Aesir
2024-05-10, 12:20 AM
Hello everyone, I created a prestige class geared towards the martial adepts in the Tome of Battle 3.5 book. My goal/concept was to make a prestige class that decides to specialize in a single discipline, and bars all other disciplines. I think this limit to a single discipline could be fun in the way it gives lesser used maneuvers in the Book of Nine Swords a little more play since you cannot simply cherry-pick the strongest maneuvers from each discipline. I also like the archetype of a martial artist who has studied a particular style to such a degree that they can flow from technique to technique with lightning speed and lethal grace.
In terms of power level I was hoping to have it be similar to the Eternal Blade/ Ruby Knight Vindicator PrCs, while also making it unique to each style.
As a side note....I'm terrible at coming up with names for abilities so if you have better suggestions, feel free to chime in.
Concept:
Through single minded devotion the master of one gains greater insight into his chosen school of martial arts. The benefit of studying one style over several makes it easier for a master of one to initiate his maneuvers and flow from one to another quickly, while overcoming the limitations of that individual style.
MASTER OF ONE
Hit Die: d10
PREREQUISITES:
BAB: +7
FEATS: Adaptive Style, Blade Meditation
SKILLS: 13 ranks in one Discipline's key Skill
MANEUVERS:
Must know Three maneuvers and one Stance from the discipline chosen for your Blade Meditation feat.
The Master of One's class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (history) (Int), Knowledge (local) (Int), Martial Lore (Int), Move Silently (Dex), Sense Motive (Wis), Swim (Str), and Tumble (Dex).
Skill Points at Each Level: 4 + Int modifier.
Full BAB
Good Fort and Will saves
Special:
1: Absolute Devotion, Exclusive Study +2, Conquered Limits
2: Counter Strike 1/encounter
3: Bonus Feat
4: Quick Adaption
5: Exclusive Study +3, Skilled Practitioner
6: Perfect Technique
7: Counter Strike 2/encounter
8: Rhythm of Battle
9: Exclusive Study +4
10: Secret Technique of the Master 3/day
CLASS FEATURES:
MANEUVERS:
Unlike other martial adepts the Master of One specializes in a single discipline of the sublime way. A Master of One may only select maneuvers from the discipline you selected for the Blade Meditation feat. If you have more than one chosen discipline from multiple Blade Meditation feats you must chose which discipline to specialize in. Once chosen you may not change which discipline you specialize in.
At each odd-numbered level, you gain one new maneuver known from your chosen discipline. You must meet a maneuver's prerequisite to learn it. You add your full Master of One levels to your initiator level to determine your total initiator level and your highest-level maneuvers known. At each even-numbered level, you gain an additional maneuver readied per day.
STANCES KNOWN: At 3rd level and again at 7th level, you learn a new martial stance from your chosen discipline. You must meet a stance's prerequisite to learn it.
ABSOLUTE DEVOTION:
To truly become a master of a single discipline a Master of One must dedicate himself exclusively to his chosen discipline's techniques.
Starting at 1st level a Master of One may not ready or initiate any maneuvers or stances from any discipline other than his chosen discipline. Like a member of any other class, a Master of One may be a multi-class character, but a multi-class Master of One faces a special restriction. A Master of One who gains a new class or raises another class by a level may never again raise his Master of One level and loses all his Master of One abilities.
EXCLUSIVE STUDY:
By devoting himself to a single discipline a Master of One has gained a deeper understanding how to use those techniques to greater effect.
Starting at 1st level a Master of One gains an insight bonus to attack and damage rolls when initiating a strike from thier chosen discipline. This bonus starts at +2 at 1st level, +3 at 5th level, and +4 at 9th level. In addition while in a stance from your chosen discipline the save DCs of any maneuvers that you perform from the chosen discipline are increased by 1, if they have a save DC.
CONQUERED LIMITS:
Each of the nine disciplines is limited by its specialty, but a Master of One has overcome these limitations through deep meditation and endless practice. At 1st level a Master of One gains the special ability associated with his chosen discipline.
Desert Wind: Whenever you initiate a Desert Wind maneuver that deals fire damage, the fire burns so intensely it ignores any fire resistance the affected creature(s) may have, and affected creatures that are immune to fire still take half damage. In addition you may exclude allies from any area of effect your Desert Wind maneuvers may have.
Devoted Spirit: Any Devoted Spirit maneuver that you initiate that requires an enemy or ally to be a particular alignment may affect that enemy or ally regardless of any alignment restrictions the maneuver may have.
Diamond Mind: twice per day when you initiate a Diamond Mind maneuver that requires a concentration check you may take 10 on the concentration check.
Iron Heart: You can use one Counter per round without taking an immediate action. You cannot use the same counter maneuver two times in a round. In essence, one counter you use during the round does not require an immediate action. If you have already taken an immediate action within the past round, you can still use this ability to initiate a counter. You can use this ability twice per day.
