GrayDeath
2018-01-03, 07:25 PM
The Martial Sage
Sometimes, all you need is more Maneuvers. And if that does not solve your Problems, even more Maneuvers might. Also Stances. :)
As funny as this may sound, it is exactly the way the Martial Sage approaches his path to perfection. Throw more maneuvers and Schools at it. Other Initiators are more powerful, more skilled, and certainly more flexible outside massive amounts of applied Maneuverism. But he does not care, as long as he can honestly say he knows the most maneuvers.
This (Tonuge in cheek^^) class is meant for 3.p Games, as usual it needs modification to fit into purely 3.5 games. In that case adjusting the Class Skill list and skillpts/level should suffice.
I know its relatively boring, it is mainly meant as a mix of a thought exercise in "how many maneuvers are still OK balancewise" and building a class for a friend who never played a ToB/PoW class because he could not decide which maneuvers to take (or in case of the Crusader and Warblade, felt they simply offered FAR too few^^).
Requirements: BAB 5+, 7+ known maneuvers, 3+ known Stances, of at least 3 Schools, Knowledge (Martial Lore) 7+.
Basics:
Hitdie: D8
Martial Sage
Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
1st
+1
+2
+2
+0
Bonus School
2nd
+2
+3
+3
+0
Bonus Maneuver, Bonus Readied maneuver (1)
3rd
+3
+3
+3
+1
Mettle or Uncanny Dodge
4th
+4
+4
+4
+1
Bonus Maneuver
5th
+5
+4
+4
+1
Bonus School
6th
+6/+1
+5
+5
+2
Bonus Readied Maneuver (1)
7th
+7/+2
+5
+5
+2
Bonus Maneuver, Bonus Stance
8th
+8/+3
+6
+6
+3
Bonus Readied Maneuver (1), Maneuver Mastery
9th
+9/+4
+6
+6
+3
Bonus School
10th
+10/+5
+7
+7
+4
Bonus Readied maneuver (2), Sage of all Disciplines
Class Skills: Bluff, Climb, Craft, Intimidate, Knowledge (Martial Lore), Perception.
Proficiency: No new ones.
Maneuver Progression: Gains one new Maneuver at every Level, gains one new Stance at every even level.
Martial Disciplines: The ones of the Maneuver granting Class used to enter it, + see Bonus Schools.
Bonus School: Choose a Martial Discipline/School you do not yet know any maneuvers or stances from. You gain 2 Maneuvers and one stance of that School, of a maximum Level of up to 2 Levels lower than the highest you could normally choose. From the next levleup onward, this Discipline is considered one of your regularly available "CLass" Disciplines.
Perfect Maneuver Memory: Starting at level 8, a martial Sage becomes so adept at knowing maneuvers that he might even Copy others. Whenever you see a maneuver used, you may use it once. You can remember up to 2 foreign maneuvers that way, and can remember them until you used them once, or ten minutes have passed, whichever is more.
Additionally whenever you expend one of your regular" Maneuvers, roll a D20. On a Roll of less than 10-Level of the used maneuver, you do not expend its use.
Sage of All Disciplines: At Level 10 A Martial Sage knows how to "feel" maneuvers he has not yet learned. After every 8 hour rest, may meditate for 15 Minutes. If he does so, may exchange up to 6 maneuvers he knows for different ones. He can never exchange all maneuvers of a Discipline, and requirements must be followed as usual.
Sometimes, all you need is more Maneuvers. And if that does not solve your Problems, even more Maneuvers might. Also Stances. :)
As funny as this may sound, it is exactly the way the Martial Sage approaches his path to perfection. Throw more maneuvers and Schools at it. Other Initiators are more powerful, more skilled, and certainly more flexible outside massive amounts of applied Maneuverism. But he does not care, as long as he can honestly say he knows the most maneuvers.
This (Tonuge in cheek^^) class is meant for 3.p Games, as usual it needs modification to fit into purely 3.5 games. In that case adjusting the Class Skill list and skillpts/level should suffice.
I know its relatively boring, it is mainly meant as a mix of a thought exercise in "how many maneuvers are still OK balancewise" and building a class for a friend who never played a ToB/PoW class because he could not decide which maneuvers to take (or in case of the Crusader and Warblade, felt they simply offered FAR too few^^).
Requirements: BAB 5+, 7+ known maneuvers, 3+ known Stances, of at least 3 Schools, Knowledge (Martial Lore) 7+.
Basics:
Hitdie: D8
Martial Sage
Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
1st
+1
+2
+2
+0
Bonus School
2nd
+2
+3
+3
+0
Bonus Maneuver, Bonus Readied maneuver (1)
3rd
+3
+3
+3
+1
Mettle or Uncanny Dodge
4th
+4
+4
+4
+1
Bonus Maneuver
5th
+5
+4
+4
+1
Bonus School
6th
+6/+1
+5
+5
+2
Bonus Readied Maneuver (1)
7th
+7/+2
+5
+5
+2
Bonus Maneuver, Bonus Stance
8th
+8/+3
+6
+6
+3
Bonus Readied Maneuver (1), Maneuver Mastery
9th
+9/+4
+6
+6
+3
Bonus School
10th
+10/+5
+7
+7
+4
Bonus Readied maneuver (2), Sage of all Disciplines
Class Skills: Bluff, Climb, Craft, Intimidate, Knowledge (Martial Lore), Perception.
Proficiency: No new ones.
Maneuver Progression: Gains one new Maneuver at every Level, gains one new Stance at every even level.
Martial Disciplines: The ones of the Maneuver granting Class used to enter it, + see Bonus Schools.
Bonus School: Choose a Martial Discipline/School you do not yet know any maneuvers or stances from. You gain 2 Maneuvers and one stance of that School, of a maximum Level of up to 2 Levels lower than the highest you could normally choose. From the next levleup onward, this Discipline is considered one of your regularly available "CLass" Disciplines.
Perfect Maneuver Memory: Starting at level 8, a martial Sage becomes so adept at knowing maneuvers that he might even Copy others. Whenever you see a maneuver used, you may use it once. You can remember up to 2 foreign maneuvers that way, and can remember them until you used them once, or ten minutes have passed, whichever is more.
Additionally whenever you expend one of your regular" Maneuvers, roll a D20. On a Roll of less than 10-Level of the used maneuver, you do not expend its use.
Sage of All Disciplines: At Level 10 A Martial Sage knows how to "feel" maneuvers he has not yet learned. After every 8 hour rest, may meditate for 15 Minutes. If he does so, may exchange up to 6 maneuvers he knows for different ones. He can never exchange all maneuvers of a Discipline, and requirements must be followed as usual.