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  1. - Top - End - #1
    Troll in the Playground
     
    Ziegander's Avatar

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    Default The Warrior's Way - Rebalancing Blade and Bow

    The Warrior's Way
    Rebalancing Blade and Bow
    (Last updated - 3-30-2011)

    3-27-2011
    Welcome, welcome! This is a project I had worked on for a long time over on the WotC boards before I realized that anything posted there was owned by WotC. So, I abruptly took all of my stuff down, saved it into Word documents, and none of it has seen the light of day since. Until now. I hope you enjoy. I will get around to presenting proper tables as are fit to grace these boards, but not tonight. I hope you will bear with me.

    !!!!!WARNING
    Spoiler
    Show
    If you have no problem with balance between Core warriors and Core casters, if you think Tome of Battle is overpowered, or if you just don't like complex or option-rich classes, you should probably turn back right now. These classes aren't for you. If you, like me, find issue with the Core Barbarian, Fighter, Monk and Paladin, and like Tome of Battle but are maybe looking for something different, please, continue.
    WARNING!!!!!




    ~~~~~

    -----Wildheart-----Warlord-----Sohei-----Champion-----

    This is a project long overdue. A project that has been in the making ever since I first rolled that Intelligence based Fighter named Rufus Mallory, and began to blossom after that day I followed a link in Leress' sig to Frank and K's Races of War. This project takes note of The Tome of Battle’s popularity, which holds a special place in my heart, and seeks to achieve the same strength and versatility of the classes presented therein with the Core warrior classes – Barbarian, Monk, Fighter, Paladin. Maneuvers and stance are a great system which enables warrior characters to create flexible, self-sufficient, and flavorful characters while at the same time making sure that their power stays level appropriate for challenges they are intended to face. But this system isn’t for everyone. I utilize this existing system with The Wildheart, a sublime class which incorporates the wild ferocity of the Barbarian, but also borrows from the Ranger and Scout classes. As far as the other three rebuilds, I present a new system of Feat Preparation which is utilized by two classes – The Sohei, a Ki based warrior which replaces the Core Monk; and The Warlord, a tough, focused, and highly competent warrior which replaces the Core Fighter. These classes learn a large number of feats, well over and above the number of bonus feats a Core Fighter gets, and prepares them for battle, and at the same time have meaningful class features. The system is an alternative to Tome of Battle’s readied maneuvers and stances and offers an equal amount of power and depth. The last of the four classes, The Champion, utilizes another existing system – spellcasting. The Champion gains all the way up to 9th level spells, but with the most restrictive spell list in the game. The Champion is a replacement for the Core Paladin and allows players to create their own honor-bound warrior which need not be Lawful Good.

    These classes are meant to be played alongside the Crusader, Swordsage, and Warblade, and are meant to supplement, and compliment the Tome of Battle system. The classes are not however balanced against the Core spellcasters, Clerics, Druids, Sorcerers, or Wizards. I am working on rebalancing the casters at the present, but the mechanics are not finished or finalized. Sorcerers and Wizards are too weak at low levels, and too strong at high levels. Their spells range from laughably useless to godlike power. This will need cleaned up before the classes presented here in The Warrior’s Way can be considered balanced against spellcasting, but they are coming soon. When I have finished my work on spellcasters I will supplement The Warrior’s Way with a package containing three or more spellcaster classes intended to replace the Core Cleric, Druid, Sorcerer, and Wizard. So, stay tuned, and I hope you enjoy! After presenting the classes there will be a small section outlining any minor rules tweaks suggested with the classes and also for new and altered feats.

    ~~~~~

    Multiclassing Note

    Multiclassed Warlords and Sohei treat half their levels in other classes as Warlord/Sohei levels for determining the number of Combat Feats they know and can prepare. Multiclassed Champions treat half their levels in other classes as Champion levels for determining their caster level, the level of spells they can cast, and spells per day (this is subject to change with the new rules provided in Spellcaster's Sanctum, but at this juncture I believe this multiclass rule will be applied to all spellcasters within the new rules - though for spellcasting classes the exact nature of spells per day may change greatly).

    Update Log
    Spoiler
    Show
    10-22-08, 12:10 AM - Sohei is up if anyone is interested! Soon to come will be lots more fluff information, dredged mechanics from classes I'm borrowing from (see Savager), and character options!

    10-22-08, 11:16 PM - The fluff information for the Savager is up, along with some pretty awesome art for the Warlord, Sohei, and Champion! I'll get to writing the fluff of the Warlord later tonight and work on the Sohei maybe tomorrow or the next day.

    10-23-08, 10:17 AM - Falling Star discipline is complete and ready for play. It is found in the Character Options section and is an archery discipline available to Crusaders and Warblades which focuses primarily on hindering foes with well placed ranged attacks.

    10-24-08, 07:09 AM - Falling Star has been updated to be available only to Crusaders, however with the rules suggestions in Character Options, other initiators that want to practice their bow skills can take up the discipline without any huge problems.

    But of perhaps greater importance: ABJURANT CHAMPION discipline is up which is a highly Spell-like discipline focused on wards, runes, and force effects. This discipline is available only to Swordsages.

    I also have added fluff information for the Warlord and the Sohei for people who like to read that sort of thing.

    10-25-08, 03:25 AM - Phantasmal Opus, a heavily illusion based Swordsage discipline is up, and the last two, Phoenix Tear and Inner Light are forthcoming (as long as I make the time to finish structuring the files). Phoenix Tear is a healing and fire based discipline for Crusaders and Swordsages. Inner Light is a half magical/half tactical sister discipline to White Raven available to Crusaders and Warblades.

    Stay Tuned!

    10-26-08, 12:38 PM - **HUGE UPDATE!**

    • Savager class' name changed to Wildheart. Credit to MasterVega.

    • Minor edits to Warlord class (They are not immune to illusions, but rather can see through illsionary effects, and always succeed Will disbelief saves. Just among one of the tweaks).

    • The fluff text, making a Champion, and playing a Champion entries are complete and have been added.

    • A number of feats have been added to the Character Options section AS WELL AS BOTH THE PHOENIX TEAR AND INNER LIGHT DISCIPLINES! Check 'em out!


    I had my coffee today! :D

    PS: I have completely used up the 50k character limit with my character options section. I can't tell whether to be happy or sad about that!

    BONUS!! - For those that want to know what the Warlord class is capable of (since it is a lot to take in), here's a 20 build focusing on fencing techniques and stealth (yes it is quite capable of this!).
    Spoiler
    Show
    Behold!! Dread Roberts!! http://www.myth-weavers.com/sheets/view.php?id=88665

    His basic shtick: Tumble into flanking position for a net +8 (or more if he feints with Tide of Battle + Improved Feint) to hit, Fighting Defensively + Combat Expertise for -5, He doesn't actually care if he misses because he's just set himself up to obliterate. His AC rises to 58 and whenever a foe attacks him he can attempt to Parry it. If he does, he can use an AoO, of which he has infinite thanks to Improved Combat Reflexes, he gets to hit the poor sap that missed without taking Fighting Defensively penalties and gets +5 to hit because he's using a buckler and the Parry chain. Oh, and with Baffling Counterattack he can attack some random other guy within his reach (nice if he's saved his Tide of Battle to parry and then jump and destroy), and if he does THAT both parties go, "WTF?!" and become flatfooted allowing him to thrash for 1d6+30+6d6 Sneak Attack. Basically all he does is make people flat-footed or set up flanking opportunities, Parry, and AoO the world allowing him deal solid damage and stay VERY mobile while doing it thanks to maxed Tumble ranks and no armor check penalty due to no armor!

    *Create-A-Feat-Chain (with relavant Parry chain) here: http://brilliantgameologists.com/boa...p?topic=2379.0


    10-30-08, 2:36 PM - Made the changes in number of feats available for Warlords and Sohei to learn and ready, also did some tweaking with how the Combat Feats system works in general (rules for feats that can be taken multiple times among other small tweaks).

    Oh, and a seperated the feats into Tiers finally. The Warlord list took me all of an hour to get situated, and the Sohei was much shorter, but they're there for purusal.

    11-04-08, 1:36 PM - UPDATE! - Here's some more feats. They are chains so that they work quite well with the new Combat Feats mechanic. They were cooked up over at Brilliant Gameologists by myself and some colleagues. They won't fit in the original Character Options post, so here, enjoy!

    11-08-08, 11:06 PM - !!BONUS CLASS?!! Yep.

    11-11-08, 6:20 PM - Added the teasers for the Champion and Journeyman classes featuring the new spellcasting paradigm which will be used to replace Wizards/Cleric/Druids/Duskblade etc with the release of Spellcaster's Sanctum! Enjoy being teased!

    3-27-2011, 2:50 PM - Tweaked the size of the image in the first post to better fit GitP regulations. :)

    3-30-2011, 12:39 AM - Revised the tables for the Wildheart and Warlord classes. Edited the maneuvers and stances progression of the Wildheart. Removed Wildheart's access to White Raven. Made a few tweaks the the Warlord's progression of Combat Feats and made large changes to the Warlord's Defensive Training/Mastery features.

    3-30-2011, 1:52 AM - Revised the tables for the Sohei and Champion classes. Tweaked the Sohei's knowledge of feats. Slightly tweaked the Champion's spell progression and Champion's Mantle feature.

    4-6-2011, 11:15 PM - Made minor edits to each option of the Warlord's Defensive Training/Mastery features.
    Last edited by Ziegander; 2011-08-08 at 10:58 PM.

  2. - Top - End - #2
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    Default Re: The Warrior's Way - Rebalancing Blade and Bow

    The Wildheart
    Replaces Barbarian, Ranger, and Scout



    "Monsters? I know monsters. Girillons, Bulettes, Pyrohydras. All the same to me. Kill or be killed. Got it? Stick with me kid, I'll get you through this," - Rejarr, Wilderness Guide and Wildheart.

    Born into cruel and unforgiving lands, Wildhearts learn from a young age to take what they can and give nothing back. They grew up in wild places, raised by wild creatures, and learned to survive the way nature intended - by being the fittest. Wildhearts often make their way into more civilized countries, either because of the exploration and imperialism of powerful outside nations, or because of the adventurous streak that leads the Wildhearts themselves on. Civilians can only look on with fear and wonder, but more "cultured" types often regard Wildhearts as primitive, slow, and dangerous. This can cause Wildhearts to get angry and show their true animal side, or to resolve to prove their more noble instincts and their cunning. They are remarkably adept allies, especially in harsh landscapes, and they show their enemies the skills they honed in their youth - their resourcefulness, their persistence, and their mercilessness.

    Making a Wildheart
    Spoiler
    Show
    A Wildheart is an animalistic force of nature, a wrecking ball in combat that can not be pinned down or stopped. Before being provoked they may prefer to hunt foes, tracking them for hours, but put them into a situation in which they must fight to survive, and fight they shall. Wildhearts meet foes head on, crashing through rough terrain to charge and hack enemies to pieces.

    Abilities: While it seem immediately obvious that Strength, Dexterity, and Constitution are a Wildheart's most important scores, players should not forget Intelligence or Wisdom either. Intelligence will give them more skill points to use with their impressive array which can be spent to diversify or to buy skill tricks which, especially movement based tricks, can be of great use in battle. Wisdom will increase a Wildheart's low Will save and many of his class skills at the same time.

    Alignment: Wildhearts can be of any alignment, but lean away from lawful, especially if they emerge from a loosely governed tribe. However, it is unfair for "civilized folk" to assume that there are no structured tribal structures, or even wilderness cities that a Wildheart may have once called home. Some places, ruled by Druids or great tribal warriors, exist in the wild which have very intelligently devised laws, and intricate systems of government, even walled settlements. Wildhearts and their tribal brethren are more than capable of "taming" the wilds in which they grew up.

    Races: Wildhearts are made up of members of all races all over. Most tribes are strictly comprised of a single race, but some of the more settled Wildheart lands are known to be home to several races. Dwarf Wildhearts live in mountainous, arctic lands, troubled with frozen monsoons, Frost Giants, and the rare Remorraz. Elf Wildhearts live in wild jungles and shadowy forests, often xenophobic, and expert hunters and archers. Human Wildhearts can be found subsiding most anywhere, and often establish settlements which house more than simply humans.

    Starting Gold: 5d4x10 (125gp)
    Starting Age: As Barbarian.


    Playing a Wildheart
    Spoiler
    Show
    You are well equipped to competently deal with a number of foes at once and get better at it as you gain levels. You tend to pick a target and bring it down quickly, letting no obstacle get between you and your wrath. However, Wildhearts must be careful. With only a d8 hit dice their hitpoints can be carved away quickly. Adrenaline will kick in when a Wildheart's taken a beating, making him even more dangerous as he fights with every fiber of his being to stay alive. Use maneuvers that play to your strengths. Stay mobile, and hit hard. Tiger Claw and Setting Sun will make you harder to pin down, while Stone Dragon will enable you to charge through foes unabated to put the damage where you want it.

    As a Wildheart you adventure to prove yourself against the grandeur of nature's fury, and to prove to your friends that you aren't a mindless barbarian. You utilize great cunning and awareness to navigate unkind terrain, and you fly into bloodthirsty rage to overcome your enemies. You tend toward having a more practical approach to life, regarding most faith and other high-minded philosophy as unimportant. This isn't to say you are incapable of such high-mindedness though, and it would be a mistake to insinuate that there are no Wildhearts that take a more spiritual approach, but don't expect to be able to tell one from the other in the middle of a bloody struggle.


    HD: d8

    Alignment: Any

    Level BAB Fort Ref Will Special
    M. Known
    M. Ready
    Stances
    1st +1 +2 +2 +0 Trapfinding, Dire Charge, Adrenaline
    3
    2
    1
    2nd +2 +3 +3 +0 Camouflage, Uncanny Dodge
    4
    2
    1
    3rd +3 +3 +3 +1 Skirmish (+1d6)
    5
    3
    1
    4th +4 +4 +4 +1 Trackless Step
    5
    3
    1
    5th +5 +4 +4 +1 Improved Uncanny Dodge
    6
    3
    1
    6th +6/+1 +5 +5 +2 Skirmish (+1d6, +1AC)
    6
    3
    2
    7th +7/+2 +5 +5 +2 Flawless Stride
    7
    4
    2
    8th +8/+3 +6 +6 +2 Unstoppable Charge
    7
    4
    2
    9th +9/+4 +6 +6 +3 Skirmish (+2d6, +1AC)
    8
    4
    2
    10th +10/+5 +7 +7 +3 Greater Adrenaline
    8
    4
    2
    11th +11/+6/+1 +7 +7 +3 Hidden Stride
    9
    5
    3
    12th +12/+7/+2 +8 +8 +4 Skirmish (+2d6, +2AC)
    9
    5
    3
    13th +13/+8/+3 +8 +8 +4
    10
    5
    3
    14th +14/+9/+4 +9 +9 +4 Hide in Plain Sight
    10
    5
    3
    15th +15/+10/+5 +9 +9 +5 Skirmish (+3d6, +2AC)
    11
    6
    3
    16th +16/+11/+6/+1 +10 +10 +5 Savage Charge
    11
    6
    4
    17th +17/+12/+7/+2 +10 +10 +5
    12
    6
    4
    18th +18/+13/+8/+3 +11 +11 +6 Skirmish (+3d6, +3AC)
    12
    6
    4
    19th +19/+14/+9/+4 +11 +11 +6 Free Movement
    13
    6
    4
    20th +20/+15/+10/+5 +12 +12 +6 Mighty Adrenaline
    13
    7
    4

    Class Skills (6+Int per level): Balance, Climb, Craft, Disable Device, Escape Artist, Handle Animal, Heal, Hide, Intimidate, Jump, Knowledge (Nature), Knowledge (Dungeoneering), Listen, Move Silently, Ride, Search, Spot, Survival, Swim, Tumble, Use Rope

    Proficiencies: All simple weapons, the shortbow, the longbow, light armor, no shields.

    Maneuvers (Ex): You begin your career with knowledge of three martial maneuvers. The disciplines available to you are Setting Sun, Stone Dragon, Tiger Claw, and Falling Star*. Whenever you are dealt damage, and are under the effects of your Adrenaline class feature (see below), you recover a single maneuver. You can also spend a swift action, at any time, to recover a single maneuver. During any turn in which you recover a maneuver you can't use the recovered maneuver.

    *Falling Star is a new sublime discipline, based on archery and can be found later in the Character Options section.

    Adrenaline (Ex): As long as a Wildheart is at or below 50% of his maximum hitpoints*, and hostile creatures are within his line of sight, he gains a +1 circumstance bonus to melee attack rolls, a +3 circumstance bonus to melee damage rolls, a +2 circumstance bonus to AC, a +2 circumstance bonus to Will saves, a +10 bonus to his base land speed, and Fast Healing 1. At 10th level these bonuses improve to +2 to melee attacks and +6 to melee damage, +4 to AC, +4 to Will saves, +20 to base land speed, and Fast Healing 3. At 20th level these bonuses improve again to +4 to melee attacks and + 12 to melee damage, +6 to AC, +6 to Will saves, +30 to base land speed, and Fast Healing 5.

    *(multiclass Wildhearts, for the purposes of Adrenaline only, consider their maximum hitpoints to be equal to the sum of hitpoints gained from Wildheart class levels plus 1/2 the sum of hitpoints gained from non-Wildheart class levels)

    Dire Charge (Ex): As a swift action, whenever you charge a foe you may add +30ft bonus to the distance you move with your charge. If you do, you gain a +2 bonus to the attack roll, but recieve a -1 penalty to AC and saving throws until the start of your next turn.

    Trapfinding (Ex): Wildhearts can use the Search skill to locate traps when the DC is higher than 20, and can use the Disable Device skill to disarm magical traps. A Wildheart who beats a trap's disarm DC by 10 with a Disable Device check has studied the device to such a degree that he can bypass the trap without disarming.

    Camouflage (Ex): A Wildheart of 2nd level or higher can use the Hide skill in any sort of natural terrain, even if the terrain doesn't provide any sort of cover or concealment.

    Uncanny Dodge (Ex): At 2nd level you are able to retain your dexterity modifier to AC even when caught flat-footed. At 6th level this ability improves denying foes the ability to gain any advantage or bonus against you from flanking unless those foes are 4 or more levels higher than you.

    Trackless Step (Ex): Starting at 4th level, a Wildheart leaves no trail in any setting unless he desires, and therefore can't be tracked unless he desires to be.

    Skirmish (Ex): *A Wildheart relies on mobility and momentum to improve his offensive and defensive capability. Starting from 3rd level, during any round in which the Wildheart moves 10 or more feet, as long as the Wildheart wears armor no heavier than light, and carries no more than a medium load, he deals an extra 1d6 damage. This extra damage applies only to attacks made during the Wildheart's turn. This extra damage increases by 1d6 for each six levels after 3rd. At 6th level a Wildheart gains a +1 circumstance bonus to AC during any round in which he moves 10 or more feet. This bonus applies as soon as the Wildheart has moved 10 feet and applies until the start of his next turn. This bonus increases by +1 every six levels after 6th.

    *(In my campaigns Skirmish does apply to creatures immune to critical hits, or with otherwise indiscernable anatomies. The damage is not precision based, it is momentum based.)

    Flawless Stride (Ex): Starting at 6th level, a Wildheart can move through any sort of terrain, that has not been magically altered, that slows movement at his normal speed without suffering any impairment or damage as long as the Wildheart wears armor no heavier than light, and carries no more than a medium load. This does not allow the Wildheart to move any more quickly through terrain that requires a Climb, Swim, or similar check to navigate.

    Unstoppable Charge (Ex): Whenever you charge a foe you may make an extra attack at any time during the charge at your highest attack bonus -5, against any foe you move within reach of during the movement (this includes the original target of the charge). Additionally, you may charge through occupied spaces, attempting to overrun any creature between you and the foe you choose to charge.

    Hidden Stride (Ex): When you hide or move silently, as long as the you wear armor no heavier than light, and carry no more than a medium load, creatures with blindsense, blindsight, scent, or tremorsense must make a Listen check or a Spot check (as appropriate) to notice you, just as creatures without those qualities would make Listen or Spot checks to detect you. You cannot hide in plain sight until 14th level.

    Hide in Plain Sight (Ex): While in any sort of natural terrain, a Wildheart of 14th level or higher, can use the Hide skill even when being observed.

    Savage Charge (Ex): Whenever you charge a foe you may make a second extra attack at any time during the movement at your highest attack bonus -5. Additionally, any foes you hit during the charge, are subject to a free bull rush attempt on your part. Finally, you may make a single 90 degree turn at any point during your charge.

    Free Movement (Ex): At 19th level and higher, a Wildheart can slip free from bonds, grapples, and the effects of confining spells with ease, duplicating the effects of a Freedom of Movement spell as if always active, as long as the Wildheart wears armor no heavier than light, and carries no more than a medium load.

    The Savage Specialist - Wildheart ACF
    Some people may want to try out a Wildheart that uses Combat Feats like a Warlord. Simply trade out the maneuvers and stances progression of the Wildheart for the Combat Feats progression of the Sohei. A Wildheart draws his Combat Feats from the Warlord's list of Combat Feats.
    Last edited by Ziegander; 2015-04-22 at 02:09 PM.

  3. - Top - End - #3
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    Default Re: The Warrior's Way - Rebalancing Blade and Bow

    The Warlord
    What the Core Fighter always dreamed to be (Special thanks to Frank and K, who inspired the initial foundation of this class.)


    Cecil, the Dark Knight, performs a devastating Shellshock against his draconic foe.

    If there's a trick to be performed with a weapon, you can guarantee that a Warlord not only knows it, he probably invented it. There are Warriors, there are Fighters, there are Elite Soldiers, and then are the Warlords that have trained them all. These are the combatants leading a unit, by example, in the middle of a monumental confrontation of armies. These Warlords, often of very precise and disciplined upbringing, have practiced their trade since the minute they could hold and swing a weapon. They mastered advanced tactics like disarming and tripping in their pre-teen years. They were inventing styles of their own before they were twenty years of age, and even as they grow gray they remain sharp as ever building techniques upon themselves, weaving them into a martial tapestry unlike anything the world has ever seen. It is very difficult to surprise a Warlord in combat, and even harder to still to catch him without a response to being surprised. Warriors of lesser talent have learned to be wary of anyone even so much as walking the way a Warlord walks to avoid being shown the sharp end of a thousand perfectly executed maneuvers.

    Making a Warlord
    Spoiler
    Show
    You are a master of any weapon you choose to wield and you know how to unlock the maximum potential from any such instrument. You can be a clever and uncompromising melee tactician or a lightning quick and frustratingly elusive ranged combatant. You have the power to build your own destiny as a Warlord.

    Abilities: The focus you should place on ability scores depends largely on the focus of your feats. Granted, you know a tremendous number of feats, and with knowing so many you can branch out quite well. Strength is useful to the melee focused, and dexterity to the ranged focus, but with the proper feats you can blur those lines. Constitution is of course always important for a warrior such as yourself and you may choose to place primary importance on it just to have the great survivability. Intelligence, wisdom, and charisma are not nearly as important for a Warlord as the first three, though intelligence can be nice to fill out your tactical skill list.

    Alignment: Warlords can be of any alignment. Given their inclination toward a strict training regimen they might lean toward Law, but then there are many Warlords that choose to forge their own path and create their own styles of fighting. Chaotic Warlords care not for the troubles of kings or dukes, and will generally offer their tremendous skills to whoever has the most coin. Good Warlords are staunch defenders of justice and the innocent, where evil Warlords can be the most fearsome threat a country has ever faced.

    Races: Races of all types make fine Warlords, but of course those more inclined to physical pursuits take the most naturally to the class. Dwarves and Half-Orcs make sturdy and powerful Warlords and often place the needs of society above their own interests. Elves and Halflings make agile and swift Warlords with a tendency for self-centeredness and caprice. Humans seem ever drawn into long and expensive wars, and in this respect they will always produce a large number of willful and tenacious Warlords.


    Playing a Warlord
    Spoiler
    Show
    You live your life to master the most potent and the most intricate martial styles ever known by mankind. Nothing is more important to you than being, quite simply, the greatest weaponsmaster in history. Combat, to you, is a deadly dance, one that ebbs and flows. You use your Combat Focus to move with, rather than against, this current, and to make your foes fight on your terms. You seize opportunities, you take advantage of weaknesses, and you use your masterful warrior skills to stop any foe from ever finding the chinks in your armor - if there are any to find.

    A Warlord adventures to continue to hone his combat techniques against worthy adversaries. The saying goes, "you can only get better by playing a smarter opponent." Warlords strive to find these opponents. No matter how good you think you are there is always someone better than you, and everytime a Warlord meets a fighter better than him, even if in only a small way, he learns something from it. Of course, there is something to be said about the thrill of battle, and the glory of the slaughter. Most Warlords can appreciate these as well.


