant bonus damage based on level of spell.

Level 2:
Economy of Motion - Activate a spell trigger item as a move action.
Metamagic Trigger, Least - Boost. Apply metamagic (up to +1 level) to a spell trigger item, costing extra charges.
Virgestrike - Strike. Spend a charge with a spell trigger item to deal damage with a touch attack based on level of stored spell.

Level 3:
Mighty Trigger - Stance. Save DCs for spell trigger items use your Charisma modifier to determine DCs; each round, gain 2 virtual charges to use for IV maneuvers.
Virgebolt - Strike. Spend extra charges with a spell trigger item to have targeted spell affect all creatures in a line.
Wonderful Redirection - Counter. An opponent's spell trigger item acts like a Rod of Wonder instead of its normal effect.

Level 4:
Hazel Trigger - Counter. Spend extra charges with a spell trigger item to activate it as an immediate action.
Metamagic Trigger, Lesser - Boost. Apply metamagic (up to +2 levels) to a spell trigger item, costing extra charges.

Level 5:
Dual Thorn - Strike. Activate 2 spell trigger items with a single full-round action.
Potent Trigger - Stance. Caster level for spell trigger items use your Initiator Level; each round, gain 3 virtual charges to use for IV maneuvers.

Level 6:
Virgestrike, Greater - Strike. Spend an extra charge with a spell trigger item to deal damage with a touch attack based on level of stored spell, and affect the touched creature with the spell.
Willow Attack - Boost. Spend multiple charges to gain combat bonuses.

Level 7:
Conic Virge - Strike. Spend extra charges with a spell trigger item to have targeted spell affect all creatures in a cone.
Metamagic Trigger, Greater - Boost. Apply metamagic (up to +4 levels) to a spell trigger item, costing extra charges.

Level 8:
Hawthorne Flurry - Strike. Activate one spell trigger item for each attack in a full-attack action.
Spare the Rod - Stance. Activate a spell trigger item with your off hand during full attack actions; each round, gain 4 virtual charges to use for IV maneuvers.

Level 9:
Virgeburst - Strike. Spend extra charges with a spell trigger item to have targeted spell affect all creatures in a burst; exclude some creatures at your discretion.


Maneuver Descriptions

Conic Virge
Impromptu Virge (Strike)
Level: 7
Prerequisites: Three Impromptu Virge maneuvers
Initiation Action: 1 standard action
Range: 40 feet
Area: 40-foot cone
Duration: Instantaneous
When you initiate this maneuver, spend double the usual number of charges when activating a spell trigger item you wield which contains a spell which targets one or more creatures at a range greater than touch. The spell instead affects all creatures in a 40-foot cone, originating at a corner of your square. You may only use this maneuver with items which have an activation time of 1 standard action or less.

Dual Thorn
Impromptu Virge (Strike)
Level: 5
Prerequisites: Two Impromptu Virge maneuvers
Initiation Action: 1 full-round action
Range: Personal
Target: You
Duration: Instantaneous
As part of initiating this maneuver, you activate two spell trigger items you wield in a single full-round action. The activation time of each spell trigger item used must be no longer than one standard action, and you spend double the usual number of charges from each item.

Economy of Motion
Impromptu Virge
Level: 2
Initiation Action: 1 move action
Range: Personal
Target: You
Duration: Instantaneous
When you initiate this maneuver, you may activate a spell trigger item you wield as a move action by spending double the usual number of charges. You may only use this maneuver with items which have an activation time of 1 standard action or less. You may not initiate this maneuver if you've already activated a spell trigger item this round, and you may not activate a spell trigger item this round after initiating this maneuver.

Hazel Trigger
Impromptu Virge (Boost)
Level: 4
Prerequisites: One Impromptu Virge maneuver
Initiation Action: 1 swift action
Range: Touch
Target: Spell trigger item touched
Duration: Instantaneous
As part of initiating this maneuver, you spend twice the usual number of charges to activate a spell trigger item you wield as a swift action. The item must have a normal activation time no longer than one standard action. You may not initiate this maneuver if you've already activated a spell trigger item this round, and you may not activate a spell trigger item this round after initiating this maneuver.

Hawthorne Flurry
Impromptu Virge (Strike)
Level: 8
Prerequisites: Three Impromptu Virge maneuvers
Initiation Action: 1 full-round action
Range: Personal
Target: You
Duration: Instantaneous
When you initiate this maneuver, make a full attack action. In place of each attack, if you choose you may activate a spell trigger item that you wield by spending double the usual number of charges. The activation time of each spell trigger item used must be no longer than one standard action.

Metamagic Trigger, Greater
Impromptu Virge (Boost)
Level: 7
Prerequisites: Three Impromptu Virge maneuvers
Initiation Action: 1 swift action
Range: Touch
Target: Spell trigger item touched
Duration: 1 round or until discharged
You temporarily apply a metamagic feat you know to a single spell contained within a spell trigger item. The metamagic feat must have a level adjustment no larger than +4. The next time you cast the chosen spell from the target item within 1 round, you may spend five additional charges to grant the spell the benefit of that metamagic feat.

Metamagic Trigger, Least
Impromptu Virge (Boost)
Level: 2
Initiation Action: 1 swift action
Range: Touch
Target: Spell trigger item touched
Duration: 1 round or until discharged
You temporarily apply a metamagic feat you know to a single spell contained within a spell trigger item. The metamagic feat must have a level adjustment no larger than +1. The next time you cast the chosen spell from the target item within 1 round, you may spend two additional charges to grant the spell the benefit of that metamagic feat.

Metamagic Trigger, Lesser
Impromptu Virge (Boost)
Level: 4
Prerequisites: One Impromptu Virge maneuver
Initiation Action: 1 swift action
Range: Touch
Target: Spell trigger item touched
Duration: 1 round or until discharged
You temporarily apply a metamagic feat you know to a single spell contained within a spell trigger item. The metamagic feat must have a level adjustment no larger than +2. The next time you cast the chosen spell from the target item within 1 round, you may spend three additional charges to grant the spell the benefit of that metamagic feat.

Mighty Trigger
Impromptu Virge (Stance)
Level: 3
Prerequisites: One Impromptu Virge maneuver
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
Whenever you activate a spell trigger item while in this stance, the save DC of the spell (if applicable) is 10 + the spell's level + your Charisma modifier. In addition, each round, you gain 2 virtual charges, which you can only spend to offset the increased cost of spell trigger effects due to Impromptu Virge maneuvers (not the normal cost). These virtual charges go away at the end of the round, but can be used with any spell trigger item you wield.

On the Virge
Impromptu Virge (Stance)
Level: 1
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
You gain a competence bonus equal to half your Initiator level (minimum 1), which applies to Use Magic Device checks made to activate spell trigger items. In addition, each round, you gain 1 virtual charge, which you can only spend to offset the increased cost of spell trigger effects due to Impromptu Virge maneuvers (not the normal cost). This virtual charge goes away at the end of the round, but it can be used with any spell trigger item you wield.

Point and Shoot
Impromptu Virge (Strike)
Level: 1
Initiation Action: 1 standard action
Range: Varies
Target: One creature
Duration: Instantaneous
As part of this maneuver, alter an Area spell you cast from a spell trigger item so that it affects a single target within range instead of an area. You may only use this maneuver with items which have an activation time of 1 standard action or less.

Potent Trigger
Impromptu Virge (Stance)
Level: 5
Prerequisites: Two Impromptu Virge maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
Whenever you activate a spell trigger item while in this stance, the caster level of the spell is equal to your initiator level. In addition, each round, you gain 3 virtual charges, which you can only spend to offset the increased cost of spell trigger effects due to Impromptu Virge maneuvers (not the normal cost). These virtual charges go away at the end of the round, but can be used with any spell trigger item you wield.

Spare the Rod
Impromptu Virge (Stance)
Level: 8
Prerequisites: Three Impromptu Virge maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
Whenever you make a full attack with a weapon in your main hand while in this stance, you may activate a spell trigger item with your off hand at no penalty as part of the same action. In addition, each round, you gain 4 virtual charges, which you can only spend to offset the increased cost of spell trigger effects due to Impromptu Virge maneuvers (not the normal cost). These virtual charges go away at the end of the round, but can be used with any spell trigger item you wield.

Sudden Amplify
Impromptu Virge (Boost)
Level: 1
Initiation Action: 1 swift action
Range: Touch
Target: One touched creature
Duration: 1 round or until discharged
Spend a charge from a spell trigger item you wield to grant the touched creature +1d6 bonus damage per level of the stored spell (or lowest-level spell, if the item stores more than one spell) on that creature's next attack within 1 round.

Virgebolt
Impromptu Virge (Strike)
Level: 3
Prerequisites: One Impromptu Virge maneuver
Initiation Action: 1 standard action
Range: 60 feet
Area: 60-foot line originating from your square
Duration: Instantaneous
As part of this maneuver, spend double the usual number of charges when activating a spell trigger item you wield which contains a spell which targets one or more creatures at a range greater than touch. The spell instead affects all creatures in a 60-foot line, originating at a corner of your square. You may only use this maneuver with items which have an activation time of 1 standard action or less.

Virgeburst
Impromptu Virge (Strike)
Level: 9
Prerequisites: Four Impromptu Virge maneuvers
Initiation Action: 1 standard action
Range: Medium (100 feet + 10 ft/level)
Area: 30-foot radius burst
Duration: Instantaneous
As part of this maneuver, spend double the usual number of charges when activating a spell trigger item you wield which contains a spell which targets one or more creatures at a range greater than touch. The spell instead affects all creatures in a 30-foot radius burst. At your discretion, you may exclude any number of creatures from being affected by the spell, up to one third your initiator level; you must be aware of a creature to exclude it. You may only use this maneuver with items which have an activation time of 1 standard action or less.