Setting Sun: whenever you initiate a Setting Sun maneuver that requires you to make a bull rush or trip attempt you may ignore any size bonuses your target may have to resist the bull rush or trip attempt. Additionally you may attempt to trip an opponent more than one size category larger than you.
Shadow Hand: Twice per day you may treat an adjacent enemy as Flat-Footed against one Shadow Hand maneuver you initiate during your turn.
Stone Dragon: You can initiate any Stone Dragon maneuver you have readied without standing on solid ground, in addition Stone Dragon stances no longer immediately end when you move more than 5 ft in a round.
Tiger Claw: You can use two boost maneuvers simultaneously. Whenever you initiate a boost maneuver, you can also initiate any other boost maneuver you have readied as a free action. Both boosts are expended normally. You can use this ability twice per day.
White Raven: twice per day as a move action you may direct one ally within 60ft to take a single standard action during your turn. Your ally can use this action to make an attack, cast a spell, or take any other action that would normally take a standard action to perform.
COUNTER STRIKE:
Starting at level 2 if an enemy provokes an attack of opportunity from you, you may initiate a standard action Strike maneuver from your chosen discipline to make the attack of opportunity. The maneuver is expended normally. You can use this ability once per encounter. At level 7 you can use this ability Twice per encounter.
BONUS FEAT:
At level 3 you gain one of the following feats based off your chosen discipline:
Desert Wind: Scorching Sirocco
Devoted Spirit: Faith Unswerving
Diamond Mind: Perfect Clarity of Mind and Body
Iron Heart: Stormguard Warrior
Setting Sun: Distant Horizon
Shadow Hand: Gloom Razor
Stone Dragon: Shards of Granite
Tiger Claw: Reaping Talons
While Raven: Clarion Commander
The Master of One qualifies for the feat even if he does not meet the normal prerequisites for that feat.
QUICK ADAPTION:
Starting at level 4 When a Master of One uses the Adaptive Style feat to change his readied maneuvers he does so as a move action instead of a full round action.
SKILLED PRACTITIONER:
The Master of One gains a deeper insight into the mysteries of his chosen discipline. Starting at level 5 you add 1/2 your Master of One class levels as an insight bonus to your chosen discipline's key skill.
PERFECT TECHNIQUE:
Starting at 6th level whenever the Master of One initiates a boost maneuver from his chosen discipline he may also change his stance as part of the action.
RHYTHM OF BATTLE:
Starting at 8th level after a Master of One successfully deals damage to an enemy with a strike maneuver from his chosen discipline he may adopt a different stance from his chosen discipline as a free action.
SECRET TECHNIQUE OF THE MASTER:
At 10th level when you successfully deal damage to an enemy with a Strike maneuver from your chosen discipline you may initiate a standard action Strike maneuver from your chosen discipline as a free action. The maneuver is expended normally. You can use this ability Three times per day. You may not use this ability more than once per round.
In terms of power level I was hoping to have it be similar to the Eternal Blade/ Ruby Knight Vindicator PrCs, while also making it unique to each style.
As a side note....I'm terrible at coming up with names for abilities so if you have better suggestions, feel free to chime in.
Concept:
Through single minded devotion the master of one gains greater insight into his chosen school of martial arts. The benefit of studying one style over several makes it easier for a master of one to initiate his maneuvers and flow from one to another quickly, while overcoming the limitations of that individual style.
MASTER OF ONE
Hit Die: d10
PREREQUISITES:
BAB: +7
FEATS: Adaptive Style, Blade Meditation
SKILLS: 13 ranks in one Discipline's key Skill
MANEUVERS:
Must know Three maneuvers and one Stance from the discipline chosen for your Blade Meditation feat.
The Master of One's class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (history) (Int), Knowledge (local) (Int), Martial Lore (Int), Move Silently (Dex), Sense Motive (Wis), Swim (Str), and Tumble (Dex).
Skill Points at Each Level: 4 + Int modifier.
Full BAB
Good Fort and Will saves
Special:
1: Absolute Devotion, Exclusive Study +2, Conquered Limits
2: Counter Strike 1/encounter
3: Bonus Feat
4: Quick Adaption
5: Exclusive Study +3, Skilled Practitioner
6: Perfect Technique
7: Counter Strike 2/encounter
8: Rhythm of Battle
9: Exclusive Study +4
10: Secret Technique of the Master 3/day
CLASS FEATURES:
MANEUVERS:
Unlike other martial adepts the Master of One specializes in a single discipline of the sublime way. A Master of One may only select maneuvers from the discipline you selected for the Blade Meditation feat. If you have more than one chosen discipline from multiple Blade Meditation feats you must chose which discipline to specialize in. Once chosen you may not change which discipline you specialize in.
At each odd-numbered level, you gain one new maneuver known from your chosen discipline. You must meet a maneuver's prerequisite to learn it. You add your full Master of One levels to your initiator level to determine your total initiator level and your highest-level maneuvers known. At each even-numbered level, you gain an additional maneuver readied per day.
STANCES KNOWN: At 3rd level and again at 7th level, you learn a new martial stance from your chosen discipline. You must meet a stance's prerequisite to learn it.