    HD: d12

    Alignment: Any

    Level BAB Fort Ref Will Special
    Tier I
    Tier II
    Tier III
    Tier IV
    1st +1 +2 +0 +0 True Aptitude, Art of War
    1
    --
    --
    --
    2nd +2 +3 +0 +0 Combat Focus
    2
    --
    --
    --
    3rd +3 +3 +1 +1 Defensive Training
    2
    --
    --
    --
    4th +4 +4 +1 +1 Ever Vigilant (Maintain)
    2
    --
    --
    --
    5th +5 +4 +1 +1
    3
    1
    --
    --
    6th +6/+1 +5 +2 +2 Tide of Battle (Expend)
    3
    1
    --
    --
    7th +7/+2 +5 +2 +2
    3
    1
    --
    --
    8th +8/+3 +6 +2 +2 Tremulous Steps (Maintain)
    4
    1
    --
    --
    9th +9/+4 +6 +3 +3
    4
    2
    --
    --
    10th +10/+5 +7 +3 +3 Shellshock (Expend)
    4
    2
    1
    --
    11th +11/+6/+1 +7 +3 +3
    5
    2
    1
    --
    12th +12/+7/+2 +8 +4 +4 Action Without Thought (Maintain)
    5
    2
    1
    --
    13th +13/+8/+3 +8 +4 +4
    5
    3
    2
    --
    14th +14/+9/+4 +9 +4 +4 True Threat (Expend)
    5
    3
    2
    --
    15th +15/+10/+5 +9 +5 +5
    6
    3
    2
    1
    16th +16/+11/+6/+1 +10 +5 +5 Through the Haze (Maintain)
    6
    3
    2
    1
    17th +17/+12/+7/+2 +10 +5 +5
    6
    4
    3
    1
    18th +18/+13/+8/+3 +11 +6 +6 Battleshaper (Expend)
    6
    4
    3
    1
    19th +19/+14/+9/+4 +11 +6 +6
    7
    4
    3
    1
    20th +20/+15/+10/+5 +12 +6 +6 Lord of War, Defensive Mastery
    7
    4
    4
    2

    Class Skills (4+Int per level): Appraise, Balance, Bluff, Climb, Craft, Escape Artist, Hide, Intimidate, Jump, Listen, Move Silently, Profession, Ride, Sense Motive, Sleight of Hand, Spot, Swim, Tumble

    Proficiencies: All simple and martial weapons, all armors and shields (including tower).

    Combat Feats: Warlords make extensive use of feats, and master powerful techniques other warriors would never dream of. In a manner similar to how a Wizard prepares spells, Warlords prepare themselves for the day, drawing on a wide breadth of combat experience and proficiency. Warlords prepare feats instead of spells, drawn from the Warlord's list of Combat Feats (given below), his feats divided into tiers much like a spellcaster's spells are divided into levels. Warlords begin play knowing 3 Tier I feats, but can only prepare 1 as indicated on the table above (can prepare 7 Tier I feats at 20th level). A Warlord can prepare a lower Tier feat he knows into a higher Tier "slot" when he prepares his feats. At each level, a Warlord learns a new feat, and can learn any feats of Tiers that are available to him. At 5th, 10th, and 15th level a Warlord learns an additional feat of any Tier available to him (25 total known feats at 20th level). When a Warlord learns a feat that says it can be taken multiple times he may ready that feat multiple times, but only needs to learn it once (a Warlord cannot do this with Epic feats).

    Tier I feats include all Warlord feats whose prerequisites require BAB no greater than +4, skill ranks no greater than 7, and ability scores no greater than 15. Tier II feats include all Warlord feats whose prerequisites require BAB no greater than +9, skill ranks no greater than 12, and ability scores no greater than 17. Tier III feats include all Warlord feats whose prerequisites require BAB no greater than +14, skill ranks no greater than 17, ability scores no greater than 19, and Epic Warlord feats.
    Tier IV feats include all Warlord feats whose prerequisites require BAB 15 or higher, skill ranks 18 or higher, ability scores 20+, and Epic Warlord feats.

    Any feat which has another feat as a prerequisite is always the same Tier as that feat or higher. To learn a feat a Warlord must still qualify for it as normal. To prepare a feat that requires other feats as prerequisites those feats must be prepared first. Warlords can "empty" their "feat slots" and reprepare feats with 1 minute of rest per slot emptied this way.

    "Retraining Feats" - At 5th, 10th, 15th, and 20th levels a Warlord can lose combat feats he's learned throughout his career to learn other ones in their place. At 5th level he can replace any Tier I feat he knows with any other Tier I feat he meets the prerequisites for. At 10th he can replace another Tier I feat, but can also replace a Tier II feat. At 15th level he can replace another Tier I feat, another Tier II feat, and can also replace a Tier III feat. At 20th level he can replace a feat of each Tier available to him if he chooses.

    Art of War (Ex): For the purposes of qualifying for feats The Warlord treats his ability scores as though they were 2 points higher than they actually are at 1st level, 3 points higher than the actually are at 6th level, 4 points higher than they actually are at 11th level and 5 points higher than they actually are at 16th level.

    True Aptitude (Ex): That little thing that Warblades do is cute and all, trying so hard to emulate what comes so naturally to a Warlord. A Warlord with Weapon Focus, Weapon Specialization, or any other feats of that nature (any feat with benefits that apply to a specific weapon) can switch the weapon to which those feats applies as a swift action.

    Combat Focus (Ex): Warlords are expected to be alert, ready to take advantage of the flow of the field in an instant. By spending a move action, a Warlord of 2nd level and higher can enter a focused state of mind. This state lasts for either 5 rounds or for a number of rounds equal to 1/2 his Warlord level, whichever is higher. When a Warlord enters his Combat Focus he chooses Fortitude, Reflex, or Will. While he remains focused in this way he gains a +2 bonus to all saves of the chosen type.

    As a swift or immediate action the Warlord can voluntarily end his focus to reroll a single d20 roll (a save of the type he chose when entering Combat Focus retains the +2 bonus for this reroll). Warlords cannot gain or maintain Combat Focus outside of battle for the state of mind and body needed to achieve this simply doesn't exist except in those conditions.

    Defensive Training (Ex): At 3rd level the Warlord chooses a specific defensive style with which he will assume throughout his career between Armor Usage, Insightful Guidance, or Deflective Parry.

    Armor Usage - A Warlord that chooses Armor Usage increases the armor bonus of any type of armor he wears by +1 at 3rd level and an additional +1 every four levels thereafter.

    Further, when a Warlord wears armor he gains Damage Reduction depending on the Armor Type. Heavy and Medium armor grant the Warlord DR X/adamantine where X equals twice the armor bonus; Light armor grants the Warlord DR X/adamantine where X equals the armor bonus. If a Warlord wears adamantine armor this becomes DR X/--. This DR stacks with any existing DR you possess of the same type.

    Finally, while wearing armor a Warlord reduces the armor check penalty by 1 and increases an armor's max Dex bonus by 1 for each +1 to AC he would normally gain from this ability.

    Insightful Guidance - A Warlord that chooses Insightful Guidance doesn't rely on armor quite so much as his fellows. These Warlords may add the higher of their Intelligence or Wisdom modifiers to their AC (if either is positive) and gain an insight bonus to initiative and AC equal to +1 at 3rd level and an additional +1 every four levels thereafter. All allies within 5ft per Warlord level who can hear the Warlord gain 1/2 this bonus (rounded down) as the Warlord offers defensive advice.

    Further, whenever the Warlord or one of his allies fights defensively or takes the total defense action, that character gains temporary hit points equal to the Warlord's class level + the higher of his Intelligence or Wisdom modifiers (if either is positive).

    Deflective Parry - A Warlord that chooses Deflective Parry hardly relies on armor at all, but defends himself with his weapon. These Warlords gain a deflection bonus to AC equal to the total enhancement bonus of weapons he wields, a further +1 at 3rd level, and +1 every four levels thereafter.

    Further, during a round in which the Warlord dealt damage to a foe with two or more weapons, he may automatically parry a single attack from that foe.

    Finally, while wielding two or more weapons, a Warlord enjoys the benefits of the Deflect Arrows feat, though he need not have an open hand or meet the prerequisites of this feat.

    Ever Vigilant (Ex): While benefiting from Combat Focus, a Warlord of 4th level or higher gains a competence bonus to Listen and Spot checks made to oppose the Hide or Move Silently checks of his enemies equal to his Warlord Levels.

    Further, he does not suffer the penalties of Blindness or Deafness against any foe he has detected through his Listen or Spot skills.

    Finally, a Warlord benefiting from Combat Focus can make Listen and Spot checks as swift or immediate actions.

    Tide of Battle (Ex): A Warlord of 6th level or higher may spend an immediate action to voluntarily end his Combat Focus and take a move action.

    Tremulous Steps (Ex): Starting at 8th level, while benefiting from Combat Focus, a Warlord gains Tremorsense out to 5ft per Warlord level.

    Shellshock (Ex): As a swift action, a Warlord of 10th level or higher can voluntarily end his Combat Focus to cause his next attack to damage his foe's armor or natural armor. When he makes an attack this way he reduces his foe's armor bonus by 1 point per 10 points of damage his attack inflicted. Manufactured armor damaged this way is destroyed if its armor bonus is reduced to 0 (armor bonus includes magical enhancements). Natural armor damaged this way can be restored by any means that restores ability damage, and in equal amount (includes natural healing).

    Action Without Thought (Ex): While benefiting from Combat Focus, if a Warlord of 12th level or higher would be subject to a Mind-Afflicting effect, he ignores its effects each turn spends a swift action to do so.

    True Threat (Ex): As a swift action, a Warlord of 14th level or higher can voluntarily end his Combat Focus to automatically confirm a critical hit, or to cause a foe that he has just confirmed a critical hit on to make a Fort save (DC 10+1/2 Warlord Levels+Warlord's Constitution modifier +his weapon's threat range) or die.

    Through the Haze (Ex): While benefiting from Combat Focus, a Warlord of 16th level or higher can see through illusions, can make additional disbelief saves against illusory effects by spending immediate actions, and can see invisible creatures. Invisible creatures still benefit from total concealment, the Warlord can merely see where they are.

    Battleshaper (Ex): As a swift or immediate action, a Warlord of 18th level or higher can voluntarily end his Combat Focus to take a standard or full round action. If he takes a standard action in this way he loses his move action during his next turn. If he takes a full round action this way he is dazed during his next turn. Warlords can only use this ability once each encounter.

    Defensive Mastery(Ex): At 20th level a Warlord has reached the pinnacle of his protective proficiency (say that three times fast!). He gains stupendous benefits from his choice in Defensive Training.

    Armor Usage - You ignore all speed restrictions for armors you wear and gain extra damage reduction depending on your armor type. Heavy and Medium armor add +10 to their existing DR. Light armor adds +5 to it's existing DR.

    Insightful Guidance - You add the higher of your Intelligence or Wisdom modifiers to your Initiative rolls (if either is positive).

    Further, when you or an ally fights defensively with a penalty of -2 or more, or takes the total defense action, that character gets an insight bonus to all saving throws for 1 round equal to your insight bonus to AC from this feature, + the higher of your Intelligence or Wisdom modifiers (if either is positive).

    Deflective Parry - You push away attacks with ease. Increase the deflection bonus granted from this feature by +4.

    Further, you and all allies within 10ft of you gain Spell Resistance equal to 10+1/2 your Warlord level+your weapons' total enhancement bonus. If you are fighting defensively or are taking the total defense action, increase your SR by 10. If you dealt damage to a foe with two or more weapons this round, increase your SR by 10 against that foe only. Allies that fight defensively or damage foes in the same manner may likewise increase their SR.

    Lord of War (Ex): As long as a Warlord of 20th level or higher has a higher attack bonus than any foe he threatens, those creatures cannot make attacks of opportunity against the Warlord. Further, once per encounter if the Warlord would voluntarily end his Combat Focus he may regain it as a free action.

    Warlord Combat Feats
    Spoiler
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    Tier I - Sneak Attack*, Alertness, Athletic, Blind-fight, Combat Expertise, Improved Disarm, Improved Feint, Improved Trip, Whirlwind Attack, Combat Reflexes, Dodge, Mobility, Spring Attack, Diehard*, Improved Initiative, Improved Unarmed Strike, Improved Grapple, Deflect Arrows, Mounted Combat, Mounted Archery, Ride-by-Attack, Spirited Charge, Trample, Point Blank Shot, Far Shot, Precise Shot, Rapid Shot, Shot on the Run, Power Attack, Cleave, Great Cleave, Improved Bull Rush, Improved Overrun, Improved Sunder, Quick Draw, Rapid Reload, Improved Shield Bash, Tower Shield Proficiency, Toughness, Improved Toughness, Two Weapon Fighting, Two Weapon Defense, Weapon Focus, Weapon Specialization, Clever Wrestling, Close Quarters Fighting, Defensive Strike, Defensive Throw, Eyes in the Back of Your Head, Greater Resiliency, Hamstring, Hold the Line, Improved Buckler Defense, Improved Mounted Archery, Improved Two Weapon Defense, Karmic Strike, Kiai Shout, Monkey Grip, Phalanx Fighting, Pin Shield, Power Critical, Prone Attack, Sharp Shooting, Shield Charge, Swarmfighting, Throw Anything, Zen Archery, Brutal Throw, Power Throw, Combat Intuition, Death Blow, Deft Opportunist, Expert Tactician, Goad, Hear the Unseen, Improved Diversion, Oversized Two Weapon Fighting, Quick Reconnoiter, Cometary Collision, Crossbow Sniper, Deadeye Shot, Fade Into Violence, Flay, Grenadier, Hindering Opportunist, Intimidating Strike, Keen-Eared Scout, Melee Evasion, Shield Specialization, Active Shield Defense, Agile Shield Fighter, Shield Ward, Short Haft, Tumbling Feint, Vexing Flanker, Adaptable Flanker, Evasive Reflexes, Martial Study, Martial Stance, Rapid Assault, Daredevil Athlete, Deadly Defense, Disemboweling Strike, Head Shot, Persistant Attacker, Mage Slayer, Pierce Magical Concealment, Pierce Magical Protection, Hostile Mind, Sidestep Charge, Stand Still, Combat Focus, Combat Stability, Mad Alchemist, Anvil of Thunder, Bear Fang, Hammer's Edge, High Sword Low Axe, Lightning Mace, Quick Staff, Spinning Halberd, Three Mountains

    Tier II - Improved Critical, Stunning Fist, Manyshot, Improved Precise Shot, Improved Two Weapon Fighting, Greater Weapon Focus, Fists of Iron, Flick of the Wrist, Improved Combat Expertise, Improved Rapid Shot, Greater Kiai Shout, Ranged Disarm, Ranged Pin, Ranged Sunder, Shield Slam, Deft Strike, Dual Strike, Leap Attack, Staggering Strike, Acrobatic Strike, Brutal Strike, Combat Acrobat, Stalwart Defense, Lunging Strike, Melee Weapon Mastery, Ranged Weapon Mastery, Shield Sling, Two-Weapon Pounce, Deadly Precision, Greater Manyshot, Combat Defense, Combat Vigor, Cavalry Charger, Combat Brute, Elusive Target, Formation Expert, Giantbane, Raptor School, Shock Trooper, Crescent Moon, Blood Spiked Charger, Combat Cloak Expert, Combat Panache, Einhander, Shadow Striker, Silent and Deadly*

    Tier III - Greater Two-Weapon Fighting, Greater Two Weapon Defense, Armor Specialization, Bounding Assault, Combat Tactician, Crushing Strike, Driving Attack, Slashing Flurry, Penetrating Shot, Robilar's Gambit, Two Weapon Rend, Combat Awareness, Sneaky Flanker*, Armor Skin (E), Combat Archery (E), Energy Resistance (E), Epic Prowess (E), Epic Toughness (E), Great Charisma (E), Great Constitution (E), Great Dexterity (E), Great Intelligence (E), Great Strength (E), Great Wisdom (E), Improved Stunning Fist (E), Instant Reload (E), Penetrate Damage Reduction (E), Spellcasting Harrier (E)

    Tier IV - Rapid Blitz, Defensive Sweep, Overwhelming Assault, Weapon Supremacy, Combat Strike, Killing Blow*, Blinding Speed (E), Damage Reduction (E), Distant Shot (E), Epic Dodge (E), Exceptional Deflection (E), Fast Healing (E), Improved Combat Reflexes (E), Improved Manyshot (E), Improved Whirlwind Attack (E), Infinite Deflection (E), Overwhelming Critical (E), Devastating Critical (E), Perfect Two Weapon Fighting (E), Reflect Arrows (E), Storm of Throws (E), Swarm of Arrows (E), Uncanny Accuracy (E)

    * = As found below in the Character Options section
    (E) = Epic Feat. The Warlord need not meet the prerequisites of these feats except that he still must learn them only when he could learn other feats in the same Tiers.


    Alternative Classes (not ACFs)
    So, some people are naturally going to be overwhelmed by the sheer number of feats gained by the Warlord. That's only natural. My advice, don't plan out your full 20 level build, and don't look at all those feats and try and get them to all be about 1 specific fighting style. Warlords aren't Fighters. They prepare feats from a list of feats known! They can afford to dip into multiple fighting styles, and they should!

    However, some people might not be too excited about learning 25 feats and preparing 16 of them. I get it. So, I offer two alternatives: The Bladelord and The Fightblade! Yeah, they are dumb names, but they aren't really new classes so I don't care. The Bladelord replaces all of the class features in the Special column of the Warblade with all of the class features in the Special column of the Warlord and replaces the Warblade's class skills with the Warlord's class skills. The Fightblade replaces all of the class features in the Special column of the Warblade with a Fighter's bonus feats, although the Fightblade retains Weapon Aptitude and gains bonus feats as a Fighter of equal level. Both the Bladelord and the Fightblade gain maneuvers and stances just like a Warblade and from the same disciplines. Both the Bladelord and Fightblade have the Warlord's proficiencies.
    Last edited by Ziegander; 2015-04-22 at 02:09 PM.

  4. - Top - End - #4
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    Default Re: The Warrior's Way - Rebalancing Blade and Bow

    The Sohei
    A Ki powered martial artist, capable with any weapon.


    "My soul is perfection. My blade is perfection. Through martial arts and meditation I will be perfected." - Han Li, a Sohei

    Sohei are comtemplative warriors, often concerned with philosophical and cosmological matters, that hone not only their skills in battle, but also, they hope, the power of their eternal souls. Sohei contend that all beings are suffused with an energy they call Ki which is the energy of the soul, and most who have seen a Sohei in battle will not soon doubt this contention. Perhaps a Sohei was raised in a secluded monastery or within a religious order; perhaps a Sohei has merely been inquisitive and studious all her life, eager to learn more about life's mysteries and through understanding and applying this knowledge grow closer to perfection. It is this quest that drives all Sohei, the quest to perfect mind, body, and soul, and to wield the combined power of all three is not only their greatest pleasure, but a spectacular sight for any outsider to behold.

    Making a Sohei
    Spoiler
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    You are quite skilled in any number of weapons, able to wield them competently and able to pick up even exotic weapons with ease. You supplement your weapons skill with Ki empowering attacks, making you more powerful, and causing foes to lose their greatest strengths.

    Abilities: As a Sohei your holistic approach to combat and life causes you to embrace a broader spectrum of skills and assets than most. Many of your abilities depend on bonuses from several different ability scores. Strength, Dexterity, and Constitution still provide the same benefit to you as they do all warriors, but Intelligence, Wisdom, and Charisma provide you with compelling combat benefits as well. Seek the balance that fits you best and you will reap unique benefits setting you apart from normal warriors.

    Alignment: A Sohei's natural inclination toward a strict realization of one goal causes many to lean toward a lawful alignment, however, at the same time Sohei can feel that they are above the laws of man considering their pursuit is one of enlightenment and ascendancy. Good Sohei help the weak to grow stronger and try to guide the misguided to a higher path, whereas Evil Sohei have no regard for those that they consider beneath them and will stop at nothing to gain power for themselves, considering no cost to others in their path.

    Races: Humans have proven to be, by far, the most adaptive and able Sohei in history, easily able to blend philosophy and combat, and to equally utilize mind and body. All races however produce Sohei, those with more physical attributes, such as Dwarves, lean toward a more martial lifestyle, and those with more mental attributes, such as Spellscales, lean toward a more contemplative lifestyle.

    Starting Gold: 4d4x10 (100gp).
    Starting Age: As Monk.


    Playing a Sohei
    Spoiler
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    You are a warrior, but there is more to life than war, than blood and steel, than everyday mundanity. You seek the meaning and the truth in life beyond what you can see and smell and feel. You look at combat as an exercise to keep your body, but also your mind and, ultimately your soul, sharp. It is only part of a means to an end. This of course, doesn't mean that you aren't exceptional in that area, as you strive to be in all areas of your life. You relish the chance to expand your horizons and to test your mettle in the glory and terror, the torture and triumph of battle. By practicing Ki manipulation techniques and being mindful of yours and your opponents' you shatter damage reduction, and you siphon away your enemy's strengths with your Ki Strike and Power Breaks, striking at precise points.

    You adventure to create your path to nirvana, to zen, to ascendance, enlightenment, or quintessence. You yearn to achieve a perfect state in which your perfect soul can reside in a perfect body, guided by the thoughts of a perfect mind, and you are convinced that you can find a way to this state through open-minded exploration, and through hidden wisdom to be found in physical pursuits, especially battle. It is said that a man never truly knows himself until he's been through a fight, until he's put his life on the line. As a Sohei you hope to put that saying to the test.


    HD: d8

    Alignment: Any

    Level BAB Fort Ref Will Special
    Tier I
    Tier II
    Tier III
    Tier IV
    1st +1 +2 +2 +2 Unreachable Pinnacle, Mind-Body-Soul
    1
    --
    --
    --
    2nd +2 +3 +3 +3 Power Break
    1
    --
    --
    --
    3rd +3 +3 +3 +3 Ki Strike (Magic)
    1
    --
    --
    --
    4th +4 +4 +4 +4 Power Break
    1
    --
    --
    --
    5th +5 +4 +4 +4 Chasing Perfection
    2
    --
    --
    --
    6th +6/+1 +5 +5 +5 Power Break
    2
    1
    --
    --
    7th +7/+2 +5 +5 +5 Drain Power
    2
    1
    --
    --
    8th +8/+3 +6 +6 +6 Power Break
    2
    1
    --
    --
    9th +9/+4 +6 +6 +6 Ki Strike (Aligned)
    3
    1
    --
    --
    10th +10/+5 +7 +7 +7 Power Break
    3
    1
    --
    --
    11th +11/+6/+1 +7 +7 +7 Chasing Perfection
    3
    1
    1
    --
    12th +12/+7/+2 +8 +8 +8 Shattering Assault
    3
    2
    1
    --
    13th +13/+8/+3 +8 +8 +8 Dispelling Break
    4
    2
    1
    --
    14th +14/+9/+4 +9 +9 +9
    4
    2
    1
    --
    15th +15/+10/+5 +9 +9 +9 Ki Strike (Metallic)
    4
    2
    1
    --
    16th +16/+11/+6/+1 +10 +10 +10
    4
    2
    2
    1
    17th +17/+12/+7/+2 +10 +10 +10 Chasing Perfection
    5
    2
    2
    1
    18th +18/+13/+8/+3 +11 +11 +11 Empowering Aura
    5
    3
    2
    1
    19th +19/+14/+9/+4 +11 +11 +11 Reaving Break
    5
    3
    2
    1
    20th +20/+15/+10/+5 +12 +12 +12 Double Break, Ki Strike (Epic)
    5
    3
    2
    1

    Class Skills (6+Int mod per level): Balance, Bluff, Climb, Concentration, Craft, Diplomacy, Escape Artist, Heal, Hide, Iaijutsu Focus, Intimidate, Jump, Knowledge (any), Listen, Move Silently, Profession, Sense Motive, Sleight of Hand, Swim, Tumble

    Proficiencies: All simple and martial melee weapons, light armor, no shields.

    Combat Feats: Sohei make extensive use of feats, and master powerful techniques other warriors would never dream of. In a manner similar to how a Wizard prepares spells, Sohei prepare themselves for the day, drawing on a wide breadth of combat experience and proficiency. Sohei prepare feats instead of spells, drawn from the Sohei's list of Combat Feats (given at the bottom of this post), his feats divided into tiers much like a spellcaster's spells are divided into levels. Sohei begin play knowing 1 Tier I feat and can prepare 1 as indicated on the table above (can prepare 5 Tier I feats at 20th level). Sohei can prepare a lower Tier feat he knows into a higher Tier "slot" when he prepares his feats. At each odd-numbered level, as well as once at 6th, 8th, 11th, 12th, 16th, and 20th levels a Sohei learns a new feat, and can learn any feats of Tiers that are available to him (16 total feats known). When a Sohei learns a feat that says it can be taken multiple times he may ready that feat multiple times, but only needs to learn it once.

