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View Full Version : D&D 3.x Class The Disciple: a martial meldshaper with a soulknife kick [PEACH]



Necrovosh
2015-01-28, 03:46 PM
Disciple

“Everything I am, I entrust to my blade. Through our skill, we can overcome anything.”
-Lars of Urgrave, human disciple.


Ancient tradition flows through the heart of the martial disciplines. The names of heroes long passed are invoked each time a maneuver is taught, and exact teachings quoted to set each stance. Some martial adepts learn early on that incarnum resonates with the devotion and echoes the skill of warriors gone before. Some, budding meldshapers, can shape weapons that evoke the styles utilized by these historic and legendary masters. Calling themselves disciples, they seek to become legends by standing on the shoulders of giants.

Making a Disciple

As a disciple, you thrive at the fore of every fight, calling upon martial maneuvers to vex and destroy your opponent, while bolstering your offense and defense with various soulmelds. While you aren't the most versatile out of combat, your Evocative Shaping can give you additional tools to solve problems.

Abilities
Disciples are melee combatants first and foremost, so Constitution is key. Constitution also helps their meldshaping, while they require either Strength or Dexterity, depending on the loremeld weapons they choose to shape. Wisdom determines the save DCs of any maneuvers or soulmelds which require them.

Races
Rilkins, skarns, and azurins are the most likely to become disciples, as they have an innate connection to incarnum. Halflings have a strong tradition of storytelling, which can plant the seeds of disciple-hood, and dwarven ancestor veneration can sometimes bud off a disciple or two. Of the savage races, hobgoblins commonly become disciples, their martial history deeply interwoven with their culture.

Alignments
Disciples tend to be of lawful alignment, though chaotic disciples are not unheard of. Their desire to emulate legends sometimes conflicts with their rigid traditions. Disciples tend to be either good or evil, as making a name for themselves often takes them down the path of a hero, or the footsteps of monsters.

Starting Gold: 4d4x10 (100 GP)
Starting Age: as fighter.

Table: The Disciple(wip)


Level
BAB
Fort
Ref
Will
Special
Soulmelds
Essentia
Chakra Binds
Maneuvers
Known
Maneuvers
Readied
Stances
Known


1
+0
+2
+0
+2
Loremeld Weapon
2
1
0
2
2
1


2
+1
+3
+0
+3
+1 Loremeld
2
2
0
2
2
1


3
+2
+3
+1
+3
Loremeld Special (1)
2
3
0
3
2
1


4
+3
+4
+1
+4

3
4
0
3
3
1


5
+3
+4
+1
+4
Chakra Binds (crown, hands, feet)
3
5
1
4
3
1


6
+4
+5
+2
+5
+2 Loremeld Weapon
3
6
1
4
3
2


7
+5
+5
+2
+5
Loremeld Special (2), Diverse Legend
4
7
1
5
3
2


8
+6/+1
+6
+2
+6

4
8
1
5
4
2


9
+6/+1
+6
+3
+6
Evocative Shaping
4
9
1
6
4
2


10
+7/+2
+7
+3
+7
Chakra Binds(arms, brow, shoulders), +3 Loremeld weapon
5
10
2
6
4
2


11
+8/+3
+7
+3
+7
Loremeld Special (3)
5
11
2
7
4
2


12
+9/+4
+8
+4
+8

5
12
2
7
5
3


13
+9/+4
+8
+4
+8

6
13
2
8
5
3


14
+10/+5
+9
+4
+9
+4 Loremeld Weapon
6
14
2
8
5
3


15
+11/+6/+1
+9
+5
+9
Chakra Binds (throat, waist), Loremeld special (4)
6
15
3
9
5
3


16
+12/+7/+2
+10
+5
+10

7
16
3
9
6
3


17
+12/+7/+2
+10
+5
+10

7
17
3
10
6
3


18
+13/+8/+3
+11
+6
+11
+5 Loremeld weapon
7
18
3
10
6
4


19
+14/+9/+4
+11
+6
+11
Loremeld special (5)
8
19
3
11
6
4


20
+15/+10/+5
+12
+6
+12
Chakra Binds (heart) Eternal Legend
8
20
4
11
7
4




Class Features

Weapon and Armor Proficiency: All simple weapons, all armor (light, medium, and heavy,) and all shields (except tower shields.)

