PDA

View Full Version : Pathfinder (WIP, PEACH) The War Sage



Hailfire
2014-10-12, 06:46 PM
So, I was originally attempting to make an archetype for Fighter that was meant to mess around with called shots and stuff. I may have overdone it slightly.

Okay, more than slightly, maybe.

Since I'm not the most experienced roleplayer (especially with Pathfinder), nor is anyone else in the group I'm playing with, I was hoping to get some additional opinions on what's been done so far.[/I] Yes, I'm aware that some of the features here, such as the 'rearrange bonus feats' have been done before, though I'm not certain they've been put in Pathfinder yet (Brawler has something different). Thesis bonuses, summary, role and Masterstroke bonuses aren't complete yet, and nearly all the names and numbers are fairly tentative. Including the name 'War Sage'. Especially the name 'War Sage'.

Changelog

13/10/14: Posted thread. Condensed Shunt, Pragmatic strike and their upgrades into 'Tactical Focus' and 'Advanced Tactical Focus'. Errata'd 'Scholar of War' to have a single minimum feat and be unable to be used for prerequisites on standard feat progression. Errata'd 'Thesis' to have a minimum number of Thesii per day of 1. Added 'Reckless', 'Crippling', 'Ghostslaying' and 'Perplexing' options to the Thesis improvement. Added cap to 'Powerful' thesis improvement and increased cost from 1 to 2. Increased cost of 'Maneuvering' thesis improvement from 2 to 3. Added other Tactical Focus options. Added 'Extra Thesis' class feature. Added 'Effortless Grace' option to the Elevate Style class feature. Errata'd the 'Maneuver Master' option for Elevate Style to ignore Overrun. Rearranged level progression.

14/10/14: Clarified a couple of lines. Added consecutive feint effect to 'Game Theory'. Changed 'Tilt Strategy' from extending rounds of flatfootedness to dropping move actions from flat footed targets. Moved Battle Stride to 5th level (realised that taking a dip level in war sage might be a little OP). Added Academic Technique. Moved Thesis to 1st level and changed Thesis points to 1/level. Changed Masterstroke concept from individual abilities to 'Use Thesis as a standard action'. Moved Scholar of War to 2nd level. Added 'Scholar Feat' notices in leveling table. Moved Thesis Improvements and Tactical Focuses to separate posts. Reworked Game Theory. Rebalanced thesis points. Added additional thesis improvements.

15/10/14: Fixed up table and cleaned up internal issues. Renamed Exemplary defense to Bulwark. Added additional feats. Removed bonus type for Bulwark (no longer 'Morale'). Removed extra option on total defense action for Bulwark.

War Sage

For some, combat skill is as much an academic discipline as a wizard's magic. Something to learn, develop and perfect in a controlled environment. Whereas most cut their teeth on the battlefield or whilst adventuring, the origin of the war sage's skill is the classroom (or something that passes for one). Rather than focusing on growing stronger and faster, the war sage chooses to fight smarter; how to

Role

The war sage is a master of manipulating the battlefield. No sword stroke ever wasted. No step out of place. The war sage relies always being in the right place and ensuring his foe is in the wrong place. Some rely on the heavy weapons and heavier armour to wade through the frontlines, whilst others

Alignment: A war sage may be of any alignment. Whilst many tend to gravitate towards a

Hit Die: d8

Starting Wealth: 5d6 × 10 gp (average 175 gp.) In addition, each character begins play with an outfit worth 10 gp or less.

The war sage's class skills are Appraise (http://www.d20pfsrd.com/skills/appraise) (Int (http://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Intelligence-Int-)), Climb (http://www.d20pfsrd.com/skills/climb) (Str (http://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Strength-Str-)), Craft (http://www.d20pfsrd.com/skills/craft) (Int (http://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Intelligence-Int-)), Handle Animal (http://www.d20pfsrd.com/skills/handle-animal) (Cha (http://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Charisma-Cha-)), Knowledge (http://www.d20pfsrd.com/skills/knowledge) (all) (Int (http://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Intelligence-Int-)), Linguistics (http://www.d20pfsrd.com/skills/linguistics) (Int (http://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Intelligence-Int-)), Profession (http://www.d20pfsrd.com/skills/profession) (Wis (http://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Wisdom-Wis-)), Ride (http://www.d20pfsrd.com/skills/ride) (Dex (http://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Dexterity-Dex-)), Sense Motive (http://www.d20pfsrd.com/skills/sense-motive) (Wis (http://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Wisdom-Wis-)), Survival (http://www.d20pfsrd.com/skills/survival) (Wis (http://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Wisdom-Wis-)), and Swim (http://www.d20pfsrd.com/skills/swim) (Str (http://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Strength-Str-))

Skill Ranks per Level: 2 + Int (http://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Intelligence-Int-) modifier.