    Tier I feats include all Sohei feats whose prerequisites require BAB no greater than +4, skill ranks no greater than 7, and ability scores no greater than 15. Tier II feats include all Sohei feats whose prerequisites require BAB no greater than +9, skill ranks no greater than 12, and ability scores no greater than 17. Tier III feats include all Sohei feats whose prerequisites require BAB no greater than +14, skill ranks no greater than 17, ability scores no greater than 19, and Epic Sohei feats.
    Tier IV feats include all Sohei feats whose prerequisites require BAB 15 or higher, skill ranks 18 or higher, ability scores 20+, and Epic Sohei feats.

    To learn a feat a Sohei must still qualify for it as normal. To prepare a feat that requires other feats as prerequisites those feats must be prepared first.

    Sohei can "empty" their "feat slots" and reprepare feats with 5 minutes rest for each slot emptied this way.

    "Retraining Feats" - At 5th, 10th, 15th, and 20th levels a Sohei can lose combat feats he's learned throughout his career to learn other ones in their place. At 5th level he can replace any Tier I feat he knows with any other Tier I feat he meets the prerequisites for. At 10th he can replace another Tier I feat, but can also replace a Tier II feat. At 15th level he can replace another Tier I feat, another Tier II feat, and can also replace a Tier III feat. At 20th level he can replace a feat of each Tier available to him if he chooses.

    Body-Mind-Soul (Su): Sohei strive incessantly to streamline the connections between their body, mind, and soul. Through constant reliance on all three parts of their existent whole they gather strength and harness their Ki. As long as you wear armor no heavier than light you add your Strength modifier to Fort saves, your Intelligence modifier to Ref saves, and your Charisma modifier to Will saves. Further, as long as you aren't using a shield, you add your Wisdom modifier to your AC. Finally, you have Spell Resistance equal to 11 + Your Sohei levels + The highest of your Strength, Dexterity, or Constitution modifiers.

    Unreachable Pinnacle (Su): The first and most basic manipulation of Ki that Sohei master is "Dragon's Breath" which refers to tiring an opponent all the while gathering your, and their wasted, Ki. Whenever an attack misses you, or a spell fails to penetrate your SR, you gain a +2 bonus to AC or SR, respectively. This bonus lasts for 3 rounds, and can stack with itself, resetting the duration, or until an attack hits you or a spell effects you.

    Power Break (Su): At 2nd level you gain your first power break. These breaks represent a knowledge and manipulation of, not only your own Ki power, but the latent Ki of your foes. This can cause foes to grow weaker, slower, duller, etc. Power Breaks are activated as a swift action and last until the end of your turn. Each break has a designated effect on foes if you deal damage to them with a melee attack after activating the Power Break. You successfully break a foe if they fail a saving throw (DC 10+1/2 Sohei Levels+Your highest Ability modifier) as given by the chosen Break. All effects of Power Breaks last 3 rounds. Choose one of the following at 2nd, 4th, 6th, 8th, and 10th levels:

    Sap Strength - Fort save. A successful break causes the foe to lose its strength bonus to attack and damage rolls and to opposed checks.

    Sap Agility - Ref save. A successful break causes the foe to lose its dexterity bonus to AC, and to skill checks and opposed checks.

    Sap Speed - Ref save. A successful break causes the foe to lose speed, reducing it from whatever speeds it has to 15ft to all movement speeds (maneuverability is reduced to poor, and swimmers lose the natural swimmer quality).

    Sap Intelligence - Will save. A successful break causes the foe to lose its intelligence bonus (to everything), and to lose 4 skill ranks/HD.

    Sap Perceptions - Will save. A successful break causes the foe to lose its wisdom bonus (to everything), and any of the following abilities, Blindsense, Blindsight, Scent, See Invisibility, Tremorsense, True Seeing or Voidsense.

    Sap Conviction - Will save. A successful break causes the foe to lose its charisma bonus (to everything), and to lose any immunity to effects requiring a will save.

    Sap Defenses - Fort save. A successful break causes the foe to lose 1/2 of each its Natural Armor bonus, Damage Reduction and Energy Resistance (Energy immunity is reduced to ER 50).

    Sap Vitality - Fort save. A successful break causes the foe to lose its constitution bonus (to everything except hitpoints), to lose any temporary hit points it has, and to lose any immunity to effects requiring a fort save.

    Ki Strike (Su): Sohei strike not only with their own physical strength and precision, but with the perfect force of their souls. Imbuing their melee attacks with Ki, Sohei can overcome the tough carapaces and hide of monsters and demons. At 3rd level, any melee attack made by a Sohei is treated as a magic weapon for the purposes of overcoming damage reduction. At 9th level, any attack made by a Sohei automatically aligns to whichever alignment necessary to overcome the target's damage reduction. At 15th level, any attack made by a Sohei is considered to be whichever metal would be necessary to overcome the target's damage reduction. At 20th level, a Sohei's Ki power is sufficient to overcome even Epic damage reduction.

    Chasing Perfection (Ex): Sohei bring themselves closer and closer to divinity each day, constantly working to harmonize their physical shell with their eternal soul, through meditation and the perfection of mind and body. At 5th, 11th, and 17th levels select one the following abilities - Evasion, Uncanny Dodge, Mettle, Improved Uncanny Dodge (requires Uncanny Dodge), Improved Evasion (Requires Evasion), Immunity to Fear, Immunity to Charms and Compulsions, Immunity to all Diseases, Immunity to all Poisons, Damage Reduction 3/-- (can be taken multiple times, stacks), Energy Resistance 10 (Acid, Cold, Electricity or Fire; can be taken multiple times, stacks), +2 divine bonus to a single ability score (can be taken multiple times, stacks), +15 divine bonus to speed (can be taken multiple times, stacks).

    Drain Power (Su): By 7th level a Sohei has mastered the art of "Snatching the Lotus" or stealing Ki. Whenever you successfully break a target you gain the bonus it lost for 3 rounds.

    Shattering Assault (Ex): As a Sohei becomes faster, able to bring more attacks to bear against their opponents, her Power Break becomes harder to resist. The save DC against your Power Breaks is increased by +2 for each attack you hit with during a turn in which you activate a Power Break.

    Dispelling Break (Su): Magic and Ki power are not so different in function. By 13th level, a Sohei has dealt with magic long enough to learn how to manipulate the magic of her opponents as she does their Ki. Whenever you successfully break a target make a dispel check against one of it's active spell effects with a bonus to the check equal to your Sohei level.

    Empowering Aura (Su): By 18th level the Ki energy you steal from opponents emanates from you like fountain allowing allies to benefit from its power. Allies within 15ft gain any bonuses you have gained through Drain Power (or Reaving Break, as below).

    Reaving Break (Su): By 19th level a Sohei is even more adept at manipulating magical power. She has now mastered the art of "Seizing the Dragon" or stealing spell power. Whenever you dispel an effect with Dispelling Break you gain the benefits of the dispelled effect for 3 rounds.

    Double Break (Ex): By 20th level a Sohei's Power Breaks are truly frightening, able to weaken foes in more ways than one with a single attack. You can use two breaks at once with a single swift action (This allows you to Dispelling and Reaving Break twice in the same turn as well, if you succeed with both breaks).

    Sohei Combat Feats
    Spoiler
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    Tier I - Acrobatic, Agile, Alertness, Athletic, Blind-Fight, Combat Expertise, Improved Disarm, Improved Feint, Improved Trip, Whirlwind Attack, Combat Reflexes, Dodge, Mobility, Spring Attack, Diehard*, Exotic Weapon Proficiency, Improved Initiative, Improved Unarmed Strike, Improved Grapple, Deflect Arrows, Snatch Arrows, Superior Unarmed Strike, Power Attack, Cleave, Great Cleave, Improved Bull Rush, Improved Sunder, Quick Draw, Run, Stealthy, Weapon Focus, Weapon Specialization, Fade into Violence, Indomitable Soul, Leap of the Heavens, Melee Evasion, Steadfast Determination, Versatile Unarmed Strike, Vexing Flanker, Adaptable Flanker, Combat Focus, Combat Stability, Close Quarters Fighting, Dash, Defensive Strike, Defensive Throw, Earth's Embrace, Eagle Claw Attack, Eyes in the Back of Your Head, Fleet of Foot, Flying Kick, Karmic Strike, Kiai Shout, Prone Attack, Roundabout Kick, Throw Anything, Brutal Throw, Power Throw, Combat Intuition, Danger Sense, Improved Diversion, Quick Reconnoiter, Evasive Reflexes, Martial Study, Martial Stance, Rapid Assault, Sidestep Charge, Focused Sunder, Inquisitor, Mental Leap, Psionic Fist, Psionic Meditation, Psionic Weapon, Speed of Thought, Psionic Charge, Up the Walls, Wounding Attack, Hostile Mind, Sneak Attack*

    Tier II - Improved Critical, Stunning Fist, Combat Acrobat, Acrobatic Strike, Cunning Evasion, Fiery Fist, Fiery Ki Defense, Ki Blast, Lunging Strike, Melee Weapon Mastery, Water Splitting Stone, Combat Defense, Combat Vigor, Shadow Striker, Axiomatic Strike**, Fists of Iron, Flick of the Wrist, Greater Kiai Shout, Pain Touch, Weakening Touch, Leap Attack, Cloak Dance, Combat Brute, Elusive Target, Giantbane, Raptor School, Shock Trooper, Deft Strike, Snap Kick, Deadly Precision, Silent and Deadly*, Greater Psionic Fist, Unavoidable Strike, Greater Psionic Weapon, Deep Impact

    Tier III - Bounding Assault, Robilar's Gambit, Combat Awareness, Freezing the Lifeblood, Sneaky Flanker*, Armor Skin (E), Energy Resistance (E), Great Charisma (E), Great Constitution (E), Great Dexterity (E), Great Intelligence (E), Great Strength (E), Great Wisdom (E), Improved Stunning Fist (E), Penetrate Damage Reduction (E), Spellcasting Harrier (E)

    Tier IV - Rapid Blitz, Combat Strike, Killing Blow*, Blinding Speed (E), Damage Reduction (E), Epic Dodge (E), Exceptional Deflection (E), Fast Healing (E), Improved Combat Reflexes (E), Improved Whirlwind Attack (E), Infinite Deflection (E), Overwhelming Critical (E), Devastating Critical (E), Reflect Arrows (E), Storm of Throws (E)

    * = As found below in the Character Options section.
    (E) = Epic Feat. The Sohei need not meet the prerequisites of these feats except that he still must learn them only when he could learn other feats in the same Tiers.
    **Instead of Axiomatic Strike this is called Aligned Assault and deals extra damage depending on your alignment.


    Sublime Sohei ACF
    Some people may not like the Combat Feats system for their Sohei. Some might prefer maneuvers and stances. Great! A Tome of Battle-ized Sohei replaces Unreachable Pinnacle with Superior Unarmed Strike, loses Combat Feats, but replaces them with manevuers and stances drawn from the Swordsage's list of disciplines, with the Swordsage's recovery, but with the Warblade's amount of maneuvers/stances known and readied.
    Last edited by Ziegander; 2015-04-22 at 02:10 PM.

  5. - Top - End - #5
    Troll in the Playground
     
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    Default Re: The Warrior's Way - Rebalancing Blade and Bow

    The Champion
    Wanna play a True Neutral Paladin of Nature? (Inspiration drawn from Monte Cook's Champion)


    "The Light of Morningstar is Truth, and I am his torch. I will illuminate the darkness and set ablaze all who oppose me!" - Lamira, Champion of Promeanth

    The Warrior Priests of Pelor, The Feyknights of the Wyld, The Mad Scythe of Oblivion. The truthseeker, the peacemaker, the warmonger - all of these are Champions. Champions devote their entire existence to a grand purpose far greater than themselves. They wield passion and faith and conviction; they know no fear, no doubt, no greater glory than that of serving the cause, or Mantle, that they represent. Some Champions are devoted to deities, weapons of the gods, who strike down foes in their Lords' names, and evangelize their brand of eternity. Others are devoted to abstract philosophies or intangible entities, such as Love, Peace, Collective Unconscious, Nature, or Magic. These Champions guide others to see the truth about their own belief and defend to the death figures, locations, and items which personify or embody this truth. Champions radiate divine power and use this power to bolster their defenses and strike at their enemies. Widespread religious or philosophical movements were often began, through often bloody crusades, by Champions. And this is a Champion's greatest glory, to establish the will of their Mantle and etch its message into the iron tablets of history.

    Making a Champion
    Spoiler
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    You wield powerful divine spells and embrace a cause more powerful than yourself. This gives you the ability to smite foes in direct opposition to your cause. You should ALWAYS discuss with your DM what causes he feels are acceptable for a Champion to take up for his campaign. This is to ensure that your Mantle is effective, but also to prevent you from choosing some silly, frivolous cause and causing the game to be less fun for everyone else. Players of Champions are urged to be responsible, and DMs urged to only allow Champions in their games if they feel the campaign can support them (nearly all can with some thought, but not all causes may be applicable to all campaigns).

    Abilities: As a Champion a great number of your class features are dependent upon Charisma, including your spellcasting, and as such it should a top priority, if not the top priority. You are, however a warrior, and your Mantle, when you take it up, improves your Strength. This may encourage you to make Strength a top priority, or allow you to boost your Dexterity or Constitution depending on how you build your character. Since it is entirely possible for you to utilize more Dexterity based skills you can be an agile Champion, wielding a bow if you choose, using the Mantle's bonus to aid with your Composite Longbow. :)

    Alignment: In passing glance it may seem that a Champion is rather restrictive, but you are still free to play a Champion of any alignment. Your alignment should make sense with respect to your Mantle, but since you choose your own Mantle (with approval from the DM of course) you can imagine any sort of Champion. You may choose to be Lawful Good and play like a Paladin, a Champion of Holy Divinity, or you could be Chaotic Neutral and play something of an Entropic Champion, lurking in the shadows, plotting to overthrow Order.

    Races: Every race harbors Champions, and in no small numbers. For every religion there are a hundred Champions are would-be Champions. For every philosophy, dictum, ideal, or entity there are a hundred more. Dwarven Champions exemplify Order (on the whole) and are proud, strong warriors, unyielding as the mountains they call home. Elven Champions exemplify Knowledge, both mysterious and ancient, and are elusive, graceful adventurers, unfathomable as the dark woods that they have tamed. Human Champions exemplify Ambition, good and evil, and are resourceful and determined, as diverse as the many colors of their skin.

    Starting Gold: 6d4x10gp (150gp).
    Starting Age: As Paladin.


    Playing a Champion
    Spoiler
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    Yours is an unshakable faith that grants you strength and certainty in troubled times. You cannot be swayed and you will not allow any attack upon your cause to go unnoticed or unchallenged. You give of yourself to those willing to listen to your words, you seek to spread the ideals of your Mantle to every corner of the earth, and you take to your purpose with single-minded zeal. There are none that share the strength and depth of your conviction, and to these of lesser faith, you either provide comfort or deal out judgement according to your alignment. That which your Mantle commands, you unquestionably carry out. You are its voice and hand, its sword and shield.

    The name of your game is Smite, Smite, Smite! This is one reason it is so important that you and the DM have a chance to talk your character over before you choose your Mantle. You want to have the chance to strike down foes of your given cause every chance you get, and you want to get that chance A LOT. However, you can still be quite effective even when not destroying the foes of your cause with a careful selection of spells, and with the divine power that flows through your every action. With your auras you gird yourself and allies against all manner of threats and you imbue your weapons and armor with the power of your cause. When you "take up the Mantle" you become an unyielding and imposing figure, increasing your strength and stature and wreaking havoc on your enemies.


    HD: d10

    Alignment: Any

    {table="head"]Level|BAB|Fort|Ref|Will|Special |1st|2nd|3rd|4th|5th|6th|7th|8th|9th

    1st|+1|+0|+0|+2|Smite, Code of Conduct, Champion's Aura, Champion's Mantle|2|—|—|—|—|—|—|—|—

    2nd|+2|+0|+0|+3|Zealous Surge 1/day|2|—|—|—|—|—|—|—|—

    3rd|+3|+1|+1|+3|Aura of Courage|2|—|—|—|—|—|—|—|—

    4th|+4|+1|+1|+4|Improved Mantle|3|2|—|—|—|—|—|—|—

    5th|+5|+1|+1|+4|Embrace the Cause|3|2|—|—|—|—|—|—|—

    6th|+6/+1|+2|+2|+5|Improved Smite|3|2|2|—|—|—|—|—|—

    7th|+7/+2|+2|+2|+5|Aura of Resolve|3|3|2|—|—|—|—|—|—

    8th|+8/+3|+2|+2|+6|Greater Mantle|3|3|2|2|—|—|—|—|—

    9th|+9/+4|+3|+3|+6|Zealous Surge 2/day|3|3|3|2|—|—|—|—|—

    10th|+10/+5|+3|+3|+7|Embrace the Cause|4|3|3|2|2|—|—|—|—

    11th|+11/+6/+1|+3|+3|+7|Greater Smite|4|3|3|3|2|—|—|—|—

    12th|+12/+7/+2|+4|+4|+8|Mighty Mantle|4|3|3|3|2|2|—|—|—

    13th|+13/+8/+3|+4|+4|+8|Greater Surge|4|3|3|3|3|2|—|—|—

    14th|+14/+9/+4|+4|+4|+9|Aura of Faith|4|4|3|3|3|2|2|—|—

    15th|+15/+10/+5|+5|+5|+9|Embrace the Cause|4|4|3|3|3|3|2|—|—

    16th|+16/+11/+6/+1|+5|+5|+10|Mighty Smite, Superior Mantle|4|4|3|3|3|3|2|2|—

    17th|+17/+12/+7/+2|+5|+5|+10|Zealous Surge 3/day|4|4|4|3|3|3|3|2|—

    18th|+18/+13/+8/+3|+6|+6|+11|Avatar of the Cause|4|4|4|3|3|3|3|2|2

    19th|+19/+14/+9/+4|+6|+6|+11|Supreme Aura|4|4|4|3|3|3|3|3|2

    20th|+20/+15/+10/+5|+6|+6|+12|Legendary Mantle, Embrace the Cause|4|4|4|4|3|3|3|3|2[/table]

    Class Skills (4+Int per level): Climb, Concentration, Craft, Diplomacy, Intimidate, Jump, Knowledge (all, taken individually), Listen, Ride, Sense Motive, Spot, Swim.

    Proficiencies: Champions are proficient with all simple and martial weapons, with all armors and with all shields.

    Champion's Mantle (Su): All Champions choose a cause to defend and uphold. This cause becomes the mantle of a Champion's life and the Champion strikes down the enemies of his cause while embodying its core principles. These causes can be just about anything really so long as the player and DM agree upon the cause. With this choice in Mantle, a Champion chooses either Fortitude or Reflex as well as any three skills not on his list of class skills. His class based bonus to the chosen save becomes equal to the bonus to Will saves he gets from Champion levels. The chosen skills are considered from this point on class skills for the Champion (and the player may put skill points into them as though they were at character creation). The DM must approve the chosen save, the chosen skills and the cause that these skills are meant to represent. For example a Champion of Nature might select Fortitude, Balance, Handle Animal, and Survival as his three extra skills where a Champion of Magic might select Reflex, Appraise, Spellcraft, and Use Magic Device.

    Additionally, once per encounter a Champion may choose to "Take up the Mantle" gaining a +2 bonus to Strength and Charisma for 5 rounds. During each these 5 rounds Champions must attack or cast a spell on an enemy or the effect is lost.

    Spellcasting (Ex)*: As part of choosing a cause to go with your Mantle, you pick a single Cleric domain. The spells in this domain become your spell list. You cast divine spells dependant on your Charisma, but do not gain bonus spells per day. As with anything else to do with your Mantle, the domain you choose is subject to approval by the DM. You do not gain the Domain granted ability as a Cleric. Spells may not be added to a Champion's spell list through any means. This is a strict code applied to all Champions and reflects their devotion to their selected mantle.

    *Changes to domain lists and powers, as well as spell lists and spell effects in general to be addressed in the coming installment - "Spellcaster's Sanctum: A New System For a Better Future." :) The Champion is certainly playable now, but will be much more internally balanced with the material presented therein.

    Oh, snap, alternate Champion spellcasting mechanics as per Spellcasters' Sanctum WTF?!
    Spoiler
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    Spellcasting (Ex): Champions cast spells (greater and lesser) drawn from the list of their chosen domain. They can only cast a single Greater Spell per encounter. Champions do not gain the benefit of their chosen domain's Granted Power as other spellcasters do, nor do they ever gain extra Greater Spells per encounter as other spellcasters do. These spells last until the end of the encounter during which they were cast.

    Champions begin play knowing 2 Lesser Spells, and must ready them in a manner similar to how a Warblade readies it's martial maneuvers, able to ready just 1 of them at 1st level. As a Champion gains levels it learns and is able to ready more and more Lesser Spells, as indicated on the table above (well, not this table of course). Champions, as with all spellcasters, cast their Lesser Spells at-will, as a standard action. These spells last no longer than 4 rounds, and have a maximum range of 100ft.

    The saving throw DC of these spells is 10+1/2 Champion level+the ability score modifier designated by the domain (+1 for Greater Spells). Unlike the standard spellcasting system of Wizards or Clerics, Champions can not gain bonus spells per encounter for having a high ability score. Champions ignore all "arcane spell failure" of armor, because magic is neither divine or arcane. A Champion's Caster level for Lesser Spells is equal to his class level, for Greater Spells it is equal to his class level-3.

    Stunted Casting - Champions are unable to cast the Greater Spells of their domain until 4th level and higher.


    Champion's Aura (Su): As a Champion your force of will and the conviction in your cause grants you a particularly powerful Aura, as a Good Cleric might have a powerful Aura of Good. However, not all Champions are committed to such black and white goals, and a Champion can even have an Aura of powerful Neutrality. Such True Neutral characters' auras will be detected by any spell that detects powerful auras, though they cannot discern its exact location, the aura can never be overwhelming, and the aura will never linger. Champions automatically detect the presence of powerful Auras which are in opposition to their own alignment as long as these auras are within range of the Champion's aura. Good Champions detect evil auras, however True Neutral Champions detect nothing.

    Code of Conduct: Bla, bla, code of conduct stuff. This should be determined between the player and DM, and should reflect the player's choice of mantle and alignment. How strict or binding the code is will be determined by the DM as per the nature of his desired campaign.

    Smite (Su): Once per enemy, per encounter, a Champion may attempt a Smite attack instead of a normal one. This attack gains a bonus to hit equal to the Champion's charisma modifier and a bonus to damage equal to 1/2 Champion level (rounded up) +2. If the Champion accidentally smites a foe that is not an enemy of his cause he loses the ability to Smite for 24 hours. Foes of the Champions cause are determined by the DM, and if a player is unclear about his foes' allegiances he may use Sense Motive and the "getting a hunch" action, as a free action at the start of an encounter to discover whether his foe(s) is an enemy of his cause.

    At 6th level whenever a Champion smites a foe he ignores all concealment bonus the foe may have less than total concealment. At 11th level whenever a Champion smites a foe he ignores all damage reduction the foe may have. At 16th level whenever a Champion smites a foe the critical multiplier of his weapon increases by 1, the critical threat range of the weapon increases by 2, and he gains a free bull rush attempt against the smited foe if his attack hits.

    Zealous Surge (Ex): Once per day, starting at 2nd level, a Champion may reroll a single saving throw with a bonus to the reroll equal to his charisma modifier. A Champion gains additional daily uses of this ability at 9th and 17th levels.

    Aura of Courage (Ex): Beginning at 3rd level, a Champion is immune to fear of all types. Each ally within 10ft gains a +4 morale bonus to saving throws against fear effects. This ability only functions while the Champion remains conscious. A Champion's Aura now encompasses an area 10ft around him as well for the purposes of alignment based detection.

    Improved Mantle (Su): At 4th level and higher whenever a Champion "Takes up the Mantle" the bonuses increase to +4. At 8th level and higher whenever a Champion "Takes up the Mantle" he gains SR equal to 10+Class Level+Charisma modifier while the effects last. At 12th level and higher whenever a Champion "Takes up the Mantle" the bonuses increase to +6. At 16th level and higher whenever a Champion "Takes up the Mantle" he gains Fast Healing 5 and becomes immune to Mind-Afflicting Effects while the effects last.

