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View Full Version : Pathfinder New Path of War Initiator Class: The Marian



Thealtruistorc
2015-03-25, 05:32 PM
A while ago, I submitted a new class to the Dreamscarred Press forums, but as those are absolutely barren I have decided to share my latest creation with you.

https://docs.google.com/document/d/1MubpNvkBNofAnBj03t3yKZi5abiJsFyWF6lkWv_fYrQ/edit

This class, the Marian, is intended to represent the highly skilled soldiers that have existed throughout history and fiction, from the noble/soldiers who dominated ancient Greece to the green berets to OoTS' own general Tarquin. In a sense, it is the evolution of the fighter, and is designed to be what many would call the perfect soldier.

I want to hear your thoughts. I was thinking that the class might be a hair too powerful, and a bit of nerfing has already occurred from the initial DSP Forum release.

stack
2015-03-25, 06:11 PM
Should be on the home brew board if you aren't official. Report yourself and request a mod move it.

Thealtruistorc
2015-03-25, 07:12 PM
I believe that this is technically official (at least in the way that playtest and submission documents go). I already submitted it to Dreamscarred Press.

Milo v3
2015-03-25, 07:19 PM
I believe that this is technically official (at least in the way that playtest and submission documents go). I already submitted it to Dreamscarred Press.

It's only official if they accept it and plan to publish it, not just if you submit it.

RenaldoS
2015-03-25, 07:25 PM
Martial Flexibility is a horribly designed ability. I canít comprehend why you would let someone rebuild their character every round in the middle of combat.

arkangel111
2015-03-25, 09:07 PM
regardless of it being official or not, it is not balanced.

it has 2 good saves, full BAB, Maneuvers, stances, all proficiencies, better skills and skill points/level (ALL knowledges, diplomacy, intimidate, and perception) AND 2 feats at level 1, heck it even has a good way of recovering its maneuvers. while its not a wizard, there would NEVER be a reason to take fighter over this.
Before the flamers come... I know the fighter is already lacking compared to a caster, but what I am saying is that the class is unbalanced when compared to others of its ilk. This class will likely never get accepted. The 3rd party developers are looking for balance if not balance with a wizard at least balance within the already established "rules".

I think if it were me I would drop the 2 feats, lower the skill points to that of a fighter, drop to one good save lower the known and readied maneuvers (4/3), change up the skill list to look a lot more like a fighter, and lastly adjust the recovery mechanic so it is more active and less overpowered, something like the warlord might be OK. Not to mention you made him a frontline fighter that is super MAD (con str and int) and he should have 1 primary stat and a secondary maybe make his abilities scale off of str or con or perhaps give him something like insightful strike so he get int to hit or damage.


Edit: Oh and I didn't even look past level 1. With it so horrendously overpowered at 1 I didn't even waste my time looking at anything else though I see others have mentioned things.

Lord_Gareth
2015-03-25, 09:41 PM
I believe that this is technically official (at least in the way that playtest and submission documents go). I already submitted it to Dreamscarred Press.

Not relevant. It's official once it's been accepted/considered, at which point it would be announced in the primary thread. You'll note that Elric's bushi was both submitted at DSP and placed on the homebrew boards here on these forums. You can get your thread moved to the appropriate forum by reporting your OP and informing the mods of the mistake.

Firechanter
2015-03-25, 10:52 PM
I know the fighter is already lacking compared to a caster, but what I am saying is that the class is unbalanced when compared to others of its ilk

And the former is the reason why the latter point is irrelevant. If the diagnosis is "the Fighter is too weak", then "a new martial class can't be better than the Fighter" is obviously not helpful. It's actually rather schizophrenic. The whole point of classes like PoW is to offer a competitive martial alternative to casters.

Now, I'm not saying that this class is not overpowered. But you should probably compare it to the current PoW classes rather than one of the weakest core classes.
(I'm not informed on the final versions there, last I have was the beta playtest of the Warlord.)

arkangel111
2015-03-26, 02:34 PM
@firechanter - While I understand that the fighter is weak, the reality is that the ability to use magic (stances, and maneuvers) is what is supposed to help make up for the difference. I am not saying it does enough but a human marian would have 4 feats at level one better saves than a fighter, full BAB, better skills/points and have far better magic than any level one caster. It is so frontloaded it is ridiculous, in reality even a wizard would be better off taking this class than straight wizard, the key ability is geared off intelligence. This is the dream class for any EK to dip.

