Bushwhacked
2015-08-27, 02:38 PM
New Maneuver
Sanguine Celerity.
Diamond Mind (Stance)
Level: Swordsage 4, Warblade 4
Prerequisite: Two Diamond Mind maneuvers
Initiation Action: 1 swift action
Target: You
Duration: Stance
When making a full attack action, you may make one extra attack with any weapon you are holding using your full base attack bonus. You gain a +1 bonus on attack rolls and a +1 dodge bonus to AC and Reflex saves. You gain a +30ft. enhancement bonus to all modes of movement.
-------------------------------------------------------------
The Swiftblade
Entry Requirements.
Base Attack Bonus: +3.
Skills: Concentration 6 ranks, Martial Lore 6 ranks.
Stance: Sanguine Celerity
Feats: Dodge, Mobility.
Weapon Proficiency: Must be proficient with at least one martial weapon.
Special: Must have spent the entire previous level using the Sanguine Celerity stance. Being forcibly removed from the stance for whatever reason will not count against this as long as it is resumed at the earliest possible moment.
Hit Die: D6
Level
BAB
Fort
Red
Will
Abilities
Maneuvers
1st
+1
+0
+2
+2
Spring Attack, Swift Surge +1/+0ft.
---
2nd
+2
+0
+3
+3
Blurred Alacrity
+1 level of initiator class
3rd
+3
+1
+3
+3
Sudden Casting
+1 level of initiator class
4th
+4
+1
+4
+4
Arcane Reflexes, Swift Surge +1/+10ft.
---
5th
+5
+1
+4
+4
Evasive Celerity
+1 level of initiator class
6th
+6
+2
+5
+5
Dual Stance
+1 level of initiator class
7th
+7
+2
+5
+5
Bounding Assault, Swift Surge +2/+10ft.
---
8th
+8
+2
+6
+6
Diligent Rapidity
+1 level of initiator class
9th
+9
+3
+6
+6
Perpetual Options
+1 level of initiator class
10th
+10
+3
+7
+7
Innervated Speed, Swift Surge +2/+20ft.
---
Class Skills (4 + Int modifier per level) -- Balance, Craft, Concentration, Gather Information, Jump, Sense Motive, Listen, Profession, Spot, Martial Lore, Swim, Tumble.
Class Features
Maneuvers: At each level indicated on the swiftblade table, you gain new maneuvers known, maneuvers readied and stances known as if you had also gained a level in an initiator class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one initiator class before becoming a swiftblade, you must decide which class gains each level for the purpose of determining maneuvers known, maneuvers readied and stances known. Additionally for the purpose of determining your initiator level every level indicated grants a +1 to your initiator level and every level not indicated grants a +1/2 to your initiator level as if you were taking multiclass levels in a non-initiator class.
Spring Attack: Beginning at 1st level, you gain Spring Attack (see page 100 of the Player's Handbook) as a bonus feat. If you already have Spring Attack, choose a different feat for which you do meet the prerequisites.
Swift Surge (Ex): Your body is augmented with the residual energy of previous Sanguine Celerity usages. You gain a +1 bonus on attack rolls and a +1 dodge bonus to AC and Reflex saves. At 7th level, these bonuses increase to +2. At 4th level, you gain a +10 foot enhancement bonus to all of your modes of movement and deal an extra 1d6 points of damage during any round in which you move at least 10 feet. At 10th level, this bonus increases to +20 feet and an extra 2d6 points of damage during any round in which you move at least 20 feet. These bonuses stack with the bonuses gained from the Sanguine Celerity stance, the haste spell and skirmish ability.
Blurred Alacrity (Ex): At 2nd level, your understanding of Sanguine Celerity makes you difficult to target with melee and ranged attacks. While using the Sanguine Celerity stance, you gain concealment (20% miss chance). This miss chance increases by +10% at 3rd, 4th, and 5th level. The effect of this ability does not stack with blur, displacement, or similar spell effects.
Sudden Casting (Ex): At 3rd level, you learn how to seamlessly adopt the Sanguine Celerity stance. You can initiate Sanguine Celerity as either an immediate or a free action once per round.