    Embrace the Cause (Su): At 5th level and every 5 levels thereafter a Champion gains a magical enhancement which can be applied to his weapon or armor in accordance with the Champion's cause. The DM must approve enhancements gained this way. Each time the Champion gains this ability he may change the enhancements added, and may allocate them in any way between his weapons or armors. Players may not choose simple +1 bonuses, but must choose other magical effects equivalent to that bonus. These enhancements apply to the equipment ONLY when worn or wielded by the Champion.

    • At 5th level a Champion can add any +1 enhancement to his weapon or armor.
    • At 10th level a Champion can trade his old +1 enhancement for a +2 one, or may choose to apply two +1 enhancements to his weapon or armor. Neither need to be the same enhancement chosen at 5th level.
    • At 15th level a Champion can trade his old enhancements for a +3 one, or may choose to apply any enhancements to his weapon or armor whose total enhancement bonus does not exceed +3. None of these need to be the same enhancements the Champion has chosen previously with this ability.
    • At 20th level a Champion can trade his old enhancements for a +4 one, or may choose to apply any enhancements to his weapon or armor whose total enhancement bonus does not exceed +4. None of these need to be the same enhancements the Champion has chosen previously with this ability.


    Aura of Resolve (Su): A Champion of 7th level or higher is immune to Charm and Compulsion effects of all kinds. With the addition of this aura a Champion's Aura and Aura of Courage increase to a range of 30ft, and each ally within that range also receives a +4 morale bonus to saving throws against Charm and Compulsion effects. Again, this aura only functions while the Champion is conscious.

    Greater Surge (Ex): At 13th level and higher, after activating Zealous Surge, for 5 rounds, the Champion gains a bonus to the save for which he rerolled equal to his Charisma modifier.

    Aura of Faith (Su): At 14th level and higher, within the Champion's Aura he and his allies benefit from Magic Circle spells corresponding to his alignment, and deal damage as though their weapons were aligned with the Champion's alignment. Lawful Good Champions and allies are protected by the Magic Circle Against Chaos and Evil spells, while Chaotic Evil Champions and allies are protected by the Magic Circle Against Good and Law spells. Champions of Neutral alignment choose which spells to be protected by upon gaining this ability (For example a Chaotic Neutral Champion would decide whether to be protected with Magic Circle Against Good, or Against Evil; a True Neutral Champion would choose for both the Law/Chaos axis and the Good/Evil axis). This choice is made only once and can never be reversed. Finally, each of the Champion's auras extends to 60ft. This aura functions only while the Champion is conscious.

    Avatar of the Cause (Su): At 18th level and higher Champions become considered Native Outsiders of their planes. Each morning a Champion may reallocate the enhancement bonuses gained through his Embrace the Cause feature.

    Supreme Aura (Su): Hostile creatures that oppose the Champion's cause must make a Fort save whenever they attempt to enter his Aura (or if a nonhostile creature already within the aura suddenly becomes hostile). Creatures with 1/2 the Champion's HD or fewer that fail this save are slain if the Champion wishes them to be. All other creatures that fail this save are dealt damage equal to twice the Champion's Class Level and are shaken for the duration of the encounter. Creature's that successfully save against the effect take half damage and negate either the death effect, or the shaken condition. Finally, each of the Champion's auras extends to 100ft. This aura functions only while the Champion is conscious.

    Legendary Mantle (Su): At 20th level and higher whenever a Champion "Takes up the Mantle" the bonuses increase to +8, he grows a size category larger, and he becomes immune to all effects requiring a Fort save while the effects last.
    Last edited by Ziegander; 2011-07-05 at 09:29 AM.

  6. - Top - End - #6
    Troll in the Playground
     
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    Default Re: The Warrior's Way - Rebalancing Blade and Bow

    Additional Rules/Character Options


    Additional Rules/Tweaks - I suggest when using the above classes DMs allow players to take the Martial Study feat any number of times, and to include it and Martial Stance in the list of bonus feats for Warlords and Sohei. I also suggest relaxing the prereqs on Adaptive Style to let anyone with maneuvers take it, to give these "initiators-by-day" a decent recovery method.

    There are a few feats that have been tweaked so that they make more sense within this rules set. This section outlines these changes, removals and additions.

    Weapon Finesse and Reckless Assault (XPH) are no longer feats. Instead, any character using a light and/or finessable weapon can choose their Dexterity to modify their attacks instead of Strength. Likewise, any character can choose to accept -4 to AC to gain +2 to attacks for 1 round.

    Stunning Fist now grants encounter uses based on level. Gaining additional uses as normal. With the removal of the Monk no class gets uses any faster than normal (not even Sohei).

    FEATS!
    Spoiler
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    Aligned Assault
    Prereqs: Ki Strike (Aligned), Stunning Fist
    Benefit: Whenever you attack a foe with the [Chaotic], [Evil], [Good], or [Lawful] subtypes, or whenever you attack a creature with DR/Chaotic/Evil/Good/Lawful you deal an extra 3d6 damage. If you use Stunning Fist on such a creature increase the save DC by 2, and if the foe fails its save it remains stunned for 1d2 extra rounds.

    Diehard
    Prereqs: Base Fort Save +3 or higher, Con 15+
    Benefit: You do not fall unconscious at 0 hitpoints. You can continue fighting while below 0 hitpoints as if you had 1 hitpoint. You do not die at -10 hitpoints, but rather when your negative hitpoints equal 1/4 your maximum hitpoints (or -10 if higher). Once per day you can reroll any save against a death, ability damage/drain, or negative level effect with a +2 bonus to the roll.

    Sublime Genius
    Prereqs: Int 13+, Swordsage Class
    Benefit: You may use your Intelligence modifier instead of Wisdom to determine your AC Bonus, Discipline Focus, and any Wisdom-based save DCs of maneuvers you use. You may choose to remove Sense Motive from your skill list and replace it with any Knowledge of your choice. You may do this with other Knowledges you have as well.

    Iron Tactician
    Prereqs: Int 17+, Combat Expertise, Warblade Class
    Benefit: You may add your Intelligence modifier to melee attack and damage rolls instead of your Strength, and/or to determine the save DCs of maneuvers you use.

    Sublime Innovator
    Prereqs: Martial Study, Martial Stance, BAB +4 or higher
    Benefit: You may use the ability score modifier of your choice to determine the save DCs of maneuvers you use, and add +1 to the save DCs of maneuvers you use.

    Sublime Dedication
    Prereqs: Martial Study, Martial Stance, Sublime Innovator, BAB +8 or higher
    Benefit: You treat your character level as your initiator level, and add +1 to the save DCs of maneuvers you use (stacks with Sublime Innovator).

    Swift Mantlecaster
    Prereqs: Champion class, Able to cast 3rd level spells
    Benefit: You can cast any 1st or 2nd level spells, granted to you by your Mantle, whose casting times are no longer than standard actions, as swift actions. You can cast 3rd and 4th level spells in this manner at 9th and 11th levels respectively.

    Sneak Attack
    Prereqs: BAB +1, Hide 6 ranks, Move Silently 6 ranks
    Benefit: When you attack a flat-footed foe, and are unobserved, you gain a +2 bonus to the attack roll and deal +2d6 damage. This is treated as a Sneak Attack.
    Special: When you use this against creatures that are immune to critical hits you gain only a +1 bonus to the attack roll and deal only +1d6 damage.

    Silent and Deadly
    Prereqs: Sneak Attack, BAB +4, Hide 9 ranks, Move Silently 9 ranks
    Benefit: When you attack a flat-footed foe, unobserved, your attack is treated as a Coup de Grace. Further, you may perform Sneak Attacks against flat-footed foes even while observed, but you do not gain the bonus to attack rolls.
    Special: You may use this against creatures that are immune to critical hits you must roll an attack roll, but get a +4 bonus. If you hit you deal +3d6 damage.

    Sneaky Flanker
    Prereqs: Sneak Attack, Silent and Deadly, BAB +8, Hide 15 ranks, Move Silently 10 ranks
    Benefit: You may perform Sneak Attacks against flanked foes, even while observed, but you do not gain the bonus to the attack roll. Your Sneak Attacks deal an extra 2d6 damage.
    Special: When you use this against creatures that are immune to critical hits you deal only half damage.

    Killing Blow
    Prereqs: Sneak Attack, Silent and Deadly, Sneaky Flanker, BAB +11, Hide 18 ranks, Move Silently 18 ranks
    Benefit: Your Sneak Attacks deal an extra 2d6 damage. This stacks with Improved Sneak Attack. You may now perform Coup de Grace attempts as full round actions against foes which you flank and who are flat-footed.
    Special: When you use this against creatures that are immune to critical hits you deal only half damage. You cannot Coup de Grace opponents that are immune to critical hits in this way.

    Sense Treachery (Tier I)
    Prerequisites: Dodge, Sense Motive 4 Ranks
    Benefit: Enemies you have targeted with your Dodge feat take a penalty to the following skills when used against you equal to 1/2 your ranks in Sense Motive: Bluff, Escape Artist, Intimidate, Sleight of Hand, Tumble.

    Deceitful Defense (Tier II)
    Prerequisites: Dodge, Sense Treachery, Bluff 9 Ranks
    Benefit: You may add your charisma modifier to the Dodge AC granted by your Dodge feat.

    Confounding Concert (Tier III)
    Prerequisites: Dodge, Deceitful Defense, Sense Treachery, Bluff 15 Ranks
    Benefit: You may declare two enemies the target of your Dodge feat at once. If those foes are flanking you whenever one of them misses you it instead attacks the other flanker using the same attack roll, but against the new defender's AC. The attack gets a +2 bonus and deals sneak attack damage equal to 1d6/5 ranks you have in Bluff.

    Mind Boggler [Tactical] (Tier IV)
    Prerequisites: Dodge, Deceitful Defense, Sense Treachery, Confounding Concert, Bluff 18 Ranks, Sense Motive 18 Ranks
    Benefit: The Mind Boggler feat grants you access to three special tactical maneuvers.

    Open Book: Whenever a foe misses you with a melee attack you can make a Sense Motive check as a free action opposed by your opponent's Level Check (1d20+HD), to which he adds his wisdom modifier. If you succeed you can detect his surface thoughts as the spell Detect Thoughts.

    Baffling Blow: If a foe missed you with an attack last round you can make a Bluff check as part of an attack action against that foe against your foe's Level Check (1d20+HD) to which he adds his wisdom modifier. If your check succeeds the foe is confused for 1d4 rounds.

    Sharp-edged Mind: If you dealt damage to a foe last round with an attack you are protected as if by Mind Blank for this round.

    (By InnaBinder)
    Awareness (Tier I)
    Prerequisites: Combat Expertise, Combat Focus, Spot or Listen 4 Ranks
    Benefit: You are never considered Flat-Footed. You may still be Flanked as normal.

    Instant Reaction (Tier II)
    Prerequisites: Combat Expertise, Combat Focus, Awareness, Spot or Listen 9 Ranks
    Benefit: You may always act in the Surprise Round. Your Initiative in the Surprise Round is treated as if you had rolled a 20. After the Surprise Round, roll Initiative normally.

    Dumbfounding Attack (Tier III)
    Prerequisites: Combat Expertise, Combat Focus, Awareness, Instant Reaction, Spot or Listen 15 Ranks
    Benefit: Any enemy you damage in the Surprise Round is at -4 to her Initiative, and is considered Flat-Footed for the first regular round of combat.

    Never Alone (Tier IV)
    Prerequisites: Combat Expertise, Combat Focus, Awareness, Instant Reaction, Dumbfounding Attack, Spot or Listen 18 Ranks
    Benefit: You may share the benefit of Instant Reaction with up to 2 allies within 30' of you.

    (by X-Codes)
    Knee-Jerk (Tier I)
    Pre-Requisites: Blind-Fight or Uncanny Dodge class feature, Combat Reflexes
    Benefit: When you are hit in melee by an enemy you are unaware of, they provoke an attack of opportunity from you. For your attack of opportunity, you know where the enemy is and negate any concealment they may have (including total concealment). If your attack of opportunity hits, you become aware of the enemy and pinpoint it's location, negating any bonuses or penalties related to them attacking you while you are unaware.
    The number of attacks of opportunity you can take in a round increases by 1.

    Improved Knee-Jerk (Tier II)
    Pre-Requisites: BAB +6, Blind-Fight or Improved Uncanny Dodge class feature, Combat Reflexes, Knee Jerk
    Benefit: You can take opportunity attacks and immediate actions during the surprise round and first round, regardless of whether or not you have acted yet.
    The number of attacks of opportunity you can take in a round increases by 1.

    Battle Nerves [Tactical] (Tier III)
    Pre-Requisites: BAB +11, Blind-Fight or Improved Uncanny Dodge class feature, Combat Reflexes, Improved Knee-Jerk, Knee-Jerk
    Benefit: The number of attacks of opportunity you can take in a round increases by 1. In addition, having the Battlefield Alerness feat allows you to use the following maneuvers:
    Battlefield Patrol: If an ally is attacked by an enemy they are not aware of, you can use this ability as an immediate action before the attack is resolved. You pinpoint the square the enemy is in. If the enemy can be reached, you can make a partial charge attack at the enemy (or take a 5' step and attack if the enemy is too close), ignoring any concealment (including total concealment) the enemy has for the attack. If your attack hits, the enemy's attack is ruined and both you and the ally he attacked become aware of him and pinpoint his position, negating any bonuses or penalties related to him attacking either of you while you are unaware.

    Nervous Disposition: Your ticks and jumpiness cause any enemy within 10' of you to take a -2 penalty on saving throws against fear and confusion effects.

    Battlefield Flit: Whenever you hit with an attack of opportunity, you can take a 5' step as a free action afterwards, regardless of any movement made during your turn.

    Flailing Reactions (Tier IV)
    Pre-Requisites: BAB +16, Battle Nerves, Blind-Fight or Improved Uncanny Dodge class feature, Combat Reflexes, Improved Knee-Jerk, Knee-Jerk
    Benefit: Whenever an enemy provokes an opportunity attack, you can choose to resolve that attack normally or to use this feat. Make an attack roll, all creatures within your melee reach must then make a Reflex save with a DC equal to your attack roll -10. Roll damage for your weapon. Any enemy that fails their Reflex save takes full damage from your weapon and suffer any additional effects related to being struck by your weapon (such as the Wounding property or the Three Mountains feat). If they succeed on their reflex save, they take half damage from your attack but suffer no additional effects related to being struck by your weapon.
    The number of attacks of opportunity you can take in a round increases by 1.

    (by Risada)
    Parry (Tier I)
    Prereqs: BAB +1, Combat Reflexes
    Benefit: When an enemy makes a melee attack against you, you can try to block the attack by making an attack roll with any melee weapon you are holding. If you are using a one handed weapon and a buckler or nothing in the other hand, you gain a +2 bonus on this roll. Use the higher of your AC or your attack roll as your effective AC against the attack. The bonus increases by +1 for every feat that has Parry as a prerequisite. This is considered an attack of opportunity.

    Swift Counterattack (Tier I)
    Prereqs: BAB +4, Parry
    Benefit: Whenever you successfully block an attack using the Parry feat, you may make a single attack with your highest bonus against the opponent who attacked you. This is considered an attack of opportunity.

    Sliding Counterattack (Tier II)
    Prereqs: BAB +8, Dodge, Swift Counterattack
    Benefit: Whenever you successfully block an attack using the Parry feat, you may take a single 5 ft step (this doesn't count as your 5ft of the round) before or after using the Swift Counterattack feat.

    Baffling Counterattack (Tier III)
    Prereqs: BAB +11, Sliding Counterattack
    Benefit: Whenever you successfully block an attack using the Parry feat, you may choose a target adjacent to the opponent that attacked you to receive that attack as a free action. That target is flat-footed until the end of the next turn. This can be used with the Swift Counterattack and the Sliding Counterattack feat. If you do, and your attack hits, the enemy you hit becomes flat-footed until the end of your next turn.

    (by Risada)
    Mighty Grip (Tier I)
    Prereqs: Str 15, BAB +1, Power Attack
    Benefit: You can use a melee weapon one size category larger than you without penalty. This ability doesn't stack with the Powerful build racial ability. Additionally, you add half your Strength bonus to all damage rolls using a one handed or two handed melee weapon.

    Unstoppable Strike (Tier II)
    Prereqs: BAB +6, Mighty Grip
    Benefit: All melee attacks you make ignore a number of an object's hardness and a creature's damage reduction equal to your Strength bonus.

    Ultimate Grip (Tier III)
    Prereqs: Str 17, BAB +11, Unstoppable Strike
    Benefit: You can use a melee weapon two size categories larger than you without penalty. This ability doesn't stack with the Powerful build racial ability. Additionally, you add your Strength bonus to all damage rolls using a one handed or two handed melee weapon.

    Titan's Smash (Tier IV)
    Prereqs: BAB +16, Ultimate Grip
    Benefit: When using the Power Attack feat, you may gain a free bull rush attempt against any struck foe with a bonus to the opposed roll equal to the penalty to your attack. If this attempt succeeds you cannot follow the target. Whenever you successfully bullrush a target into any other creature or solid surface you deal that creature damage equal to twice your strength modifier.

    (by Me)
    Deflect Ray (Tier I)
    Prereqs: Deflect Arrows, Mage Slayer, Cha 13
    Benefit: You can deflect weapon like spells in the same manner as you deflect arrows, though you must beat the caster's attack roll with your own. You can only deflect a single ray attack each round, though you may deflect both an arrow and a ray in the same round. Further, you can deflect up to two standard ranged weapon attacks as normally defined by the Deflect Arrows feat each round.

    Slashspell (Tier II)
    Prereqs: BAB +9, Deflect Arrows, Mage Slayer, Deflect Ray, Cha 15
    Benefit: Once per round, instead of rolling a saving throw against a spell or spell-like ability, you may substitute an attack roll at your highest bonus, treating the result as the required saving throw.

    Diverted Deflection (Tier II)
    Prereqs: BAB +9, Deflect Arrows
    Benefit: Whenever you deflect a ranged attack you can make an attack roll against any creature within 30ft with that ranged weapon, except for the creature that attacked you. (Does this one make sense?)

    Second Wind (Tier II)
    Prereqs: Diehard, Con 17+
    Benefit: Once per encounter you can spend a move action to regain hitpoints equal to 1/4 your maximum hitpoints. You gain an additional re-roll from your Diehard feat.

    Shrug Off (Tier III)
    Prereqs: Diehard, Second Wind, Con 19+
    Benefit: Whenever you use your Second Wind you ignore the effects of poisons, diseases, fatigue, exhaustion, and fear for the next 5 rounds. You gain an additional re-roll from your Diehard feat.

    Unparalleled Toughness (Tier IV)
    Prereqs: Diehard, Second Wind, Shrug Off, Con 21+
    Benefit: You are immune to poisons, fatigue, and fear. Whenever you use your Second Wind you ignore the effects of diseases, exhaustion, compulsions, and illusions for the next 5 rounds, and you heal 1d6 points of ability damage or drain, and remove 1d2 negative levels. You gain an additional re-roll from your Diehard feat.

    Dazzling Flourish [Style]
    Prerequisite: Weapon Finesse, Weapon Focus (kama, scimitar, short sword, or rapier), Cha 13+
    Benefit: When you attack with a kama, scimitar, short sword, or rapier in an area of bright light, all enemies adjacent to you are dazzled for 1 round.

    Glamor Blade
    Prerequisite: BAB +6, Dazzling Flourish, Weapon Finesse, Weapon Focus (kama, scimitar, short sword, or rapier), Cha 17+
    Benefit: When you dazzle an enemy that is already dazzled, they must make a Will save (DC = 10 + 1/2 character level + Charisma modifier) or treat you as if you had concealment.

    Shining Blade
    Prerequisite: BAB +11, Dazzling Flourish, Glamor Blade, Weapon Finesse, Weapon Focus (kama, scimitar, short sword, or rapier), Cha 19+
    Benefit: When you dazzle an enemy affected by your Glamor Blade feat, they must make a Will save (DC = 10 + 1/2 character level + Charisma modifier) or become blinded for 1 round.

    Radiant Duelist [Tactical]
    Prerequisite: BAB +16, Dazzling Flourish, Glamor Blade, Shining Blade, Weapon Finesse, Weapon Focus (kama, scimitar, short sword, or rapier), Cha 21+
    Benefit: Increase the saving throw DCs against your Glamor Blade and Shining Blade feats by 2. Furthermore, having the Shining Duelist feat allows the use of the following maneuvers:
    Glorious Reveal: You can light a torch or lantern as a swift action, or light a sunrod or uncover a lantern or other light-emitting object as a free action. When you create a zone of bright light, all other creatures within that zone gain the light sensitivity special quality for 1 round.
    Radiant Light: When you attack an undead creature within a zone of bright light with a kama, scimitar, short sword, or rapier, they lose their inherent immunity to critical hits.
    Stunning Glory: Once per round when you attack a creature sensitive to light or daylight with a kama, scimitar, short sword, or rapier, they must make a Will save (DC = 12 + 1/2 character level + Charisma modifier) or become dazed for 1 round.

    Blind Spot
    Prerequisite: Dodge or Dodge bonus ability, Dex 13+
    Benefit: You gain concealment against the target of your Dodge feat or Dodge bonus ability.

    Follow-up Blow
    Prerequisite: BAB +6, Blind Spot, Dodge or Dodge bonus ability, Improved Unarmed Strike or a natural weapon, Dex 17+
    Benefit: Once per round, when you miss an attack with a manufactured weapon against an opponent you have concealment against, you can make a free attack with an unarmed strike or natural weapon against them at the same attack bonus as the attack that missed (ignore the usual -5 penalty for attacking with a secondary natural weapon for this attack).

    Kidney Shot
    Prerequisite: BAB +11, Blind Spot, Dodge or Dodge bonus ability, Follow-up Blow, Improved Unarmed Strike or a natural weapon, Dex 19+
    Benefit: Once per round when you strike an enemy with an unarmed strike or natural weapon, your opponent must make a Fortitude save (DC = 10 + 1/2 character level + Dexterity modifier) or be nauseated for 1 round.

    Haymaker
    Prerequisite: BAB +16, Blind Spot, Dodge or Dodge bonus ability, Follow-up Blow, Improved Unarmed Strike and Stunning Fist or a natural weapon, Kidney Shot, Dex 21+
    Benefit: As a full-round action, you can attack a stunned opponent with an unarmed strike or a nauseated opponent with a natural weapon. If your attack hits, they must make a Fortitude save (DC = 10 + 1/2 character level + Dexterity modifier). If they fail, they take nonlethal damage equal to their maximum HP + 8. If they succeed, they take nonlethal damage equal to twice your unarmed strike or natural weapon's damage.

    Torch and Weapon [Style]
    Prerequisite: Torch Fighter, Two-Weapon Fighting
    Benefit: You can use a torch in your off-hand as if it were a light weapon. If you strike an enemy with both your weapon and your torch your enemy becomes dazzled for 1d4 rounds.

    Ignition
    Prerequisite: BAB +6, Torch Fighter
    Benefit: When you deal fire damage with a torch, your target must make a Reflex save (DC = 10 + 1/2 character level + Constitution modifier) or catch on fire. Reflex saves to put out the fire are set to the same DC.

    Continual Cauterization
    Prerequisite: BAB +11, Ignition, Torch and Weapon, Torch Fighter, Two-Weapon Fighting, Weapon Focus (torch)
    Benefit: When you strike an enemy with your non-torch weapon and set the enemy on fire with the Ignition feat in the same round, they become nauseated for the duration that they are on fire. They can attempt to put out the fire with a move action instead of a full-round action.

    Phalanx Guard [Fighter]
    Prerequisite: Tower Shield proficiency, Con 15+
    Benefit: While you have a Tower Shield readied, you do not take the normal -2 penalty to attack rolls. Furthermore, while using your Tower Shield for total cover the cover also applies to targeted spells.

    Indomitable Bulwark [Fighter]
    Prerequisite: Tower Shield proficiency, Phalanx Guard, Power Attack, Con 17+, Str 13+
    Benefit: When using the Power Attack feat, reduce your penalty to attack rolls by your Constitution modifier when making an attack of opportunity. Your damage bonus remains the same.