Table: War sage



Level
BAB
Fort Save
Ref Save
Will Save

Special



1st
+0
+2
+0
+2
Thesis, Academic Technique


2nd
+1
+3
+0
+3
Scholar of War, Scholar Feat


3rd
+2
+3
+1
+3
Bulwark +1


4th
+3
+4
+1
+4
Tactical Focus, Scholar Feat


5th
+3
+4
+1
+4
Battle Stride, Bonus Feat


6th
+4
+5
+2
+5
Bulwark +2, Scholar Feat


7th
+5
+5
+2
+5
Empowered Called Shot


8th
+6/+1
+6
+2
+6
Tactical Focus, Scholar Feat


9th
+6/+1
+6
+3
+6
Bulwark +3


10th
+7/+2
+7
+3
+7
Bonus Feat, Scholar Feat


11th
+8/+3
+7
+3
+7
Extra Thesis


12th
+9/+4
+8
+4
+8
Tactical Focus, Bulwark +4, Scholar Feat


13th
+9/+4
+8
+4
+8
Advanced Tactics


14th
+10/+5
+9
+4
+9
Scholar Feat


15th
+11/+6/+1
+9
+5
+9
Bonus Feat, Bulwark +5


16th
+12/+7/+2
+10
+5
+10
Elevate Style, Scholar Feat


17th
+12/+7/+2
+10
+5
+10
Extra Thesis


18th
+13/+8/+3
+11
+6
+11
Bulwark +6, Scholar Feat


19th
+14/+9/+4
+11
+6
+11
Stroke of Genius


20th
+15/+10/+5
+12
+6
+12
Masterstroke, Bonus Feat, Scholar Feat



Class Features

The following are class features of the war sage.

Weapon and Armor Proficiency

A war sage is proficient with all simple and martial weapons and with all armour (heavy, light, and medium) and shields (including tower shields).

Academic Technique (Ex)

Starting at 1st level, the war sage applies her intelligence bonus to her CMB and CMD. She may use her CMB over her bluff check or intimidate check when making a feint or attempting to intimidate a foe in combat respectively.

Thesis (Ex)

Starting at 1st level, the war sage may spend a full-round action to perform their 'perfect stroke' or Thesis. The Thesis starts as a single standard melee attack, which the war sage may improve by spending Thesis Points on improvements (http://www.giantitp.com/forums/showthread.php?376863-%28WIP%29-The-War-Sage&p=18248468#post18248468). Whenever the war sage rests for at least 8 hours, she may redistribute her Thesis points. The DC of all saves caused by the Thesis is equal to the attack roll. The war sage has a pool of Thesis points equal to her level plus her intelligence modifier. The war sage may use her Thesis a number of times each day equal to her strength modifier (minimum: 1).

Scholar of Combat (Ex)

Starting at 2nd level, when resting, the war sage may prepare a number of combat bonus feats that they qualify up to half her level. The number of feats prepared this way cannot exceed the war sage’s intelligence modifier (minimum: 1). War sage levels are considered fighter (http://www.d20pfsrd.com/classes/core-classes/fighter) levels for the purpose of meeting combat feat (http://www.d20pfsrd.com/feats/combat-feats) prerequisites.

Bulwark (Ex)

At 3rd level, the war sage may grant herself a +1 bonus to AC, Fortitude, Reflex or Will. As move action, the war sage may swap between any option. This bonus increases by +1 every 3 levels. At level 6, the war sage may choose Energy Resistance 5 (element specified on move action) as an option. At level 9, add Spell Resistance 10 to the available options. At level 18, the spell resistance increases to 15 and energy resistance increases to 10. When the war sage is caught flat-footed, they lose any bonus received from Bulwark.

Tactical Focus

At 4th, 8th and 12th levels, the war sage chooses a tactical focus (http://www.giantitp.com/forums/showthread.php?376863-%28WIP%29-The-War-Sage&p=18250500#post18250500). She may choose each focus once.

Battle Stride (Ex)

Starting at 5th level, the war sage may take a number of 5ft steps each round equal to their intelligence modifier (minimum: 1), as long as they have not moved any distance in another manner.

Bonus Feats

At 5th, 10th, 15th, and 20th level, a war sage gains a bonus feat in addition to those gained from normal advancement. These bonus feats must be selected from those listed as combat feats (http://www.d20pfsrd.com/feats/combat-feats).

