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View Full Version : New ToB template. Hope you like...[Template] [PEACH]



Macrovore
2007-10-04, 09:50 AM
This template is basically the Magister or Chosen of Mystra, for martial adepts. It was made to be a very powerful template, with a high LA to match (I hope +5 is enough). When PEACHing, know this: I'm not trying to keep it at LA +5. I'm trying to make a powerful template. Just tell me things that are too super-overpowered, or mechanically clunky.

The mantle of the Martial Paragon is a gift given to the greatest champion in the world. It can only be transferred if the challenger defeats the Paragon in an honor-duel, the terms of which are set by the Paragon. If the challenger defeats the current Paragon, then he takes on the gifts and abilities of this sacred mantle and becomes the Martial Paragon.

MARTIAL PARAGON
http://www.wizards.com/dnd/images/tob_gallery/99677.jpg
This template can be applied to any living, corporeal creature with the Adaptive Style feat and at least 10 levels in Martial Adept Classes

Size and Type: Type changes to Outsider (native)
HD: All hit dice from martial adept clases go up one size (to a maximum of d12), and you cannot have fewer than half hit points per hit die.
Speed: Your land speed is increased by 20 feet. If you do not have a land speed, then your highest speed increases by 20 feet.
Armor Class: You gain an insight bonus to AC equal to your WIS modifier, and a deflection bonus to AC equal to the enhancement bonus of any one weapon you wield (only actual enhancement bonus, not effective)
Special Attacks: Aspect of Nine Swords (su): You can channel your mastery over the nine disciplines by taking on aspects that embody each discipline. To use any of these aspects, you must have readied at least 4 maneuvers from the discipline that the aspect corresponds to. In addition, whenever you are using an aspect, you gain a +5 to the favored skill check of the discipline, and melee attacks you make with the favored weapons of the discipline get a +1 bonus on the attack rolls. It is a free action to use or change your aspect, which you can do once per round. You can have only one aspect active at any one time. The nine aspects are as follows:

Desert Skirmisher: Your melee attacks deal an additional +2d6 fire damage, which stacks with all other bonus damage, and is multiplied by a critical hit. Also, when making a full attack action, you can take a move action at the same time, moving before, after, or in between your attacks, up to your move speed. Additionally, every time you move at least 10ft under your own power (i.e. taking move actions, but not bull-rushing, etc.), every creature adjacent to each square you move through takes 2d6 fire damage, and must make a fort save (DC is 1/2 initiator level+WIS mod), or be blinded for one round. If they succeed on the save, they are dazzled for one round.
Devoted Knight: You gain fast healing 5, which stacks with other forms of fast healing, and the benefit of the Diehard feat (your fast healing works even when you have 0 to -9 hit points). Also, you deal an additional +5d6 damage against creatures with an alignment at least two steps away from your own.
Diamond Duelist: You gain blindsense 30ft (if you already have blindsense, you gain blindsight, using the higher radius), and can feint as a swift action, or as an attack action. Also, whenever you take a standard action to attack, you can make an additional attack at the same bonus, or if you are making a full attack, make one more attack at the highest bonus (which means you can feint and attack as a single standard action). You cannot use this extra attack to use a martial strike taking an attack action (see alacrity, below).
Iron Soldier: You gain Improved Mettle. Also, when making a melee attack, if you beat the target's AC by at least 5, the target is thrown back 10feet, plus 5 feet per additional 5 you beat the AC by. The target takes 1d6 points of damage per 5 feet of movement, and is knocked prone. If they strike a hard object, like a wall they take 1d6 points of damage per 5 feet of movement they had left to go. The wall also takes this damage, which hardness applies to. You can also choose to aim the thrown creature at another creature, or at a column, or post, or something. To do this, make another ranged touch attack (at the original attack bonus, but with a -4 penalty -1 per additional 5 feet of movement beyond the first 10). If it succeeds, then the creature or object takes the same amount of damage as the thrown creature (hardness applies), and knocked prone, if applicable. They can succeed on a reflex save (DC=modified attack roll) to negate the damage and prone effect.
Setting Monk: You can avoid one attack per round (as epic dodge), (http://www.d20srd.org/srd/epic/feats.htm#epicDodge)and you gain improved evasion. Also as an attack action (including during a full attack or an AoO), you can attempt to throw a person. This works similar to the similar Iron Soldier ability, except that instead of an attack roll, they make a trip attempt (using either their STR or DEX mod), and need not beat the target's opposed check by 5, so the distance is 10 feet, plus 5 per 5 you beat the opposed check by. You also do not take a -4 penalty to the roll to throw the creature into something else, or the range increment penaltys.
Shadow Assasin: You gain Hide in Plain Sight, and can use Hide and Move Silently while moving without penalty, and take only a -10 (instead of -20) when running, charging, or sniping. Also, if you take a full-round action to make a melee attack (or martial strike taking an attack action) against a flat-footed target, it automatically threatens a critical hit.
Stone Defender: You gain Improved Uncanny Dodge (effective rogue level 20), and your melee attacks ignore all hardness and DR. Also, you cannot be moved unwillingly (through bull-rushing, awesome blow, throwing, tripping, teleportation, etc.)
Tiger Berserker: You add 1-1/2 your STR bonus to attacks with both primary and off-hand attacks, and whenever you take a standard action to make a regular attack, you can make an additional attack with your off-hand weapon with its highest attack bonus. Also, you gain the pounce ability, and your Jump checks are not doubled without a running start.
White Marshal: You and all allies within 30ft gain immunity to fear, and a +1 to attacks, damage, saves, and AC per ally within 30 feet of you (including yourself). As a full-round action, you can make a single melee attack (or martial strike taking an attack action), and every ally within 30ft can make a melee attack for free. These attacks do not have to be against the same enemy, and all the attacks are made with a +5 morale bonus to both the attack and damage roll.
Special Qualities: Flexibility: You gain +5 feet of reach, which stacks with other reach bonuses from weapons, size maneuvers, spells, effects, class features, etc.
Dual Stance: You can have two stances active at one time. If you have another ability that allows you to use two stances, you can instead use three for as long as you could normally use two. The same swift action can change any or all of your stances.
Alacrity: You gain one swift action per round, and immediate actions do not use up a swift action for you (so you can use a counter, a boost, a stance, and a strike in the same turn). Also, any strike maneuver that takes a standard action to use now only takes an attack action. You can only use normal iterative attacks as strikes, so you cannot use bonus attacks from TWFing, haste, etc. Also, you cannot use them with maneuvers that allow you to make multiple attacks (flashing sun, steel wind, time stands still). Additionally, you can move your speed once per round as an attack action, with the same restrictions as with strikes.
Feats: You gain Improved Initiative and Combat Reflexes as bonus feats. If you already have Improved Initiative, you add your WIS bonus to Initiative checks. If you already have Combat Reflexes, you gain an additional number of AoOs equal to your WIS modifier. Also, your Adaptive Style feat improves so now you can change (and recover) your maneuvers as a move action up to once per round).
Skills: you automatically succeed on all Martial Lore checks.
Abilities: STR +2, DEX +4, CON +4, INT +2, WIS +4, CHA +4
LA: +5?
CR: +3

Macrovore
2007-10-05, 02:35 PM
What do you think of the aspects?
I tried to make all the aspects unrelated to, though synergizing with maneuvers, and unique and embodying each discipline.

JackMage666
2007-10-05, 03:10 PM
I don't think this needed to be made, and due to the power, it's more like +7 or +8. You get several class features as abilities, aside from various other things all built to stack ontop of other abilities.

Macrovore
2007-10-05, 03:17 PM
7 or 8? really?
Remember, they can only use one aspect at a time. If they got all of them, then yeah, it would probably be 9 or 10 even, but as-is, I'd say about 5 or 6, just looking at it. Sure, lots of their abilities stack with other stuff, but the whole ToB system, IMO, is made to synergize with other builds and systems.

Macrovore
2007-10-08, 08:05 AM
I updated some of the aspects to make them simpler, and to balance them with each other a little. what do you think?