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View Full Version : Pathfinder Pathfinder Fighter Archetype: Sage of Battle + new feats



Iwasforger03
2014-04-27, 05:09 PM
The basic concept that lies behind this archetype is the creation of a tier 4 fighter archetype. I might have created a very low tier 3 by accident, but it was originally meant to be tier 4 as a fighter. It is slightly MAD, but Fighters need a bit of wisdom anyways because their will saves suck, so...

https://docs.google.com/document/d/1GPs7lNgTUCLGTAs3LxoU1fEx6fzjWUsravrdouXwHH8/edit?usp=sharing


Fighter Archetype: Sage of Battle

Class Skills - The Sage of Battle adds Perception (wis) to her list of class skills.

Weapon and Armor Proficiency
-The Sage of Battle is proficient with all simple and one martial weapon. She is also proficient with light armor and shields (but not tower shields). She later gains proficiency with all martial weapons in a single fighter weapon group.


Enlightened Grace
-The Sage of Battle is a warrior who understands the pitch and flow of combat to a degree far surpassing most of her fellow warriors. Part of this understanding manifests in avoiding injury. The Sage of Battle, when wearing no more than light armor and carrying no more than a light load, adds 1pt of her wisdom modifier (if any) per Sage of Battle class level as a bonus to her AC and CMD. It does not matter if she is using a shield. She retains this bonus against touch attacks and when flat footed. She loses this bonus if she is paralyzed, helpless, unconscious, or immobilized. This bonus increases by +1 at 5th level and every four levels thereafter (9th, 13th, 17th).

Ki Pool
-At 2nd level, the Sage of Battle gains a ki pool. This Ki pool is equal to ˝ her class levels + her wisdom modifier. This Ki pool is refreshed by a combined 8 hours of rest and meditation. These hours do not need to be consecutive. She may spend 1pt from this pool to ignore the shaken condition for one hour, or to reduce her fear condition by one step (from frightened to shaken, for example). She may also spend 1pt to ignore the fatigued condition for one hour, or to treat exhausted as fatigued for one hour. This Replaces Bravery.

Weapon Training
-At 3rd lvl, a Sage of Battle selects a fighter weapon group. She gains proficiency with all martial weapons in that group. She gains a +1 to atk, dmg, and CMB when using a weapon from this group, and a +1 to CMD against Sunder or Disarm attempts when wielding one of these weapons, and a +1 to CMD when one of these weapons is used to make a Combat Maneuver Check against her. These bonuses increase by +1 for every four levels after 3rd the Sage of Battle has, to a maximum of +4 at 15th. The Sage of Battle may spend a Ki point to deal an additional 1d6 pts of damage per attack with a weapon from this group for one minute. This bonus damage increases by 1d6 for every four levels the Sage of Battle has(to a maximum of 5d6 at 19th lvl), and is not multiplied on a critical hit. This ability replaces Armor Training 1, 2, 3, and 4.

Battlefield Prowess
-At 5th level, and again at every odd level after, the Sage of Battle selects a Prowess. A Prowess is a special ability useable by the Sage of Battle, which often requires Ki pts to activate. This replaces Weapon Training 1, 2, 3, and 4.

The list of Prowess are:
-Charging Master: A Sage of Battle with this prowess can make a full atk on a charge, and doubles the bonus that a charge grants to his Combat Maneuver Attack roll. He may move the target an additional 5ft, even if this exceeds his allowed movement speed. He must be 13th lvl and have charging specialist to gain this prowess. Using this ability costs 2pts of ki.

-Charging Specialist: A Sage of Battle with this prowess does not provoke atk of opportunities from anyone on a charge, in addition, the AC penalty does not apply to the target of the charge.

-Darkvision: this prowess allows a Sage of Battle to gain the darkvision quality for one hour (60ft range). If she already has darkvision, her range is doubled. Using this is a standard action that costs 1 ki pt.

-Deadly Strike: A Sage of battle with this prowess is especially potent. By spending 2 ki pts and making an attack as a full round action, the Sage of Battle hits for incredible damage. When she uses this prowess, she makes a single attack, but rolls as many attacks as it would normally be possible for her to make in a single full attack action, using her highest base atk bonus. If any of these attacks hit, she hits. For each attack beyond the first that hits, she adds the weapons base damage die to the total damage. This multiplies on a critical. If any of the successful atk rolls threaten a critical hit, the Sage of battle rolls a critical confirm at her highest base atk bonus -5. for each critical threat beyond the first, this penalty is reduced by 1 (to a minimum of 0). Vital strike (and its improved and greater version) may be used with this atk, but the extra damage die from vital strike is only added once. Precision damage (such as that from the Sage of Battles own weapon training ability) or magical weapon abilities (like flaming) are only added once. The Sage of Battle must be 11th lvl to select this prowess.

-Enhanced Weapon Training: A Sage of Battle who selects this Prowess can apply any feat that normally applies only to one type of weapon, such as weapon focus, to every weapon that shares a weapon group with the weapon she originally selected the feat for.