I am familiar with the other PoW classes, I have a 7th level Warlord that completely puts even the Magus to shame. The maneuvers are very powerful. While they are not bending reality like a caster, they definitely hold their own with anything that can die to HP damage. My point is that this class is stronger than even the other PoW classes.

Lets compare Marian to the Warlord.

Same skill points (actually higher when you consider int isn't a dump stat)
Better class skills (all knowledges)
Same maneuver progression
Better recovery mechanic (absolutely no downside)
Better saves
Same BaB
both get the bonus feat
Marian gets Weapon expertise (Basically a conditional weapon focus and weapon specialization rolled into 1 feat, also it shares the same name as the samurai level 3 ability)

In fact when you consider the fluff the warlord is the Marian. Its like the OP took the warlord and upgraded it and then submitted it back to DSP. Now I honestly think even the warlord needs to lose the bonus feat, its probably what kept them from getting published by paizo. but lets look even deeper into this class.

2nd level gives you a bonus feat for 4 minutes a day that you can change up so in reality its all of the adventuring day. by the time you hit 10th level you might as well grab 8 feats with this ability when delving into a dungeon.
3rd level lets you rebuild your character on the fly, and effectively gives you access to every single maneuver you know for every combat with absolutely no downside. (since the maneuver is specifically called out as expended it can be recovered via normal means)
4th level is so far the only level not OP.
5th level I am guessing goes off of the list below it though it doesn't say so. Most of them are rolling rage abilities into the class. And even then many of them are far better than the rage abilities or can be gained at a much lower level.

The class is not even balanced against other PoW classes. When designing a class it should be balanced against official classes and against classes within the product line you wish to submit it to.

Feint's End
2015-03-26, 04:15 PM
I'm gonna echo what some of the posters have already said. As is the class seems to be out of line.

I know what you are trying to do with this class but the sad truth is that this kind of idea isn't new. Paizo and wotc have both tried to create those archetypical classes which can be built in a wide variety of ways ... and failed miserably.

On one hand you have a class like the wizard ... The archetypical caster. They wanted it to be able to fill a wide variety of different roles and concepts. It ended up being good at everything. On the other hand you have the fighter, which ended up being bad at everything (or at the very least worse than other classes).
Psychic Warrior from DSP is the only class I'm aware of which actually accomplished being extremely flexible to build and balanced at the same time. They can be great at almost anything you want, while not being great at everything.

So while your intentions might be noble you set yourself a hard goal to achieve.

Thealtruistorc
2015-03-26, 04:57 PM
@firechanter - While I understand that the fighter is weak, the reality is that the ability to use magic (stances, and maneuvers) is what is supposed to help make up for the difference. I am not saying it does enough but a human marian would have 4 feats at level one better saves than a fighter, full BAB, better skills/points and have far better magic than any level one caster. It is so frontloaded it is ridiculous, in reality even a wizard would be better off taking this class than straight wizard, the key ability is geared off intelligence. This is the dream class for any EK to dip.

I am familiar with the other PoW classes, I have a 7th level Warlord that completely puts even the Magus to shame. The maneuvers are very powerful. While they are not bending reality like a caster, they definitely hold their own with anything that can die to HP damage. My point is that this class is stronger than even the other PoW classes.

Lets compare Marian to the Warlord.

Same skill points (actually higher when you consider int isn't a dump stat)
Better class skills (all knowledges)
Same maneuver progression
Better recovery mechanic (absolutely no downside)
Better saves
Same BaB
both get the bonus feat
Marian gets Weapon expertise (Basically a conditional weapon focus and weapon specialization rolled into 1 feat, also it shares the same name as the samurai level 3 ability)

2nd level gives you a bonus feat for 4 minutes a day that you can change up so in reality its all of the adventuring day. by the time you hit 10th level you might as well grab 8 feats with this ability when delving into a dungeon.
3rd level lets you rebuild your character on the fly, and effectively gives you access to every single maneuver you know for every combat with absolutely no downside. (since the maneuver is specifically called out as expended it can be recovered via normal means)
4th level is so far the only level not OP.
5th level I am guessing goes off of the list below it though it doesn't say so. Most of them are rolling rage abilities into the class. And even then many of them are far better than the rage abilities or can be gained at a much lower level.

The class is not even balanced against other PoW classes. When designing a class it should be balanced against official classes and against classes within the product line you wish to submit it to.

