BelGareth
2018-06-11, 03:15 PM
Custodian of the Gilded Sun
ENTRY REQUIREMENTS
Feat: Throw of the Gentle Sun (http://www.giantitp.com/forums/showthread.php?95435-9-Martial-Discipline-Epic-Feats)
Skill: Sense Motive 28 ranks
CLASS FEATURES
Class skills (4 + Int Modifier per level): Custodian of the Gilded Sun’s class skills are Balance, Climb, Concentration, Craft, Heal, Hide, Intimidate, Jump, Knowledge (arcana), Knowledge (history), Knowledge (the planes), Knowledge (religion), Knowledge (nobility & royalty), Listen, Martial lore, Move silently, Profession, Ride, Sense Motive, Spot, Spellcraft, Swim, & Tumble.
Hit Dice: 1d8
LevelSpecial
1stSupreme Mastery, Sun's Zenith
2ndDawn's Light
3rdTwlight's Ascent
4thFlash of the Golden Sun
5thHorizon Zero Dawn
Weapon and Armor Proficiency: Custodians of the Gilded Sun gain no proficiencies.
Supreme Mastery: Levels in Custodian of the Gilded Sun count as 2 levels of a martial initiator class when calculating your initiator level.
Sun's Zenith (Ex): As you reach the zenith of the Setting Suns dogma and become a living example of it's ideals, you have mastered the art of knowing your enemy, and your Setting Sun maneuvers become even more lethal. You can now make Sense Motive checks in place of STR or DEX checks for combat maneuvers. Additionally, all of your Setting sun maneuver DC's become 10 + 1/2 your level + Wis modifier.
Dawns Light (Ex): When your ire is risen, your very being is infused with the power of the Gilded Sun, empowering your strikes, and allowing you to punish those foolhardy enough to do so. Your unarmed attacks bypass all damage reduction except for byeshk.
Twlight's Ascent (Ex): Your being is in constant twilight, causing your body to move with the light, forcing opponents to constantly guess where you will be. You gain a 50% miss chance against all attacks that target you, the effect of this ability does not stack with blur, displacement, or similar spell effects. Additionally, if you take the Total Defense action, you receive a dodge bonus to your AC equal to your character level, and if an attacker misses you, they instead hit themselves.
Flash of the Golden Sun (Su): As light moves so do you, with but a flash of the golden sun, you are there. As a free action, once per round, you may teleport anywhere you can see that is within line of sight.
Horizon Zero Dawn (Ex): There is no dawn for the enemies of the Gilded Sun, and those who face it's custodians realize this reality first hand. You learn the zenith maneuver of the Setting Sun.
Setting Sun (Strike)
Level: Custodian of the Gilded Sun 5
Initiation Action: 1 standard
Range: Melee attack
Target: Creature touched
Like the embodiment of the carnal sun, you move to grab your opponent, and flick them up into the air, appearing next to them, to smash them back down to earth.
This maneuver functions like Mighty Throw except as noted here.
As part of this maneuver, you must succeed on a melee touch attack against your foe. Resolve the throw as a trip attempt, but you do not provoke attacks of opportunity, and your opponent cannot try to trip you if you lose the opposed check. You can use your Dexterity or Strength modifier, or a sense motive check, whichever is higher. You gain a +10 bonus on the trip check. If you succeed in tripping your foe, you throw it 30 feet in the air above you, for every 5 points by which you win the opposed check, you gain an additional 20 feet of throw range. You immediately appear above them and strike them with a single, powerful, perfect blow, sending them back down to the ground, they take 10d6 damage +1d6 per 10ft they traveled back down to the ground, are prone and stunned for 1 round, additionally they must make a fort save or be stunned for 9 additional rounds. You appear in the same spot as before you initiated this maneuver. This maneuver ignores abilities the target has that would counter it, such as flying, or effects similar to feather fall, such is the power and majesty of the Horizon Zero Dawn maneuver.
An enemy you throw with this maneuver does not provoke attacks of opportunity for passing through enemies’ threatened areas as part of the throw, and you can throw an enemy through occupied squares.