ABSOLUTE DEVOTION:
To truly become a master of a single discipline a Master of One must dedicate himself exclusively to his chosen discipline's techniques.
Starting at 1st level a Master of One may not ready or initiate any maneuvers or stances from any discipline other than his chosen discipline. Like a member of any other class, a Master of One may be a multi-class character, but a multi-class Master of One faces a special restriction. A Master of One who gains a new class or raises another class by a level may never again raise his Master of One level and loses all his Master of One abilities.
EXCLUSIVE STUDY:
By devoting himself to a single discipline a Master of One has gained a deeper understanding how to use those techniques to greater effect.
Starting at 1st level a Master of One gains an insight bonus to attack and damage rolls when initiating a strike from thier chosen discipline. This bonus starts at +2 at 1st level, +3 at 5th level, and +4 at 9th level. In addition while in a stance from your chosen discipline the save DCs of any maneuvers that you perform from the chosen discipline are increased by 1, if they have a save DC.
CONQUERED LIMITS:
Each of the nine disciplines is limited by its specialty, but a Master of One has overcome these limitations through deep meditation and endless practice. At 1st level a Master of One gains the special ability associated with his chosen discipline.
Desert Wind: Whenever you initiate a Desert Wind maneuver that deals fire damage, the fire burns so intensely it ignores any fire resistance the affected creature(s) may have, and affected creatures that are immune to fire still take half damage. In addition you may exclude allies from any area of effect your Desert Wind maneuvers may have.
Devoted Spirit: Any Devoted Spirit maneuver that you initiate that requires an enemy or ally to be a particular alignment may affect that enemy or ally regardless of any alignment restrictions the maneuver may have.
Diamond Mind: twice per day when you initiate a Diamond Mind maneuver that requires a concentration check you may take 10 on the concentration check.
Iron Heart: You can use one Counter per round without taking an immediate action. You cannot use the same counter maneuver two times in a round. In essence, one counter you use during the round does not require an immediate action. If you have already taken an immediate action within the past round, you can still use this ability to initiate a counter. You can use this ability twice per day.
Setting Sun: whenever you initiate a Setting Sun maneuver that requires you to make a bull rush or trip attempt you may ignore any size bonuses your target may have to resist the bull rush or trip attempt. Additionally you may attempt to trip an opponent more than one size category larger than you.
Shadow Hand: Twice per day you may treat an adjacent enemy as Flat-Footed against one Shadow Hand maneuver you initiate during your turn.
Stone Dragon: You can initiate any Stone Dragon maneuver you have readied without standing on solid ground, in addition Stone Dragon stances no longer immediately end when you move more than 5 ft in a round.
Tiger Claw: You can use two boost maneuvers simultaneously. Whenever you initiate a boost maneuver, you can also initiate any other boost maneuver you have readied as a free action. Both boosts are expended normally. You can use this ability twice per day.
White Raven: twice per day as a move action you may direct one ally within 60ft to take a single standard action during your turn. Your ally can use this action to make an attack, cast a spell, or take any other action that would normally take a standard action to perform.
COUNTER STRIKE:
Starting at level 2 if an enemy provokes an attack of opportunity from you, you may initiate a standard action Strike maneuver from your chosen discipline to make the attack of opportunity. The maneuver is expended normally. You can use this ability once per encounter. At level 7 you can use this ability Twice per encounter.
BONUS FEAT:
At level 3 you gain one of the following feats based off your chosen discipline:
Desert Wind: Scorching Sirocco
Devoted Spirit: Faith Unswerving
Diamond Mind: Perfect Clarity of Mind and Body
Iron Heart: Stormguard Warrior
Setting Sun: Distant Horizon
Shadow Hand: Gloom Razor
Stone Dragon: Shards of Granite
Tiger Claw: Reaping Talons
While Raven: Clarion Commander
The Master of One qualifies for the feat even if he does not meet the normal prerequisites for that feat.
QUICK ADAPTION:
Starting at level 4 When a Master of One uses the Adaptive Style feat to change his readied maneuvers he does so as a move action instead of a full round action.
SKILLED PRACTITIONER:
The Master of One gains a deeper insight into the mysteries of his chosen discipline. Starting at level 5 you add 1/2 your Master of One class levels as an insight bonus to your chosen discipline's key skill.
PERFECT TECHNIQUE:
Starting at 6th level whenever the Master of One initiates a boost maneuver from his chosen discipline he may also change his stance as part of the action.
RHYTHM OF BATTLE:
Starting at 8th level after a Master of One successfully deals damage to an enemy with a strike maneuver from his chosen discipline he may adopt a different stance from his chosen discipline as a free action.
SECRET TECHNIQUE OF THE MASTER:
At 10th level when you successfully deal damage to an enemy with a Strike maneuver from your chosen discipline you may initiate a standard action Strike maneuver from your chosen discipline as a free action. The maneuver is expended normally. You can use this ability Three times per day. You may not use this ability more than once per round.