Virgestrike
Impromptu Virge (Strike)
Level: 2
Initiation Action: 1 standard action
Range: Touch
Target: Creature touched
Duration: Instantaneous
As part of this maneuver, you make a melee touch attack with a spell trigger item, expending one charge to deal 1d8 points of damage per level of the stored spell (or lowest-level spell, if the item stores more than one spell) to the creature struck. You apply no extra damage to this attack regardless of its source (including sneak attack, favored enemy, and smite bonuses).

Virgestrike, Greater
Impromptu Virge (Strike)
Level: 6
Prerequisites: Two Impromptu Virge maneuvers.
Initiation Action: 1 standard action
Range: Touch
Target: Creature touched
Duration: Instantaneous
As part of this maneuver, you make a melee touch attack with a spell trigger item, expending one charge to deal 1d8 points of damage per level of the stored spell (or lowest-level spell, if the item stores more than one spell) to the creature struck. You apply no extra damage to this attack regardless of its source (including sneak attack, favored enemy, and smite bonuses), but you can activate the item as part of the attack if the attack is successful, spending additional charges as necessary. If the spell cast from the item is a ray or a targeted spell, the creature struck is the spell's target (with ray spells using the same attack roll). If the spell affects an area or creates a spread, you can designate the spell's point of origin at any grid intersection point of the creature's space (but doing so might put you in the affected area). Spells which are not targeted or ray spells and which do not cover an area (such as the various summon monster spells) cannot be used with this maneuver. You may only use this maneuver with items which have an activation time of 1 standard action or less.

Willow Attack
Impromptu Virge (Boost)
Level: 6
Prerequisites: Two Impromptu Virge maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: 1 round
When you initiate this maneuver, spend a number of charges from a spell trigger item you wield up to 1/4 your initiator level. For each charge you spend in this way, you gain a bonus to all attack rolls and a +1d6 bonus to damage rolls, multiplied by the level of the stored spell with the lowest level, for 1 round. For example, you could spend 3 charges from a staff of frost to gain +12 to attack rolls and +12d6 to damage rolls for 1 round.

Wonderful Redirection
Impromptu Virge (Counter)
Level: 3
Prerequisites: One Impromptu Virge maneuver
Initiation Action: 1 immediate action
Range: Close (25 feet + 5 ft/2 levels)
Target: One spell trigger item
Duration: Instantaneous
Initiate this maneuver whenever a creature within range activates a spell trigger item. Make an Initiator Level check against the caster level of the item. If you succeed, instead of the normal effect, the item does not spend any charges, and the effect created is determined randomly from the table of effects produced by a rod of wonder (http://www.d20srd.org/srd/magicItems/rods.htm#wonder). The activating creature chooses any targets, if applicable, and the caster level of any effect is equal to the caster level of the spell trigger item.

sirpercival
2012-09-22, 04:04 PM
Mystic Brew

Key Skill: Craft (Alchemy)
Discipline Weapons: Alchemical items, poisons, drugs, brews.

Feats

Flasked Avenger [Tactical]
Prerequisites: Upgraded Alchemy, Craft (Alchemy) 9 ranks, two Mystic Brew Maneuvers, base attack bonus +6.
Benefit: The Flasked Avenger feat enables the use of three tactical options.
Brewing Opportunism - You may use a brew in place of making an attack of opportunity. This counts as one of your attacks of opportunity in a round.
Heaping Alchemy - To use this option, you must use your Upgraded Alchemy feat in consecutive rounds with the same kind of alchemical item. Each time you use Upgraded Alchemy after the first, the item is augmented one additional time for each consecutive round that you've used the feat with that item. If you do not use Upgraded Alchemy with that alchemical item in a round, the chain resets to 0.
Improbable Brew - To use this option, you must use a brew while in an opponent's threatened area. You may choose to provoke an attack of opportunity from that opponent; if you do, you may use a brew as a swift action.


Upgraded Alchemy
Prerequisites: One mystic brew stance, Craft (Alchemy) 6 ranks
Benefit: Whenever you are in a Mystic Brew stance, alchemical items you use are automatically augmented once, as per the Augmented Alchemy (http://www.d20srd.org/srd/epic/skills.htm#createAugmentedAlchemicalItemorSubstanc e) feat.

Note: The word "brew" will be used here as a catch-all term for potions, elixirs, oils, and similar magical items which are used in liquid form.

Maneuver and Stance list

Level 1:
Alchemical Capsule - Boost. Apply the effect of an alchemical item to a weapon attack.
Brew Alchemy - Strike. Mix two alchemical items and throw the mixture as a standard action.
Shotgun Brew - Stance. Use brews more quickly than normal.

Level 2:
Alchemical Surge - Boost. Increase the DC of an alchemical item for 1 round based on the result of your Craft (Alchemy) check.
Splash Brew - Strike. Throw a brew as a splash weapon.
Wild Alchemy - Boost. An alchemical item affects an area.

Level 3:
Defer Brew - Stance. Use a brew, delaying the effect until you exit the stance.
Lingering Alchemy - Boost. Make the effects of an alchemical item linger for a long time.
Mixed Brew - Strike. Mix a brew and an alchemical item and throw the mixture.

Level 4:
Practiced Imbibition - Use a brew as a move action with no hands free.
Spray Brew - Strike. Spray the effect of a brew into a cone.

Level 5:
Brewbomb - Strike. Mix 2 brews together and throw them as an explosive which deals 1d8 damage times their combined levels.
Potent Brew - Stance. Brews use your initiator level in place of their caster level.

Level 6:
Brew Mist - Boost. Turn a brew into a mist which affects all creatures within.
Surge of Venom - Strike. Throw a poison as a deadly ranged weapon.

Level 7:
Brewhaha - Strike. Use a brew to give yourself a breath weapon.
Defensive Brew - Counter. Use an alchemical item, brew, drug, or poison against a creature attacking you.

Level 8:
Alchemical Assault - Strike. Augment an alchemical item many times with a Craft (Alchemy) check, then throw it.
Enduring Brew - Stance. Use a brew when you enter the stance, and the effect lasts until you exit the stance.

Level 9:
Philosopher's Revenge - Strike. Draw a number of brews and throw them up into the air, to crash down as mystical meteors.


Maneuver Descriptions

Alchemical Assault
Mystic Brew (Strike)
Level: 8
Prerequisites: Three Mystic Brew maneuvers
Initiation Action: 1 standard action
Range: See text
Target: One creature
Duration: Instantaneous
As part of initiating this maneuver, choose an alchemical item that you hold and make a Craft (Alchemy) check as a free action, then make an attack with the item as a thrown weapon with a range increment of 20 feet. The alchemical item is augmented (as per the Augmented Alchemy (http://www.d20srd.org/srd/epic/skills.htm#createAugmentedAlchemicalItemorSubstanc e) rules) a number of times based on the result of your Craft check, as shown in the table below. In addition, the DC of the item (if applicable) is increased to 18 + your Charisma modifier.

{table=head]Check Result|Augmentations
10-14|1
15-19|2
20-24|3
25-29|4
30-34|5
35-39|6
40-44|7
45-49|8
50 or more|9[/table]

Alchemical Capsule
Mystic Brew (Boost)
Level: 1
Initiation Action: 1 swift action
Range: Touch
Target: Touched weapon
Duration: 1 round or until discharged
When you initiate this maneuver, you apply one of your alchemical items to your weapon, which uses up the item. The next successful attack you make with the altered weapon, as long as it is made within 1 round, causes the creature or object you attack to be affected by the alchemical item as well, including any saves (at the normal DC) and ancillary effects such as splash damage.

Alchemical Surge
Mystic Brew (Boost)
Level: 1
Initiation Action: 1 swift action
Range: Touch
Target: Touched alchemical item or poison dose
Duration: 1 round or until discharged
When you initiate this maneuver, choose an alchemical item or poison dose you hold and make a Craft (Alchemy or Poison, whichever is appropriate) check. As long as you use that item within 1 round, the DC of any saves the item forces are increased by an amount based on the result of your check, as shown in the table below:

{table=head]Result|DC Increase
15 or less|+1
16–25|+2
26–30|+3
31–35|+4
36 or more|+5[/table]

Brew Alchemy
Mystic Brew (Strike)
Level: 1
Initiation Action: 1 standard action
Range: See text
Target: One creature
Duration: Instantaneous
As part of initiating this maneuver, choose two alchemical items that you hold. You mix the two together and throw the mixture as a single weapon, with a range increment of 10 feet. A target struck by the mixture is affected as if struck by both items; if either of the two components are splash weapons, all creatures within the splash radius are affected by both items. The DC for both effects is equal to the better of the two DCs. For example, you could mix a tanglefoot bag with a flask of acid; the struck creature would take 1d6 acid damage, all creatures within 5 feet would take 1 point of acid damage, and all creatures who took damage would be affected by a tanglefoot bag.

Brew Mist
Mystic Brew (Boost)
Level: 6
Prerequisites: Two Mystic Brew maneuvers
Initiation Action: 1 swift action
Range: Touch
Target: Touched brew
Duration: 1 round
When you initiate this maneuver, choose a brew that you hold. As long as you use that brew within 1 round, instead of the normal effects of the brew, all creatures (or objects, as appropriate) within a 20-foot emanation, centered on a corner of your square, are affected by the brew for a number of rounds equal to 1/3 your initiator level (rounded down, minimum 1), or the normal duration of the brew, whichever is shorter.

Brewbomb
Mystic Brew (Strike)
Level: 5
Prerequisites: Two Mystic Brew maneuvers
Initiation Action: 1 standard action
Range: See text
Target: One creature
Duration: Instantaneous
Choose two brews that you hold. When you initiate this maneuver, you mix them together and throw the mixture as a splash weapon with a range increment of 10 feet. Add the caster levels of the two brews together and divide by 2 (rounding down if necessary). The mixture deals this many d8's of damage to a creature on a direct hit, and half that to all creatures within a 5-foot radius of the impact point. Affected creatures may make a Reflex save (DC 15 + your Charisma modifier) for half damage.