Empowered Called Shot (Ex)

When the war sage reaches 7th level, she receives a +2 bonus when making a called shot (http://www.d20pfsrd.com/gamemastering/other-rules/called-shots) with a melee weapon and gains additional effects based on the body part targeted. The war sage may always access the ability to use Called Shots.

[I]Behead: If the war sage makes a successful called shot to a target's neck with a slicing weapon and inflicts a debilitating injury, the target must make a fortitude save or die.
True Disarm: When the war sage makes a successful called shot to the arm or hand, the threshold for debilitating injury is reduced by half the attack roll rounded down for arm and the full attack roll for hand.
Centre of Mass: When the war sage makes a successful called shot to a target's chest and confirms a critical hit, she may choose to treat the attack as a called shot to the heart instead.
Heartbreaker: When making a called shot to the heart, the war sage increases her critical threat range by 2.
Hamstring: When the war sage makes a successful called shot to a target's legs, if her target has been affected by a called shot on all of its legs, the attack is treated as if it caused a debilitating injury, regardless of the damage dealt (as long as the attack is not completely negated). Normal: Making a called shot to an enemy’s legs when all legs have already been affected does nothing.
Impair Procreation: When the war sage makes a critical called shot or inflicts a debilitating injury with a called shot to the vitals, her target is stunned for a number of rounds equal to the constitution damage inflicted or double the constitution drain inflicted.

Extra Thesis (Ex)

Starting at 11th, the war sage may prepare an additional thesis whilst resting and use either afterwards. The war sage may choose an entirely different set of purchases for it. At 17th level, the war sage may prepare a third thesis. The combined uses of all Theses may not exceed the war sage's strength modifier (minimum: 1).

Advanced Tactics

At 13th level, the war sage gains three advanced tactics (http://www.giantitp.com/forums/showthread.php?376863-%28WIP%29-The-War-Sage&p=18250500#post18250500) based on what options she selected for her Tactical Focus class features.

Elevate Style

At 16th level, the war sage chooses one of the following bonuses.

Adaptable Defence (Ex): During the round after switching options for Bulwark, the bonuses the war sage gains are doubled.
Effortless Grace (Ex): The war sage's intelligence modifier is treated as 3 higher for the purpose of Battle Stride. Additionally, the war sage may take a single 5ft step as a swift action, even after moving.
Magnum Opus (Ex): The war sage gains an additional 6 Thesis Points.
Maneuver Master (Ex): The war sage may ignore size penalties, bonuses and restrictions when making combat maneuvers (excluding the overrun maneuver).
Peerless Aim (Ex): The war sage may make a called shot as a standard action or in place of a melee attack. She must choose the melee attack with the highest base attack bonus (http://www.d20pfsrd.com/gamemastering/combat#TOC-Attack-Bonus) to make the called shot.
Sinister Trick (Ex): Whenever the war sage applies a negative condition to an enemy with a maneuver, increase the duration by 1 round.

Stroke of Genius (Ex)

Starting at 19th level, the war sage may exchange a single combat feat granted by Student of War for another she qualifies for as a full-round action. She may only use this feature once per day.

Masterstroke

Upon reaching 20th level, the war sage may use her Thesis as a standard action.

Hailfire
2014-10-12, 06:49 PM
Thesis Improvements

1 Point Improvements

Accurate: The war sage gains a +1 to the attack roll. This may be purchased any number of times.
Bleeding: The Thesis inflicts an additional 1 Bleed damage. This may be purchased any number of times, increasing the bleed damage by 1 per purchase. Requires war sage 6.
Defensive: The war sage gains +1 dodge bonus to their AC against any attack made by the target of the thesis for 1 round. This may be purchased any number of times, granting an additional +1 AC per purchase.
Impairing: Choose one of the following conditions: Dazzled (will save prevents), Deafened (fort saves), Shaken (will saves) or Sickened (fort saves). The Thesis inflicts the chosen condition for 2 rounds.
Impressive: The war sage takes a -1 circumstance penalty to the attack roll, but gains a +1 moral bonus to all saves for 3 rounds on a successful hit. This may be purchased any number of times, causing an additional -1 penalty to the attack roll, but granting an additional +1 morale bonus to all saves on success, per purchase.
Reckless: The Thesis deals an additional die of weapon damage. The war sage is treated as flatfooted until the beginning of their next turn.

