Azerian Kelimon
2007-09-25, 11:04 AM
I've been checking the ToB's PrC's, and I've been disappointed by master of the nine (MoT9 for short). In theory, the MoT9's are the ultimate walkers of the sublime way, but in practice, they are a pretty bad class. I honestly don't imagine any swordsage spending precious feats on things as god-awful as expertise. So, I've been thinking of reworking it, and, having decided on a way to do so, I would like to know your thoughts, and maybe suggestions:
Master Of The Nine
Prestige Class, 5 levels
Requirements: 2 level 6 maneuvers, one level 7 maneuver (MoT9 should, in my opinion, be a lately accessed PrC. I mean, true mastery ain't obtained from nowhere, you know.). Knowledge of at least one maneuver from 5 schools (instant access for most swordsages, more or less easily accessed by crusaders or warblades. At least you don't have to spend muchas feats on dodge and blindfighting).
BAB progression: +1/level (This way, Warblades and Crusaders don't lose BAB, and Swordsages get a fourth, albeit crappy attack. I'm really tired of juggling PrC levels, and full BAB remedies this. Of course, this is subject to change).
Saves: Will and Fort good, Reflex bad (Pure/perfect/whateva of mind and body is an ideal of most martial artists, and that is neatly summed up by Will and Fort. Plus, all round strong saves would be extra cheesy).
Maneuvers known/readied: No new maneuvers known, +1 maneuver readied at 1, 3, 5.
Skills: Same as Swordsage, plus knowledge (religion). Will fill it out in detail later.
Special features: Master of the Discipline (Ex or Sp, depends on discipline): A Master of the nine has knowledge of maneuvers that escape the grasp of the common martial adept. This maneuvers can only be refreshed by expending a full round action to recover one of them. This action doesn't provoke attacks of opportunity. Each level, except level 5, A Master of the Nine can choose a single maneuver from the following:
Debilitating Strike: (Strike, 60 ft. range, requires standard action, effect is debilitating ki attack)
By concentrating his Ki, a master of the nine can launch a concentrated ball of power at an oponent, making him weaker to his attacks. The opponent must succeed against a ranged touch attack or have a resistance weakened or removed. This strike reduces an elemental immunity (such as immunity against fire) to resistance 20, and eliminates resistance. Only one resistance might be affected per attack. The order of elimination is as follows: Fire, cold, acid, electricity, sonic. Any other elemental resistance will be removed in alphabetical order. The character is Exhausted after the execution of this maneuver. This maneuver is a supernatural ability.
Comments: Many hypothesis have been made about a way to make Desert wind more effective. This maneuver makes sure you don't have to worry about it, though it makes sure you will need a cleric, more or less, since fighting while Exhausted is bad karma. This maneuver might invoke the Cheese god, but it allows desert wind to be a viable choice.
Devastating Counter: (Counter, you range, requires immediate action, effect is poweful counter)
Focusing her energies on deflecting an enemy's blows, a MoT9 can turn around an enemy's attack with great strength. If a melee attack is made against you, make an attack roll. If you hit, the attack is considered an automatic critical hit with 3X multiplier. However, it is not a critical hit, and thus not hindered by immunity to them. The attack that triggered the countered is canceled (if it was part of a full attack, the other attacks are canceled too). This maneuver is an extraordinary ability.
Comments: In my opinion, what Tornado throw should have been from the beginning, since it's a pathetic excuse of a level 9 maneuver. This one is not only more in the spirit of setting sun, but it is powerful enough.
9 Shadow clone Terminating attack: (strike, requires full attack action, range is chosen creature/8 chosen squares, effect is powerful clone multihitter)
Shadows are intouchable, unreachable, and lethal. This is epitomized in this maneuver, which manipulates shadow for creating a more powerful attack. Choose 8 squares that surround the target creature you are adjacent to (if you are using a reach weapon, choose from a range equal to the weapon's reach) or less. Shadowy versions of you are generated at chosen squares, and mimic your actions. Make an attack roll. The other shadows mimic the effects of said roll, including extra damage die. If you miss, all the shadows' attacks miss too. The attacked foe can make a will save against a DC of (19 + your wis modifier) to disbelieve the shadows' attack and take 75% of their damage (rounding up). Your attack does full damage, however. As the shadows converge on you after your attack, you gain concealment (20% miss chance) against all attacks until the beginning of your next turn. This maneuver is a supernatural ability
Comments: Possibly better or worse than most other big attack maneuvers, this one depends on your foe's location, and on your roll result. If it hits, it's likely better than even time stands still, particularly if you critical. If it misses, it's the biggest loss you can think of, and a big setback, though the 20% concealment helps make the maneuver better.