Brewhaha
Mystic Brew (Strike)
Level: 7
Prerequisites: Three Mystic Brew maneuvers
Initiation Action: 1 standard action
Range: 120 feet
Area: 120-foot line
Duration: Instantaneous
As part of initiating this maneuver, use a brew; instead of its normal effect, you produce a breath weapon, which takes the form of a 120-foot line and deals 2d6 fire damage times the caster level of the brew. Creatures in the area of effect receive a Reflex save (DC 17 + your Charisma modifier) for half damage.

Defending Brew
Mystic Brew (Counter)
Level: 7
Prerequisites: Three Mystic Brew maneuvers
Initiation Action: 1 immediate action
Range: Touch
Target: Touched creature
Duration: Instantaneous
Initiate this maneuver in response to an attack by an opponent. You may use an alchemical item, brew, drug, or poison on your attacker as an immediate action, possibly interrupting the attack (depending on the effect of the item you use).

Defer Brew
Mystic Brew (Stance)
Level: 3
Prerequisites: One Mystic Brew maneuver
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
Whenever you use a brew while in this stance, you may choose to delay its effect until you exit the stance. The brew takes effect as soon as you exit the stance, and begins counting down its duration from that point instead of from when you used it. You may only defer a single brew in this way at a time; if you choose to apply this stance to a new brew while deferring an old one, the previously deferred brew takes effect immediately. You may use other brews as normal while in this stance without disrupting the deferred brew. If you exit this stance due to your hit points rendering you unconscious or dead, and the effect of the brew is one that would heal you, the healing takes place immediately (essentially preventing the appropriate amount of damage).

Enduring Brew
Mystic Brew (Stance)
Level: 8
Prerequisites: Three Mystic Brew maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
When you enter this stance, use a brew as part of the same action. The brew you use must have a duration longer than instantaneous. You gain the effects of the brew for as long as you remain in the stance, regardless of the original duration of the brew. Once you exit the stance, the effect ends, even if the amount of time you were in the stance was less than the original duration of the brew. If the effect of the brew is one that can be discharged, you exit the stance once you discharge it.

Lingering Alchemy
Mystic Brew (Boost)
Level: 3
Prerequisites: One Mystic Brew maneuver
Initiation Action: 1 swift action
Range: Touch
Target: Touched alchemical item
Duration: 1 round or until discharged; see text
As part of initiating this maneuver, choose an alchemical item you hold. As long as you use that alchemical item within 1 round, the effects of the item linger for a number of rounds equal to 1/3 your initiator level (rounded down, minimum 1) beyond the normal duration of the effects.

Mixed Brew
Mystic Brew (Strike)
Level: 3
Initiation Action: 1 standard action
Range: See text
Target: One creature
Duration: Instantaneous
As part of initiating this maneuver, choose one alchemical item and one brew that you hold. You mix the two together and throw the mixture as a single weapon, with a range increment of 10 feet. A target struck by the mixture is affected by both items; if the alchemical item is a splash weapons, all creatures within the splash radius are affected by both items. The DC for both effects is equal to the better of the two DCs. For example, you could mix a flask of acid with a potion of reduce person; the struck creature would take 1d6 acid damage, all creatures within 5 feet would take 1 point of acid damage, and all creatures who took damage would be affected by reduce person.

Philosopher's Revenge
Mystic Brew (Strike)
Level: 9
Initiation Action: 1 full-round action
Range: Medium (100 feet + 10 ft/level)
Effect: One or more falling brews
Duration: Instantaneous
When you initiate this maneuver, you draw any number of brews up to 1/4 your initiator level and throw them high into the air, where they grow to enormous size and fall upon your enemies in the squares you designate. Each brew explodes on impact, dealing 1d6 points of damage times 1/2 the caster level of the brew to all creatures within a 20-foot radius of the impact, with a Reflex save (DC 19 + your Charisma modifier) for half damage. In addition, each creature which fails the Reflex save suffers the effects of the brew as well (subject to saves and spell resistance as normal). A single creature can be affected by more than one brew in this way, and must save individually against each one.

Potent Brew
Mystic Brew (Stance)
Level: 5
Prerequisites: Two Mystic Brew maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
Whenever you use a brew while in this stance, the caster level of the brew is equal to your initiator level instead of its original caster level.

Practiced Imbibition
Mystic Brew
Level: 4
Prerequisites: One Mystic Brew maneuver
Initiation Action: 1 move action
Range: Personal
Target: You
Duration: Instantaneous
When you initiate this maneuver, use a brew as a move action. You don't need to be holding the brew, or to have any hands free.

Shotgun Brew
Mystic Brew (Stance)
Level: 1
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
While you are in this stance, you may use a brew you are holding as a move action instead of a standard action. If your initiator level is at least 8, you may do so as a swift action instead; if your initiator level is at least 16, you may use a brew as a free action. You may only use a maximum of one brew per round using this stance.

Splash Brew
Mystic Brew (Strike)
Level: 2
Initiation Action: 1 standard action
Range: See text
Target: One creature
Duration: Instantaneous
As part of initiating this maneuver, throw a brew you hold as a splash weapon with a range increment of 10 feet and a splash radius of 5 feet. The caster level of the brew is reduced by half when affecting any creature other than the direct target who is within the splash radius.

Spray Brew
Mystic Brew (Strike)
Level: 4
Prerequisites: One Mystic Brew maneuver
Initiation Action: 1 standard action
Range: 30 feet
Area: 30-foot cone
Duration: Instantaneous
When you initiate this maneuver, you open a brew that you hold and spray it, affecting every creature within a 30-foot cone (originating from a corner of your square) with the effect of the brew.

Surge of Venom
Mystic Brew (Strike)
Level: 6
Prerequisites: Two Mystic Brew maneuvers
Initiation Action: 1 standard action
Range: See text
Target: One creature
Duration: Instantaneous
As part of initiating this maneuver, make a ranged touch attack with a dose of poison you hold, treating the dose as a thrown weapon with a range increment of 10 feet. If it hits, the target is exposed to the poison, taking both initial and secondary damage at the same time. The DC of both damages is increased by 4. The poison can even affect creatures normally immune to poison, though such creatures receive a +5 bonus to their saves.

Wild Alchemy
Mystic Brew (Boost)
Level: 2
Initiation Action: 1 swift action
Range: Touch
Target: Touched alchemical item
Duration: 1 round or until discharged
As part of this maneuver, choose an alchemical item you hold. As long as you use that alchemical item within 1 round, the item affects all creatures within a 5-foot radius of the target. If the item is a splash weapon, all creatures within 5 feet of the target are affected as if they are the original target, and the splash radius is calculated from all of the targets (a target does not count as being within the splash radius).


New Weapon: Alchemic Censer

This exotic weapon is a length of chain with a hollow metal sphere on the end. An alchemic censer has reach, so you can strike opponents 10 feet away with it; in addition, unlike most other weapons with reach, it can be used against an adjacent foe. An alchemical splash weapon can be loaded into the sphere as a full-round action. If the sphere is loaded, when the wielder successfully attacks with the censer, the splash weapon shatters, affecting the target (and creatures within the splash radius) as if struck by the splash weapon normally.

Note: a character can qualify for the Rapid Reload feat with Exotic Weapon Proficiency (Alchemic Censer); the feat allows an alchemic censer to be reloaded as a move action.

Alchemic Censer -- 2-handed exotic weapon. 15 gp, 1d4 (S)/1d6 (M) bludgeoning damage, 20/x2, 6 lb.

sirpercival
2012-09-22, 04:30 PM
Perplexing Essence

Key Skill: Appraise.
Discipline Weapons: Any.

Feats

Arcane Authority
The unexpected auras of your equipment serve to protect you from enemy magic.
Prerequisites: One Perplexing Essence maneuver.
Benefit: Whenever you initiate a Perplexing Essence maneuver, you may choose to forgo the normal Essence effect of the maneuver to gain a +3 bonus to saves vs spells and spell-like abilities for 1 round.

Counteract Curse
Prerequisites: One Perplexing Essence stance.
Benefit: Whenever you are in a Perplexing Essence stance, any curses affecting items you carry or wield is suppressed for the duration of the stance.

Perplexing Proficiency [Tactical]
Prerequisites: Arcane Authority, base attack bonus +6, two Perplexing Essence maneuvers, Appraise 9 ranks
Benefit: The Perplexing Proficiency feat enables the use of three tactical options.
Echoing Essence - To use this option, you must make an attack with a magical weapon, then on the following round make an attack with a nonmagical weapon. If you do so, the nonmagical weapon gains the benefit of any special properties the magical weapon had for that attack. Properties which cannot be applied to the nonmagical weapon (due to weapon type or any other reason) are not echoed.
Metaphysical Might - The DC for any dispel check to suppress items in your possession is increased by an amount equal to the number of Perplexing Essence maneuvers you know.
Retaliatory Recovery - Whenever an opponent successfully confirms a critical hit against you with a magical weapon, you may automatically recover an expended maneuver as a free action.


Essence: Whenever you initiate a Perplexing Essence maneuver, the intrinsic magic of the maneuver infuses your equipment for a short time. Each maneuver below has an "Essence" section, indicating the special property granted to your weapon or armor by the maneuver. The granted property lasts for 1 round, beginning when you initiate the maneuver; the property granted to a weapon by a strike maneuver applies on the attack with that weapon, if applicable. If your equipment is already enchanted with the granted property, the Essence for that maneuver has no effect.

If the granted property has a limited number of daily uses, that limit applies through the entire day for all of your equipment, no matter how many times you initiate that maneuver or how many pieces of equipment you apply it to.

Maneuver and Stance list

Level 1:
Acquire Enchantment - Boost. Suppress your equipment's magical properties to gain combat bonuses.
Elemental Weaponry - Stance. Your weapon gains elemental damage based on your ranks in Appraise.
Perplexing Strike - Strike. Weapon deals +1d6 damage, all damage is changed to bludgeoning, piercing, or slashing.

Level 2:
Enlarging Strike - Strike. Increase the size of your opponent's equipment, making it difficult to use.
Siphon Magic - Counter. Gain the benefit of your opponent's magic items.
Unexpected Armament - Boost. Change your weapon into a different one, making a feint attempt at the same time.