I was balancing this against the other PoW classes when I wrote. I posted it on this board because it has, in the past, offered far superior advice for balancing.

First of all, I'm curious about what level of optimization your group plays at. From my experience, most players who have lesser known books like Path of War tend to be more active at optimizing and system mastery, and that is why I think your warlord seems disproportionately strong compared to some other group members. I recall playing a warlord a while back alongside a caster of equal system knowledge, and his character ended up trouncing mine in every department except direct damage (being good at melee combat doesn't mean a lot when going up against properly built battlefield control).

Second, Weapon Expertise in no way grants the obscene benefits you are describing. Wielding a discipline weapon merely increases the saving throws for maneuvers, not the damage or accuracy as you describe. This was primarily implemented for flavor reasons.

Third, the Brawler gets the 2nd-level ability of this class at 1st level, so a precedent for abilities such as this is there. In addition, the effects of the ability last one minute, which translates to 10 in-game rounds, far from enough time to clear a dungeon.

Fourth, the maneuver recovery system is in my opinion weaker than that of any of the other maneuver classes. Warlords can regain them as a swift action and gain hefty bonuses to boot whenever they do. Stalkers have a similar measure and are also capable of moving while doing it. Warders turn into AoO behemoths when recovering. I honestly don't see what makes the Marian's so powerful.

Fifth, the Warder also has the ability to switch out maneuvers with its adaptive tactics ability, and can do it far more comprehensively from a lower level.

Sixth, I don't know what rage abilities you are talking about. The Mastery Abilities were mostly taken from old 3.5 prestige classes and archetypes, and balanced against how players would gain them then.

Overall, I don't specifically see what makes this class too powerful. It seems to be on par with the Existing PoW classes from what I can discern.

atemu1234
2015-03-26, 07:25 PM
I'm gonna echo what some of the posters have already said. As is the class seems to be out of line.

I know what you are trying to do with this class but the sad truth is that this kind of idea isn't new. Paizo and wotc have both tried to create those archetypical classes which can be built in a wide variety of ways ... and failed miserably.

On one hand you have a class like the wizard ... The archetypical caster. They wanted it to be able to fill a wide variety of different roles and concepts. It ended up being good at everything. On the other hand you have the fighter, which ended up being bad at everything (or at the very least worse than other classes).
Psychic Warrior from DSP is the only class I'm aware of which actually accomplished being extremely flexible to build and balanced at the same time. They can be great at almost anything you want, while not being great at everything.

So while your intentions might be noble you set yourself a hard goal to achieve.

My recommendation is to drop a bonus feat, lose on of the good saves, and hope it works out.

Thealtruistorc
2015-03-26, 07:56 PM
I can't help but wonder why two good saves seems like such a drastic idea. When you add in many of the class features, every Path of War class save for the Zealot and the Mystic (both of which possess pseudo-casting abilities) effectively has two good saves and one bad (usually with Will, the most important save, as good).

Likewise with the level 1 bonus feat. Warlord has this too and nobody is up in arms about it

Sacrieur
2015-03-27, 03:07 AM
It seems to me that you tried to just make him good at everything. The premise on which you're building him is flawed: "In many societies, there exists a class of refined soldiers who are trained to surmount any difficulty and subdue any foe. Armed with extensive knowledge of combat alongside an ability to adapt to any situation, Marians shine in most any dangerous situation, need it call for offense, defense, or skill. Fighting not for glory nor for protection, those who can be called Marians overcome any obstacle in the name of fulfilling their ambitions, harnessing their varied skills to achieve victory at all costs."

While the whole, "adapt to any challenge" isn't exactly a bad concept; it just never means be good at everything. It means be mediocre at everything, but be able to do everything. This is the only way to keep it balanced and in short, specialized > generalized every time. You'll just be an assisting member of any party for everything you do if this class were balanced and would never have the spotlight.

One way to redesign him is only allow him maneuvers and stances from the discipline the weapon he's holding belongs to. From here you can take a weapon-master approach. Hey looks like we finally have a use for the fighter's weapon training!

First, let's get rid of that good Ref save. He should have a good Fort save but that's it.

Remove Diplomacy, Knowledge (except dungeoneering and martial), and Perception from his class list. His skills are too varied for a fighter type. 2 + Int mod for skills. Why 2? Because if he's an Int based martial class he'll already have plenty of skill points and doesn't need any more -- you need to factor in what stats people are likely going to put into it. He gets to keep Sense Motive but doesn't have Handle Animal like the actual fighter does.