06/13/18 - Updated some grammatical errors, and wording.
ENTRY REQUIREMENTS
Feat: Throw of the Gentle Sun (http://www.giantitp.com/forums/showthread.php?95435-9-Martial-Discipline-Epic-Feats)
Skill: Sense Motive 28 ranks
CLASS FEATURES
Class skills (4 + Int Modifier per level): Custodian of the Gilded Sun’s class skills are Balance, Climb, Concentration, Craft, Heal, Hide, Intimidate, Jump, Knowledge (arcana), Knowledge (history), Knowledge (the planes), Knowledge (religion), Knowledge (nobility & royalty), Listen, Martial lore, Move silently, Profession, Ride, Sense Motive, Spot, Spellcraft, Swim, & Tumble.
Hit Dice: 1d8
LevelSpecial
1stSupreme Mastery, Sun's Zenith
2ndDawn's Light
3rdTwlight's Ascent
4thFlash of the Golden Sun
5thHorizon Zero Dawn
Weapon and Armor Proficiency: Custodians of the Gilded Sun gain no proficiencies.
Supreme Mastery: Levels in Custodian of the Gilded Sun count as 2 levels of a martial initiator class when calculating your initiator level.
Sun's Zenith (Ex): As you reach the zenith of the Setting Suns dogma and become a living example of it's ideals, you have mastered the art of knowing your enemy, and your Setting Sun maneuvers become even more lethal. You can now make Sense Motive checks in place of STR or DEX checks for combat maneuvers. Additionally, all of your Setting sun maneuver DC's become 10 + 1/2 your level + Wis modifier.
Dawns Light (Ex): When your ire is risen, your very being is infused with the power of the Gilded Sun, empowering your strikes, and allowing you to punish those foolhardy enough to do so. Your unarmed attacks bypass all damage reduction except for byeshk.
Twlight's Ascent (Ex): Your being is in constant twilight, causing your body to move with the light, forcing opponents to constantly guess where you will be. You gain a 50% miss chance against all attacks that target you, the effect of this ability does not stack with blur, displacement, or similar spell effects. Additionally, if you take the Total Defense action, you receive a dodge bonus to your AC equal to your character level, and if an attacker misses you, they instead hit themselves.
Flash of the Golden Sun (Su): As light moves so do you, with but a flash of the golden sun, you are there. As a free action, once per round, you may teleport anywhere you can see that is within line of sight.
Horizon Zero Dawn (Ex): There is no dawn for the enemies of the Gilded Sun, and those who face it's custodians realize this reality first hand. You learn the zenith maneuver of the Setting Sun.
Setting Sun (Strike)
Level: Custodian of the Gilded Sun 5
Initiation Action: 1 standard
Range: Melee attack
Target: Creature touched
Like the embodiment of the carnal sun, you move to grab your opponent, and flick them up into the air, appearing next to them, to smash them back down to earth.
This maneuver functions like Mighty Throw except as noted here.
As part of this maneuver, you must succeed on a melee touch attack against your foe. Resolve the throw as a trip attempt, but you do not provoke attacks of opportunity, and your opponent cannot try to trip you if you lose the opposed check. You can use your Dexterity or Strength modifier, or a sense motive check, whichever is higher. You gain a +10 bonus on the trip check. If you succeed in tripping your foe, you throw it 30 feet in the air above you, for every 5 points by which you win the opposed check, you gain an additional 20 feet of throw range. You immediately appear above them and strike them with a single, powerful, perfect blow, sending them back down to the ground, they take 10d6 damage +1d6 per 10ft they traveled back down to the ground, are prone and stunned for 1 round, additionally they must make a fort save or be stunned for 9 additional rounds. You appear in the same spot as before you initiated this maneuver. This maneuver ignores abilities the target has that would counter it, such as flying, or effects similar to feather fall, such is the power and majesty of the Horizon Zero Dawn maneuver.
An enemy you throw with this maneuver does not provoke attacks of opportunity for passing through enemies’ threatened areas as part of the throw, and you can throw an enemy through occupied squares.
06/13/18 - Updated some grammatical errors, and wording.