2 Point Improvements

Deliberate: The war sage adds her intelligence modifier to her attack and damage rolls, but loses her next move action.
Exposing: Whenever an ally makes an attack on the target of the thesis during the next round, they receive an additional +1 insight bonus to their attack roll. This may be purchased any number of times, increasing the bonus by +1 per purchase.
Jarring: The Thesis cannot be parried.
Pin-Point: The Critical Threat range of the Thesis is increased by 1. This may be purchased twice. This effect does not stack with any other effect that increases critical threat range.
Powerful: The Thesis deals an additional die of weapon damage. This may be a number of times equal to half the war sage's level.

3 Point Improvements

Crushing: On a successful hit, the Thesis knocks the target prone (fort save prevents).
Destructive: The Thesis may be used to sunder.
Perplexing: If the Thesis is successful, the target is rendered Flat-Footed for one round.
Piercing: Choose one of the following properties: Silver, Cold Iron, Adamantine, Lawful, Chaotic, Good or Evil. The war sage may treat her weapon as if it had that property for the purpose of Damage Reduction. You may purchase this any number of times, choosing a different property per purchase.
Rallying: Whenever the war sage gains a moral bonus from her Thesis, she grants the same moral bonus to all allies within 60ft. Affected allies must be within line of sight. Requires Impressive (improvement).
Rattling: The target of the Thesis automatically fails any concentration checks made for 2 rounds (will save prevents). Cannot affect enemies without an intelligence score.

4 Point Improvements

Cathartic: On a successful hit with the Thesis, the war sage may make another save against each condition she is afflicted by.
Crippling: Choose one of the following conditions: Blinded for 2 rounds (ref save prevents), Dazed for 1 round (will save prevents), Frightened for 2 rounds (will save prevents), Fatigued (fort save prevents) or Nauseated (fort save prevents) for 2 rounds. The Thesis applies that condition on a successful hit instead of the condition applied by Impairing. DC to save is equal to the attack roll. Requires war sage 10 and Impairing (improvement).
Guileful: If the Thesis is successful, the war sage may apply the effects of a dirty trick to the target as a free action. Requires Sinister Trick (Class Feature).
Impervious: When using the Thesis, the war sage may switch their Exemplary Defense option as a free action. Requires Adaptable Defence (Class Feature).
Manipulative: On a successful hit, the target's takes a -5 circumstance penalty to CMB and CMD for 2 rounds (will saves). Requires Maneuver Master (Class Feature).
Precise: The war sage may make a called shot with their Thesis. Requires Peerless Aim (Class Feature).

5 Point Improvements

Deadly: If the war sage rolls a critical hit with the Thesis, the critical is automatically confirmed.
Deceptive: Before making the attack roll for the Thesis, the war sage may feint as a free action.
Ghostslaying: The Thesis deals half damage to incorporeal enemies. Special: If the war sage uses her Thesis whilst wielding a magic weapon, the attack deals full damage and any additional effects ignore the target's incorporeal status.
Maneuvering: Choose one of the following Maneuvers: bull-rush, drag, trip or reposition. On a successful attack roll with the Thesis, the war sage may use that maneuver as a free action.
Reliable: The war sage rolls twice on the Thesis's attack roll and takes the better roll.

Hailfire
2014-10-13, 07:08 AM
Tactical Focuses

Blind Spot (Ex): The war sage is treated as having partial concealment from flanked enemies.
Distract (Ex): Whenever the war sage attempts to interrupt a spell with an attack, the war sage may treat her opponent as flat-footed.
Duel Decider (Ex): Whenever the war sage successfully disarms her opponent whilst wielding a weapon, she may send the weapon flying 5ft in the direction of her choice. Whenever the war sage successfully sunders an item, half the damage is inflicted to the item's wearer. Special: If the war sage has the feat Greater Disarm, she may send a disarmed weapon flying up to 15ft in a direction of her choice.
Game Theory (Ex): Whenever the war sage makes a successful feint or goads an opponent, her target provokes an attack of opportunity from her allies, but not from her. Requires war sage 8.
Hard Knocks (Ex): Whenever the war sage knocks an enemy prone with a maneuver, that opponent is fatigued (fort save prevents, DC equal to the combat maneuver roll). Requires war sage 8.
Shoulder Check (Ex): Whenever the war sage makes a successful attack of opportunity against an opponent due to them attempting to exit a threatened square, the war sage may make a combat maneuver roll to stop them exiting the square. The target must be no more than one size category larger than the war sage. Requires war sage 8.
Shunt (Ex): Whenever the war sage makes a successful combat maneuver, they may use the reposition maneuver on the target as a free action without rolling, before applying the effects of the original maneuver. Requires war sage 8.
Pragmatic Strike (Ex): As a standard action, the war sage may make an attack at a -2 penalty and apply the effects of a dirty trick on a successful hit. Pragmatic Strike has the same requirements as a standard Dirty Trick.
Unyielding (Ex): Whenever the war sage takes a total defense action or is fighting defensively, she gains DR 5/- for 1 round.