Arcane Reflexes (Ex): At 4th level, you infuse the energy of previous uses of Sanguine Celerity into your natural reaction time. You receive a competence bonus on initiative rolls equal to the bonus of a mental ability ability score of your choice, these will often be Cha for Crusaders, Wis for Swordsages and Int for Warblades.
Evasive Celerity (Ex): At 5th level, your knowledge of the Sanguine Celerity stance makes you difficult to target with spells. While under the effect of a Sanguine Celerity stance individually targeted spells have a 20% chance of failing against you. This spell failure chance increases by +10% at 6th, 7th, and 8th level. The effect of this ability does not stack with blink or similar spell effects.
Dual Stance: At 6th level, your familiarity with the Sanguine Celerity stance enables you to alter it to take advantage of other martial forms at the same time. Whilst Sanguine Celerity is initiated you can also choose to initiate a second stance that you know as if you were changing stance. The amount of time you can spend in two stances is limited. You can use this ability for a maximum of 2 rounds per Swiftblade level each day, split up as you desire among multiple uses. When you choose to end this ability you can choose which stance remains initiated.
Bounding Assault: At 7th level, you gain Bounding Assault (see page 75 of Player's Handbook II) as a bonus feat. You need not have the prerequisites normally required for Bounding Assault to gain this feat. If you already have Bounding Assault, choose a different feat for which you do meet the prerequisites.
Diligent Rapidity (Ex): At 8th level, you can automatically overcome magic and mundane obstacles with the Sanguine Celerity stance. While under the effect of a Sanguine Celerity stance, you can move and attack normally, even under the influence of magic that usually impedes movement, as the freedom of movement spell. See the spell description on page 233 of the Player's Handbook. As an additional effect, you can also move across the surface of placid or flowing water, but not whitewater rapids or stormy water, by making two move actions in a round. You immediately sink any time you make a single move action in a round or come to a complete stop while traversing water.
Perpetual Options (Ex): At 9th level, you can perform even more actions with the Sanguine Celerity stance. Instead of making one extra attack at your highest base attack bonus while under the effect of a Sanguine Celerity stance, you now have the choice of making one extra move action or one extra standard action. For example, you could make three consecutive move actions with this ability, two move actions and one standard action, one move action and two standard actions, a full attack action and a move action, a full attack action and a standard action, a full round action and a move action, or a full round action and a standard action.
Innervated Speed (Ex): At 10th level, your mastery of the Sanguine Celerity stance can bring the world around you to a standstill. As long as you have the Sanguine Celerity stance initiated, you can choose to dismiss the stance as a free action increasing your speed so greatly that other creatures seem frozen in time, as the time stop spell, but for one round. See the spell description on page 294 of the Player's Handbook. For each maneuver level higher than 6th level you can perform, you can extend innervated speed by 1 additional round. For example, a 15th level initiator could dismiss an active Sanguine Celerity stance to create three rounds of innervated speed. Dismissing Sanguine Celerity in this way stops you from gaining any benefit from the stance including any class features that rely upon it, additionally you cannot initiate any further stances, including Sanguine Celerity, for a number of turns equal to the number of rounds generated from using Innervated Speed.
---------------------------------------------------------------
Version 2 (reducing the exploitation of the class) available here (http://www.giantitp.com/forums/showsinglepost.php?p=19739338&postcount=8)
Version 3 (renaming odd class features, decision on capstone) available here (http://www.giantitp.com/forums/showsinglepost.php?p=19747295&postcount=9)
Hey folks, it's been a looong time since I've posted anything but I've gotten a RL group active right now and it's inspiring me to put a few ideas into practice. Right now I'm running a level 2 swordsage with the theme that he has a measure of control over time, so thinking of what I could do in the future with this character I eventually came back to the swiftblade class. I wasn't really happy with his multiclass options to bring a swordsage into the swiftblade class so I thought I'd attempt a retool as a initiator PRC.
As always any opinions on this are welcome, especially if you see any ways of improving it. Arcane reflexes I think especially needs a better way of putting it, we all know that there are key abilities for each class but I couldn't find andthing like 'spellcasting ability' to pin it down. AlsoI know names of the class skills will need changing to remove the arcane element from them after the comparison stage is completed.