Meldshaping: Meldshaping is a disciple's ability to shape incarnum soulmelds, which are drawn from the disciple soulmeld list. You know and can shape any soulmeld from this list. The Difficulty Class for a saving throw against a disciple soulmeld is 10 + number of points of essentia invested in the soulmeld + your Wisdom modifier. Your meldshaper level is equal to your disciple level.
A disciple can shape only a certain number of soulmelds per day. Your base daily allotment is given on Table: The Disciple. The maximum number of soulmelds that you can have shaped simultaneously is equal to your Constitution score minus 10 or the number of soulmelds allowed for your level, whichever is lower. At 1st level, you can shape two soulmelds at a time (assuming you have a Constitution score of at least 12). As you advance in level, you can shape an increasing number of soulmelds; 3 at 4th level, an one more for each three levels after that (7, 10, 13, and so on, to 8 at level 19.)
A disciple does not study or prepare soulmelds in advance, but must have a good night’s rest and must meditate for 1 hour to shape his soulmelds for the day (see "Shaping Soulmelds" Magic of Incarnum, page 49).

Essentia Pool: You gain a pool of essentia - motes of personal incarnum energy - starting with one point at first level. Each level thereafter, you gain an additional point of essentia, finishing with twenty points at level 20. Each round, as a swift action, you may invest your essentia into a soulmeld or other essentia receptacle, like certain feats or class abilities. Other effects and feats may increase your essentia pool; these points may be allocated in the same way as essentia gained from class levels. At level one, you may only place one point of essentia into any given receptacle. This limit increases to 2 at sixth level, 3 at eleventh, and 4 at eighteenth. Additionally, some class abilities, feats, items, or other effects may increase this limit.

Maneuvers: Every time you shape your loremeld weapon, you learn several maneuvers, the techniques flowing into your mind through your connection to the ancient masters of martial lore. The disciplines available to you are determined each time you shape your loremeld weapon. At first level, you may learn 2 maneuvers.
Once you know a maneuver, you must ready it before you can use it (see Maneuvers Readied, below). A maneuver usable by disciples is considered an extraordinary ability unless otherwise noted in its description. Your maneuvers are not affected by spell resistance, and you do not provoke attacks of opportunity when you initiate one.
Beginning at 3rd level, and every odd numbered level thereafter, you learn one additional maneuver, as shown on Table: The Disciple. You must meet a maneuver’s prerequisite to learn it. You may learn maneuvers whose level is no higher than one half your initiator level, rounded up (1st at levels 1 -2, 2 nd at levels 3-4, and so on.)

Maneuvers Readied: You can ready both of your maneuvers known at 1st level, and as you advance in level and learn more maneuvers, you are able to ready more, increasing to 3 at 4th level, 4 at 8th, and so on every four levels thereafter, to 6 at 20 th level. You must still choose which maneuvers to ready. You ready your maneuvers by meditating on and channeling essentia through your loremeld weapon for 5 minutes. The maneuvers you choose remain readied until you decide to meditate again and change them. You need not sleep or rest for any long period of time to ready your maneuvers; any time you spend 5 minutes in meditation, you can change your readied maneuvers. You begin an encounter with all your readied maneuvers unexpended, regardless of how many times you might have already used them since you chose them, though reshaping your loremeld weapon causes you to forget all currently readied maneuvers from its discipline (but see Diverse Legend, below). When you initiate a maneuver, you expend it for the current encounter, so each of your readied maneuvers can be used once per encounter (unless you recover them, as described below). You can recover all expended maneuvers by using a standard action to quickly meditate. Doing this does not provoke attacks of opportunity.

Stances Known: You begin play with knowledge of one 1st-level stance from any discipline open to you. At 6th level, and every for six levels thereafter, you can choose additional stances each time you reshape your loremeld weapon.
Unlike maneuvers, stances are not expended, and you do not have to ready them. All the stances you know are available to you at all times(though see Diverse Legend,) and you can change the stance you currently use as a swift action. A stance is an extraordinary ability unless otherwise stated in the stance description.

Loremeld Weapon: A disciple has the unique ability to create a loremeld weapon, a combination of essentia and martial lore that takes the shape of a specific discipline weapon. Each discipline has associated weapons, like the bastard sword for Iron Heart, or the spiked chain for Shadow Hand. When you form the loremeld weapon, it functions as a masterwork weapon of its type, sized as you choose. Like soulmelds, a loremeld weapon is weightless, and cannot be damaged. You are always proficient with your loremeld weapon, regardless of shape. If you choose to form your loremeld weapon into a light weapon, you may, at your option, create a perfect duplicate of that weapon for your off hand. If you choose to throw your loremeld weapon, a new one coalesces in your hand immediately. Your loremeld weapon cannot be unshaped; any effect that would cause it to become unshaped merely causes it to dissipate until it is coalesced again. You may cause your loremeld weapon to dissipate as a free action, storing its form in your soul. Coalescing a loremeld weapon is a free action that does not provoke attacks of opportunity. You may alter your loremeld weapon while you are shaping soulmelds, at your option.