    Warrior Wall [Fighter, Tactical]
    Prerequisite: BAB +6, Tower Shield proficiency, Indomitable Bulwark, Phalanx Guard, Power Attack, Con 19+, Str 13+
    Benefit: Having the Warrior Wall feat allows use of the following maneuvers:
    Intervening Wall: While using your Tower Shield for cover, if an enemy in front of you makes a ranged attack against an ally behind you, you can re-direct the attack to yourself (applying Total Cover as normal). Refer to the Combat Facing rules to determine what is in front and behind you.
    Wall of Blades: While using your Tower Shield for cover, you can make attacks of opportunity normally. Your opponents cannot benefit from cover granted by your own Tower Shield, and you still threaten all squares surrounding you.
    Wall Shift: While using your Tower Shield for cover, if an enemy moves from one square you threaten to another, you can move 5' into the second square instead of taking an opportunity attack. If you do so, the enemy runs flat into your shield and they lose any remaining movement, although can still take other actions if they have them available.

    Plow and Trample [Fighter]
    Prerequisite: BAB +11, Tower Shield proficiency, Indomitable Bulwark, Phalanx Guard, Power Attack, Warrior Wall, Con 21+, Str 13+
    Benefit: While you have a Tower Shield readied, as a full-round action you can make a bull rush attempt against an enemy using your Constitution modifier instead of your Strength modifier and adding your Tower Shield's AC bonus to your attempt. Your opponent gains no attack of opportunity. If your bull rush attempt is successful, you knock your enemy prone, step 5' into your enemy's square and make a free attack with your weapon, reducing the penalty from your Power Attack feat by your Constitution modifier for the attack. After the attack, you are considered to be using your Tower Shield for total cover facing the direction in which you moved.
    For as long as you are standing on top of your enemy they are held in place and cannot stand but can attempt to escape as a move action. Repeat the same opposed check used for the bull rush attempt if they do so. If they succeed, they stand in any adjacent square next to you. If they fail, they remain prone in your square and provoke an attack of opportunity. If they choose to attack you you gain no AC bonus from your Tower Shield, but they take all penalties relevant to being prone.

    Vile Strike
    Prereqs: Evil alignment, Cha 13+
    Benefit: You deal 1 additional Vile damage with your attacks.

    Bane of Living
    Prereqs: Vile Strike, Cha 15+, BAB +4
    Benefit: You deal 2 additional Vile damage with your attacks (this stacks with the Vile Strike feat). Further, whenever you confirm a critical hit against a creature, until that creature receives magical healing or the benefit of a DC 20 Heal check, it loses 1d6 hit points at the beginning of each of its turns. Additional critical hits can increase the hitpoint loss.

    Unspeakable Carnage
    Prereqs: Bane of Living, Cha 17+, BAB +9
    Benefit: You gain a +2 profane bonus to attack rolls when wielding an Evil subtype weapon, or an Unholy weapon, and deal an additional 3 Vile damage with each attack with such a weapon. Additionally, whenever a creature ends its turn adjacent to you it is dealt 1d6 Vile damage, and whenever a creature successfully deals damage to you with a natural or non-reach melee weapon it is dealt 1d6 Vile damage.

    Terror of the Most Terrible [Tactical]
    Prereqs: Unspeakable Carnage, Cha 19+, BAB +13
    Benefit: Increase the hit point loss bestowed by your Bane of Living feat to 3d6, and increase the profane bonus to attacks from your Unspeakable Carnage feat to +5. You also gain the following tactical options:

    Corrupted Reflection - You may make a weapon attack as a standard action to cause the struck foe to make saving throws against any effect you had to make a saving throw against during the encounter and that is currently effecting you. If the foe fails any of these saves it is subject to the same effects, you are no longer effected by that effect, and the damage you deal with the attack becomes Vile damage.

    Vile Fever - Each time you deal Vile damage to a creature beyond the first in a turn it must make a Fort saving throw (DC 10 + 1/2 Character levels + Your Charisma modifier +1/times enemy was dealt Vile damage) to avoid becoming nauseated for 1 round and sickened for 2 rounds thereafter. The durations of these conditions cannot stack with one another.

    Putrid Consumption - Whenever you deal Vile damage to a living creature, you gain temporary hit points equal to half that amount(rounded down). These temporary hit points last for 1 hour. If you kill a living creature with Vile damage, that creature is destroyed utterly, and cannot be returned to life without the use of a Wish, Miracle or similar effects. You gain temporary hit points equal to half that creature's hit point total and a +4 profane bonus to your Charisma and 2 other ability scores of your choice for 1d4 hours.

    Calculating Combatant
    Prereqs: Int 13+
    Benefit: You may add your Intelligence modifier to AC instead of your Dexterity modifier.

    Genius Maneuvers
    Prereqs: Calculating Combatant, Int 15+, BAB +4
    Benefit: You may add both your Intelligence modifier and your Dexterity modifier to AC. Further, you may add your Intelligence modifier to attack and damage rolls instead of Strength or Dexterity.

    Loreblade Master
    Prereqs: Genius Maneuvers, Knowledge Devotion, Int 17+, BAB +9
    Benefit: When you make your Knowledge checks to gain the benefit of your Knowledge Devotion feat you are also considered making checks to identify special powers and vulnerabilities of your foes. Further you consider all Knowledge skills to be class skills and gain a competence bonus to such skill checks equal to 1/2 your class levels. Finally you gain insight bonuses against foes you identify of +1 to AC and saving throws, and +2 to damage rolls for every bit of useful information given to you by the DM according to your Knowledge check.

    Martial Mastermind [Tactical]
    Prereqs: Loreblade Master, Int 19+, BAB +13
    Benefit: You may add both your Intelligence modifier and your Strength modifier to damage rolls. Further, allies within 30ft of you gain 1/2 your bonuses from your Knowledge Devotion and Loreblade Master feats. Finally, you gain the following tactical options:

    Exploit Weakness - As an immediate action, when you or an ally within 30ft deals damage to any foe you have bonuses from Knowledge Devotion against that has vulnerability to that type of damage or weapon you may increase the damage they deal by twice your character level.

    Shatter Defenses - As a swift action, you can grant yourself or an ally within 30ft the ability to ignore the Damage Reduction or Spell Resistance of any foe you have bonuses from Knowledge Devotion against for 1 round.

    Master Plan - Once per encounter, as a standard action you can grant all allies within 30ft an immediate move action (which does not cost them any actions at all) or you can take two standard actions.

    Snakebite Strike
    Prereqs: Dex 13+, Str 13+, BAB +1, Balance 4 ranks
    Benefit: Add your Dexterity modifier to damage rolls in addition to your strength.

    Whirling Dervish
    Prereqs: Dex 15+, Snakebite Strike, BAB +5, Tumble 6 ranks
    Benefit: You gain a bonus to all movement speeds equal to 5ft/two points of Dexterity bonus you possess. Additionally, you gain a +1 bonus to AC for 1 round for every 20ft you move during your turn.

    Sirocco Strike
    Prereqs: Dex 17+, Str 15+, Whirling Dervish, BAB +10, Jump 9 ranks
    Benefit: Whenever you hit a target with a melee attack you deal +1d6 damage for every 20ft you moved on your turn before the attack, and you may move up to 10ft after the attack. You may not exceed your normal base movement with this movement.

    Howling Typhoon [Tactical]
    Prereqs: Dex 19+, Sirocco Strike, BAB +15, Balance 12 ranks, Jump 12 ranks, Tumble 12 ranks
    Benefit: You can use the movement granted to you by Sirocco Strike to fly with perfect maneuverability and may move up to 15ft instead of 10ft. Further, you gain the following tactical options:

    Galewind Slam - When you deal weapon damage to a foe, either with a bonus to damage from Sirocco Strike of 4d6 or higher, or whom you dealt extra damage from Sirocco Strike in the previous round and that is at least 10ft below you, that foe must succeed a Fort save (DC 10+1/2 Your Character Level +Your Strength modifier +1/20ft you moved before the attack) or be knocked prone.

    Storm's Gust - Whenever you charge a foe and move at least 60ft, if you hit, you gain a free Bull rush attempt with a bonus equal to +1/10ft you moved before the attack. You cannot follow a foe you Bull Rush in this manner.

    Tornado Rush - Foes cannot avoid you when you attempt to overrun them, and when making overrun attempts you gain a bonus equal to +1/10ft you move before making the attempt.

    Glorymonger
    Prereqs: Good alignment, Cha 13+
    Benefit: Whenever you deal maximum weapon damage, successfully confirm a critical hit, or drop a foe with an attack you or the ally of your choice regains 1d6/three character level hitpoints.

    Inspiring Leader
    Prereqs: Glorymonger, Cha 15+, BAB +4
    Benefit: Whenever you deal damage with a weapon attack you or an adjacent ally regains 3 hit points. Further, whenever you or an ally receives the benefit of your Glorymonger feat that ally gains a bonus to attack rolls and saving throws equal to +1/four character levels for 1d3 rounds.

    Beacon of Hope
    Prereqs: Inspiring Leader, Cha 17+, BAB +9
    Benefit: While wielding a Good aligned or Holy weapon you gain a +2 divine bonus to attack rolls and deal 2d6 extra damage to evil foes with each attack. Further, you and any allies that begin their turns adjacent to you gain fast healing equal 1/2 your character level. This fast healing only applies while you are aware of hostile creatures within your line of sight.

    Radiant Warleader [Tactical]
    Prereqs: Beacon of Hope, Cha 19+, BAB +13
    Benefit: Increase the hitpoints regained from your Inspiring Leader feat to 6, and the bonuses from Beacon of Hope to +3 and 3d6. Further you deal 1d6 extra damage to all non-Good foes with each attack. Finally, you gain the use of the following tactical options:

    Resurgence - By spending a swift action you can grant yourself or a single ally a new saving throw against any effect currently effecting them with a bonus equal to 1/4 your character level.

    Rallying Cry - By spending a swift action you can grant a character that just regained hit points from your Glorymonger feat an immediate move action or an attack action.

    To The Victor, The Spoils - Whenever you choose for an ally to regain hit points from your Glorymonger or Inspiring Leader feats you regain half that amount of hit points. Further, whenever you drop a foe with a weapon attack you may take an extra standard action.

    Intuitive Reaction
    Prereqs: Wis 13+
    Benefit: Add your Wisdom modifier to your Reflex saves and to Initiative rolls.

    Resolute Resilience
    Prereqs: Intuitive Reaction, Wis 15+, BAB +4
    Benefit: Add your Wisdom modifier instead of your Constitution modifier to your hp for this level and all further levels you gain. Additionally, you gain Damage Reduction equal to 1/2 (rounded down) your Wisdom modifier.

    Combat Meditation
    Prereqs: Resolute Resilience, Wis 17+, BAB +9
    Benefit: You become immune to fear, and non-magical poisons and diseases. Additionally you gain Blind-Sight out to 15ft and Blindsense out to 30ft. Finally, whenever you are the first to act during an encounter and you Delay your action you gain a bonus to AC, attack rolls, damage rolls and saving throws until the beginning of your next turn equal to 1/2 your Wisdom modifier.

    Zen Mastery [Tactical]
    Prereqs: Combat Meditation, Wis 19+, BAB +13
    Benefit: Add your Wisdom modifier to the attack roll of any attacks of opportunity you make. Also, you gain extra hp equal to your Constitution modifier times your current HD (if positive), and add both your Wisdom and Constitution modifier to your hp for all further levels you gain (except that you do not add a negative Constitution modifier if you have one). Further, you become immune to magical poisons and diseases and your Blind-Sight increases to 30ft and your Blindsense increases to 60ft. Finally, you gain the following tactical options:

    Punish the Fools - Each time you hit an enemy with an attack of opportunity beyond the first in an encounter that enemy must succeed on a Fort save (DC 10+1/2 Character level+Your Wisdom modifier+1/times hit with attacks of opportunity) or become dazed for 1d4 rounds.

    Meditation of the Ivory Tower - By spending a move action you may make an extra saving throw against each condition and effect currently effecting you with a bonus to the save equal to 1/2 your Wisdom modifier.

    Snatch the Flies - A number of times each encounter equal to 1/2 your Wisdom modifier you may make an attack of opportunity against a foe that enters your threatened area. These attacks of opportunity do not count against your normal number of attacks of opportunity per round.
    Last edited by Ziegander; 2011-03-31 at 02:11 AM.

  7. - Top - End - #7
    Troll in the Playground
     
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    Oct 2008
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    Pabrygg Keep
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    Default Re: The Warrior's Way - Rebalancing Blade and Bow

    New Sublime Disciplines



    The following section outlines new Sublime Disciplines that you can use in your games for a little spice. Each of them are largely supernatural or even spell-like in nature. Spell-like disciplines have maneuvers designated with the [Sp] tag. This tag has also been retroactively added to: Distracting Ember, Firesnake, Inferno Blast, Leaping Flame, Rising Phoenix, Searing Charge, Balance on the Sky, and the Shadow Jaunt series. These maneuvers are no longer supernatural. Spell-like maneuvers are effected by anything that effects spells or spell-like abilities. They can be negated by antimagic fields, and counterspelled as though they were spells of equal level. Spell-like stances can be suppressed by dispelling effects as though they were magic items.

    The new disciplines to be introduced are Falling Star*, Abjurant Champion, Phantasmal Opus, Phoenix Tear, and Inner Light*.

    *This discipline was inspired by fan based disciplines you can find HERE. Of the many within, I find Broken Wave, Fortunate Assailant, Gentle Breeze, Ocean Soul, Oncoming Storm, Savage Maw, and Sky Serpent to fit most readily into the most campaigns. When playing with homebrew disciplines you might consider converting some of the maneuvers into Spell-like maneuvers rather than supernatural. Use your best discretion. Credits to Tempest Stormwind and Nifft, and to EvilVegan, from whose disciplines I drew upon to inspire and complete my own Falling Star and Inner Light disciplines.

    Falling Star
    Spoiler
    Show
    The key abilities of Falling Star practitioners are Wisdom, and Dexterity. The Falling Star discipline utilizes ranged attacks to harass, interrupt and pin down foes from a distance. Fighting with Falling Star your arrows will be the armor and shield of your allies. The key skill for this discipline is Spot and the Dagger, Throwing Axe, Shuriken, Light Crossbow, Heavy Crossbow, Shortbow, and Longbow are the preferred weapons. Falling Star is available to Crusaders only (Though I suggest making it available to Wildhearts as well). The DCs for any saving throws are 10 +maneuver level + Initiator's Wisdom modifier. Many maneuvers/stances in this discipline have the [Sky] subtype. These maneuvers can only be initiated under the natural sky.

    Called Shot
    Falling Star (Strike)
    Level: 1
    Initiation: Standard Action
    Range: Weapon
    Target: One creature

    Your ranged attack has a +4 bonus, but the target gains a +4 bonus to all attack rolls against you until the beginning of your next turn.

    Halting Arrow
    Falling Star (Counter)
    Level: 1
    Initiation: Immediate Action
    Range: 30ft
    Target: One creature

    You may make an immediate attack against a charging foe within 30ft. You may make this attack as soon as the foe is within 30ft of
    you, or at any time during its charge as long as it remains within range. If your attack hits you deal only half damage, but the
    foe must succeed on a Fort save or its movement is stopped.

    Head Shot
    Falling Star (Strike)
    Level: 1
    Initiation: Standard Action
    Range: 10ft
    Target: One creature

    You make an attack roll with a ranged weapon against a foe within 10ft. If your attack hits the foe must succeed on a Will save or
    lose its next move or standard action (your choice).

    Close Quarters Archery
    Falling Star (Stance)
    Level: 1
    Initiation: Swift Action
    Range: Personal
    Target: You
    Duration: Stance

    While in this stance your ranged attacks do not provoke attacks of opportunity when firing in melee and deal 3 extra damage to targets threatening you in melee.

    Sphere of the Stars
    Falling Star (Stance) [Sky]
    Level: 1
    Initiation: Swift Action
    Range: Personal
    Target: You
    Duration: Stance

    While in this stance you gain Low-light Vision out to 120ft and the range of your ranged weapons increases based on your Spot
    ranks.

    4-8: +10ft
    9-13: +20ft
    14-18: +30ft
    19+: +50ft

    Divesting Arrow
    Falling Star (Strike)
    Level: 2
    Initiation: Standard Action
    Range: Weapon
    Target: One creature

    You make a single ranged attack roll within your weapon's range and if they attack hits you may make a disarm attempt as a free action.

    Intercepting Shot
    Falling Star (Counter)
    Level: 2
    Initiation: Immediate Action
    Range: 30ft

    You fire an arrow attempting to deflect another ranged attack that passes within 30ft of you. To do this you make a ranged attack roll
    opposed by the attack roll of the attacker whose attack you are trying to deflect. If you beat the roll by 2 or more the attack is
    deflected harmlessly. If the original attack is a unnatural you must beat the attack by 5 or more.

    Hindering Volley
    Falling Star (Boost) [Sky]
    Level: 2
    Initiation: Swift Action
    Range: Personal
    Target: You
    Duration: 1 round

    Attacks you make during this round reduce struck foes' speed by 1/2.

    Insightful Shot
    Falling Star (Strike)
    Level: 3
    Initiation: Standard Action
    Range: Weapon
    Target: One creature

    You make a single ranged attack against any foe within your weapon's range. If the attack hits roll a Spot check. The damage you deal
    with the attack is calculated as the result of the check rather than as normal.

    Silver Harrier
    Falling Star (Boost)
    Level: 3
    Initiation: Swift Action
    Range: Personal
    Target: You
    Duration: 1 turn

    Foes you strike this turn provoke attacks of opportunity from you if they don't use their move action to move toward you on their
    next action. These attacks of opportunity can be made with ranged weapons, out to 30ft.

    Sphere of Cometfall
    Falling Star (Stance)
    Level: 3
    Initiation: Swift Action
    Target: You and Allies
    Duration: Stance

    You and all allies that can hear you gain a dodge bonus to AC against ranged attacks based on your Spot ranks.

    4-8: +3
    9-13: +5
    14-18: +7
    19+: +10

    Arc of Accuracy
    Falling Star (Boost) [Sky]
    Level: 4
    Initiation: Swift Action
    Range: Personal
    Target: You
    Duration: 1 turn

    Your ranged attacks ignore cover this turn.

    Iron Guard's Interjection
    Falling Star (Counter)
    Level: 4
    Initiation: Immediate Action
    Range: 30ft
    Target: One creature

    You may make an immediate ranged attack against a foe within 30ft that is using a melee attack against one of your allies. If your
    attack hits, the struck foe must succeed on a Ref save or his attack fails.

    Pin Down
    Falling Star (Strike)
    Level: 4
    Initiation: Standard Action
    Range: Weapon
    Target: One creature

    You make a ranged attack against one foe within your weapon's range and if it hits you deal an extra 3d6 damage and the foe must
    succeed on a Fort save or be Immobilized for 1 round.

    Shooting Star
    Falling Star (Strike) [Sky]
    Level: 5
    Initiation: Standard Action
    Range: Weapon
    Target: One creature

    You make a ranged attack against one foe within your weapon's range and if it hits it deals 5d6 extra damage and ignores DR and
    hardness.

    Restraining Order
    Falling Star (Strike)
    Level: 5
    Initiation: Standard Action
    Range: Weapon
    Target: One creature

    You make a ranged attack against one creature within your weapon's range and if it hits it deals 3d6 extra damage and you are
    considered grappling the foe. You cannot attempt to pin a foe in this way, but you can restrain it from moving, or pull it toward
    you. You can attack the grappled creature with ranged weapons while maintaining the grapple. The grappled foe can escape from
    the grapple as normal.

    Sphere of the Rings
    Falling Star (Stance)
    Level: 5
    Initiation: Swift Action
    Range: Personal
    Target: You
    Duration: Stance

    You gain the use of an additional immediate action each turn for the sole use of using (Counter) type maneuvers. At the end of
    each turn you are in this stance you recover an expended counter at random.

    Meteor Shower
    Falling Star [Sky] [Sp]
    Level: 6
    Initiation: Standard Action
    Range: Personal or 60ft
    Area 10ft radius spread centered on you or an ally

    You conjure a radiant column of fire and light around you or one ally within 60ft dealing 10d6 fire damage to all foes within the area (Reflex half).

    Greater Insightful Shot
    Falling Star (Strike)
    Level: 6
    Initiation: Standard
    Range: Weapon
    Target: One creature

    You make an attack against one creature within your weapon's range. If it hits, roll a Spot check. The damage of your attack is calculated as the result of that check multiplied by two, rather than normally.

    Avalanche Arrow
    Falling Star (Strike)
    Level: 6
    Initiation: Standard
    Range: 30ft
    Target: One creature

    You make an attack roll with a ranged weapon against a creature within 30ft. If that attack hits it deals an extra 4d6 damage, the target is pushed 20ft in the path of the attack, and knocked prone. A successful Fort save halves the distance pushed and negates falling prone.

    Iron Guard's Arrest
    Falling Star (Counter)
    Level: 7
    Initiation: Immediate Action
    Range: 30ft
    Target: One creature

    You may make an immediate ranged attack roll against any moving foe within 30ft. If the attack hits the foes' movement is stopped.

    Greater Head Shot
    Falling Star (Strike)
    Level: 7
    Initiation: Standard
    Range: 10ft
    Target: One creature

    You make a ranged attack against any creature within 10ft. If it hits, the foe is dealt 6d6 extra damage and must succeed on a Will save or be stunned for 1 round. If the save succeeds the foe loses it's next move or standard action (your choice) instead.

    Celestial Ray
    Falling Star (Strike) [Sky]
    Level: 8
    Initiation: Standard Action
    Range: Weapon
    Target: One creature

    You make a ranged attack against one creature within your weapon's range. If it hits, it deals 10d6 extra damage and ignores DR and hardness.

    Celestial Volley
    Falling Star (Strike)
    Level: 8
    Initiation: Standard Action
    Range: Weapon
    Target: Up to three creatures

    You make up to four ranged attacks against up to three creatures within your weapon's range.

    Sphere of Divination
    Falling Star (Stance) [Sky]
    Level: 8
    Initiation: Swift Action
    Range: Personal
    Target: You
    Duration: Stance

    While in this stance you ignore concealment from magical or supernatural sources, you can see invisibility, and you can attack incorporeal foes as normal.

    Penetrating Shot
    Falling Star (Strike)
    Level: 9
    Initiation: Standard Action
    Range: Weapon
    Target: One creature

    You make a ranged attack against one creature within your weapon's range. If it hits, it deals 50 extra damage, the foe is immobilized for 1d4+1 rounds, and the foe must succeed on a Fort save or be paralyzed for 1 round


    Abjurant Champion
    Spoiler
    Show
    The key abilities for Abjurant Champion are Strength, Intelligence, Wisdom, and Charisma. The Abjurant Champion discipline uses magical force attacks and runic defenses to protect allies from harm and to scour enemies' resistances. The preferred weapons of Abjurant Champion are Quarterstaff, Shortsword, Longsword, Greatsword, Light Mace, Morningstar, and Heavy Mace, and the associated skill is Spellcraft. The Abjurant Champion discipline is available to Swordsages only. The save DCs against maneuvers of this school are 10+maneuver level+the highest of the initiator's Intelligence, Wisdom, or Charisma.

    Bigby's Gentle Nudge
    Abjurant Champion (Counter) [Sp]
    Level: 1
    Initiation: Immediate Action
    Range: 30ft
    Target: One ally

    Move the target up to 5ft in any direction (target must be willing).

    Force Bubble
    Abjurant Champion (Boost) [Sp]
    Level: 1
    Initiation: Swift Action
    Range: Personal
    Target: You

    You and adjacent allies are sheathed in force. This force blocks magic missiles, and if a foe attacks you or an ally before the end of your next turn that foe is dealt 1d4+1 force damage.

    Assault Ward
    Abjurant Champion (Strike) [Sp]
    Level: 1
    Initiation: Standard Action
    Range: Melee attack
    Target: One creature

    You make a single melee attack. If the attack hits, you or an ally gain a +4 shield bonus to AC for 1 round.

    Minor Deflection
    Abjurant Champion (Stance) [Sp]
    Level: 1
    Initiation: Swift Action
    Range: Personal
    Target: You
    Duration: Stance

    While in this stance you and all allies within 15ft gain concealment versus ranged attacks (20% failure chance).

    Runic Defense
    Abjurant Champion (Stance) [Sp]
    Level: 1
    Initiation: Swift Action
    Range: Personal
    Target: You
    Duration: Stance

    While in this stance, as long as you have a free hand, you gain a bonus to AC based on your Spellcraft ranks.

    4-8: +4
    9-13: +7
    14-18: +10
    19+: +13

    Half this bonus (rounded up) is an Armor bonus, the other half (rounded down) is a deflection bonus. While in this stance you lose the armor bonus of any armor you might be wearing, though you keep the penalties, and any magical effects/properties the armor may have.

    Runestrike
    Abjurant Champion (Strike) [Sp]
    Level: 2
    Initiation: Standard Action
    Range: Melee attack
    Target: One creature

    You make a single melee attack. If it hits, your attack deals force damage instead of normal for your weapon, deals 1d6 extra force damage, and you may make a free Bull Rush attempt against the struck foe adding the highest of your Intelligence, Wisdom, or Charisma modifier to the opposed roll.