Level 3:
Blinding Glow - Counter. Your opponent's glowing magical weapon blinds its wielder.
Perplexing Gear - Stance. Your armor, shield, or weapon gains an enhancement bonus.
Meteor Strike - Strike. Throw your weapon to damage all creatures in a line.

Level 4:
Inauspicious Tactic - Counter. Weapon which attacks you becomes temporarily cursed.
Reducing Strike - Strike. Reduce the size of your opponent's equipment, making it difficult (and possibly painful) to use.

Level 5:
Awaken Gear - Stance. One piece of your equipment becomes intelligent.
Unhappy Awakening - Strike. Your opponent's equipment becomes intelligent and hostile to wielder.

Level 6:
Detonate Item - Boost. Any items you sunder within 1 round explode, damaging their wielders.
Perplexing Repair - Counter. Repair a sundered item immediately.

Level 7:
Inauspicious Encounter - Strike. Temporarily curse your opponent's equipment.
Inexplicable Dance - Boost. An item you wield becomes animate.

Level 8:
Bolstering Arcana - Counter. Gain temporary hit points based on your equipment.
Unusual Capacity - Stance. Gain an additional item slot.

Level 9:
Metaphysical Feedback - Strike. Deal damage to opponent based on how much magic they have.


Maneuver Descriptions

Acquire Enchantment
Perplexing Essence (Boost)
Level: 1
Initiation Action: 1 swift action
Range: Touch
Target: Touched weapon
Duration: 1 round
When you initiate this maneuver, choose a magic item currently affecting you. You deactivate that item for 1 round, gaining no benefits from it as if it had been suppressed by a dispel magic spell; however, you gain a +1 bonus to attack rolls and +1d4 bonus damage times 1/3 of the item's caster level for 1 round.
Essence: Your weapon gains the Dispelling property for 1 round.

Awaken Gear
Perplexing Essence (Stance)
Level: 5
Prerequisites: Two Perplexing Essence maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
When you enter this stance, choose a magical armor, shield, or weapon that you currently wield or are wearing, and is not already intelligent. For the duration of the stance, that item becomes intelligent. It gains Intelligence, Wisdom, and Charisma scores; two of these scores (your choice) are 10 and one is 14. The item can see and hear in a 30-foot radius as if it were a creature. It does not normally make Spot or Listen checks separately from its master, but you gain the benefit of the Alertness feat while wielding the item. You cannot communicate with the item directly, but instead feel urges and sometimes emotions from the item that encourage or discourage certain courses of action. In addition, roll once on the Intelligent Item Lesser Powers (http://www.d20srd.org/srd/magicItems/intelligentItems.htm#intelligentItemPowers) table; the item gains the indicated lesser power. A given item can only become intelligent from this stance once per day.

Blinding Glow
Perplexing Essence (Counter)
Level: 3
Prerequisites: One Perplexing Essence maneuver
Initiation Action: 1 immediate action
Range: Melee attack
Target: One magical weapon
Duration: 1 round
Initiate this maneuver in response to an attack from a creature within range who uses a magical weapon against you. Make an attack roll with your weapon; if your attack roll is higher than your opponent's roll, the glow of your opponent's weapon suddenly flashes to brilliance, blinding the wielder for 1 round.
Essence: Your armor gains the Blurring property for 1 round.

Bolstering Arcana
Perplexing Essence (Counter)
Level: 8
Prerequisites: Three Perplexing Essence maneuvers
Initiation Action: 1 immediate action
Range: Personal
Target: You
Duration: 1 round
When you initiate this maneuver, you gain temporary hit points equal to the total number of magic items in your possession, up to a maximum of your full normal hit point total in temporary hit points. These temporary hit points last for 1 round.
Essence: Your armor gains the Heavy Fortification property for 1 round.

Detonate Item
Perplexing Essence (Boost)
Level: 6
Prerequisites: Two Perplexing Essence maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: 1 round
For 1 round after you initiate this maneuver, any time you sunder a magical item, the item explodes, dealing 1d6 damage per caster level to its wielder. The wielder may make a Reflex save (DC 16 + your Charisma modifier) for half damage. Items which explode in this way cannot be repaired by any means.
Essence: Your weapon gains the Sundering property for 1 round.

Elemental Weaponry
Perplexing Essence (Stance)
Level: 1
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
As you learn more about weapons and arms, so does your mastery over them. As long as you remain in this stance, your weapon gains the following properties depending on your ranks in Appraise:

{table=head]Appraise ranks|Properties
3 or less|None
4-8|Flaming
9-12|Flaming Frost
13-16|Flaming Frost Shocking
17 or more|Corrosive Flaming Frost Shocking[/head]

Enlarging Strike
Perplexing Essence (Strike)
Level: 2
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: 1 round
As part of initiating this maneuver, make a single melee attack against your opponent. If it succeeds, your opponent's equipment resizes for a larger creature, becoming too big and loose to handle properly. The target is treated as nonproficient with any armor, weapon, or shield it wields for 1 round.
Essence: Your weapon gains the Brutal Surge property for 1 round.

Inauspicious Encounter
Perplexing Essence (Strike)
Level: 7
Prerequisites: Three Perplexing Essence maneuvers
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: 1 round/level
As part of initiating this maneuver, make a melee attack against an opponent. If you are successful, each of your opponent's permanent magic items (that is, each item which is not consumed after some number of uses) that they are currently benefiting from must make a Will save (DC 17 + your Charisma modifier) or become cursed. Roll on the cursed item curses table (http://www.d20srd.org/srd/magicItems/cursedItems.htm) to determine the curse for each item, ignoring any results of Specific Cursed Item. The curses persist for 1 round per Initiator level, or until the target is the subject of a remove curse spell.
Essence: Your weapon gains the Cursespewing property for 1 round.

Inauspicious Tactic
Perplexing Essence (Counter)
Level: 4
Prerequisites: One Perplexing Essence maneuver
Initiation Action: 1 immediate action
Range: Melee attack
Target: One weapon
Duration: 1 round
Initiate this maneuver in response to an attack from a creature within range who uses a weapon against you. Make an attack roll with your weapon; if your attack roll is higher than your opponent's attack roll, the weapon must make a Will save (DC 14 + your Charisma modifier) or become cursed for 1 round (or until the target is the benefit of the Remove Curse spell). Roll on the cursed item curses table (http://www.d20srd.org/srd/magicItems/cursedItems.htm) to determine the curse, ignoring a result of Specific Cursed Item.
Essence: Your armor or shield gains the Retaliation property for 1 round.

Inexplicable Dance
Perplexing Essence (Boost)
Level: 7
Prerequisites: Three Perplexing Essence maneuvers
Initiation Action: 1 swift action
Range: Touch
Target: Touched weapon or shield
Duration: 1 round
When you initiate this maneuver, choose a weapon or shield you are wielding, which leaves your hand to act on its own for 1 round. A weapon gains the Dancing property, and a shield gains the Animated property. At the end of the round, the weapon or shield returns to your hand; if your hands are full, the item falls at your feet.
Essence: Your armor gains the Freedom property for 1 round.

Metaphysical Feedback
Perplexing Essence (Strike)
Level: 9
Prerequisites: Four Perplexing Essence maneuvers
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: Instantaneous
When you initiate this maneuver, make a normal melee attack against your target. If you are successful, you deal an additional 1d6 damage for each magic item in your opponent's possession, as well as an additional 1d4 damage for each active spell effect affecting your opponent.
Essence: Your weapon gains a combination of weapon properties of your choice for 1 round. The total cost of these properties must be a +6 bonus or less.

Meteor Strike
Perplexing Essence (Strike)
Level: 3
Prerequisites: One Perplexing Essence maneuver
Initiation Action: 1 standard action
Range: 30 feet
Area: 30-foot line
Duration: Instantaneous
You draw your weapon back, and, taking a quick moment to imbue the weapon with magic, throw it. The weapon bursts forth like a meteor, striking creatures in a line before returning to your hands. As a standard action, you may throw your weapon, damaging all creatures in a 30-foot line. All enemies within the area take your weapon damage, plus an additional 3d6 fire damage, and may attempt a Reflex save (DC 13 + your Charisma modifier for half damage. In addition, any creature that fails the Reflex save is knocked prone. At the end of this maneuver, the weapon returns to your hand.
Essence: Your armor gains the Anchoring property for 1 round.

Perplexing Gear
Perplexing Essence (Stance)
Level: 3
Prerequisites: One Perplexing Essence maneuver
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
When you enter this stance, choose a weapon, shield, or suit of armor that you currently wield. For the duration of the stance, that item gains an enhancement bonus based on your ranks in Appraise, which stacks with any existing enhancement bonus on the item (up to a maximum of +10):

{table=head]Appraise ranks|Enhancement Bonus
3 or less|+1
4-8|+2
9-12|+3
13-16|+4
17 or more|+5[/table]

Perplexing Repair
Perplexing Essence (Counter)
Level: 6
Prerequisites: Two Perplexing Essence maneuvers
Initiation Action: 1 immediate action
Range: Close (25 feet + 5 ft/2levels)
Target: One sundered item
Duration: Instantaneous
When you initiate this maneuver, you repair a magic item right after it was sundered, essentially preventing the sundering. The item is restored to full functionality, with the same number of charges or daily uses remaining that it had before. This maneuver cannot be used on an item which exploded due to the Detonate Item maneuver, or one which was drained of XP due to a warcrafter's Wartime Casualties ability.
Essence: Your armor gains the Death Ward property for 1 round.

Perplexing Strike
Perplexing Essence (Strike)
Level: 1
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: Instantaneous
As you swing your weapon, it warps slightly, allowing you to use it in ways not intended. Choose one of Slashing, Piercing, or Bludgeoning. As part of initiating this maneuver, make a melee attack against your opponent. If successful, the attack deals an additional +1d6 damage, and all damage is converted to the type chosen.
Essence: Your weapon gains the Transmuting property for 1 round.