Berserking Tiger Slash: (Strike, chosen creature range, requires full round action, effect is demented assault)
You enter a state of horrific animal fury. Setting all thoughts of defense aside, you attack your enemy with mighty and brutal strikes. Make an attack roll. If you succeed, your opponent must make a Reflex save vs. DC (15 + your DEX modifier) to avoid being hit again with a second blow that would surely kill it, a Fortitude save vs. DC (15 + your STR modifier) to avoid dieing from the shock of your potent attack, and a Will save vs. DC (15 + your WIS modifier) to shrug off the horrific visage you present. Creatures without a CON score are immune to the Fortitude save. Creatures without INT are immune to the effects of the Will save. No protection exists from the effects of the Reflex save, however. Even if the target creature successfully saves against all three saves, she still takes 10d6 damage. You are considered flat footed until the beginning of your next turn. This maneuver is an extraordinary ability.
Comment: Representing the furious side of Tiger claw, this manauver is more or less a pretty surefire way of killing a foe, 'cept maybe an outsider or Dragon.
Favored Cut: (Strike, requires a standard action, chosen creature, effect is divinely favored attack)
A MoT9 is a favored soul, who's destined to leave a mark. By calling on his devotion to his ideals, a Mot9 can both protect himself and inflict heavy damage to his foes. Make an attack roll. If your attack hits, you become wreathed in protective and gain a defensive aura. Choose a damage type (piercing, bludgeoning, slashing). You gain DR 30/your exactly opposite alignment (For example, a NG MoT9's opposite alignment is NE. If you are True Neutral, choose an alignment from LG, LE, CG, CE. That alignment becomes the one able to ignore the DR) + the damage type of your choice. This attack also deals an extra 12d6 damage. This maneuver is a supernatural ability
Comments: Likely extra cheesy, since it's very unlikely your opponents have the keys to overcoming the DR, which are the alignment and damage type. This more or less ensures you prolong your life for an extra turn.
Supreme Weapon Bond: (strike, requires full attack action, chosen creature, effect is perfectly powerful attack)
A MoT9 is one with his weapon/s of choice, a conduit for sheer weapon mastery. By focusing, she can attack with devastating results. Make a full attack. Every damage roll is maximized and multiplied by 1.5. This includes extra damage dice, like those obtained from a flaming weapon. This maneuver is an extraordinary ability.
Comments: This can get to extra cheesy heights. I'm pretty sure I'll have to nerf this to ignore maneuver dice. I mean, maximizing the 20 dice from girallon windmill flesh rip is pretty nasty.
Suggested maneuvers are welcomed, as is constructive criticism. I'm trying to come up with more maneuvers for the class, but it's hard.
Mastery of the Nine (Ex): A true master of the Nine develops his own maneuvers, adding his own to the Sublime way, instead of only taking from it. At level 5, a MoT9 can take one of the above maneuvers, or the maneuver listed below:
Grandmaster Strike: (Strike, one standard action, chosen creature range, effect is awe inspiring attack)
The few supreme MoT9 out there develop their own techniques for taking their foes down. While no single grandmaster strike is similar to another, they all share some characteristics: they are a demonstration of the pinnacle of weaponmanship, they inspire the lesser beings into awe, and they dispatch all but the toughest foes in a seemingly effortless way. Make an attack roll at +10 your AB. If it connects, The Grandmaster Strike inflicts 5d8 + 1d8+1 damage per initiator level (thus, a level 15 swordsage/level 5 MoT9 would do 25d8+20 damage with a Grandmaster strike). This maneuver is an extraordinary abillity.