    Shatter Sword
    Abjurant Champion (Counter)
    Level: 2
    Initiation: Immediate Action
    Range: Melee attack

    If a foe adjacent to you makes an attack roll you may interrupt that attack roll with on of your own. You roll an attack against the foe's AC. If you hit, you deal only half damage, but you reduce the damage your foe's attack would deal, if it hits, to half.

    Runegate
    Abjurant Champion (Counter) [Sp]
    Level: 3
    Initiation: Immediate Action
    Range: Personal
    Target: You

    Whenever a foe moves adjacent to one of your allies you may use this maneuver to teleport adjacent to that foe, or as close as you can get if there are no open spaces.

    Otiluke's Shielding Bolt
    Abjurant Champion (Strike) [Sp]
    Level: 3
    Initiation: Standard Action
    Range: 30ft
    Target: One creature

    Make a ranged touch attack against a foe within range. If the attack hits you deal 4d6 force damage and the struck foe must succeed on a Will save or it can't attack any of your allies for 1 round.

    Glyphic Maw
    Abjurant Champion (Stance) [Sp]
    Level: 3
    Initiation: Swift Action
    Range: Personal
    Target: You
    Duration: Stance

    While in this stance, any foe that begins its turn adjacent to you is dealt force damage equal to 1/2 your initiator level (Fort negates).

    Glyphic Sanctum
    Abjurant Champion (Boost) [Sp]
    Level: 4
    Initiation: Swift Action
    Range: Personal
    Target: You

    You, and allies within 30ft of you, gain DR/-- equal to the highest of your Intelligence, Wisdom, or Charisma for 1 round.

    Scouring Strike
    Abjurant Champion (Strike) [Sp]
    Level: 4
    Initiation: Standard Action
    Range: Melee attack
    Target: One creature

    You make a single melee attack. If it hits, it deals an extra 4d6 damage and loses any concealment gained from magical or supernatural sources (including concealment gained from incorporealness) and cannot benefit from concealment less than total concealment for 1d4 rounds (Fort negates).

    Ensnaring Strike
    Abjurant Champion (Strike) [Sp]
    Level: 5
    Initiation: Standard Action
    Range: Melee attack
    Target: One creature

    You make a single melee attack. If it hits, it deals an extra 5d6 force damage and the struck foe must succeed on a Fort save or it cannot take move actions for 1 round.

    Bigby's Urgent Shove
    Abjurant Champion (Counter) [Sp]
    Level: 5
    Initiation: Immediate Action
    Range: 45ft
    Target: One ally

    You move one ally within range up to 15ft in any direction (ally must be willing).

    Runic Health
    Abjurant Champion (Stance)
    Level: 5
    Initiation: Swift Action
    Range: Personal
    Target: You
    Duration: Stance

    While in this stance you gain fast healing equal to the highest maneuver you have available. Whenever you recover your maneuvers this stance automatically ends, and you cannot enter this stance again until your next encounter.

    Power Reflection
    Abjurant Champion (Counter) [Sp]
    Level: 6
    Initiation: Immediate Action
    Range: 30ft
    Target: You or one ally

    Negate completely the effects of any maneuver or spell of 7th level or lower used against the target, and then make a ranged touch attack against the enemy that used the maneuver or spell. If your attack hits the enemy is effected by its own attack as if it had targeted itself.

    Inertia Sweep
    Abjurant Champion (Boost) [Sp]
    Level: 6
    Initiation: Swift Action
    Range: Personal
    Target: You

    All foes adjacent to you are immobilized for 1 round, and must succeed on a Will save or be dimensional anchor'd for 1d4+1 rounds.

    Shatter Sanctuary
    Abjurant Champion (Strike)
    Level: 7
    Initiation: Standard Action
    Range: Melee attack
    Target: One creature

    You make a single melee attack. If that attack hits, and the struck foe possesses Damage Reduction or Energy Resistance, it deals 10d6 extra damage and the foe must succeed on a Fort save or lose any DR or ER it has for 1 round. If the enemy possesses neither it deals an extra 5d6 damage.

    Moon Reaver
    Abjurant Champion (Strike) [Sp]
    Level: 7
    Initiation: Standard Action
    Range: Touch
    Target: One creature

    You make a melee touch attack. If you hit, you suppress the magical properties of each of the touched foe's magical items for 1d4 rounds (Will partial, if foe saves you suppress only a single item of your choice).

    Glyphic Eclipse
    Abjurant Champion (Stance)
    Level: 7
    Initiation: Swift Action
    Range: Personal
    Target: You
    Duration: Stance

    While in this stance, any time you or an ally would be required to make a save against a Mind-Afflicting effect you may instead roll a Spellcraft check and use the result of the check to determine the success of the save. You gain a +2 bonus to Spellcraft checks made this way for each round you have been in this stance.

    Mordenkainen's Magnanimous Mystery
    Abjurant Champion (Counter) [Sp]
    Level: 8
    Initiation: Immediate Action
    Range: 100ft
    Target: One ally

    Teleport an ally within range up to 50ft in any direction (target must be willing). That ally becomes invisible as Greater Invisibility until the end of its next turn.

    Arcane Anger
    Abjurant Champion (Boost) [Sp]
    Level: 8
    Initiation: Swift Action
    Range: Personal
    Target: You
    Duration: 1 round

    Foes that don't attack you this round are dealt 10d6 force damage at the end of their turns (Fort half).

    Runelord's Sacrifice
    Abjurant Champion (Stance) [Sp]
    Level: 9
    Initiation: Swift Action
    Range: Personal
    Target: You
    Duration: Stance

    While you are in this stance, allies within 30ft are immune to damage, enemies get a +5 bonus to attack rolls targeting you, and you deal yourself 2d6 force damage whenever you attack. The effects of this stance only function if you are conscious.


    Phantasmal Opus
    Spoiler
    Show
    The key abilities of Phantasmal Opus are Intelligence and Charisma. Practitioners of Phantasmal Opus are masters of illusions and manipulation of emotions. Phantasmal Opus wields subtle psionic energies to neuter foes by attacking their hearts and minds. Many of the attacks of this discipline target multiple enemies at once allowing their practitioner to maximize its potential for control. The key skill of this discipline is Disguise and the preferred weapons are Light Pick, Heavy Pick, Rapier, Net, Whip, Unarmed Strike, and War Fan. Phantasmal Opus is available only to Swordsages. The save DCs of Phantasmal Opus are 10+Manevuer level+Initiator's Intelligence modifier. Many of the maneuvers in this discipline creature illusionary effects. The save DCs listed in the maneuver description take the targets' Will disbelief saves into account, but for effects that persist after the maneuver's initiation any other creatures coming into contact with the effect are entitled to Will disbelief saves as well.

    Whispering Wind
    Phantasmal Opus [Sp]
    Level: 1
    Initiation: Standard Action
    Range: 30ft
    Area: Cone

    Enemies in the area are dealt 1d6 sonic damage (Will negates). Creatures damaged this way can't make attacks of opportunity until the end of your next turn.

    Magic Mirror
    Phantasmal Opus (Boost) [Sp] [illusion]
    Level: 1
    Initiation: Swift Action
    Range: Personal
    Target: One creature
    Duration: 1d4+1 rounds

    You mimic the appearance of the target for the duration of this maneuver. Treat the effect as the Disguise Self spell.

    Conjure Nightmare
    Phantasmal Opus [Sp] [illusion]
    Level: 1
    Initiation: Standard Action
    Range: 50ft
    Area 10ft
    Duration: 1d4+1 rounds

    Creatures in the area must succeed on a Will save or become panicked until they are outside the area at which time they are only shaken and will not enter the area until the duration is over.

    Mirror Guard
    Phantasmal Opus (Stance) [Sp] [illusion]
    Level: 1
    Initiation: Swift Action
    Range: Personal
    Target: You
    Duration: Stance

    While in this stance you benefit from an illusory twin occupying a space adjacent to your own. At the beginning of each of your turns you may switch places with the double as a free action. Treat this twin as an image created by the Mirror Image spell. If the image is destroyed another one replaces it in 1d4 rounds.

    Dead Man's Bluff
    Phantasmal Opus (Stance)
    Level: 1
    Initiation: Swift Action
    Range: Personal
    Target: You
    Duration: Stance

    While in this stance you gain a +4 bonus to Disguise checks and a +10 bonus to Bluff checks made while in disguise as long as your cover is not blown.

    Shadowstrike
    Phantasmal Opus [Sp]
    Level: 2
    Initiation: Standard Action
    Range: 40ft
    Area: 20ft wide/60ft tall Column

    Creatures in area are dealt 2d6 negative energy damage and are deafened for 1 round (Fort partial, if save succeeds foe is not deafened and takes half damage).

    Glitterdust
    Phantasmal Opus (Boost) [Sp]
    Level: 2
    Initiation: Swift Action
    Range: 30ft
    Area: Cone
    Duration: 1d4+1 rounds

    Enemies within the area are outlined in silvery glowing dust for the duration, during which time they take -20 penalty to Hide checks, and can't benefit from concealment less than total concealment.

    Surge of Colors
    Phantasmal Opus (Strike) [Sp] [illusion]
    Level: 3
    Initiation: Standard Action
    Range: 60ft
    Target: One creature
    Duration: 1 round

    Make a ranged touch attack against a foe within range. You become invisible as the Invisibility spell until the end of your next turn, and the struck foe must succeed on a Fort save or be blinded for 1 round.

    Persistant Ruse
    Phantasmal Opus (Boost) [Sp]
    Level: 3
    Initiation: Swift Action
    Range: 60ft
    Area: Emanation

    Extend by 1 rounds all effects within 60ft of concealment and invisibility on allies, and the following status on enemies; Flat-footed, dazzled, dazed, stunned, and confused.

    Shock the Senses
    Phantasmal Opus (Stance)
    Level: 3
    Initiation: Swift Action
    Range: Personal
    Target: One creature
    Duration: Stance

    While in this stance, whenever you deal damage to a flat-footed foe that foe must succeed on a Will save or lose its next move or standard action (your choice). If the creature fails its save it believes it is acting normally.

    Shadowflame Portal
    Phantasmal Opus [Sp] [illusion]
    Level: 4
    Initiation: Standard Action
    Range: 60ft
    Area: 30ft wide/100ft tall Column
    Duration: 1 round

    Enemies within the area are dealt 4d6 negative energy damage and are deafened for 1 round (Fort halves damage, negates deafness). Allies within the area become invisible as the spell Invisibility for 1 round.

    Ghostheft Strike
    Phantasmal Opus (Strike) [Sp] [illusion]
    Level: 4
    Initiation: Standard Action
    Range: Melee attack
    Target: One creature
    Duration: 1d4+1 rounds

    You make a single melee attack. The attack deals an extra 2d6 damage. If you hit, and the foe is invisible, ethereal, or incorporeal, the foe loses that quality and you gain that quality for the duration, unless the foe succeeds on a Will save.

    Slip Away
    Phantasmal Opus (Boost) [Sp] [illusion]
    Level: 5
    Initiation: Swift Action
    Range: Personal
    Target: You
    Duration: 2 rounds

    Turn invisible as Greater Invisibility for 2 rounds.

    Phantom Wall
    Phantasmal Opus (Strike) [Sp] [illusion]
    Level: 5
    Initiation: Standard Action
    Range: 100ft
    Area: Special
    Duration: 1d4+1 rounds

    When you initiate this maneuver you cause a line of dream-like, psionic energies to coalesce across an area shunting foes aside. This line is 100ft long. Unlike a standard line effect you can bend your Phantom Wall to hit foes, but a creature can only be effected by Phantom Wall once in a single round and the Wall must move along the ground. The Wall is 15ft tall. Creatures in the effected area are dealt 6d6 damage (Will halves) and pushed 5ft in any direction away from the wall's path (Will negates). The Wall persists for the duration and during that time all foes that failed their saves believe it to be real. Creatures that succeed their saves can pass through the wall.

    Legion of Sentinels
    Phantasmal Opus (Stance) [Sp] [illusion]
    Level: 5
    Initiation: Swift Action
    Range: 10ft
    Area: Emanation
    Duration: Stance

    While in this stance, the radius is filled with ghostly swordsmen who threaten foes in the range. Whenever an enemy within the area would provoke an attack of opportunity from one of the ghostly swordsmen you may make a touch attack against that foe. If you hit, the struck foe is dealt 1d4 wisdom damage (Will halves).

    Cruel Mirror
    Phantasmal Opus (Strike) [Sp] [illusion]
    Level: 6
    Initiation: Standard Action
    Range: Melee attack
    Target: One creature
    Duration: 1d4+1 rounds

    Make a single melee attack. If you hit, you deal an extra 3d6 damage, 6d6 if the foe is flat-footed, and you perfectly mimic the appearance, sound, smell, etc of struck creature. The struck foe must then succeed on a Will save or perfectly mimic you as well.

    Oubliette
    Phantasmal Opus (Boost) [Sp] [illusion]
    Level: 6
    Initiation: Swift Action
    Range: 60ft
    Target: One foe
    Duration: 1d4+1 rounds

    Target becomes invisible as Superior Invisibility, blinded, deafened, silenced, and confused for the duration (will partial, if save succeeds target is not confused).

    Power Word Madness
    Phantasmal Opus [Sp]
    Level: 7
    Initiation: Standard Action
    Range: 30ft
    Area: Emanation
    Duration: 3 rounds

    Foes within the area must succeed on a Will save or be confused for the duration.

    Net of Shadows
    Phantasmal Opus [Sp] [illusion]
    Level: 7
    Initiation: Standard Action
    Range: 60ft
    Area: Cone
    Duration: 1d4+1 rounds

    Foes within cone are dealt 6d6 negative energy damage and are enveloped by an illusory net which immobilizes foes that fail their Will saves for the duration.

    Phantom Battle
    Phantasmal Opus (Stance) [Sp] [illusion]
    Level: 7
    Initiation: Swift Action
    Range: 30ft
    Area: Emanation
    Duration: Stance

    While in this stance, foes in the area can't make opportunity attacks and are considered flanked as long as at least one ally threatens.

    Thought Theft
    Phantasmal Opus (Boost) [Sp]
    Level: 8
    Initiation: Swift Action
    Range: 100ft
    Area: Emanation
    Duration: Varies

    Foes within area must succeed on a Will save or become flat-footed. Foes that are already flat-footed become dazed. Foes that are already dazed become stunned. Foes that are already stunned fall unconscious for 1d4+1 rounds.

    Phantasmal Slayer
    Phantasmal Opus (Strike) [Sp] [illusion]
    Level: 8
    Initiation: Standard Action
    Range: Melee attack
    Target: One creature

    Make a single melee attack. If it hits, you deal an extra 8d6 damage, and struck foe must succeed on a Will save or become panicked. If the foe fails the will save it must also succeed on a Fort save or die of fright.

    Exuberent Egress
    Phantasmal Opus (Boost) [Sp] [illusion]
    Level: 9
    Initiation: Swift Action
    Range: 60ft
    Area: Emanation
    Duration: Varies

    All enemies within area are dealt 25 damage (Will negates), you alter the terrain and the appearance of all creatures (as you wish, the terrain is altered as the Mirage Arcana spell, creatures altered are within limits of the Alter Self spell) within the burst for 10 minutes, and foes damaged this way are confused for 1d4+1 rounds. Simultaneously you turn invisible as Superior Invisibility and are silenced for 1d4+1 rounds, and may teleport up to 500ft.


    Phoenix Tear
    Spoiler
    Show
    The key abilities of Phoenix Tear are Constitution and Charisma. The healing abilities and properties of the Phoenix have been long documented – from its self-resurrection ability to the life preserving property of its feathers and the healing ability of its tears, the Phoenix has been a long researched creature. The Phoenix Tear discipline, derived from studying the creature, focuses on restoring vitality and health, as well as avoiding harm altogether. Phoenix Tear is available only to Crusaders and Swordsages. The key skill of Phoenix Tear is Heal and the preferred weapons are Light Pick, Heavy Pick, Shuriken, Greatsword, Fullblade, and Claw Bracer. The save DCs or Phoenix Tear's maneuvers is 10+maneuver level+Initiator's Charisma modifier.

    Flame Shield
    Phoenix Tear (Boost) [Sp]
    Level: 1
    Initiation: Swift Action
    Range: 15ft
    Area: Emanation
    Duration: 1 round

    Until the start of your next turn, if you or an ally within the area are attacker, the attacker takes 1d4 fire damage.

    Bolstering Presence
    Phoenix Tear (Stance)
    Level: 1
    Initiation: Swift Action
    Range: Personal
    Target: You
    Duration: Stance

    While in this stance, if there are hostile creatures within your line of sight, all of your allies (not including you) gain temporary hit points equal to your 1/2 your initiator level (minimum 1).

    Golden Tears
    Phoenix Tear (Stance) [Sp]
    Level: 1
    Initiation: Swift Action
    Range: Personal
    Target: You
    Duration: Stance

    While in this stance, whenever you are dealt damage, one of your allies (not including you) is healed 1d6 hit points.

    Avenging Flames
    Phoenix Tear (Strike) [Su]
    Level: 1
    Initiation: Standard Action
    Range: Melee attack
    Target: One creature

    You make a single melee attack and choose to add 1d4+1 fire damage to the attack, if it hits, or to heal one ally (including yourself) within 10ft 1d4 +1/initiator level (max +5).

    Staunch
    Phoenix Tear (Counter) [Sp]
    Level: 1
    Initiation: Immediate Action
    Target: You or one ally

    Heal the target a number of hitpoints equal to your Charisma modifier. You can only use this in reaction to the target taking damage.

    Avenging Flames, Improved
    Phoenix Tear (Strike) [Su]
    Level: 2
    Initiation: Standard Action
    Range: Melee attack
    Target: One creature

    You make a single melee attack and choose to add 1d6+1 fire damage to the attack, if it hits, or to heal one ally (including yourself) within 10ft 1d6 +1/initiator level (max +5).

    Phoenix's Warmth
    Phoenix Tear [Sp]
    Level: 2
    Initiation: Standard Action
    Range: 15ft
    Area: Cone

    Each enemy in the area is dealt 2d4 fire damage (Ref half). Each ally in the area is healed 2d4 hitpoints.

    Avenging Flames, Greater
    Phoenix Tear (Strike) [Su]
    Level: 3
    Initiation: Standard Action
    Range: Melee attack
    Target: One creature

    You make a single melee attack and choose to add 1d10+1 fire damage to the attack, if it hits, or to heal one ally (including yourself) within 10ft 2d6 +1/initiator level (max +10).

    Crystalline Tear Strike
    Phoenix Tear (Strike) [Su]
    Level: 3
    Initiation: Standard Action
    Range: Melee attack
    Target: One creature
    Duration: 1 round

    You make a single melee attack. If it hits the enemy must succeed at a Fort save or have its speed reduced to 10ft (all movement) for 1 round. Additionally an ally within 30ft of you gets a +10 bonus to speed for 1 round.

    Healing Aura
    Phoenix Tear (Stance) [Sp]
    Level: 3
    Initiation: Swift Action
    Range: 30ft
    Area: Emanation
    Duration: Stance

    While in this stance each ally (not including you) within the area with hitpoints less than 50% of his or her total hitpoints gains fast healing 2/five initator levels.

    Avenging Flames, Supreme
    Phoenix Tear (Strike) [Su]
    Level: 4
    Initiation: Standard Action
    Range: Melee attack
    Target: One creature

    You make a single melee attack and choose to add 1d12+5 fire damage to the attack, if it hits, or to heal one ally (including yourself) within 10ft 3d6 +1/initiator level (max +10).

    Phoenix's Wrath
    Phoenix Tear (Counter) [Sp]
    Level: 4
    Initiation: Immediate Action
    Range: 60ft
    Target: You or one ally

    Negate the effects of a death, ability drain/damage, or negative level effect which would have effected you or an ally within 60ft this turn. Deal 8d6 fire damage to the source of the effect if the effect negated was a death effect, 2d6/negative level negated if the effect was a negative level effect, or 1d6/ability drain or damage negated if the effect was an ability drain effect.

    Fear Not the Reaper
    Phoenix Tear (Stance)
    Level: 5
    Initiation: Swift Action
    Range: 30ft
    Area: Emanation
    Duration: Stance

    You and all allies within the area gain the benefits of the Die Hard feat. Further, while below 0 hitpoints you and allies gain a +4 divine bonus to all ability scores and saving throws.

    Greater Flame Shield
    Phoenix Tear (Boost) [Sp]
    Level: 5
    Initiation: Swift Action
    Range: 15ft
    Target: Emanation
    Duration: 1 round

    Until the start of your next turn, if you or an ally within the area are attacked, the attacker takes 1d8+Your Charisma modifier fire damage.

    Avenging Wave
    Phoenix Tear [Sp]
    Level: 5
    Initiation: Standard Action
    Range: 30ft
    Area: Cone

    Each enemy in the area is dealt 4d6 fire damage (Ref half). Each ally in the area is healed 1d6 +1/initiator level hitpoints (max +15).

    Ruby Wing Slam
    Phoenix Tear (Strike) [Sp]
    Level: 6
    Initiation: Standard Action
    Range: Melee attack
    Target: One creature

    Make a single melee attack. If it hits you deal an extra 3d6 damage and the enemy must succeed on a Will save or be teleported up to 20ft in any direction. Further any willing allies within 20ft can teleport adjacent to you (into any unoccupied squares, if there are any).


    Avenging Wave, Improved
    Phoenix Tear [Sp]
    Level: 6
    Initiation: Standard Action
    Range: 40ft
    Area: Cone

    Each enemy in the area is dealt 4d6+6 fire damage (Ref half). Each ally in the area is healed 2d6 +1/initiator level hitpoints (max +15).

    Avenging Wave, Greater
    Phoenix Tear [Sp]
    Level: 7
    Initiation: Standard Action
    Range: 50ft
    Area: Cone

    Each enemy in the area is dealt 5d6+9 fire damage (Ref half). Each ally in the area is healed 3d6 +1/initiator level hitpoints (max +20).

    Wingly Blessing
    Phoenix Tear (Counter) [Sp]
    Level: 7
    Initiation: Immediate Action
    Range: 60ft
    Target: One ally (not including you)

    Teleport adjacent to any ally within range and heal the ally 5 hitpoints/initiator level.

    Perfect Flame Shield
    Phoenix Tear (Boost) [Sp]
    Level: 8
    Initiation: Swift Action
    Range: 15ft
    Area: Emanation
    Duration: 1 round

    You and all allies within the area gain DR/-- equal to your Charisma modifier for 1 round, during which time, if any of you are attacked, the attacker takes 10+Your Charisma modifier fire damage.

    Avenging Wave, Supreme
    Phoenix Tear [Sp]
    Level: 8
    Initiation: Standard Action
    Range: 60ft
    Area: Cone

    Each enemy in the area is dealt 6d6+12 fire damage (Ref half). Each ally in the area is healed 4d6 +1/initiator level hitpoints (max +20).

    Crying Firebird Stance
    Phoenix Tear (Stance) [Su]
    Level: 8
    Initiation: Swift Action
    Range: Personal
    Target: You
    Duration: Stance

    While in this stance you gain regeneration equal to your Charisma modifier. Whenever an ally is dealt damage you are dealt 1/4 of that damage instead. You can only enter this stance after taking damage from an attack, and only remain in the stance if you were dealt damage in the previous round.

    Phoenix Fall
    Phoenix Tear (Strike) [Sp]
    Level: 9
    Initiation: Standard Action
    Range: Melee attack
    Target: One creature

    You make a single melee attack. If it hits, you deal +50 fire damage, any dead allies within 30ft that have been dead no longer than 1 round are brought to -9 hitpoints and stable, then all allies within 30ft are healed 50+Your Charisma modifier hitpoints.


    Inner Light
    Spoiler
    Show
    The key abilities for Inner Light are Constitution and Intelligence. Inner Light teaches you to bring out your true radiance light so that others may be graced by its glory. The key skill for Inner Light is Knowledge (Planes, Religion), and it's preferred weapons are the Glaive, Longspear, Ranseur, Short Sword, and Whip. Inner Light is available only to Crusaders and Warblades. Enemies that are vulnerable to positive energy are not immune to the effects of this discipline's maneuvers regardless of their racial traits, or the traits of their types or subtypes. The save DCs of Inner Light maneuvers are 10+maneuver level+the higher of the Initiator's Constitution or Intelligence modifier. Many maneuvers in this discipline create light. These maneuvers override darkness effects of lesser spell level, or lesser caster level than the initiator's initiator level.