Reducing Strike
Perplexing Essence (Strike)
Level: 4
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: 1 round
As part of initiating this maneuver, make a single melee attack against your opponent. If it succeeds, your opponent's equipment resizes for a smaller creature for 1 round, becoming too tight to handle properly, and (in the case of armor) quite painful to wear. The target is treated as nonproficient with any armor, weapon, or shield it wields. In addition, the base weapon damage of any weapon is reduced by one step, and the shield bonus of any shield is reduced by half. If the target is wearing armor, it is denied its Dexterity bonus to AC and must make a Fortitude save (DC 14 + your Charisma modifier) to take any action other than moving.
Essence: Your weapon gains the Defending property for 1 round.

Siphon Magic
Perplexing Essence (Counter)
Level: 2
Initiation Action: 1 immediate action
Range: Touch
Target: Creature touched
Duration: 1 round
Initiate this maneuver in response to a successful attack by an opponent. With a successful melee touch attack, you gain the magical benefit of one of that opponent's permanent magic items for one round, but not any effects due to the base item. For example, if you gain the benefit of your opponent's +3 plate mail, your armor gains a +3 enhancement bonus, but you do not gain the benefit of the plate mail itself. You may choose an item of which you are aware, or determine one randomly from the items which your opponent is benefiting from.
Essence: Your armor gains the Vanishing property for 1 round.

Unexpected Armament
Perplexing Essence (Boost)
Level: 2
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Instantaneous and 1 round; see text
When you initiate this maneuver, choose a weapon you hold. That weapon becomes another weapon of your choice, with the same quality, materials, and enchantments as the original weapon. The new weapon must be of the same category (simple, martial, or exotic) and size, and if you are not proficient with the new weapon then you suffer penalties to attacking as normal. The weapon remains altered for 1 round. If the new weapon is a ranged weapon, you must have any relevant ammunition to use it. In addition, if you initiate this maneuver while threatening an opponent with the new weapon, you may make a feint attempt against that opponent as a free action, using Appraise in place of Bluff for the attempt.
Essence: Your armor gains the Nimbleness property for 1 round.

Unhappy Awakening
Perplexing Essence (Strike)
Level: 5
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: 1 round/level
When you initiate this maneuver, make a melee attack against your opponent. If you are successful, choose one item wielded or worn by your opponent. That item must make a Will save (DC 15 + your Charisma modifier) or become intelligent for 1 round/level. The item gains Intelligence, Wisdom, and Charisma scores; one of these scores (DM's choice) is 10 and the others are 14. The item can see and hear in a 30-foot radius as if it were a creature, and can communicate telepathically with the wielder. It gains an Ego score, and its alignment is diametrically opposed to the target's alignment (if the target is True Neutral, the item is either Chaotic Evil, Chaotic Good, Lawful Evil, or Lawful Good, as chosen by the DM). The item immediately comes into conflict with the wielder.
Essence: Your weapon gains the Implacable property for 1 round.

Unusual Capacity
Perplexing Essence (Stance)
Level: 8
Prerequisites: Three Perplexing Essence maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
When you enter this stance, choose one body slot. You can benefit from an additional item that occupies that slot.


Legacy Weapon: Steelshiver
Steelshiver is a swordbreaker, an adamantine short sword with notches along one side of the blade. It has a wooden hilt of fine mahogany, worn smooth with age and use; the pommel is a nugget of iron ore with a large crack running through the center.

Nonlegacy Game Statistics: adamantine swordbreaker. A swordbreaker can be used as a normal short sword (a martial weapon). However, a character with Exotic Weapon Proficiency (Swordbreaker) gains a +4 bonus to the opposed attack roll when making sunder attempts, and deals an extra 1d6 damage when attacking weapons. Cost 3,010 gp; Weight 3 lbs.

Omen: Whenever you attack a creature wielding a magical weapon or shield, or wearing magical armor, the nugget of ore which makes up Steelshiver's pommel briefly turns into uncut diamond (but the crack remains).

History
To be added...

Legacy Rituals
To be added...
Ritual costs: 1500/11000/40000

Wielder Requirements
Any character with the Improved Sunder feat can make use of Steelshiver, but only those with access to the Perplexing Essence discipline, particularly warcrafters, can unlock its fullest potential.

Steelshiver Wielder Requirements:
Base Attack Bonus +5
Improved Sunder
Exotic Weapon Proficiency (Swordbreaker)

{table=head]Wielder Level|Initiator Level|Skill Point Loss|Legacy Abilities
5th |– |–|+1 adamantine swordbreaker
6th |-1|2|Draw essence 1
7th |– |–|Shiver-surge
8th |– |2|+2 shattermantle adamantine swordbreaker
9th |– |–|Appraising strike
10th |– |2|Draw essence 2
11th|– |–|Awakened essence
12th |– |2|+3 shattermantle adamantine swordbreaker
13th|-2|–|Knowledgeable strike
14th |– |2|Draw essence 3
15th|– |–|–
16th |– |2|+4 shattermantle adamantine swordbreaker
17th|– |–|–
18th |– |2|Draw essence 4
19th|– |–|Greater Shiver-surge
20th |– |2|+5 shattermantle adamantine swordbreaker
[/table]

Legacy Weapon Abilities
All of the following are legacy abilities of Steelshiver.

Draw essence (Su): At 6th level, you learn to draw the Essence of your maneuvers deeply into Steelshiver, granting it extra benefits. Whenever you ready your maneuvers, choose one maneuver that you have readied which grants your weapon an Essence property. Steelshiver gains that property as a normal weapon special ability until you change your readied maneuvers. You may only use this ability to grant properties for which Steelshiver would be a valid target (for example, you cannot grant Steelshiver an Essence property which can only be placed on ranged weapons). At every 4 levels after 6th, you may choose an additional readied maneuver, applying all selected Essence properties to Steelshiver.

Shiver-surge (Su): Beginning at 7th level, whenever you successfully break a magic weapon with a sunder attempt using Steelshiver, its perplexing power draws in the broken weapon's essence. You may grant Steelshiver any properties the broken weapon had (but not enhancement bonus), which last for 1 hour before disappearing. Steelshiver may only benefit from this ability once at any given time; if you activate this ability again, the previous enchantments are lost.

Appraising Strike (Su): Upon reaching 9th level, whenever you successfully strike a creature with Steelshiver, you make an Appraise check as a free action against a DC equal to your target's AC. If you succeed, you automatically identify the magic item with the highest market price that your opponent possesses, as per the identify spell (including the market price).

Awakened Essence: Once you attain 12th level, the magical essences stored in Steelshiver cause it to awaken. As an intelligent item, the swordbreaker has Intelligence 16, Wisdom 10, and Charisma 16. It can hear, see, and has darkvision out to 60 feet. Steelshiver speaks (but cannot read) Common and is true neutral. The swordbreaker has an Ego score of 10 + its enhancement bonus, increasing to 14 + its enhancement bonus if any greater abilities are unlocked. In the event a personality conflict occurs, Steelshiver pushes you to collect and destroy as many magic items as possible (using Retain Essence, if applicable).

Knowledgeable Strike (Su): At 13th level, you gain an insight bonus to attack and damage rolls made with Steelshiver based on the highest market price among items your opponent is benefiting from, as shown on the table below.
{table=head]Price|Insight Bonus
0-1,999|+0
2,000-7,999|+1
8,000-17,999|+2
18,000-31,999|+3
32,000-49,999|+4
50,000-71,999|+5
72,000-97,999|+6
98,000-127,999|+7
128,000-161,999|+8
162,000-199,999|+9
200,000 or more|+10[/table]

Greater Shiver-surge (Su): Upon reaching 19th level, all properties granted by the Shiver-surge ability last for 24 hours.

sirpercival
2012-09-22, 04:32 PM
Twisted Vellum

Key Skill: Decipher Script
Discipline Weapons: Spell completion items.

Feats
Intellectual Superiority
Prerequisites: One Twisted Vellum maneuver.
Benefit: When initiating a Twisted Vellum maneuver, you may use your Intelligence modifier in place of your Strength modifier on touch attack rolls made with spell completion items.

Ribbonspell [Tactical]
Prerequisites: Intellectual Superiority, base attack bonus +6, two Twisted Vellum maneuvers, Decipher Script 9 ranks
Benefit: The Ribbonspell feat enables the use of three tactical options.
Entangling Script - Whenever you successfully hit a creature with a melee or ranged touch spell that you cast from a spell completion item, you may initiate a grapple with that creature as a free action, as per the Improved Grab special ability. Use your Intelligence modifier in place of your Strength modifier for your grapple bonus. The grapple proceeds as normal, except that a creature grappled in this way cannot attack you or deal damage to you while in the grapple, and you cannot attack the creature (though you may deal damage to it with a successful grapple check as normal).
Seeking Scroll - To use this option, you must successfully affect a creature with a targeted spell cast from a spell completion item. Increase the range of the next spell you cast from a spell completion item which targets that creature by a factor of 10. You must target the creature with a spell within a number of rounds equal to your ranks in Decipher Script, or the range increase is lost.
Written in Blood - To use this option, you must successfully deal hit point damage to a creature. Until the end of your next turn, the next spell you cast from a spell completion item which targets the struck creature gains a +1 bonus to the save DC. Multiple uses of this ability against the same creature do not stack.


Maneuver and Stance list

Level 1:
Arcana Lexica - Stance. Replace saves vs language-dependent effects with Decipher Script checks.
Binding Words - Strike. Words leap away from a spell completion item to grapple opponent.
Unbound Words - Strike. Deal damage to opponent with a Decipher Script check.

Level 2:
Devouring Page - Counter. Spell completion item defends you from a magical attack, absorbing the energy to increase its own power.
Metamagic Completion, Least - Boost. Apply metamagic (up to +1 level) to a spell completion item.
Potent Papyrus - Strike. Activate a spell completion item, using your initiator level in place of the caster level.