Comments: Well, this strike is intended as DA ultimate damage skill for a user of Blade magic, and as a way to discourage multiclassing, since you want an initiator level as high as you possibly can. Maybe it's too powerful, maybe it's too weak. Comments?
Well, this is my idea for reworking a MoT9. I'll keep working on it. New ideas are appreciated.
I say.
Master Of The Nine
Prestige Class, 5 levels
Requirements: 2 level 6 maneuvers, one level 7 maneuver (MoT9 should, in my opinion, be a lately accessed PrC. I mean, true mastery ain't obtained from nowhere, you know.). Knowledge of at least one maneuver from 5 schools (instant access for most swordsages, more or less easily accessed by crusaders or warblades. At least you don't have to spend muchas feats on dodge and blindfighting).
BAB progression: +1/level (This way, Warblades and Crusaders don't lose BAB, and Swordsages get a fourth, albeit crappy attack. I'm really tired of juggling PrC levels, and full BAB remedies this. Of course, this is subject to change).
Saves: Will and Fort good, Reflex bad (Pure/perfect/whateva of mind and body is an ideal of most martial artists, and that is neatly summed up by Will and Fort. Plus, all round strong saves would be extra cheesy).
Maneuvers known/readied: No new maneuvers known, +1 maneuver readied at 1, 3, 5.
Skills: Same as Swordsage, plus knowledge (religion). Will fill it out in detail later.
Special features: Master of the Discipline (Ex or Sp, depends on discipline): A Master of the nine has knowledge of maneuvers that escape the grasp of the common martial adept. This maneuvers can only be refreshed by expending a full round action to recover one of them. This action doesn't provoke attacks of opportunity. Each level, except level 5, A Master of the Nine can choose a single maneuver from the following:
Debilitating Strike: (Strike, 60 ft. range, requires standard action, effect is debilitating ki attack)
By concentrating his Ki, a master of the nine can launch a concentrated ball of power at an oponent, making him weaker to his attacks. The opponent must succeed against a ranged touch attack or have a resistance weakened or removed. This strike reduces an elemental immunity (such as immunity against fire) to resistance 20, and eliminates resistance. Only one resistance might be affected per attack. The order of elimination is as follows: Fire, cold, acid, electricity, sonic. Any other elemental resistance will be removed in alphabetical order. The character is Exhausted after the execution of this maneuver. This maneuver is a supernatural ability.
Comments: Many hypothesis have been made about a way to make Desert wind more effective. This maneuver makes sure you don't have to worry about it, though it makes sure you will need a cleric, more or less, since fighting while Exhausted is bad karma. This maneuver might invoke the Cheese god, but it allows desert wind to be a viable choice.
Devastating Counter: (Counter, you range, requires immediate action, effect is poweful counter)
Focusing her energies on deflecting an enemy's blows, a MoT9 can turn around an enemy's attack with great strength. If a melee attack is made against you, make an attack roll. If you hit, the attack is considered an automatic critical hit with 3X multiplier. However, it is not a critical hit, and thus not hindered by immunity to them. The attack that triggered the countered is canceled (if it was part of a full attack, the other attacks are canceled too). This maneuver is an extraordinary ability.
Comments: In my opinion, what Tornado throw should have been from the beginning, since it's a pathetic excuse of a level 9 maneuver. This one is not only more in the spirit of setting sun, but it is powerful enough.
9 Shadow clone Terminating attack: (strike, requires full attack action, range is chosen creature/8 chosen squares, effect is powerful clone multihitter)
Shadows are intouchable, unreachable, and lethal. This is epitomized in this maneuver, which manipulates shadow for creating a more powerful attack. Choose 8 squares that surround the target creature you are adjacent to (if you are using a reach weapon, choose from a range equal to the weapon's reach) or less. Shadowy versions of you are generated at chosen squares, and mimic your actions. Make an attack roll. The other shadows mimic the effects of said roll, including extra damage die. If you miss, all the shadows' attacks miss too. The attacked foe can make a will save against a DC of (19 + your wis modifier) to disbelieve the shadows' attack and take 75% of their damage (rounding up). Your attack does full damage, however. As the shadows converge on you after your attack, you gain concealment (20% miss chance) against all attacks until the beginning of your next turn. This maneuver is a supernatural ability
Comments: Possibly better or worse than most other big attack maneuvers, this one depends on your foe's location, and on your roll result. If it hits, it's likely better than even time stands still, particularly if you critical. If it misses, it's the biggest loss you can think of, and a big setback, though the 20% concealment helps make the maneuver better.