Sanguine Celerity.
Diamond Mind (Stance)
Level: Swordsage 4, Warblade 4
Prerequisite: Two Diamond Mind maneuvers
Initiation Action: 1 swift action
Target: You
Duration: Stance
When making a full attack action, you may make one extra attack with any weapon you are holding using your full base attack bonus. You gain a +1 bonus on attack rolls and a +1 dodge bonus to AC and Reflex saves. You gain a +30ft. enhancement bonus to all modes of movement.
-------------------------------------------------------------
The Swiftblade
Entry Requirements.
Base Attack Bonus: +3.
Skills: Concentration 6 ranks, Martial Lore 6 ranks.
Stance: Sanguine Celerity
Feats: Dodge, Mobility.
Weapon Proficiency: Must be proficient with at least one martial weapon.
Special: Must have spent the entire previous level using the Sanguine Celerity stance. Being forcibly removed from the stance for whatever reason will not count against this as long as it is resumed at the earliest possible moment.
Hit Die: D6
Level
BAB
Fort
Red
Will
Abilities
Maneuvers
1st
+1
+0
+2
+2
Spring Attack, Swift Surge +1/+0ft.
---
2nd
+2
+0
+3
+3
Blurred Alacrity
+1 level of initiator class
3rd
+3
+1
+3
+3
Sudden Casting
+1 level of initiator class
4th
+4
+1
+4
+4
Arcane Reflexes, Swift Surge +1/+10ft.
---
5th
+5
+1
+4
+4
Evasive Celerity
+1 level of initiator class
6th
+6
+2
+5
+5
Dual Stance
+1 level of initiator class
7th
+7
+2
+5
+5
Bounding Assault, Swift Surge +2/+10ft.
---
8th
+8
+2
+6
+6
Diligent Rapidity
+1 level of initiator class
9th
+9
+3
+6
+6
Perpetual Options
+1 level of initiator class
10th
+10
+3
+7
+7
Innervated Speed, Swift Surge +2/+20ft.
---
Class Skills (4 + Int modifier per level) -- Balance, Craft, Concentration, Gather Information, Jump, Sense Motive, Listen, Profession, Spot, Martial Lore, Swim, Tumble.
Class Features
Maneuvers: At each level indicated on the swiftblade table, you gain new maneuvers known, maneuvers readied and stances known as if you had also gained a level in an initiator class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one initiator class before becoming a swiftblade, you must decide which class gains each level for the purpose of determining maneuvers known, maneuvers readied and stances known. Additionally for the purpose of determining your initiator level every level indicated grants a +1 to your initiator level and every level not indicated grants a +1/2 to your initiator level as if you were taking multiclass levels in a non-initiator class.
Spring Attack: Beginning at 1st level, you gain Spring Attack (see page 100 of the Player's Handbook) as a bonus feat. If you already have Spring Attack, choose a different feat for which you do meet the prerequisites.
Swift Surge (Ex): Your body is augmented with the residual energy of previous Sanguine Celerity usages. You gain a +1 bonus on attack rolls and a +1 dodge bonus to AC and Reflex saves. At 7th level, these bonuses increase to +2. At 4th level, you gain a +10 foot enhancement bonus to all of your modes of movement and deal an extra 1d6 points of damage during any round in which you move at least 10 feet. At 10th level, this bonus increases to +20 feet and an extra 2d6 points of damage during any round in which you move at least 20 feet. These bonuses stack with the bonuses gained from the Sanguine Celerity stance, the haste spell and skirmish ability.
Blurred Alacrity (Ex): At 2nd level, your understanding of Sanguine Celerity makes you difficult to target with melee and ranged attacks. While using the Sanguine Celerity stance, you gain concealment (20% miss chance). This miss chance increases by +10% at 3rd, 4th, and 5th level. The effect of this ability does not stack with blur, displacement, or similar spell effects.
Sudden Casting (Ex): At 3rd level, you learn how to seamlessly adopt the Sanguine Celerity stance. You can initiate Sanguine Celerity as either an immediate or a free action once per round.