Level 3:
Counterstance - Stance. You can counterspell from a spell completion item, using Decipher Script checks in place of dispel checks.
Deflecting Arcana - Counter. Magical script jumps off of a scroll, protecting you from one attack.
Vellumstrike - Strike. Attack with a spell completion item, dealing damage based on the level of the stored spell.

Level 4:
Cage of Words - Strike. Words leap away from a spell completion item to grapple an opponent, affecting it with the spell when it breaks free.
Metamagic Completion, Lesser - Boost. Apply metamagic (up to +2 levels) to a spell completion item.

Level 5:
Defending Arcana - Stance. You are constantly protected by an aura of magical words.
Vellum Assault - Strike. Make a full attack with a spell completion item, dealing damage based on the stored spell's level.

Level 6:
Logograph - Words leap away from a spell completion item to form a wall, affecting creatures that pass through it with the stored spell.
Vellum Grenade - Strike. Turn a spell completion item into an explosive weapon by unbinding its energies.

Level 7:
Metamagic Completion, Greater - Boost. Apply metamagic (up to +4 levels) to a spell completion item.
Vellum Aggression - Strike. Attack with a spell completion item, dealing damage based on the level of the stored spell, and affecting target with stored spell.

Level 8:
Absorptive Page - Counter. Catch an incoming spell with a previously-used spell-completion item, then cast it yourself.
Dancing Vellum - Stance. Animate a spell completion item, which casts itself multiple times.

Level 9:
Vellum Bombardment - Strike. Make a full attack with a spell completion item, dealing damage based on the stored spell's level, and affecting each target with stored spell.


Maneuver Descriptions

Absorptive Page
Twisted Vellum (Counter)
Level: 8
Prerequisites: Three Twisted Vellum maneuvers
Initiation Action: 1 immediate action
Range: Personal
Target: You
Duration: See text
Initiate this maneuver in response to a magical attack which targets you or includes you in its area. You absorb the attack with a previously-used spell completion item that you hold, recycling the material temporarily. The spell does not take effect, its magic filling the blank page with script. Until the end of the encounter, you may cast the same spell from the spell completion item, using the same caster level and save DC as the original casting. At the end of the encounter, or when you cast the spell from the item, it crumbles to dust and cannot be used again.

Arcana Lexica
Twisted Vellum (Stance)
Level: 1
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
While you are in this stance, you may make Decipher Script checks in place of saves vs language-dependent effects.

Binding Words
Twisted Vellum (Strike)
Level: 1
Initiation Action: 1 standard action
Range: Touch
Target: Creature touched
Duration: 3 rounds
When you initiate this maneuver, make a touch attack against your opponent with a spell completion item you hold. If you succeed, the magical script which makes up the item leaps away to wrap around your opponent, grappling it. The script need not make an additional touch attack to initiate the grapple. It counts as a Medium creature with a base attack bonus equal to your Initiator Level or the caster level of the item, whichever is higher. Its Strength modifier is equal to the larger of your Charisma modifier and the level of the spell stored in the scroll. The script may grapple creatures of any size. The words deal 1d4 + Strength modifier damage on a successful grapple check. The effect ends when the creature escapes the grapple or after 3 rounds, whichever comes first, at which point the spell completion item is consumed as if it had been activated normally.

Cage of Words
Twisted Vellum (Strike)
Level: 4
Prerequisites: One Twisted Vellum maneuver
Initiation Action: 1 standard action
Range: Touch
Target: Creature touched
Duration: 3 rounds
This maneuver functions exactly like the Binding Words maneuver, with two exceptions. First, the magical script counts as a Large creature; and second, whenever the grapple ends, the target is affected by the spell stored in the item as if it had been cast on the creature normally. You may only use this maneuver with a spell completion item whose stored spell is capable of targeting a creature.

Counterstance
Twisted Vellum (Stance)
Level: 3
Prerequisites: One Twisted Vellum maneuver
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
While you are in this stance, you may use a spell completion item to counterspell as if the stored spell was dispel magic. If you do so, you use a Decipher Script check in place of the dispel check. Using a spell completion item in this way consumes the item as if it had been activated normally.

Dancing Vellum
Twisted Vellum (Stance)
Level: 8
Prerequisites: Three Twisted Vellum maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
When you enter this stance, choose one spell completion item that you hold. That item floats in the air on its own, remaining in your space, and casts itself multiple times at your direction but without you needing to hold it. At any time, you may make a DC 20 Decipher Script check as a swift action to have the item cast itself (using your Use Magic Device bonus if necessary); the DC increases by an amount equal to the spell level each time. Once the item has cast the spell, you must wait a number of rounds equal to the spell's level (minimum 1) before doing so again. If you fail a Decipher Script check, or if you exit the stance, the spell completion item crumbles to dust and cannot be used again.

Deflecting Arcana
Twisted Vellum (Counter)
Level: 3
Prerequisites: One Twisted Vellum maneuver
Initiation Action: 1 immediate action
Range: Personal
Target: You
Duration: Instantaneous
Initiate this maneuver in response to a physical attack. Choose a spell completion item you hold; you gain a deflection bonus to AC against that attack equal to the level of the stored spell.

Defending Arcana
Twisted Vellum (Stance)
Level: 5
Prerequisites: Two Twisted Vellum maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
You gain an insight bonus to AC based on your ranks in Decipher Script while in this stance, as shown on the table below. In addition, when you enter this stance, you may choose a spell-completion item that you hold, which is consumed as if you had activated normally. You may exit the stance as an immediate action to gain an insight bonus to your next save equal to the level of the spell stored in the item.

{table=head]Decipher Script ranks|AC Bonus
3 or less|+1
4-8|+2
9-12|+3
13-16|+4
17 or more|+5[/table]

Devouring Page
Twisted Vellum (Counter)
Level: 2
Initiation Action: 1 immediate action
Range: Personal
Target: You
Duration: See text
Initiate this maneuver in response to a magical attack which targets you or includes you in its area. You can attempt to absorb the attack with a spell completion item that you hold. Make an Decipher Script check against a DC of 10 + the caster level of the attack; if you succeed, the spell does not affect you, though it functions normally against other targets or other creatures in the area. In addition, as long as you use the spell completion item by the end of the encounter, the caster level of the spell you cast from it is increased by an amount equal to 1/4 the caster level of the absorbed attack (rounded down, minimum 1).

Logograph
Twisted Vellum
Level: 6
Initiation Action: 1 standard action
Range: Medium (100 feet + 10 ft/level)
Effect: Wall 4 ft/level wide, 2 ft/level high
Duration: 2 rounds
When you initiate this maneuver, choose a spell completion item that you hold. Mystical script leaps away from the item to form a shimmering curtain of arcane symbols in the air where you direct. This curtain blocks line of sight, but not line of effect. Any creature which passes through the curtain is affected by the spell stored in the item. After 2 rounds, the curtain dissipates, and the spell completion item is consumed as if it had been activated normally.

Metamagic Completion, Greater
Twisted Vellum (Boost)
Level: 7
Prerequisites: Three Twisted Vellum maneuvers
Initiation Action: 1 swift action
Range: Touch
Target: Spell completion item touched
Duration: 1 round or until discharged
You temporarily apply a metamagic feat you know to a single spell contained within a spell completion item. The metamagic feat must have a level adjustment no larger than +4. The next time you cast the chosen spell from the target item within 1 round, the spell gains the benefit of that metamagic feat.

Metamagic Completion, Least
Twisted Vellum (Boost)
Level: 2
Initiation Action: 1 swift action
Range: Touch
Target: Spell completion item touched
Duration: 1 round or until discharged
You temporarily apply a metamagic feat you know to a single spell contained within a spell completion item. The metamagic feat must have a level adjustment no larger than +1. The next time you cast the chosen spell from the target item within 1 round, the spell gains the benefit of that metamagic feat.

Metamagic Completion, Lesser
Twisted Vellum (Boost)
Level: 4
Prerequisites: One Twisted Vellum maneuver
Initiation Action: 1 swift action
Range: Touch
Target: Spell completion item touched
Duration: 1 round or until discharged
You temporarily apply a metamagic feat you know to a single spell contained within a spell completion item. The metamagic feat must have a level adjustment no larger than +2. The next time you cast the chosen spell from the target item within 1 round, the spell gains the benefit of that metamagic feat.

Potent Papyrus
Twisted Vellum (Strike)
Level: 2
Initiation Action: Varies
Range: Personal
Target: You
Duration: Instantaneous
As part of initiating this maneuver, activate a spell completion item as normal. You use your initiator level in place of the spell's caster level.

Unbound Words
Twisted Vellum (Strike)
Level: 1
Initiation Action: 1 standard action action
Range: 30 feet
Target: One creature
Duration: Instantaneous
As part of initiating this maneuver, make a ranged touch attack with a spell completion item you hold, gaining an insight bonus to the attack roll equal to the level of the stored spell. If you are successful, the words from the item leap off the page and slam into your enemy, dealing damage equal to the result of your Decipher Script check. However, there is a 10% chance per level of the stored spell that doing so damages the item, in which case you must spend 1 hour per spell level and make a Decipher Script check (DC 15 + 2 x spell level) to repair it.

Vellum Aggression
Twisted Vellum (Strike)
Level: 7
Prerequisites: Three Twisted Vellum maneuvers
Initiation Action: 1 standard action
Range: Melee touch attack
Target: One creature
Duration: 1 round
When you initiate this maneuver, make a melee touch attack with a spell completion item you are holding. The stored spell must be capable of targeting a creature. If you succeed, the target takes 1d6 damage per level of the stored spell, and is also affected by the stored spell (using the same attack roll, if necessary). At the end of this maneuver, if your attack was successful, the spell completion item is consumed as if it had been activated normally.

Vellum Assault
Twisted Vellum (Strike)
Level: 5
Prerequisites: Two Twisted Vellum maneuvers
Initiation Action: 1 full-round action
Range: Melee touch attack
Target: One or more creatures
Duration: Instantaneous
As part of initiating this maneuver, take a full attack against creatures in range, making melee touch attacks with a spell completion item you are holding. Each successful attack deals 1d6 damage per level of the stored spell. At the end of this maneuver, if any of your attacks were successful, the spell completion item is consumed as if it had been activated normally.