Berserking Tiger Slash: (Strike, chosen creature range, requires full round action, effect is demented assault)
You enter a state of horrific animal fury. Setting all thoughts of defense aside, you attack your enemy with mighty and brutal strikes. Make an attack roll. If you succeed, your opponent must make a Reflex save vs. DC (15 + your DEX modifier) to avoid being hit again with a second blow that would surely kill it, a Fortitude save vs. DC (15 + your STR modifier) to avoid dieing from the shock of your potent attack, and a Will save vs. DC (15 + your WIS modifier) to shrug off the horrific visage you present. Creatures without a CON score are immune to the Fortitude save. Creatures without INT are immune to the effects of the Will save. No protection exists from the effects of the Reflex save, however. Even if the target creature successfully saves against all three saves, she still takes 10d6 damage. You are considered flat footed until the beginning of your next turn. This maneuver is an extraordinary ability.
Comment: Representing the furious side of Tiger claw, this manauver is more or less a pretty surefire way of killing a foe, 'cept maybe an outsider or Dragon.
Favored Cut: (Strike, requires a standard action, chosen creature, effect is divinely favored attack)
A MoT9 is a favored soul, who's destined to leave a mark. By calling on his devotion to his ideals, a Mot9 can both protect himself and inflict heavy damage to his foes. Make an attack roll. If your attack hits, you become wreathed in protective and gain a defensive aura. Choose a damage type (piercing, bludgeoning, slashing). You gain DR 30/your exactly opposite alignment (For example, a NG MoT9's opposite alignment is NE. If you are True Neutral, choose an alignment from LG, LE, CG, CE. That alignment becomes the one able to ignore the DR) + the damage type of your choice. This attack also deals an extra 12d6 damage. This maneuver is a supernatural ability
Comments: Likely extra cheesy, since it's very unlikely your opponents have the keys to overcoming the DR, which are the alignment and damage type. This more or less ensures you prolong your life for an extra turn.
Supreme Weapon Bond: (strike, requires full attack action, chosen creature, effect is perfectly powerful attack)
A MoT9 is one with his weapon/s of choice, a conduit for sheer weapon mastery. By focusing, she can attack with devastating results. Make a full attack. Every damage roll is maximized and multiplied by 1.5. This includes extra damage dice, like those obtained from a flaming weapon. This maneuver is an extraordinary ability.
Comments: This can get to extra cheesy heights. I'm pretty sure I'll have to nerf this to ignore maneuver dice. I mean, maximizing the 20 dice from girallon windmill flesh rip is pretty nasty.
Suggested maneuvers are welcomed, as is constructive criticism. I'm trying to come up with more maneuvers for the class, but it's hard.
Mastery of the Nine (Ex): A true master of the Nine develops his own maneuvers, adding his own to the Sublime way, instead of only taking from it. At level 5, a MoT9 can take one of the above maneuvers, or the maneuver listed below:
Grandmaster Strike: (Strike, one standard action, chosen creature range, effect is awe inspiring attack)
The few supreme MoT9 out there develop their own techniques for taking their foes down. While no single grandmaster strike is similar to another, they all share some characteristics: they are a demonstration of the pinnacle of weaponmanship, they inspire the lesser beings into awe, and they dispatch all but the toughest foes in a seemingly effortless way. Make an attack roll at +10 your AB. If it connects, The Grandmaster Strike inflicts 5d8 + 1d8+1 damage per initiator level (thus, a level 15 swordsage/level 5 MoT9 would do 25d8+20 damage with a Grandmaster strike). This maneuver is an extraordinary abillity.
Comments: Well, this strike is intended as DA ultimate damage skill for a user of Blade magic, and as a way to discourage multiclassing, since you want an initiator level as high as you possibly can. Maybe it's too powerful, maybe it's too weak. Comments?
Well, this is my idea for reworking a MoT9. I'll keep working on it. New ideas are appreciated.
I say.