His proficiency should be the same as a fighter, so nothing to change there.

Now let's skip martial stuff and move onto the various class abilities:

Weapon Expertise: Nope. Just nope. He's a generalist, not a specialist, he doesn't get to select one weapon and have it be instantly good at everything. Besides being overpowered, it's out of flavor of his character.

Bonus Feats: This really doesn't help him be more of a generalist, instead encouraging him to specialize in one area.

Martial Flexibility: So a move action gives him the ability of any feat he hasn't even known about or trained to use for ten rounds? And then you just keep piling more on top of an ability already overpowered. This is too broken, doesn't mesh with all the bonus feats you gave him, and invalidates the entire point of the feat system.

Martial Flexibility: Not sure why anyone in their right mind would give up a free feat so they can recover a maneuver.

Combat Mastery: He's not a specialist, yet you insist on continuing to give him specialist abilities. This doesn't help flavor the character, only makes him more broken and weird.

Improved and Greater Tactical Mutability: Why should get to use maneuvers he hasn't known? In what way is this intelligence based?

stack
2015-03-27, 06:33 AM
Initiators need at least 4 skill points. You can reduce the class skills and add a clause that the discipline skills of the disciplines you pick are always class skills.

Kurald Galain
2015-03-27, 06:42 AM
What an odd name for a class. Is it named after the lake in New Zealand? The university in Wisconsin? The Scottish party following Queen Mary? Robin Hood's girlfriend?

The word has numerous meanings, none of which appear to have anything to do with what the class actually does.

Sacrieur
2015-03-27, 06:49 AM
Initiators need at least 4 skill points. You can reduce the class skills and add a clause that the discipline skills of the disciplines you pick are always class skills.

Use 4 skills, remove Sense Motive and add in that last clause.

Thealtruistorc
2015-03-27, 04:21 PM
What an odd name for a class. Is it named after the lake in New Zealand? The university in Wisconsin? The Scottish party following Queen Mary? Robin Hood's girlfriend?

The word has numerous meanings, none of which appear to have anything to do with what the class actually does.

I forgot to clarify. It's named after Gaius Marius, a roman leader who was arguably responsible for the idea of a career soldier. He's quite a fascinating fellow.

As for writing the fluff, I suppose that it does clash with the character's abilities (note: it was written far before I built the class itself). The initial idea for the class was to create a character that could specialize in a certain fighting style and then find ways to adapt it to a variety of scenarios, augmenting a core set of abilities to be prepared for most situations.

I have taken some of the skill suggestions into consideration, though, and have adjusted them accordingly. The fluff has also been altered slightly to accommodate the specialty aspect.

Also, what's the deal with Martial Flexibility outrage? Nobody complained about it when the brawler was created, and most people actually saw it as highly warranted when the Martial Master fighter came out.

Anlashok
2015-03-27, 04:46 PM
I get the idea that we PoW classes are too specialized and this class fills a niche of being more generic and therefore giving the player more room to create their own identity.

But this class is just... dull. Borrowing core class features from another class seems more like archetype territory than base class territory.


Combat Mastery is kind of nifty, but probably just because it's the only new class features it gets. The masteries themselves are all over the place ( Might 5 mixed with stuff that gives you free maneuvers is silly. Then Might 8 gives you maybe 4 extra damage on a charge attack. At level 8).

And yeah, the name is silly.

stack
2015-03-27, 05:01 PM
Martial flexibility is fine. On a class that has maneuvers it will be less prominent than on a standard class anyhow; half the things you want to grab can be gotten from maneuvers and you only have so many actions to go around.

Grod_The_Giant
2015-03-27, 06:59 PM
Thoughts on the current form:

Skills look fine
Maneuver recovery mechanism seems solid-- it's basically taking a total defense action. The "perception check as a free action" doesn't seem to have any mechanical effect, though. Oh, and we need a duration on the AC bonus.
Weapon Expertise is a bit odd. It seems like it's erasing flavor, rather than adding it.
Bonus feats are fine (although 1/3 levels might be too much for an initiator). Martial Flexibility is... almost fine (see below). The two in combination is probably way too many feats, unless that's supposed to be the class' sole focus (ie, Fighter)
Martial Flexibility, right now, allows you to pick up Advanced Study whenever you want. Essentially giving you all maneuvers known. You don't want that.
For the Might 11th level ability, I'd probably drop it to just 1xStr for light weapons, for consistency's sake. Any way you slice it, it's a pretty minor boost for the level.
The Might 17th level ability is just... sad. At best, you're talking 2d6 bonus damage, at a level when casters just got their hands on 9th level spells.
According to the FAQ, you can already substitute combat maneuvers for attacks, so Agility's 8th level ability is useless.
Defense's 5th level ability is kind of weak and boring.
Defense's 8th level ability is probably too strong. I'd say, oh, pick one save when you get the ability. Maybe change when you mediate or change your readied maneuvers.
Defense's later level ability is utterly terrible. Who fights defensively, ever? And total defense is even more worthless than normal, given your recovery mechanism.
Incursion is ridiculously good. I don't think you'd ever take a different Mastery.
I love Subduction's 8th level ability.
Subduction's 14th level ability doesn't really do anything, since you could already pick up the disarmed weapon as a free action.
The improved levels of Tactical Mutability shouldn't require extra uses of Martial Flexibility. They're already narrow utility for a significant cost.

Ilorin Lorati
2015-03-27, 07:19 PM
Bonus feats are fine (although 1/3 levels might be too much for an initiator). Martial Flexibility is... almost fine (see below). The two in combination is probably way too many feats, unless that's supposed to be the class' sole focus (ie, Fighter)
Martial Flexibility, right now, allows you to pick up Advanced Study whenever you want. Essentially giving you all maneuvers known. You don't want that.


The user will still have to take the 10 minutes to prepare the new maneuvers.

(This still should really be moved to the Homebrew Forum)

arkangel111
2015-03-28, 03:15 AM
@firechanter - Martial flexibility - You are forgetting that 10 rounds is more than 1 encounter, AND you can do this 4 times a day when you get it. well within the number of rounds needed for encounters you will regularly have. This ability might as well give you feats all day long since mechanically the difference is negligible.
Tactical mutability - it calls it out as "expend" meaning you can then recover it normally. At a bare minimum it needs re-worded but in reality it lets you rebuild the entire character whenever you wish.

look there is tons wrong with the class. Most if not all of it could be fixed with a few keystrokes (mostly delete). So you can continue to ignore the feedback you asked for and keep your product unpublished or you can argue your point without just saying i'm wrong. If you really want help look at all the responses, I am clearly not the only one that thinks the class is a little on the OP side of broken.

My suggestions...

Skill list needs adjusted. You have the class based off of intelligence yet the majority of his skills are not intelligence based (looks like you adjusted some already but should probably switch out perception and survival (possibly acrobatics as well) for int based skills (maybe appraise and linguistics?) Compare to a wizard - keystat int and many int based skills, Rogue - keystat dex and many dex skills.

Still think the bonus feat at first should be gone. sorry but the class has a lot going for it already it doesn't need the bonus feat, its ultimately just stepping on the warlords toes.

Martial flexibilty should be adjusted to 1/2 times per day and should cap out at the 10th level ability but adjust it to levels 2/8/14

Tactical mutability should not have the following "...to expend one readied maneuver..." expending means it can be recovered thus giving you no downside to such a drastic change in your maneuvers. perhaps it should say you lose the maneuver and replace it until the following morning. As its written I can swap maneuvers and then expend my new maneuver regularly, the following turn I then recover both maneuvers ultimately giving me far more than it took away.
The improved and greaters suffer the same problems.

Combat mastery - first of all it shares the same name as the ranger ability so that should be changed.

Might - 2 handed power attacking fighters do plenty of damage this whole tree just makes it overkill. Lose it. and by the way the 8th level abilty is probably the most abusable. "...an attack that requires you to move..." any number of ways this can be abused. I ready an attack, my wizard friend teleports us into combat I just moved 2000 miles, whats my damage now? hello insta-kill button, with UMD you can do it yourself and then the DM can't even really argue it.

Agility - I don't think this is overpowered but it might actually be pretty much worthless. It should probably be adjusted but I don't really see how.

Defense - other than the 8th level ability I think this one is ok, its not over powered or underpowered. The 8th level abilty is effectively 3 separate abilities rolled into one and makes it by itself over powered. should maybe switch it to evasion and stalwart and drop those in on different levels and maybe get rid of the 17th level ability entirely. If you are fighting defensively you deserve to die.

Incursion - 5th level ability is super powered. The palidan gets smite to ignore DR,and it has limited uses per day and limited to a single target. you are giving it all the time and at the levels when it matters so you get full damage all the time.
8th level ability, while it may not be over powered there is also no precedence as far as i know in PF, which leaves a sour taste in my mouth.
the rest of the abilities kind of suffer the same problem.