Vellum Bombardment
Twisted Vellum (Strike)
Level: 9
Prerequisites: Four Twisted Vellum maneuvers
Initiation Action: 1 full-round action
Range: Melee touch attack
Target: One or more creatures
Duration: Instantaneous
As part of initiating this maneuver, take a full attack against creatures in range, making melee touch attacks with a spell completion item you are holding. The stored spell must be capable of targeting a creature. Each successful attack deals 1d6 damage per level of the stored spell, and also causes the attacked creature to be affected by the stored spell (using the same attack roll, if necessary). At the end of this maneuver, if any of your attacks was successful, the spell completion item is consumed as if it had been activated normally. You cannot affect a given creature more than once with the stored spell, though you may damage a creature multiple times if you choose.

Vellum Grenade
Twisted Vellum (Strike)
Level: 6
Prerequisites: Two Twisted Vellum maneuvers
Initiation Action: 1 standard action
Range: Close (25 feet + 5 ft/2 levels)
Area: 10-foot radius burst
Duration: Instantaneous
When you initiate this maneuver, choose a spell completion item that you hold. Throw the item at any square within range; when it arrives, the item explodes as you unbind the magical energy within, dealing 3d6 damage times the level of the stored spell to all creatures within 10 feet. Affected creatures may make a Reflex save (DC 16 + your Charisma modifier) for half damage. Afterwards, the item is completely destroyed, and cannot be repaired in any way.

Vellumstrike
Twisted Vellum (Strike)
Level: 3
Prerequisites: One Twisted Vellum maneuver
Initiation Action: 1 standard action
Range: Melee touch attack
Target: One creature
Duration: Instantaneous
As you initiate this maneuver, make a melee touch attack with a spell completion item that you are holding. If you succeed, the target takes 1d6 damage per level of the stored spell, the spell completion item is consumed as if it had been activated normally.



Legacy Weapon: Twist
Twist is a scarf made of wide strips of leather, braided into a sinuous curve. Flexible, razor-sharp blades are sewn into the edges.

Nonlegacy Game Statistics: +1 bladed scarf (http://www.d20pfsrd.com/equipment---final/weapons#exotic-two-handed). In addition, a character with the Scribe Scroll feat can scribe a single spell into the leather of the scarf as on a scroll. A spell so scribed has only half the base raw material cost, but experience point and component costs remain the same. The scarf cannot accommodate spells of higher than 3rd level, but is reusable. A character wielding Twist can activate the scroll as normal. Cost 4,312 gp; Weight 2lbs.

Omen: Whenever you activate a spell completion item, the scarf twists and shivers on its own.

History
To be added...

Legacy Rituals
To be added...
Ritual costs: 1500/11000/40000

Wielder Requirements
Any character who can scribe scrolls can make use of Twist, but only those with access to the Twisted Vellum discipline, particularly warcrafters, can unlock its fullest potential.

Twist Wielder Requirements:
Base Attack Bonus +4
Scribe Scroll
Proficiency with bladed scarf

{table=head]Wielder Level|Initiator Level|Skill Point Loss|Legacy Abilities
5th|–|–|Enhanced scribe (4th)
6th|-1|2|Bladed vellum
7th|–|–|Lexicon (Decipher Script)
8th|–|2|Enhanced scribe (5th)
9th|–|–|+1 bladed scarf of dispelling
10th|–|2|—
11th|–|–|Enhanced scribe (6th)
12th|–|2|Lexicon (Use Magic Device)
13th|-2|–|+2 bladed scarf of greater dispelling
14th|–|2|Enhanced scribe (7th)
15th|–|–|—
16th|–|2|+3 keen bladed scarf of greater dispelling
17th|–|–|Enhanced scribe (8th)
18th|–|2|—
19th|–|–|+4 keen illusion bane bladed scarf of greater dispelling
20th|–|2|Enhanced scribe (9th)
[/table]

Legacy Weapon Abilities
All of the following are legacy abilities of Twist.

Enhanced scribe: At 5th level, you can scribe spells up to 4th level on Twist. At 8th level, and every 3 levels after, you can scribe spells of one level higher.

Bladed vellum (Su): Beginning at 6th level, whenever you initiate a Twisted Vellum maneuver which requires a melee touch attack with a spell completion item, you may instead make a melee attack with Twist (using the scribed spell for the maneuver), resolving the attack and dealing damage normally in addition to the effects of the maneuver. You cannot use this ability if no spell is scribed on Twist.

Lexicon (Su): Upon reaching 7th level, you gain a +5 bonus to Decipher Script checks while wielding Twist. At 12th level, you gain a +5 bonus to Use Magic Device checks to activate spell completion items while wielding Twist. This bonus increases by +5 (to +10) when attempting to activate Twist as a spell completion item.

sirpercival
2012-09-22, 04:33 PM
Okeydokey, feel free to post. I'm going to update the current posts with my ideas, feel free to offer suggestions!

bindin garoth
2012-09-22, 09:36 PM
Warblade progress sounds good for a class like this.

Perhaps give them a main weapon that can be customized with different traits?

Actually, even better (or at least to me): What about making this a custom class who can imbue items with unique and custom abilities, but can only maintain so many abilities at once. I started making a system based around this once, if you're on-board with it, I'll help out.

sirpercival
2012-09-22, 09:42 PM
Warblade progress sounds good for a class like this.

Perhaps give them a main weapon that can be customized with different traits?

Actually, even better (or at least to me): What about making this a custom class who can imbue items with unique and custom abilities, but can only maintain so many abilities at once. I started making a system based around this once, if you're on-board with it, I'll help out.

That sounds very cool... but I dunno how well it would synergize with the maneuvers. I'm happy to help build it as a separate project, though.

bindin garoth
2012-09-22, 11:08 PM
The way I would of originally done it would work well with maneuvers. But it might be better if the idea was fleshed out with it's own base class first, before combining it with other systems.

When this is up I'll try to throw a PEACH your way.

sirpercival
2012-09-23, 08:59 AM
The way I would of originally done it would work well with maneuvers. But it might be better if the idea was fleshed out with it's own base class first, before combining it with other systems.

When this is up I'll try to throw a PEACH your way.

It might work well with maneuvers in general, but not with the disciplines I have planned ;)

sirpercival
2012-09-23, 12:01 PM
OK, I lied. I just had an idea for a 4th discipline, key skill Appraise, which would use your idea of having temporary magical properties with items.

bindin garoth
2012-09-23, 12:03 PM
OK, I lied. I just had an idea for a 4th discipline, key skill Appraise, which would use your idea of having temporary magical properties with items.

Now that's interesting. I had never thought of using the idea as a discipline. Just PM me with how you want to go about it and I'll start tossing ideas your way!

sirpercival
2012-09-23, 04:54 PM
OK, if anyone would like to weigh in with suggestions for the disciplines (and features for the class), that would be lovely.

bindin garoth
2012-09-23, 06:25 PM
Class features:

Small bonuses for using items crafted.

Since this class would benefit from wands/scrolls with buffs, how about a small boost to spells from such items cast one oneself?

Sacrifice charges from wands to boost maneuvers? AKA Arcane Strike for wands.

The ability to use maneuvers with touch (melee or ranged) wands as a full-round action.


Perplexing Essence discipline ideas:


Elemental Weaponry
Perplexing Essence (Stance)
Level: 1
Prerequisite: None
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

As you learn more about weapons and arms, so does your mastery over them. As long as you remain in this stance, your weapon gains the following properties:


{table=head] Ranks in Appraise | Special Properties
4-8 | Flaming
9-12| Flaming Frost
12-16| Flaming Frost Corrosive
16-20| Flaming Frost Corrosive Shocking
[/table]



Perplexing Weapon
Perplexing Essence (Strike)
Level: 1
Prerequisite: None
Initiation Action: 1 standard action
Range: Melee Weapon Range
Target: 1 Foe

As you swing your weapon, it warps slightly, allowing you to use it in ways not intended. Chose either Slashing, Piercing, or Bludgeoning. All damage done by this strike deals an additional 1d6 damage, and all damage is converted to the type chosen.

Meteor Strike
Perplexing Essence (Strike)
Level: 3
Prerequisite: 1 Perplexing Essence Maneuver
Initiation Action: 1 standard action
Range: 30ft Line

You draw your weapon back, and, taking a quick moment to imbue the weapon with your Ki, throw it. The weapon bursts for, just like a meteor, before returning to your hands. As a standard action, you may throw your weapon in a 30ft line. All enemies within the line take your weapon damage, plus 3d6 fire damage, with a reflex save for half. Also, all those that fail the Reflex save are knocked prone. At the end of this maneuver, the weapon returns to your hand.



And here you go! I'll stat out more as I have a chance, gotta get back to my character sheets! :smalltongue:

sirpercival
2012-09-23, 06:41 PM
Class features:

Small bonuses for using items crafted.

Since this class would benefit from wands/scrolls with buffs, how about a small boost to spells from such items cast one oneself?

Sacrifice charges from wands to boost maneuvers? AKA Arcane Strike for wands.

The ability to use maneuvers with touch (melee or ranged) wands as a full-round action.


Perplexing Essence discipline ideas:


Elemental Weaponry
Perplexing Essence (Stance)
Level: 1
Prerequisite: None
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

As you learn more about weapons and arms, so does your mastery over them. As long as you remain in this stance, your weapon gains the following properties:


{table=head] Ranks in Appraise | Special Properties
4-8 | Flaming
9-12| Flaming Frost
12-16| Flaming Frost Corrosive
16-20| Flaming Frost Corrosive Shocking
[/table]



Perplexing Weapon
Perplexing Essence (Strike)
Level: 1
Prerequisite: None
Initiation Action: 1 standard action
Range: Melee Weapon Range
Target: 1 Foe

As you swing your weapon, it warps slightly, allowing you to use it in ways not intended. Chose either Slashing, Piercing, or Bludgeoning. All damage done by this strike deals an additional 1d6 damage, and all damage is converted to the type chosen.