    Soul Shield
    Inner Light (Boost) [Sp]
    Level: 1
    Initiation: Swift Action
    Range: 30ft
    Target: You or one ally
    Duration: 1 round

    You or one ally within range gains a bonus to your choice of Touch AC or Reflex saves equal to your Constitution modifier for 1 round (Touch AC cannot exceed normal AC).

    Brilliant Strike
    Inner Light (Strike) [Su]
    Level: 1
    Initiation: Standard Action
    Range: Melee attack
    Target: One creature
    Duration: 1 round

    You make a single melee attack. If it hits, it deals positive energy damage instead of normal for your weapon, deals 1d4 extra positive energy damage, and dazzles the target for 1 round (blinds if target is undead, Fort negates). This attack ignores the miss chance of incorporeal foes.

    Laughing Martyr
    Inner Light (Counter)
    Level: 1
    Initiation: Immediate Action
    Target: One ally

    The targeted ally gains an attack of opportunity against an enemy that just hit you with an attack.

    Radiant Visage
    Inner Light (Stance) [Sp]
    Level: 1
    Initiation: Swift Action
    Range: Personal
    Target: You
    Duration: Stance

    While in this stance you radiate bright light in a 10ft radius, shadowy illumination in a 20ft radius. You and all allies that can see you, or the light you radiate, gain a +1/six initiator levels morale bonus to attack rolls, damage rolls, and saving throws against fear.

    Shining Harrier
    Inner Light (Stance)
    Level: 1
    Initiation: Swift Action
    Range: Personal
    Target: You
    Duration: Stance

    While you are in this stance whenever you hit a foe with an attack you may opt to deal no damage. If you do, you may grant a single ally, adjacent to you or the struck foe, an immediate attack against the foe with a bonus to the attack roll equal your Intelligence modifier.

    Luck's Reprieve
    Inner Light (Counter)
    Level: 2
    Initiation: Immediate Action
    Target: You or an adjacent ally

    The target rerolls a single d20 roll it just made, and takes the better of the rolls.

    Bestow Grace
    Inner Light (Strike) [Sp]
    Level: 2
    Initiation: Standard Action
    Range: Melee attack
    Target: One creature
    Duration: 1d4 rounds

    You make a single melee attack. If it hits, a single ally (not including you) within 15ft gains a +4 enhancement bonus to any one ability score for 1d4 rounds.

    Blinding Flash
    Inner Light [Sp]
    Level: 3
    Initiation: Standard Action
    Range: 15ft
    Area: Emanation
    Duration: 1 round

    Each foe within the area is dealt 3d6 positive energy damage (6d6 if undead, Ref half) and is blinded for 1 round (Ref negates).

    Defensive Alacrity
    Inner Light (Boost) [Sp]
    Level: 3
    Initiation: Swift Action
    Range: 5ft
    Target: An adjacent ally
    Duration: 1 round

    The target gains a +30 bonus to all movement speeds and doesn't provoke attacks of opportunity for 1 round.

    Resplendent Emanation
    Inner Light (Stance) [Sp]
    Level: 3
    Initiation: Swift Action
    Range: 20ft
    Target: Emanation
    Duration: Stance

    While in this stance you radiate bright light in a 20ft radius and shadowy illumation in a 40ft radius. You and allies within the bright light gain a +2 bonus to AC and Will saves. Allies in the shadowy illumination gain a +1 bonus to AC and Will saves.

    Soul Guardian
    Inner Light (Boost) [Sp]
    Level: 4
    Initiation: Swift Action
    Range: 30ft
    Target: You or an ally
    Duration: 1 round

    The target gains a bonus to AC and Reflex saves equal to your Constitution modifier for 1 round.

    Dazzling Blow
    Inner Light (Strike) [Sp]
    Level: 4
    Initiation: Standard Action
    Range: Melee attack
    Target: One creature

    You make a single melee attack. If it hits, you deal positive energy damage instead of normal for your weapon, and deal 3d6 (6d6 if undead) positive energy damage to the target and each enemy adjacent to the target (Ref half). Enemies damaged this way are dazzled (blinded if Undead, Ref negates). This attack ignores the miss chance of incorporeal foes.

    Beacon of the Unending March
    Inner Light (Stance) [Sp]
    Level: 5
    Initiation: Swift Action
    Range: 30ft
    Target: Emanation
    Duration: Stance

    While in this stance you radiate bright light out to 30ft and shadowy illumination out to 60ft. You and all allies within the bright light are immune to effects of fatigue and exhaustion, gain a +10 bonus to speed, and benefit from the Run feat.

    Improved Bestow Grace
    Inner Light (Strike) [Sp]
    Level: 5
    Initiation: Standard Action
    Range: Melee attack
    Target: One creature
    Duration: 1d6 rounds

    You make a single melee attack. If it hits, any ally (not including you) within 30ft gains a +6 enhancement bonus to any one ability score for 1d6 rounds.

    Vexing Strike
    Inner Light (Strike)
    Level: 5
    Initiation: Standard Action
    Range: Melee attack
    Target: One creature
    Duration: 1 round

    You make a single melee attack. If it hits the struck foe must succeed on a Fort save or lose its next move or standard action (your choice). If it saves it is shaken instead. The save DC of this maneuver is increased by 1 for each ally adjacent to you or the target.

    Blinding Glory
    Inner Light (Boost) [Sp]
    Level: 6
    Initiation: Swift Action
    Range: 100ft
    Area: Emanation
    Duration: 1 round

    Each foe within the area is dealt 2d6 positive energy damage (4d6 if Undead, Ref half) and is blinded for 1 round (Ref negates).

    Disgracing Light
    Inner Light (Strike) [Su]
    Level: 6
    Initiation: Standard Action
    Range: Melee attack
    Target: One creature
    Duration: 1 round

    You make a single melee attack. If it hits, it deals 4d6 extra positive energy damage (8d6 if target is undead), knocks the foe prone, and immobilizes it for 1 round (Fort partial, if the save succeeds the foe is not knocked prone, but it is immobilized).

    Guiding Light
    Inner Light (Counter)
    Level: 7
    Initiation: Immediate Action
    Duration: 1 round

    All allies gain a +5 bonus to attack rolls for 1 round against a foe that just missed you with an attack.

    Illumine Strike
    Inner Light (Strike) [Sp]
    Level: 7
    Initiation: Standard Action
    Range: Melee attack
    Target: Special
    Duration: 1 round

    You make a single melee attack, but before you choose a target or roll, all invisible creatures within 15ft lose invisibility for 1 round. After rolling the attack roll, if you hit, you deal positive energy damage instead of normal for your weapon, and 6d6 extra positive energy damage (12d6 if target is undead). This attack ignores the miss chance of incorporeal foes.

    Glorious Grace
    Inner Light (Stance) [Sp]
    Level: 7
    Initiation: Swift Action
    Range: Personal
    Target: You
    Duration: Stance

    While in this stance you radiate bright light out to 40ft and shadowy illumination out to 80ft. At the beginning of each turn you remain in this stance you grant one ally within the bright light a +4 bonus to a single ability score for 1 round.

    Congregation of Guardians
    Inner Light (Boost) [Sp]
    Level: 8
    Initiation: Swift
    Range: 30ft
    Area: Emanation
    Duration: 1 round

    You and each ally within the area gain a bonus to AC and saving throws equal to yoru Constitution modifier for 1 round.

    Shatter the Will
    Inner Light (Strike)
    Level: 8
    Initiation: Standard Action
    Range: Melee attack
    Target: One creature
    Duration: 1 round

    You make a single melee attack. If it hits you deal 6d6 extra damage and the target is stunned for 1 round (Will partial; if save succeeds the target is immobilized and cannot make attacks of opportunity for 1 round). Additionally each foe within 15ft of you must make succeed on a Will save or be unable to make attacks of opportunity for 1 round.

    Unfettered Soul
    Inner Light (Strike) [Su]
    Level: 9
    Initiation: Standard
    Range: Melee attack
    Target: One creature
    Duration: 1d4 rounds

    You make a single melee attack. If it hits, you deal positive energy damage instead of normal for your weapon, and deal 25 positive energy damage to the target and each foe within 100ft (50 if undead, Ref half). For the next 1d4 rounds, if your attack hit, you radiate bright light out to 100ft and shadowy illumination out to 200ft. Foes within the light are blinded so long as they are within the light (no save). Allies within the light gain a +5 bonus to attacks, AC, and saves, and gain a +30 bonus to all movement speeds.
    Last edited by Ziegander; 2011-03-27 at 02:33 AM.

  8. - Top - End - #8
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    Default Re: The Warrior's Way - Rebalancing Blade and Bow

    Unlockable Classes
    A new installment of Warrior's Way balanced classes.

    What follows is a collection of four additional classes that I built after I was said to have "finished" The Warrior's Way, sometimes LONG after. These classes attempt to remain balanced with the material presented above, but I make no promises. These aren't as polished or as fluffed, but I stand by them as solid gaming mechanics and fun classes, nonetheless. Again, please enjoy, and happy gaming!



    ~~~~~

    -----Blackguard-----Knight-----Dreadthane-----Journeyman-----

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    Default Re: The Warrior's Way - Rebalancing Blade and Bow

    The Blackguard

    HD: d10

    Saves: Good Fort/Will, Poor Ref

    Code:
    LV  Base Atk Bonus    Class Features
    1.   +1               Evil Eye, Cursed Smite 1/encounter, Poison Use
    2.   +2               Least Invocation (1), Fearless
    3.   +3               Blasphemous Defiance
    4.   +4               Aura of Despair
    5.   +5               Least Invocation (2)
    6.   +6/+1            Improved Curse
    7.   +7/+2            Cursed Smite 2/encounter
    8.   +8/+3            Lesser Invocation (1)
    9.   +9/+4            Aura of Pain
    10.  +10/+5           Mettle
    11.  +11/+6/+1        Lesser Invocation (2)
    12.  +12/+7/+2        Greater Curse
    13.  +13/+8/+3        Cursed Smite 3/encounter
    14.  +14/+9/+4        Greater Invocation (1)
    15.  +15/+10/+5       Aura of Unluck
    16.  +16/+11/+6/+1    Heart of Darkness
    17.  +17/+12/+7/+2    Greater Invocation (2)
    18.  +18/+13/+8/+3    Dark Curse
    19.  +19/+14/+9/+4    Cursed Smite 4/encounter
    20.  +20/+15/+10/+5   Dark Invocation (1), Aura of Disaster
    Class Skills (4+Int): Bluff, Climb, Concentration, Disguise, Escape Artist, Forgery, Gather Information, Hide, Intimidate, Jump, Knowledge (Arcane, Religion), Move Silently, Spellcraft, Swim, Use Magic Device

    Proficiencies: All simple and martial weapons, all light and medium armors, light shields.

    Evil Eye: As long as a Blackguard holds nothing in his off-hand he can detect good as a Paladin detects evil, and can use Detect Magic at-will as a spell-like ability, although he only learns the presence of magical effects originating from an Evil source, or with the [Evil] descriptor. While a Blackguard manifests his Evil Eye he has an Evil aura as a Paladin has a good aura.

    Cursed Smite: Once per encounter a Blackguard can make a Cursed Smite attack against a foe gaining a bonus to the attack roll equal to his Charisma modifier and bestowing a -2 penalty to the struck foe's attack rolls, damage rolls, skill checks, and ability checks if the attack hits. The foe can make a Will saving throw to remove this penalty at the end of each of it's turns DC 10 + 1/2 Blackguard level + Blackguard's Charisma modifier +1/round effected. Further any damage dealt to the effected creature (including damage dealt by the initial Smite) can't be healed by any means until the victim makes it's saving throw against the penalty. A Blackguard can make an additional Cursed Smite each encounter every six levels after 1st.

    Poison Use: As Assassin.

    Invocations: Starting at 2nd level, a Blackguard gains divine invocations drawn from the Warlock's list of invocations. He can gain any Least Invocation at 2nd and 5th levels; any Least or Lesser Invocation at 8th and 11th levels; any Least, Lesser, or Greater Invocation at 14th and 17th levels; and any Least, Lesser, Greater, or Dark Invocation at 20th level. The saving throws against these Invocations are determined by the Blackguard's Charisma modifier. A Blackguard can gain Eldritch Essence Invocations and apply them to any Cursed Smite attacks he makes, but he cannot gain Eldritch Shape Invocations.

    Fearless: 2nd level Blackguards are immune to all fear effects.

    Blasphemous Defiance: 3rd level Blackguards add their Charisma modifier to saving throws against spells and spell-like abilities, and to saving throws against any effect generated by an Outsider or Deity. Further, they become immune to "divine damage", and take only half damage from other damage dealt by divine spells or from any damaging effects generated by Outsiders or Deities.

    Aura of Despair: Starting a 4th level, any foe within 10ft of a Blackguard takes a -2 penalty to saving throws.

    Improved Curse: The penalty from a Blackguard's Cursed Smite increases to -4 and he deals an extra 1d6 negative energy damage with the attack if it hits, as well as dealing 1d6 negative energy damage whenever the foe fails its save to remove the penalty.

    Aura of Pain: Starting at 9th level, whenever any foe within 10ft of a Blackguard fails a saving throw it becomes nauseated for 1 round.

    Mettle: As Hexblade.

    Greater Curse: The penalty from a Blackguards Cursed Smite increases to -6 and he deals an extra 2d6 negative energy damage with the attack if it hits, as well as dealing 2d6 negative energy damage whenever the foe fails its save to remove the penalty. This extra damage does not stack with the extra damage from Improved Curse.

    Aura of Unluck: Starting at 15th level, whenever any foe within 10ft of a Blackguard makes an attack roll, skill check, or ability check it must roll twice and take the lowest result.

    Heart of Darkness: Starting at 16th level a Blackguard is healed by negative energy as well as by positive energy, is immune to gaining negative levels, death effects, and any effect which can be removed by Remove Curse.

    Dark Curse: The penalty from a Blackguard's Cursed Smite increases to -8 and he deals an extra 3d6 negative energy damage with the attack if it hits, as well as dealing 3d6 negative energy damage whenever the foe fails its save to remove the penalty. This extra damage does not stack with the extra damage from Improved Curse or Greater Curse.

    Aura of Disaster: Starting at 20th level, whenever a foe within 10ft of a Blackguard fails a d20 roll...

    ...Consult the following
    Spoiler
    Show

    (stolen from... http://www.myth-weavers.com/showthread.php?t=26674 I actually have no idea who originally wrote it...):

    Attack failures (Roll D10)
    Spoiler
    Show
    1. – or lower: You slip and fall and sprain you ankle. FORT vs DC 15 to avoid ½ movement. REF vs DC 15 to stay upright (If you are already prone, this has no further effect).
    2. You accidentally scrape your self across the eyes in a bizarre move. You’re blind for 1d4 rounds.
    3. Your clumsy antics allow your opponent an attack of opportunity (unless he has already used them)
    4. Due to a lack of concentration you hit/twist at an odd angle. You take the damage you would have dealt.
    5. You spin around so fast that you lose sight of your enemy. You’re flat-footed for the next round as you get your bearings.
    6. Your wild back-swing with the elbow hits a random friend in an adjacent square. (If there is no friend in an adjacent square, this has no further effect).
    7. You slip on the ground and fall prone. REF vs DC 15 to stay upright (If you are already prone, this has no further effect).
    8. No critical effects.
    9. No critical effects.
    10. – or higher: No critical effects.


    Failures on attribute or skill rolls
    Strength
    Spoiler
    Show
    Strength roll and strength skill failures (Roll D10)
    1. – or lower: You haven’t warmed up properly before performing the exercises. You strain a muscle reducing your strength by 3 for 24 hours. Treat Injury DC 20 to reduce effects to 6 hours.
    2. Stiffening in the muscles reduces your dexterity by 3 for 24 hours. Treat Injury DC 20 to reduce effects to 6 hours.
    3. You hyperventilate and run out of puff, and you are unable to perform any strength based activity for the next 2 minutes
    4. You get a cramp in the muscle and intense pain causes you to become nauseated for 1d8 rounds. You have to seize all strenuous activity.
    5. You sprain the muscle most necessary for the current action. Any strength action will take you twice as long as normal to perform for the next 10 minutes.
    6. Skill only: You stuffed up so badly that you could not help and learn something from your mistakes. +2 to your next strength based skill check.
    7. No critical effects.
    8. No critical effects.
    9. No critical effects.
    10. – or higher: No critical effects.


    Dexterity
    Spoiler
    Show
    Dexterity roll and dexterity skill failures (Roll D10)
    1. - or lower: You haven’t warmed up properly before performing the exercises. Stiffening in the muscles reduces your dexterity by 3 for 24 hours. Treat Injury DC 20 to reduce effects to 6 hours.
    2. You strain a muscle reducing your strength by 3 for 24 hours. Treat Injury DC 20 to reduce effects to 6 hours.
    3. A sudden ear infection reduces your balance and makes you dizzy. You cannot perform a dexterity based activity for the next 2 minutes.

    4. Sweat from your concentration washes dirt in your eyes. You are blind for 1d8 rounds as you try to clear your vision.
    5. Your nerves are on edge and a twitching in your muscles causes you to have to slow down. Any dexterity based actions take twice as long as normal for the next 10 minutes.
    6. Skill only: You stuffed up so badly that you could not help and learn something from your mistakes. +2 to your next dexterity based skill check.
    7. No critical effects.
    8. No critical effects.
    9. No critical effects.
    10. – or higher: No critical effects.


    Constitution
    Spoiler
    Show
    Constitution roll and constitution skill failures (Roll D10)
    1. - or lower: You are set upon by new strain of pneumonia that has killed a lot of your anti-bodies. Additional effects include sore skin, thin blood and the shivers. It has been brewing for a while, but really hit home right now. Your constitution is reduced by 3 for the next 24 hours. Treat Injury (with Anti-biotics) DC 20 to reduce effects to 6 hours.
    2. Your body's sudden weakness in the circumstances has shattered your confidence due to panic about your mortaility. Your wisdom is reduced by 3 for the next 24 hours. Knowledge [Earth and Life Sciences] or Sense Motive DC 20 to reduce effects to 6 hours.
    3. An extra heavy nosebleed and a case of the piles have set on during your activities. Broken blood vessels during such strenuous activities are not unknown. You cannot perform a constitution based activity for the next 2 minutes.
    4. A wracking sneezing attack is disrupting your body's composure. Your body is out of control for the next 1d8 rounds. You also generate quite some noise.
    5. Constant itching has set in and it is driving you to distraction. All constitutional activities take twice as long as normal for the next 10 minutes.
    6. Skill only: You stuffed up so badly that you could not help and learn something from your mistakes. +2 to your next concentration check.
    7. No critical effects.
    8. No critical effects.
    9. No critical effects.
    10. – or higher: No critical effects.


    Intelligence
    Spoiler
    Show
    Intelligence roll and intelligence skill failures (Roll D10)
    1. - or lower: A burst blood vessel in your brain causes a nervous twitch, along with slight amnesia for intelligence based actions and knowledge reducing your intelligence by 3 for 24 hours. Treat Injury DC 20 to reduce effects to 6 hours.
    2. The stress of the situation has overheated your brain and along with an instant migraine your temper flares and you abuse everyone in sight. Your charisma is reduced by 3 for the next 24 hours. Knowledge [Earth and Life Sciences] or Sense Motive DC 20 to reduce effects to 6 hours.
    3. Depression sets in. How could you be so stupid and not be able to do as required? Your depression is debilitating for 2 minutes during which your self-esteem stops you from perform further intelligence based actions.
    4. A sudden insight hits you between the eyes and there is a moment of dizziness as the awful truth shocks you to the core. Then you realize that there is a flaw in your insight, and the world is not going end after all. You are stunned for 1d8 rounds.
    5. An annoying but critical thought is at the tip of your tongue, trying hard to come out, but a cheap tune you heard earlier keeps sliding up from your subconscious blocking the thought from coming out. Your brain is immersed in trying to capture the thought and loosing the tune. All intelligence based activities take twice as long as normal for the next 10 minutes.
    6. Skill only: You stuffed up so badly that you could not help and learn something from your mistakes. +2 to your next intelligence based skill check.
    7. No critical effects.
    8. No critical effects.
    9. No critical effects.
    10. – or higher: No critical effects.


    Wisdom
    Spoiler
    Show
    Wisdom roll and wisdom skill failures (Roll D10)
    1. - or lower: A sudden panic attack, induced by stress has weakened your resolve. Your wisdom is reduced by 3 for the next 24 hours. Knowledge [Earth and Life Sciences] or Sense Motive DC 20 to reduce effects to 6 hours.
    2. Mind over matter is breaking down. The mind has serious trouble controlling matter, specifically the body. Your constitution is reduced by 3 for the next 24 hours. Knowledge [Earth and Life Sciences] or Sense Motive DC 20 to reduce effects to 6 hours.
    3. Low confidence sets in. How could you be so egotistical and not be able to do as required? Your lack of confidence is debilitating for 2 minutes during which your self-esteem stops you from perform further wisdom based actions.
    4. Your continued failure to perform has generated a major short-term identity crisis. You are confused for 1d8 rounds.
    5. Your failure to perform is distracting you as you are trying to rebuild the situation in your mind to focus on where you went wrong in order to rebuild your confidence. All wisdom based activities take twice as long as normal for the next 10 minutes.
    6. Skill only: You stuffed up so badly that you could not help and learn something from your mistakes. +2 to your next wisdom based skill check.
    7. No critical effects.
    8. No critical effects.
    9. No critical effects.
    10. – or higher: No critical effects.


    Charisma
    Spoiler
    Show
    Charisma roll and charisma skill failures (Roll D10)
    1. - or lower: An allergy induced rash has appeared all over your body. Swelling of the lips gives your speech a lispy tone. Your charisma is reduced by 3 for 24 hours. Treat Injury DC 20 to reduce effects to 6 hours.
    2. Controlling your feelings bottled up inside you, whether they are fear, anger, hate or love, is making you tense. Thinking and remembering becomes a chore. Your intelligence is reduced by 3 for 24 hours. Treat Injury DC 20 to reduce effects to 6 hours.
    3. Dyslexia effects your brain and the words you want to say come out in a mangled mess along with some spluttering and drool running down your chin. Collecting yourself and straightening yourself out means you cannot perform any charisma based activities for 2 minutes.
    4. Your failure to act decisively was hilarious and has made you laugh. This builds up in to an uncontrollable giggle. Soon you are bent over holding your stomach laughing at the humour of the situation for 1d8 rounds (similar to nauseous).
    5. The pressure to perform has made you break out in a sweat. Along with this profuse sweating and body odor, your have lost your cool. You concentrate with each step you take to get stop perspiring and regain the mojo. All charisma based activities take twice as long as normal for the next 10 minutes.
    6. Skill only: You stuffed up so badly that you could not help and learn something from your mistakes. +2 to your next charisma based skill check.
    7. No critical effects.
    8. No critical effects.
    9. No critical effects.
    10. – or higher: No critical effects.


    Failure of Reflex, Fortitude and Will Saves
    Spoiler
    Show
    All variables in the description of the effect of the failed save are doubled.
    Last edited by Ziegander; 2011-03-27 at 02:11 AM.

  10. - Top - End - #10
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    Default Re: The Warrior's Way - Rebalancing Blade and Bow

    The Knight

    HD: d12

    Alignment: Any Lawful

    Code:
    Lv  Base Attack Bonus   Fort  Ref  Will    Special                              M. Known  M. Ready  Stances
    1.  +1                   +2   +0   +2      Fearless, Valorous Chivalry +1           3         3        0
    2.  +2                   +3   +0   +3      Armor Mastery (+2/-2/+5)                 4         3        0
    3.  +3                   +3   +1   +3      Shield Ally                              5         3        1
    4.  +4                   +4   +1   +4      Earnest Loyalty                          5         4        1
    5.  +5                   +4   +1   +4      Valorous Chivalry +2                     6         4        1
    6.  +6/+1                +5   +2   +5                                               6         4        2
    7.  +7/+2                +5   +2   +5      Rally Ally                               7         4        2
    8.  +8/+3                +6   +2   +6      Resist Deception                         7         4        2
    9.  +9/+4                +6   +3   +6      Valorous Chivalry +3                     8         5        2
    10. +10/+5               +7   +3   +7      Armor Mastery (+4/-4/+10)                8         5        2
    11. +11/+6/+1            +7   +3   +7      Improved Shield Ally                     9         5        3
    12. +12/+7/+2            +8   +4   +8      Chivalrous Intolerence                   9         5        3
    13. +13/+8/+3            +8   +4   +8      Valorous Chivalry +4                    10         5        3
    14. +14/+9/+4            +9   +4   +9                                              10         6        3
    15. +15/+10/+5           +9   +5   +9      Improved Rally Ally                     11         6        3
    16. +16/+11/+6/+1       +10   +5   +10     Loyal Beyond Death                      11         6        4
    17. +17/+12/+7/+2       +10   +5   +10     Valorous Chivalry +5                    12         6        4
    18. +18/+13/+8/+3       +11   +6   +11     Armor Mastery (Complete)                12         6        4
    19. +19/+14/+9/+4       +11   +6   +11     Chivalrous Example                      13         6        4
    20. +20/+15/+10/+5      +12   +6   +12     Chivalrous Strike                       13         7        4
    Class Skills (4+Int): Balance, Climb, Craft, Diplomacy, Gather Information, Handle Animal, Heal, Intimidate, Jump, Knowledge (Local, Nobility, History, Religion), Listen, Profession, Ride, Sense Motive, Spot, Swim

    Proficiencies: All simple and martial weapons, all armors and shields (even Tower Shields).