-Greater Weapon Training: The bonus damage dice from weapon training are multiplied by the weapon’s critical multiplier instead of doubled on a confirmed critical hit by spending 2pts of ki. The Sage of Battle must have Improved Weapon Training and be 15th lvl to select this prowess.

-Improved Maneuver: A Sage of Battle with this prowess is skilled at combat maneuvers. When she makes an atk of opportunity, she may spend one ki pt to make a combat maneuver in place of an atk and treat herself as having the “Improved” feat related to that maneuver. If she has the improved feat, she may instead treat herself as having the “greater” version of the feat. If she has the greater version, she adds her wisdom modifier as a bonus to the Combat Maneuver Check. This Prowess may not be used with the Grapple Combat Maneuver.

-Improved Weapon Training: The bonus damage dice from Weapon Training double on a confirmed critical hit by spending a pt of ki.

-Improved Withstand: A Sage of Battle with this ability treats it like Withstand, except that while she takes no effect on a successful save, she receives only a partial effect on a failed save. A Sage of Battle must have the Withstand Prowess and be 15th lvl to select this Prowess.

-Incredible Fortitude: By spending 1pt of Ki as an immediate action, the Sage of Battle can add her wisdom modifier as a bonus on her next fortitude save.

-Incredible Reflex: By spending 1pt of ki as an immediate action, the Sage of battle can add her wisdom modifier as a bonus on her next reflex save.

Light Steps: A Sage of Battle with this prowess learns to move while barely touching the surface underneath her. As a full-round action, she can move up to twice her speed, ignoring difficult terrain. While moving in this way, any surface will support her, no matter how much she weighs. This allows her to move across water, lava, or even the thinnest tree branches. She must end her move on a surface that can support her normally. She cannot move across air in this way, nor can she walk up walls or other vertical surfaces. When moving in this way, she does not take damage from surfaces or hazards that react to being touched, such as lava or caltrops, nor does she need to make Acrobatics checks to avoid falling on slippery or rough surfaces. Finally, when using light steps, the ninja ignores any mechanical traps that use a location-based trigger.

-Maneuver of Opportunity: A Sage of Battle with this Prowess may make combat maneuvers that require more than an atk action (such as Reposition, Bullrush, and drag), as an atk of opportunity. She may do so only if she has not used her full movement for the round, and may only move up to her remaining movement. She does not provoke an atk of opportunity on herself from the target of her maneuver when using these maneuvers in this way.
-Master Tripper: A Sage of Battle with this Prowess gains a +2 bonus to atk and damage rolls against Prone opponents she has tripped (including on the atk of opportunity granted by tripping them if she has Greater Trip), and a +2 dodge bonus to AC against these individuals.

Quickness: A Sage of Battle with this prowess may spend 1pt of ki to double her movement speed for one round or 2pts of ki to double her movement speed for 1 hour. This second ability ends immediately if the Sage of Battle make an atk action. Being hit by an atk does not end the effect.

-Ranged Combat Maneuvers: A Sage of Battle with this prowess may select a single combat maneuver form the list of Bull Rush, Trip, Sunder, Disarm, or Grapple (pin). She may use a ranged weapon to execute this combat maneuver, expending an ammunition as normal. She may not use Grapple (pin) with a firearm. The Target receives a +2 bonus on escape artist and grapple checks to escape the pin. this Prowess may be selected more than once. Each time, it applies to a different Combat Maneuver.

See the Unseen (Su): A Sage of Battle with this trick learns how to see that which cannot be seen. As a swift action, the ninja can castsee invisibility, using her level as the caster level. Each use of this ability uses up 1 ki point. A Sage of Battle must be 11th lvl to select this prowess.

-Skill Master: A Sage of Battle with this Prowess can take ten on any skill check she is trained in, plus jump checks with a running start, even when rushed or threatened.

-Speedy Advance: A Sage of Battle with this prowess can, as a swift action that provokes attacks of opportunity, spend 2ki pt to grant herself the effects of the Haste spell, with a caster level equal to one fourth her class level.

Supreme Light Steps: A Sage of Battle with this ability may run up walls and over similar obstacles when using the Light Steps ability. Doing so consumes one ki pt. A Sage of Battle must have the Light Steps prowess and be 13th lvl to select this Prowess.

-Unhindered Step: A Sage of Battle with this prowess is never hindered by terrain when moving as long as she has at least 1pt of ki. This includes effects like the spell Web or when moving through squares occupied by a black tentacles spell. She must still avoid being grappled as normal for the spell.

-Withstand: whenever a Sage of Battle with this ability makes a successful fortitude save against any effect that allows a partial effect on a successful save, she instead takes no effect on a successful save.




Battle Mastery: at 19th lvl, a Sage of Battle cannot be deprived of her wisdom bonus to AC as long as she wears light or no armor and has no more than a light load. She gains DR3/- whenever she has her wisdom bonus to AC. This Replaces Armor Mastery.



New Feat: Enlightened Body
-Use your wisdom modifier instead of constitution modifier to determine Bonus Hit Points.

New Feat: Extra Prowess
Prerequisite: Battle Prowess Class feature,
-A character with this feat adds one additional battle prowess to her list of known Battle Prowess. It must be one she qualifies for when she selects this feat.