Meteor Strike
Perplexing Essence (Strike)
Level: 3
Prerequisite: 1 Perplexing Essence Maneuver
Initiation Action: 1 standard action
Range: 30ft Line

You draw your weapon back, and, taking a quick moment to imbue the weapon with your Ki, throw it. The weapon bursts for, just like a meteor, before returning to your hands. As a standard action, you may throw your weapon in a 30ft line. All enemies within the line take your weapon damage, plus 3d6 fire damage, with a reflex save for half. Also, all those that fail the Reflex save are knocked prone. At the end of this maneuver, the weapon returns to your hand.



And here you go! I'll stat out more as I have a chance, gotta get back to my character sheets! :smalltongue:


Great stuff! I'll incorporate it.

sirpercival
2012-10-08, 06:17 PM
OK, major updates!

Class itself is finished. Almost all of the maneuvers are finished; I'm missing 4 maneuvers from Mystic Brew, 3 from Perplexing Essence, and 2 from Twisted Vellum.

I also need discipline feats of various sorts for nearly everything.

Any suggestions to fill in the holes would be greatly appreciated!

sirpercival
2012-10-09, 07:30 PM
Posted a section on PrC adaptations. Anyone have any suggestions for more to adapt?

gooddragon1
2012-10-09, 07:42 PM
No suggestions atm, but I wish to provide unsemi-related humor: I am... the war chief. Also, for the horde.

sirpercival
2012-10-09, 07:44 PM
No suggestions atm, but I wish to provide unrelated humor: I am... the war chief. Also, for the horde.

Lol. I've actually never played Warcraft or WoW.... the name was just too convenient, you know?

bindin garoth
2012-10-10, 06:44 AM
Well, I've not done a complete read-through of the new maneuvers and the class (and indeed, I don't think I'll have a chance to peach this in the detail that I the aetherforge, work's ramping up. On the bright side it looks like I'm moving up! :smallbiggrin:) but here are some initial thoughts (geared to the maneuvers and their brief descriptions):

Impromptu Virge:
-I like the idea of virtual charges and spending them to increase the effects of the spell. Can the charges be used to actually cast the spell too? If so it might be a bit much, especially combine with partially charged spells (the person would only need wands with 1 charge on them then, and have the ability to cast the spell at will).
-I especially like the fact that you enabled the person to increase either the DC or the Caster level.
-I'll admit, I would f liked to see a boost that helps overcome SR (especially if you aren't in the stance that increases the caster level), but that's just a personal preference.

Mystic Brew:
-Interesting concept. An even more interesting way to use this would be to use potions with the AoE maneuvers to buff multiple allies at once.
-It seems like Quick Draw would be almost necessary for this discipline, however. How about one of the stances grants this for potions and alchemical items only?
-Other ideas for remaining maneuvers: Exchange a potions effects for another of the same level. Can't think of anything else at this time, I'm still waking up :smalltongue:

Perplexing Essence
-A lot of turning an opponent's weapon against them. Although I do like the Inauspicious Tactic maneuver.
-Detonate Item - I don't like it. Then again I don't like sundering in general (I want my loot! :smalltongue:). Although combine with the Perplexing Repair maneuver below it, it could be useful (destroy an opponent's item, and then repair it later for yourself! :smallbiggrin:), but this takes up two valuable maneuver slots.
- The biggest problem I have is that many (8) of the current maneuvers require the opponent to have a weapon for you to affect. But many opponents (depending on the campaign) don't wield weapons, they have natural weapons which would be unaffected by them. Might I suggest as I did before, have maneuvers that grant unique properties to the weapons for x rounds after the maneuver is used? For example, Meteor Strike might grant the weapon the Return property for 5 rounds after it's use?
-I don't like the fact that Awaken Gear is useable 1/day per item. Perhaps instead of an lesser power.............. Hmmmmmm............. How about instead granting it one special +1 property (increasing with your ranks in Appraise)? And of course, you'd want a special clause for the Bane property...

Twisted Vellum
-First, while I'm thinking of it, idea! Level 3 stance allows you to convert a spell completion item to dispel magic (or the greater version if the level if high enough). And perhaps a small bonus to the dispel check based on Decipher Script ranks?
-Defending Arcana: I'd make it so that it can be any spell completion item on your body. After all you'd most likely have a spell-completion item in you hands only to use it up almost immediately. I'd also allow exiting this stance as an immediate action for the save benefits.
-Dancing Vellum: The only problem I have with this is with 9th level spells, but then again that's more of a problem with the system rather than with the actual maneuver. But between max ranks, masterwork tools, feats, and an item familiar, it'd be very easy to cast a spell multiple times with only one scroll.
-Perhaps a stance (maybe replacing the above) that allows for you to have X scrolls floating beside you (don't have to waist an action drawing a scroll). Furthermore, by making a Decipher Script check, can cast spells from two scrolls at once, the levels of the spells are dependent upon the Decipher Script check (say maybe neither of the levels can be above a third of the check)?
-Vellum Bombardment: How does this interact with AoE spells?

sirpercival
2012-10-10, 12:03 PM
Well, I've not done a complete read-through of the new maneuvers and the class (and indeed, I don't think I'll have a chance to peach this in the detail that I the aetherforge, work's ramping up. On the bright side it looks like I'm moving up! :smallbiggrin:) but here are some initial thoughts (geared to the maneuvers and their brief descriptions): Thanks for your comments & help! :)


Impromptu Virge:
-I like the idea of virtual charges and spending them to increase the effects of the spell. Can the charges be used to actually cast the spell too? If so it might be a bit much, especially combine with partially charged spells (the person would only need wands with 1 charge on them then, and have the ability to cast the spell at will). Nope, only on any extra charge costs for the maneuvers. You still have to pay the cost of actually activating the item.

-I especially like the fact that you enabled the person to increase either the DC or the Caster level.
-I'll admit, I would f liked to see a boost that helps overcome SR (especially if you aren't in the stance that increases the caster level), but that's just a personal preference. The CL stuff should help with that. Or, use spells that ignore SR :smallwink:


Mystic Brew:
-Interesting concept. An even more interesting way to use this would be to use potions with the AoE maneuvers to buff multiple allies at once. There are ways to do that in at least 3 of the disciplines :D

-It seems like Quick Draw would be almost necessary for this discipline, however. How about one of the stances grants this for potions and alchemical items only? There's the class ability that lets you draw them as a swift action...?

-Other ideas for remaining maneuvers: Exchange a potions effects for another of the same level. Can't think of anything else at this time, I'm still waking up :smalltongue: Hm. I'm always wary of things like that, it takes away from the whole idea of the resource management.


Perplexing Essence
-A lot of turning an opponent's weapon against them. Although I do like the Inauspicious Tactic maneuver.
-Detonate Item - I don't like it. Then again I don't like sundering in general (I want my loot! :smalltongue:). Although combine with the Perplexing Repair maneuver below it, it could be useful (destroy an opponent's item, and then repair it later for yourself! :smallbiggrin:), but this takes up two valuable maneuver slots. You can't use Perplexing Repair and Detonate Item on the same item. However, you DO have a class ability that lets you get 1/2 XP out of a sundered item into your craft reserve, a la Retain Essence.

- The biggest problem I have is that many (8) of the current maneuvers require the opponent to have a weapon for you to affect. But many opponents (depending on the campaign) don't wield weapons, they have natural weapons which would be unaffected by them. Might I suggest as I did before, have maneuvers that grant unique properties to the weapons for x rounds after the maneuver is used? For example, Meteor Strike might grant the weapon the Return property for 5 rounds after it's use? I'll definitely think about doing some of that.

-I don't like the fact that Awaken Gear is useable 1/day per item. Perhaps instead of an lesser power.............. Hmmmmmm............. How about instead granting it one special +1 property (increasing with your ranks in Appraise)? And of course, you'd want a special clause for the Bane property... I can think about changing this, I'll have to see how it works out in practice.


Twisted Vellum
-First, while I'm thinking of it, idea! Level 3 stance allows you to convert a spell completion item to dispel magic (or the greater version if the level if high enough). And perhaps a small bonus to the dispel check based on Decipher Script ranks? Oh hey, that's pretty awesome. I like it. I'll see if I can implement it in an interesting way.

-Defending Arcana: I'd make it so that it can be any spell completion item on your body. After all you'd most likely have a spell-completion item in you hands only to use it up almost immediately. I'd also allow exiting this stance as an immediate action for the save benefits. I'll clarify that you don't need to keep the item in your hand once you've chosen it. Good call.

-Dancing Vellum: The only problem I have with this is with 9th level spells, but then again that's more of a problem with the system rather than with the actual maneuver. But between max ranks, masterwork tools, feats, and an item familiar, it'd be very easy to cast a spell multiple times with only one scroll. With the recharge time, a 9th-level scroll is only 1/encounter; and it will still be difficult. Casting twice requires DC 29, a third time is DC 38, etc.

-Perhaps a stance (maybe replacing the above) that allows for you to have X scrolls floating beside you (don't have to waist an action drawing a scroll). Furthermore, by making a Decipher Script check, can cast spells from two scrolls at once, the levels of the spells are dependent upon the Decipher Script check (say maybe neither of the levels can be above a third of the check)? Hm. I have to think about this.

-Vellum Bombardment: How does this interact with AoE spells? Has to be a spell capable of targeting a creature.

sirpercival
2012-10-17, 10:51 AM
Major updates!

~Changed the recovery mech of the class, the original was too abusable.
~Finished all the maneuvers in all 4 disciplines, added feats, and began writing legacy weapons.

Still need a tactical feat for Impromptu Virge, and any feats at all for Twisted Vellum.

sirpercival
2013-02-04, 01:51 PM
Impromptu Virge now has a tactical feat!

EDIT: And two feats for Twisted Vellum!

sirpercival
2013-02-11, 12:39 AM
Steelshiver is finished.