Forming the loremeld weapon does not take up one of your soulmeld allotment, nor does binding it to a chakra close that chakra or cost a chakra bind. You may only bind your loremeld weapon to one chakra at a time, and may not be bound to a chakra that a soulmeld is bound to. You may only bind your loremeld weapon to chakra you have access to. If your loremeld weapon leaves your hand for any reason other than being used as a ranged weapon, it dissipates immediately. If used as a ranged weapon, it dissipates at the end of the attack.

You may invest essentia into your loremeld weapon as though it were a soulmeld; each essentia invested grants it +1 enhancement bonus, to a maximum as shown on the table (+5 at level 17). Additionally, your loremeld weapon gains additional enhancements from a selection of weapon abilities, below. Each essentia invested in your loremeld weapon grants it +1 virtual enhancement bonus for the purpose of purchasing weapon special abilities. The maximum special bonus is shown on the table (+5 at level 18). If you choose to duplicate your loremeld weapon, the enhancement bonus is reduced by the number of additional weapons after the first that you create (virtual special is lost first). Choosing how to allocate the enhancements is part of the essentia investment process.

The shape of your loremeld weapon determines what discipline you learn maneuvers from. The loremeld weapon must be on the list of associated weapons for that discipline, and may not be an unarmed strike. In the case that a list of discipline weapons includes an unarmed strike, you may instead create a spiked gauntlet. While your loremeld weapon is shaped, you gain an enhancement bonus of 1+ your meldshaper level to the skill associated with your chosen discipline, and may make skill checks for that skill untrained.

Chakra Binds: Starting at level 5, a you can bind your soulmelds to your chakra, granting you new powers based on the soulmeld and chakra chosen. Binding a soulmeld to a chakra closes that chakra. At level five, you may bind one soulmeld to a chakra, and you may select the crown, hands, and feet chakra. At tenth level, another slot opens, and you may bind to the arms, brow, or shoulder chakra. At fifteenth level, the throat and waist become available, as does another bind slot. At twentieth, your final bind slot becomes available, along with the heart chakra.

Diverse Legend: At level seven, your connection to the souls of legends deepens. You may now form a second loremeld weapon, which you keep dissipated until you need it. As a free action that does not provoke attacks of opportunity, you may exchange your loremeld weapons, dissipating one and coalescing the other. You may select a separate discipline with this loremeld weapon, and learn your maneuvers between the two. However, you must use a loremeld weapon associated with a discipline to use maneuvers from that discipline, including stances. Essentia remains invested in each loremeld weapon separately, though you can re-allocate your essentia with a swift action as normal.

Evocative Shaping: Legends aren't just about killing. Starting at level 9, you may shape a special soulmeld, the Perfect Tool. The Perfect Tool is a nebulous band of bluish light that forms around one of your chakras. While unbound, the Perfect Tool doesn't do much of anything other than shed bright light in a 10 ft radius, and dim light twenty feet further. When bound to a chakra, however, if becomes vastly more useful.