Subduction - look again at the rage powers that is all I am gonna say. This is giving the class effectively rage powers. If you want it to keep it then make them all make sense, they seem haphazardly picked. Match them up to the rage powers and then put them at levels higher than the barbarian would get. this class is not the barbarian so it should not get things at the same or better rate.

Battle grandmaster - its hard for me to rate capstone's I honestly stopped looking at them a long time ago, never played a 20+ level PF game so its never come up and I found if i rated based on the capstone many of them looked amazing.

Grod_The_Giant
2015-03-28, 09:52 AM
Skill list needs adjusted. You have the class based off of intelligence yet the majority of his skills are not intelligence based (looks like you adjusted some already but should probably switch out perception and survival (possibly acrobatics as well) for int based skills (maybe appraise and linguistics?) Compare to a wizard - keystat int and many int based skills, Rogue - keystat dex and many dex skills.
Um, yeah, no. Perception makes far more sense for a warrior type than Appraise-- and more than that, as the most commonly used skill in the game, no class should be without it. Linguistics is maaaybe more appropriate than Survival, but not much.

stack
2015-03-28, 10:11 AM
A good chunk of your skills will be tied up in discipline skills anyway. Many disciplines have maneuvers that want maxed ranks and you'll probably focus on two disciplines, so that's two skills there, toss in universal skills like perception (sometimes a discipline skill), and a few others and you'll use up the ranks plenty fast.

Thealtruistorc
2015-03-28, 10:23 PM
look there is tons wrong with the class. Most if not all of it could be fixed with a few keystrokes (mostly delete). So you can continue to ignore the feedback you asked for and keep your product unpublished or you can argue your point without just saying i'm wrong. If you really want help look at all the responses, I am clearly not the only one that thinks the class is a little on the OP side of broken.

My suggestions...



Fixed many of the things you take issue with.

Skills have been altered slightly

First level bonus feat dropped. Slight adjustment to Weapon Expertise to compensate (Treated as having weapon focus for prerequisites).

Tactical Mutability altered to end arbitration.

Might's two exploitable abilities have been toned down and reworked.

Agility has new 8th level ability, as the original one was apparently covered

Defense had 8th and 17th level abilities reworked

Incursion's power has been reduced significantly. DR bypass has been reduced to 2 for every 6 levels. (Also several of the abilities are toned down versions of mythic feats or stalker arts, so they are covered)

Subduction's 14th level ability altered. Also, having looked over the rage powers, I don't see which ones the Subduction abilities pose a threat to. Most of them are notably superior (Savage Dirty Trick) or cover completely different capabilities (Raging Grappler). The idea for this was based on the CQC techniques of the US Special Forces.

Thealtruistorc
2015-03-30, 09:08 PM
Any other thoughts on this?

stack
2015-03-31, 08:50 AM
The free action perception check during the recovery doesn't really seem to do much. I know it saves an action on an active perception check, but those aren't rolled often in combat.

I wonder if it would have been more streamlined to make a warlord archetype that trades out some features for martial flexibility?

Thealtruistorc
2015-03-31, 05:09 PM
The free action perception check during the recovery doesn't really seem to do much. I know it saves an action on an active perception check, but those aren't rolled often in combat.

I wonder if it would have been more streamlined to make a warlord archetype that trades out some features for martial flexibility?

The intent of the Marian class is to act as the antithesis of the Warlord, a character who fights with a great degree of aptitude but relies on sophistication and comprehensive knowledge of combat rather than flamboyance and instinct. The intent is to simulate a style of fighting that is grounded in fundamentals, but at the same time is flexible enough to accomodate a wide variety of circumstances, in contrast to the devil-may-care aggression and natural talent that defines the warlord. The marian is the model soldier to the warlord's glass cannon, the Ivan Drogo to Rocky Balboa, et cetera.

As for the recovery system, I do plan to alter it once I get the chance.

Thealtruistorc
2015-04-02, 05:33 PM
Updated with some edits to the maneuver recovery system. Fans of the stormguard warrior feat from ToB may be pleased.

Thealtruistorc
2015-05-12, 05:34 PM
Updated with some alterations as well as a new technique, Indomitability. I understand that there were complaints about the ability at first level, so I removed it.

Also, if the name isn't very well-liked, I am open to alternatives.