Arcane Reflexes (Ex): At 4th level, you infuse the energy of previous uses of Sanguine Celerity into your natural reaction time. You receive a competence bonus on initiative rolls equal to the bonus of a mental ability ability score of your choice, these will often be Cha for Crusaders, Wis for Swordsages and Int for Warblades.
Evasive Celerity (Ex): At 5th level, your knowledge of the Sanguine Celerity stance makes you difficult to target with spells. While under the effect of a Sanguine Celerity stance individually targeted spells have a 20% chance of failing against you. This spell failure chance increases by +10% at 6th, 7th, and 8th level. The effect of this ability does not stack with blink or similar spell effects.
Dual Stance: At 6th level, your familiarity with the Sanguine Celerity stance enables you to alter it to take advantage of other martial forms at the same time. Whilst Sanguine Celerity is initiated you can also choose to initiate a second stance that you know as if you were changing stance. The amount of time you can spend in two stances is limited. You can use this ability for a maximum of 2 rounds per Swiftblade level each day, split up as you desire among multiple uses. When you choose to end this ability you can choose which stance remains initiated.
Bounding Assault: At 7th level, you gain Bounding Assault (see page 75 of Player's Handbook II) as a bonus feat. You need not have the prerequisites normally required for Bounding Assault to gain this feat. If you already have Bounding Assault, choose a different feat for which you do meet the prerequisites.
Diligent Rapidity (Ex): At 8th level, you can automatically overcome magic and mundane obstacles with the Sanguine Celerity stance. While under the effect of a Sanguine Celerity stance, you can move and attack normally, even under the influence of magic that usually impedes movement, as the freedom of movement spell. See the spell description on page 233 of the Player's Handbook. As an additional effect, you can also move across the surface of placid or flowing water, but not whitewater rapids or stormy water, by making two move actions in a round. You immediately sink any time you make a single move action in a round or come to a complete stop while traversing water.
Perpetual Options (Ex): At 9th level, you can perform even more actions with the Sanguine Celerity stance. Instead of making one extra attack at your highest base attack bonus while under the effect of a Sanguine Celerity stance, you now have the choice of making one extra move action or one extra standard action. For example, you could make three consecutive move actions with this ability, two move actions and one standard action, one move action and two standard actions, a full attack action and a move action, a full attack action and a standard action, a full round action and a move action, or a full round action and a standard action.
Innervated Speed (Ex): At 10th level, your mastery of the Sanguine Celerity stance can bring the world around you to a standstill. As long as you have the Sanguine Celerity stance initiated, you can choose to dismiss the stance as a free action increasing your speed so greatly that other creatures seem frozen in time, as the time stop spell, but for one round. See the spell description on page 294 of the Player's Handbook. For each maneuver level higher than 6th level you can perform, you can extend innervated speed by 1 additional round. For example, a 15th level initiator could dismiss an active Sanguine Celerity stance to create three rounds of innervated speed. Dismissing Sanguine Celerity in this way stops you from gaining any benefit from the stance including any class features that rely upon it, additionally you cannot initiate any further stances, including Sanguine Celerity, for a number of turns equal to the number of rounds generated from using Innervated Speed.
---------------------------------------------------------------
Version 2 (reducing the exploitation of the class) available here (http://www.giantitp.com/forums/showsinglepost.php?p=19739338&postcount=8)
Version 3 (renaming odd class features, decision on capstone) available here (http://www.giantitp.com/forums/showsinglepost.php?p=19747295&postcount=9)
Hey folks, it's been a looong time since I've posted anything but I've gotten a RL group active right now and it's inspiring me to put a few ideas into practice. Right now I'm running a level 2 swordsage with the theme that he has a measure of control over time, so thinking of what I could do in the future with this character I eventually came back to the swiftblade class. I wasn't really happy with his multiclass options to bring a swordsage into the swiftblade class so I thought I'd attempt a retool as a initiator PRC.
As always any opinions on this are welcome, especially if you see any ways of improving it. Arcane reflexes I think especially needs a better way of putting it, we all know that there are key abilities for each class but I couldn't find andthing like 'spellcasting ability' to pin it down. AlsoI know names of the class skills will need changing to remove the arcane element from them after the comparison stage is completed.