Crown: Your Perfect Tool forms itself into a jaunty sky colored hat, complete with a long cerulean feather. You may make knowledge checks untrained. Furthermore, for each essentia invested in your Perfect Tool, you gain a +2 insight bonus on all knowledge checks.
Hands: Your Perfect Tool becomes a set of intricately runed blue gloves set with midnight crystals. When you bind your Perfect Tool to your hands chakra, select a class that can manifest powers or cast arcane spells. While your Perfect Tool remains bound, you are treated as a first level character of that class for the purposes of spell trigger, spell completion, power trigger, and power completion items created for that class. In addition, you gain a +2 insight bonus to Use Magic Device, Use Psionic Device, Spellcraft, and Psicraft for each essentia invested, and may use those skills untrained.
Feet: Your Perfect Tool shapes itself into a set of comfortable, wide lavender boots with small bells attached to the buckles. You gain a climb speed and a swim speed equal to your base land speed. Each essentia invested in your Perfect Tool increases your base land speed by 5 feet, and provides a +2 insight bonus to Climb, Swim, and Jump.
Arms: Becoming a set of jingling blue bracelets, your Perfect Tool now provides an excellent accompaniment to stringed instruments. While your Perfect Tool is bound to your arms chakra, you may cast Summon Instrument, as a spell like ability at will, but only to summon stringed instruments. Upon first investing essentia into Perfect Tool, you gain a pool of bardic music uses equal to the number of essentia invested in your Perfect Tool. Afterwards, you may not reallocate essentia to or from your Perfect Tool: it is locked until you unshape the soulmeld. You may use the Inspire Courage and Countersong special abilities, as though you were a bard of three levels lower then your meldshaper level. You gain a +2 insight bonus to Perform (string instrument) for each essentia invested in your Perfect Tool.
Brow: In this form the Perfect Tool a faded blue wooden face mask with a bulbous pointed nose, wide dark eyes, and long roiled ears. It grants you three options: Sight, Sound, and Smell. Sight grants you the darkvision out to 60 feet, which is not hindered by magical darkness, and the continuous ability to See Invisibility, as the spell. Sound grants you blindsense in a 10 foot radius, and the ability to understand any language spoken around you, but does not give you insight in how to speak it. Smell grants you the Scent special ability, and the benefits of the Track feat. You may change which option is currently active with a full round action that provokes attacks of opportunity. Regardless of option, you gain a +2 insight bonus to Listen, Spot, and Survival for each essentia invested in your Perfect Tool.
Shoulders: Your Perfect Tool becomes a large, ragged cyan cape with a jagged split from bottom to neck, barely held together by a collar of small, midnight feathers. You gain a fly speed equal to your land speed with good maneuverability, though if you carry more than a light load, your maneuverability drops to clumsy. If you carry a heavy load, you may not fly. Additionally, you gain Flyby Attack while your Perfect Tool is in this form, and for each essentia invested you gain a +2 insight bonus to Tumble, Balance, and Ride, and may make tumble checks untrained, your cape granting you enhanced poise.
Throat:(diplomancer?)
Waist:(terrain immunity, manipulation?)
Heart: When your Perfect Tool is bound to your heart chakra, if you suffer enough damage to kill you, or are killed through any other means, you may immediately revive at full health with all of your soulmelds intact, and any unexpended maneuvers still readied. Any creatures in your space are moved to the nearest unoccupied space and must make a reflex save (dc20) or fall prone, as they are cast aside in an explosion of azure force. You suffer no negative effects (such as level loss), and may take an immediate turn, taking that spot in the initiative order. Your Perfect Tool unshapes, and cannot be bound to your heart chakra again until 3 full days have passed.

Eternal Legend: Standing on the as high as any before him, a disciple refuses to bow to anyone or anything, be it age, disease, or magic. At level twenty, a disciple's type changes to construct (living construct, incarnum) and he ceases to age. Unlike other living constructs, he is immune to mind-affecting spells and nonlethal damage. He can, however, choose to allow a mind-affecting spell through his immunity as a free action, though once he has done this the spell may affect him normally, even if he no longer wishes it to. Additionally, spells from the healing subschool heal him normally, and he is also healed by spells that use negative energy, his incarnum construction caring little for where the energy it assimilates comes from. He loses any age related bonuses and penalties, and can no longer accrue them.

Necrovosh
2015-01-28, 03:48 PM
Soulmelds and weapon specials

Weapon Special Properties

+1
Aptitude
Flaming
Frost
Keen
Merciful
Martial Discipline
Psychokinetic
Shock
Spell Storing
Vicious

+2
Collision
Flaming Burst
Icy Burst
Psychokinetic Burst
Shocking Burst
Suppression
Wounding

+3
Bodyfeeder
Shadow Striking
Speed
Soulbreaker

+4
Brilliant Energy

+5
Vorpal
Coup de Grace

Necrovosh
2015-01-28, 03:49 PM
New soulmelds

((more coming))

Necrovosh
2015-01-28, 03:50 PM
New feats

((more coming))

Necrovosh
2015-01-28, 03:51 PM
Reserve 1

((more coming))

Necrovosh
2015-01-28, 03:52 PM
Reserve slot 2

Necrovosh
2015-01-28, 03:57 PM
So I was looking for a way to make a unique soulknife variant, and happened to have Magic of Incarnum lying around. While incarnum has a lot of potential, I felt that "guy skilled with good sword" needed to be a bit more of the flavor of the class, so bam! martial maneuvers. I'm working on the tables, but his soulmeld list is going to be mostly various misc buffs and less combat tricks, since maneuvers cover that. I have no idea where this will land on the tier scale, but there's not a lot more power left in the class structure.