Advanced Tactics

Abusive Shunt (Ex): Whenever the war sage uses the Reposition combat maneuver, she may shift the target into a square occupied by another creature, dealing 1d6 damage to both and shifting the second creature in the direction the original target was travelling. Requires the Shunt class feature.
Cheap Trick (Ex): The war sage may make a Pragmatic Strike in place of a melee attack. Requires the Pragmatic Strike class feature.
Diversion (Ex): As a standard action, the war sage may prepare a distraction for target spell caster within 60ft. If the target casts a spell, the war sage distracts them, forcing them to make a concentration check as if they were forced to cast defensively. The war sage must have sight of the caster in order to use this. Requires the Distract class feature.
Follow Up (Ex): Disarming an enemy or successfully breaking a piece of armour an enemy is wearing causes them to provoke an attack of opportunity. Requires the Duel Decider class feature.
Head Trauma (Ex): Whenever the war sage would fatigue an opponent with the Hard Knocks class feature, the war sage may choose to daze them for 1 round instead. Requires the Hard Knocks class feature.
Mind Games (Ex): Enemies flanked by the war sage treat all allies as if they have partial concealment. Requires the Blind Spot class feature.
Stop Cold (Ex): Whenever the war sage stops an opponent moving with Shoulder Check, the target is knocked prone. This does not count as a maneuver for the purpose of the Hard Knocks class feature. The war sage gains an additional attack of opportunity. Requires the Shoulder Check class feature.
Tilt Strategy (Ex): As a move action, the war sage may cause a flatfooted enemy to lose their next move action. Against an enemy under the effects of a Feint, this counts as an attack. Requires the Game Theory class feature.
Unstoppable (Ex): Whenever the war sage takes a total defence action or is fighting defensively, she is treated as if she had the evasion (http://www.d20pfsrd.com/classes/core-classes/rogue#TOC-Evasion-Ex-), improved evasion (http://www.d20pfsrd.com/classes/core-classes/rogue/rogue-talents/paizo---rogue-advanced-talents/improved-evasion-ex) (talent) and uncanny dodge (http://www.d20pfsrd.com/classes/core-classes/rogue#TOC-Uncanny-Dodge-Ex-) rogue class features for 1 round. Requires the Unyielding class feature.

SamBurke
2014-10-13, 10:03 PM
I believe that more thesis points may be in order... this being a martial class, allowing them the chance to utilize more options (or power up those options) isn't terribly outside the realm of possibility.

Very interesting central idea though; altering and preparing one attack to perfection... Perhaps there should be more uses of the Thesis per day, since it is pretty much the entire base of the War Sage? As it is, this runs into the 5-minute adventuring day problem pretty hard.

Hailfire
2014-10-13, 10:28 PM
I believe that more thesis points may be in order... this being a martial class, allowing them the chance to utilize more options (or power up those options) isn't terribly outside the realm of possibility.

Very interesting central idea though; altering and preparing one attack to perfection... Perhaps there should be more uses of the Thesis per day, since it is pretty much the entire base of the War Sage? As it is, this runs into the 5-minute adventuring day problem pretty hard.

Been going through with another slight overhaul; switching up so it's 1 thesis point per level and fiddling with some other stuff. I'd dropped the Thesis's points/level originally to prevent the issue with people investing 5-6 points into the damage boost and basically exceeding what is healthy for that level, but after I boosted the cost put the hard cap in, it's a little irrelevant now.

Thing about the use of the Thesis is that, whilst yes, it's your only real source of heavy damage and yes, you're a little restricted in what you can do otherwise until level 4, but, you're not meant to be a super high damage character nor are you meant to be especially potent in early levels. You have maneuvers and (later) called shots to use for most enemies. Unless your GM is throwing lots of enemies who are immune to critical hits and are much bigger than you, you shouldn't really need to be using your Thesis uses on mooks. That said, I haven't exactly tested this yet, so I may be completely wrong.

Hailfire
2014-10-15, 12:45 AM
Additional Feats

Pyrrhic Thesis
Prerequisite: Thesis class feature, Con 13
Benefits: You may use your Thesis class feature even whilst exhausted. If you do, you take 1d3 con damage.
Normal: You may not use your Thesis class feature whilst exhausted.