    Maneuvers: As the chart provides, Knights draw maneuvers from the Devoted Spirit, Iron Heart, Stone Dragon, and White Raven disciplines. A Knight recovers all of his expended maneuvers using a swift action followed by a standard (non-maneuver) attack action or full attack action against a target granting him Valorous Chivalry bonuses.

    *Knight vs Crusader Balance: As a further nod to better balance the Knight with the Crusader (and the Crusader against the Wildheart and Warblade) increase the Crusader's progression of stances as follows:
    Spoiler
    Show
    Code:
    1.  - 1
    2.  - 2
    3.  - 2
    4.  - 2
    5.  - 2
    6.  - 3
    7.  - 3
    8.  - 3
    9.  - 3
    10. - 4
    11. - 4
    12. - 4
    13. - 4
    14. - 4
    15. - 5
    16. - 5
    17. - 5
    18. - 5
    19. - 5
    20. - 5


    Fearless: A Knight knows no fear, and is immune to all fear effects from 1st level onward. Allies within 10ft of you gain a +2 bonus to saves to resist fear effects.

    Valorous Chivalry: You cleave to a code of honorable combat, and thus while you take the most honorable course of action you gain the listed bonus to Attack and Damage rolls when attacking an enemy, and to AC and Saving Throws against an enemy attacking you in the following conditions:

    • You are the only member of your party threatening the enemy.
    • The enemy is flanking you or a member of your party.
    • The enemy possesses at least 4HD (+1HD / four HD you possess) more than you or any member of your party (Example: to gain this bonus a 10th level Knight must be attacking or attacked by an enemy with at least 6HD more than any member of his party).
    • The enemy effected an ally with a fear effect this round or during the last round.
    • You are taking a penalty to attack rolls to deal nonlethal damage.


    You do not gain any extra bonuses from this ability if you meet more than one of the above conditions.

    Armor Mastery: Starting at 2nd level you ignore some of the restrictiveness of the armors you wear. You add the first listed bonus to the max dex bonus of your armor. You reduce the armor check penalty by the listed subtraction. Finally, you add the second listed bonus to your speed while wearing medium or heavy armor, if that armor would reduce your speed by that amount or more.

    At 18th level you may add your full dex bonus while wearing armor, you ignore all armor check penalty of your armor, and you ignore all speed restrictions of your armor.

    Shield Ally: Starting at 3rd level, a Knight can choose an ally within 10ft, spend an immediate action, and expend a readied maneuver of 2nd level or higher. Any time that ally is dealt damage before the start of your next turn, as long as it remains within 10ft of you, you take half that damage instead.

    At 11th level, if you expend a readied maneuver of at least 4th level, you may opt to take all of the damage instead of your ally, and can choose up to two allies within 10ft when you activate this ability.

    Earnest Loyalty: Starting at 4th level, a Knight's loyalty to his companions is such that he becomes immune to all charm and compulsion effects. Allies within 10ft of the Knight gain a +2 bonus to saving throws to resist charms or compulsions.

    Further, whenever an enemy effects any ally with a charm or compulsion effect you gain the bonuses from Valorous Chivalry against that enemy until the end of your next turn.

    Rally Ally: Starting at 7th level, a Knight can spend a swift action and expend a maneuver of at least 4th level to grant a single ally within 10ft a new saving throw against any effect currently ailing them.

    At 15th level this new save is rolled with a +2 bonus and with a single swift action a Knight grants all allies within 10ft a saving throw, if the Knight expends a maneuver of at least 6th level.

    Resist Deception: Starting at 8th level, a Knight's vigilance is such that he gains a +4 bonus to resist all Illusion and Enchantment effects, and gains an additional saving throw to shake off such effects or to disbelieve illusionary effects at the end of each of his turns.

    Additionally, at the beginning of each of his turns the Knight may make a Will saving throw (DC 10+Spell Level+Caster's Modifier) against any active Illusion effecting any enemy within 10ft (such as Invisibility or Blur). If the save succeeds the Knight sees through it as though the enemy were unaffected by the spell until the beginning of the Knight's next turn.

    Further, allies within 10ft of the Knight gain a +2 bonus to resist Illusion and Enchantment effects.

    Finally, whenever an enemy effects any ally with an Illusion or Enchantment spell or effect you gain the bonuses from Valorous Chivalry against that enemy until the end of your next turn.

    Chivalrous Intolerance: Starting at 12th level you gain a +4 bonus to saving throws to resist Death effects, and to resist negative levels or ability damage/drain. Allies within 10ft of you gain a +2 bonus to saving throws to resist such effects. Whenever you successfully save against such an effect or whenever an enemy successfully effects one of your allies with such an effect, you gain the bonuses from Valorous Chivalry against that enemy until the end of your next turn.

    Loyal Beyond Death: Starting at 16th level, if you are reduced to 0 or fewer hitpoints by an attack that would otherwise leave your body intact, but while you are gaining the bonuses from Valorous Chivalry you can continue to act for 1 round. At the end of that round if you are still receiving bonuses from Valorous Chivalry and are still at or below 0 hitpoints you may act for 1 additional round, but forgo the bonuses, instead taking a -2 penalty to AC, Attack rolls, Damage rolls, and Saving throws for that round. After one round if you are not receiving Valorous Chivalry bonuses, or after you are able to act for 2 additional rounds you die or fall unconscious normally as appropriate for your current hitpoint value.

    Chivalrous Example: Starting at 19th level, for 1 round after receiving the benefit of either your Shield Ally or Rally Ally features the effected allies also receive the full benefits of your Fearless, Earnest Loyalty, Resist Deception, and Chivalrous Intolerance (this does not enable them to gain Valorous Chivalry bonuses).

    Chivalrous Strike: At 20th level, whenever you initiate a Strike maneuver against an enemy granting you Valorous Chivalry bonuses that maneuver is not expended.

  11. - Top - End - #11
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    Default Re: The Warrior's Way - Rebalancing Blade and Bow

    The Dreadthane

    Hit Dice: d10

    Saving Throws: Good Will progression. Others Poor.

    Code:
    LV  Base Atk Bonus    Class Features                                              M. Known  M. Ready  Stances
    1.   +1               Combat Focus (+2/-1), Steely Gaze 1/enc, Clarity of Mind        2         2        0
    2.   +2               Mettle, Combat Intuition                                        3         2        0
    3.   +3               Startling Glare, Resolute Focus                                 4         2        1
    4.   +4               Combat Focus (+4/-2)                                            4         3        1
    5.   +5               Mind Like a Trap                                                5         3        1
    6.   +6/+1            Immobilizing Glare                                              5         3        2
    7.   +7/+2            Fearless                                                        6         4        2
    8.   +8/+3            Combat Focus (+6/-2), Steely Gaze 2/enc                         6         4        2
    9.   +9/+4            Frightful Glare                                                 7         4        2
    10.  +10/+5           Unyielding                                                      7         4        2
    11.  +11/+6/+1        Improved Mind Like a Trap                                       8         5        3
    12.  +12/+7/+2        Dazing Glare, Combat Focus (+8/-3)                              8         5        3
    13.  +13/+8/+3        Impending Doom                                                  9         5        3
    14.  +14/+9/+4        Greater Clarity of Mind, Swift Intuition                        9         5        3
    15.  +15/+10/+5       Terrifying Glare                                               10         5        3
    16.  +16/+11/+6/+1    Unflinching, Combat Focus (+10/-3), Steely Gaze 3/enc          10         6        4
    17.  +17/+12/+7/+2    Greater Mind Like a Trap                                       11         6        4
    18.  +18/+13/+8/+3    Stunning Glare                                                 11         6        4
    19.  +19/+14/+9/+4    Til Death                                                      11         6        4
    20.  +20/+15/+10/+5   Combat Focus (+12/-4), Crush the Will                          11         6        4
    Class Skills: (4+Int per level) Appraise, Balance, Climb, Concentration, Craft, Escape Artist, Iaijutsu Focus, Intimidate, Jump, Listen, Sense Motive, Spot, Survival, Swim, Tumble, Autohypnosis

    Proficiencies: Choose up to 6 simple weapons and 4 martial weapons when making your character. You are proficient with the chosen weapons. All Dreadthanes are proficient with light and medium armor. Instead of choosing a martial weapon you may choose to be proficient with shields (not including Tower Shields).

    Maneuvers: You initiate martial maneuvers drawn from the Diamond Mind, Stone Dragon, and Bladed Thoughts disciplines, learning and readying a number as outlined by the above table. To recover your maneuvers you must spend a move action in thought during your turn no longer than 1 round after dropping a target of your Steely Gaze. Recovering maneuvers in this way does not provoke attacks of opportunity. You can use maneuvers on a turn in which you recover your maneuvers.

    Combat Focus: Dreadthanes are incredibly focused individuals who will stop at nothing to reach their goals. This is especially noticeable when they seek their enemies out in combat. When a Dreadthane has marked a target with his Steely Gaze ability (below) he gains a +2 bonus to his attacks, his AC, to opposed checks and to his saving throws against that target as well as to spot and listen checks to detect that target, but recieves a -1 penalty to his attacks, his AC, to opposed checks and his saving throws against all other foes, as well as to spot and listen checks to detect other foes. This bonus increases by +2 at 4th level and every four levels thereafter, however for every +4 bonus you receive from this ability the penalty increases by 1.

    Steely Gaze: Dreadthanes mark specific targets during a fight, filling them with fear and doubt as he ruthlessly hunts them. With a swift action, the Dreadthane chooses any foe within line of sight and marks them for death. This mark lasts until the creature is slain, or until the Dreadthane himself chooses to dismiss it (non-action). At 1st level, a Dreadthane can only use this ability to mark a target once each encounter. He may mark an additional foe each encounter at 8th level and every eight levels thereafter, though he may never have more than one creature marked at any given time. Creatures marked by Dreadthanes can choose to attack him each round or not, but each round a marked creature attacks any other creature than the Dreadthane, the Dreadthane gets double the bonus from his Combat Focus, only takes half the penalties (rounded down), and the critical threat range of his weapon is doubled when used against that foe.

    Clarity of Mind: A Dreadthanes focus reaches beyond combat endeavors. They can take a 10 on any skill check provided they can spend at least 1 minute to perform the check.

    At 14th level this ability improves. From then on a Dreadthane gains the ability to take a 20 on any skill check, although it doubles the standard time to take 20. If you can normally take a 20 with a skill it doesn't take double the time to take a 20. Only double the time for skills that you can't normally take a 20 on. When you take a 20 it is no longer assumed that you've failed many times until you got it right. On the contrary you are just working so slowly and carefully that it takes you a long time to get it right. Note that this still may not be ideal for skill usages where time is of the essence (such as many swim, tumble, or concentration checks).

    Mettle: A Dreadthane can shrug off magical and unusual attacks with exceptional fortitude and will. (As Hexblade).

    Combat Intuition: Each round a Dreadthane attacks a foe, as long as that foe attacked him last round, he deals an additional 1d6 damage (to a maximum number of extra dice equal to his Wisdom modifier). This extra damage is not multiplied by critical hits. If a Dreadthane has accumlated extra damage dice against a foe using this ability, but the two of them cease to be embroiled in combat he retains what extra dice he had against that creature, but loses one each round the two are not engaged with each other. At 14th level, a Dreadthane can identify and capitalize on his foes' weaknesses more rapidly. Each round he and a foe attack each other he deals an additional 2d6 damage instead. The maximum number of dice he can gain from this ability remains unchanged.

    Gaze Attacks: At 3rd level a Dreadthane's gaze becomes fearful to behold and he gains his first Gaze Attack. This gaze attack gains power and versatility over the Dreadthane's career. Any creature that meets the Dreadthane's gaze must succeed at a save (depending on the fear effect) or be subject to a fear effect. At the beginning of each of a Dreadthane's turns he chooses a gaze to project from those he has available. The range of these Gaze Attacks is 60ft, but the Dreadthane can choose to project his gaze farther, as a free action, granting targeted foes a +1 bonus to saves against the effect for each increment of 60ft beyond the normal range.

    Creatures that simply meet his gaze get a +4 circumstance bonus to their saving throw. A Dreadthane can choose to actively glare at a target, or a number of targets, by spending actions. With a swift or immediate action a Dreadthane can actively glare at a single target. With a standard action a Dreadthane can actively glare at a number of targets equal to his Wisdom modifier. With a full round action a Dreadthane can actively glare at a number of targets equal to 1/2 his class level (rounded up) +5.

    Any creature targeted by a Dreadthane's gaze, actively or passively, and whether or not the creature failed its save, is immune to effects of his gaze for the rest of the encounter. The save DC of a Dreadthane's Glare is equal to 10 + 1/2 Dreadthane Level + Dreadthane's Wisdom modifier. All effects of these gaze attacks are fear effects. Creatures with Intelligence 5 or lower are immune to a Dreadthane's gaze attacks.

    Startling Glare - This is the Dreadthane's first gaze attack. Creatures subject to this gaze are shaken for 5 rounds if they fail a Will saving throw.

    Immobilizing Glare - At 6th level a Dreadthane gains the ability to make foes stand still with his gaze. Creatures subject to this gaze are immobilized for 1 round if they fail a Fort saving throw. Any creature that is already immobilized becomes dazed (this is a similar effect to standard fear effect stacking).

    Frightful Glare - At 9th level a Dreadthane can scare his enemies further. Creatures subject to this gaze are frightened for 5 rounds if they fail a Will saving throw. If the Dreadthane actively gazed at the creature and they succeed this save, they are dazzled for 5 rounds.

    Dazing Glare - At 12th level a Dreadthane can freeze his foes' bodies with a glance. Creatures subject to this gaze are dazed for 1 round if they fail a Fort saving throw. If the Dreadthane actively gazed at the creature and they succeed this save, their speed is reduced by half (rounded up) for 1 round. Any creature that is already dazed becomes stunned for 2 rounds (this is a similar effect to standard fear effect stacking).

    Terrifying Glare - At 15th level a Dreadthane can terrify his enemies. Creatures subject to the gaze are panicked for 5 rounds if they fail a Will saving throw. If the Dreadthane actively gazed at the creature and they succeed this save, they are shaken for 5 rounds.

    Stunning Glare - At 18th level a Dreadthane can expel all thought from his foes' minds. Creatures subject to this gaze are stunned for 2 rounds if they fail a Fort saving throw. If the Dreadthane actively gazed at the creature and they succeed this save, they are immobilized for 1 round.

    Resolute Focus: While the Dreadthane benefits from Combat Focus, if he is under the influence of a spell or effect that would stop him from pursuing and/or harming his mark in anyway he may make a saving throw against that spell or effect at the beginning of each of its rounds. If this save succeeds he ignores the effects of that spell or effect until the beginning of his next round. If this save is successful the Dreadthane must pursue and attack his mark on his next available action. (Examples of effects that are eligible for this ability: Shaken, Immobilized, Dazed statuses - and other effects like them, Hold Monster, Slow, Bestow Curse, Charm Person, etc.)

    Mind Like a Trap: Starting a 5th level a Dreadthane's mind becomes hostile territory for those that would attempt to meddle with it. At 5th level Dreadthanes gain a +4 bonus to saves against mind-afflicting effects. Further, whenever a foe attempts to effect the Dreadthane's mind with a mind-afflicting effect, but fails he takes a -2 penalty to all rolls and to Caster Level for the next 5 rounds. If a Dreadthane benefits from Combat Focus he loses the benefit of Mind Like a Trap against all creatures he has not marked with Steely Gaze.

    At 11th level this ability improves. The bonus to saves grows to +6 and the penalty increases to -4.

    At 17th level this ability improves yet again. The Dreadthane is from this point on immune to mind-afflicting effects. Further, whenever a foe targets him with a mind-afflicting effect it is automatically reflected upon its source and the source takes the -4 penalty to rolls and Caster Level.

    Fearless: At 7th level a Dreadthane becomes immune to all fear effects.

    Unyielding: At 10th level a Dreadthane becomes immune to the immobilized condition, as well as any effect that would cause him to lose his move action (This has no effect on effects that would cause conditions that do not allow the Dreadthane to move as a consequence of their effect such as Entangle, Web, or Grappling).

    Impending Doom: At 13th level a Dreadthane's presence is so large that he is a distraction to all foes that are aware of him. Foes worry that he might come for them at any second and will attempt to strike him down as best they can, knowing that he simply cannot be ignored. Any foe with Intelligence 6 or higher that is aware of the Dreadthane's presense within long range of him (400ft +40ft/Dreadthane Level) must succeed on a Will save (DC 10 + 1/2 Dreadthane Level) to target any creature other than the Dreadthane with an attack or hostile action. If they fail their save they must attempt to target the Dreadthane instead. Each round the foe remains aware of the Dreadthane's presense and the Dreadthane remains conscious the save increases by 1. This is a mind-afflicting compulsion effect.

    Unflinching: At 16th level a Dreadthane becomes immune to the dazed condition.

    Til Death: At 19th level a Dreadthane Combat Focus cannot be denied even by death. So long as his mark remains conscious, a Dreadthane cannot be killed or incapacitated by effects or attacks that reduce him to 0 or fewer hitpoints. If he takes such damage, he can make a Concentration check with a DC equal to his negative hitpoint total. If he fails this check he dies or falls unconscious as appropriate. If he succeeds he remains alive, conscious, and with 1 hitpoint.

    Crush the Will: At 20th level a Dreadthane is master not only of his own unbreakable will, but of the much more fragile wills of his enemies. When effecting foes with his Terrifying or Stunning Glares he may choose to add an additional effect. If using Terrifying Glare he may choose to make it a Death Glare. If using Stunning Glare he may choose to make it a Commanding Glare. Dreadthanes can only add one additional effect through the use of Crush the Will each encounter, and can only effect a single creature with this additional effect.

    Death Glare - Creatures subject to this gaze are Panicked for 5 rounds if they fail a Will saving throw. Further, if they fail their Will saving throw they must make a Fort saving throw. If this save fails they are slain. If the Dreadthane actively gazed at the creature and they succeed the Will save against Death Glare, that creature is still shaken for 5 rounds.

    Commanding Glare - Creatures subject to this gaze are Stunned for 2 rounds if they fail a Fort saving throw. Further, if they fail their Fort saving throw they must make a Will saving throw. If this save fails they are considered Commanded by the Dreadthane, for the next hour, instead of being stunned. Creatures Commanded by a Dreadthane will not act unless given orders by the Dreadthane. A Dreadthane can give Commanded creatures orders by spending a swift action. If the Dreadthane actively gazed at the creature and they succeed the Fort save against Commanding Glare, that creature is still immobilized for 1 round.
    Last edited by Ziegander; 2011-04-12 at 01:31 AM.

  12. - Top - End - #12
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    Default Re: The Warrior's Way - Rebalancing Blade and Bow

    The Journeyman

    HD: d8

    Saves: One good, others poor

    Code:
    Lv  Base Attack    Special                          Spell Lv  Inspiration
    1.  +0             Insightful Cunning, Trapfinding      -        3  (1)
    2.  +1             Spellcasting Dilettante (1)          1        4  (1)
    3.  +2             Brains over Brawn                    1        4  (1)
    4.  +3             Spellcasting Dilettante (2)          2        5  (2)
    5.  +3             Insightful Dodge                     2        5  (2)
    6.  +4             Spellcasting Dilettante (3)          2        6  (2)
    7.  +5             Insightful Breach                    3        6  (2)
    8.  +6/+1          Spellcasting Dilettante (4)          3        7  (3)
    9.  +6/+1          Insightful Mimicry                   3        7  (3)
    10. +7/+2          Spellcasting Dilettante (5)          4        8  (3)
    11. +8/+3          Insightful Surge                     4        8  (3)
    12. +9/+4          Spellcasting Dilettante (6)          4        9  (3)
    13. +9/+4          Mind over Matter                     5        9  (3)
    14. +10/+5         Spellcasting Dilettante (7)          5        10 (4)
    15. +11/+6/+1      Insightful Escape                    5        10 (4)
    16. +12/+7/+2      Spellcasting Dilettante (8]          6        11 (4)
    17. +12/+7/+2      Insightful Counter                   6        11 (4)
    18. +13/+8/+3      Spellcasting Dilettante (9)          6        12 (4)
    19. +14/+9/+4      Astonishing Brilliance               7        12 (4)
    20. +15/+10/+5     Spellcasting Dilettante (10)         7        13 (5)
    Class Skills (8+Int per level): All.

    Proficiencies: All simple and martial weapons, light and medium armor, light and heavy shields (not Tower Shields).

    Inspiration (Ex):* Journeymen draw upon a vast reserve of knowledge, lore, and intuition to fuel most of their abilities. This inspiration allows him to empower his and his allies' abilities, but also to imitate the abilities that others have mastered through intense practice and study. At the beginning of each encounter, or after five minutes, a Journeyman recovers up to the number of inspiration points as determined by his level (see table above). The first number is the number of inspiration available at the beginning of each encounter, or every five minutes. The second number in parentheses represents the Journeyman's ability to recover his inspiration. During any round, or once every minute, in which the Journeyman has not used any inspiration he regains inspiration points equal to the listed number.

    *The Font of Inspiration feat is NOT available for use with the Journeyman.

    Insightful Cunning (Ex): Journeymen are highly perceptive individuals, able to read any situation with adroit and subtle skill. Whenever you, or an ally within 15ft, make(s) an attack roll, damage roll, spellcasting check, ability check or skill check you may spend inspiration points. If you do, for each point spent, add your intelligence bonus to the roll made. You may spend any number of inspiration points to augment a single roll adding your intelligence bonus multiple times if you wish, though you may only augment a single skill check per skill per day.

    Trapfinding (Ex): Journeymen can use the Search skill to locate traps when the DC is higher than 20, and can use the Disable Device skill to disarm magical traps. A Journeyman who beats a trap's disarm DC by 10 with a Disable Device check has studied the device to such a degree that he can bypass the trap without disarming.

    Spellcasting Dilettante (Ex): At 2nd level, the Journeyman has grasped a vague understanding of magical power. By spending inspiration points a Journeyman can cast arcane and divine spells which he has prepared. At 2nd level, a Journeyman can prepare a single 1st level spell. As he gains levels he can prepare more spells per day, and can cast higher level spells. The number in parentheses along with the Spellcasting Dilettante entry in the table above is the number of spells a Journeyman can prepare each day. The number in the Spell Lv column of the table is the level of spell the Journeyman can prepare for the day. Journeymen prepare spells from the Cleric list or from the Sorcerer/Wizard list. Journeymen can only prepare a given spell once each day. The save DCs of divine spells cast this way are determined by Wisdom, the save DCs of arcane spells cast this way are determined by Charisma. Journeymen do not gain bonus spells per day based on any ability score. Journeymen ignore the arcane spell failure of any armor they wear when casting arcane spells. Casting spells in this way costs a Journeyman inspiration points equal to 1/2 the spell's level (rounded up). For spells with durations a Journeyman cannot recover inspiration points spent to cast the spell until the duration is up, though he can dismiss the spell at any time as a free action.

    Alternate Spellcasting Dilettante preview mechanics teaser, GO!
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    Spellcasting Dilettante: At 2nd level, the Journeyman has grasped a vague understanding of magical power. By spending inspiration points a Journeyman can cast the Greater Spells of domains of his choice. From this point on, at the beginning of the day you choose a single spell domain. Once during the day, by spending inspiration points equal to 1/2 the spell's level, you can cast a Greater Spell from the chosen domain up to a level indicated by the Spell Lv column of the table above. At 4th level you can choose another domain, and can cast two Greater Spells per day. Every four levels after that you choose another domain and can cast another Greater Spell per day (maximum of 6). You may choose different domains each day up to the number you are allowed by your level.


    Brains over Brawn (Ex): At 3rd level a Journeyman learns to trust in his mettle to win the day when the going gets tough. Choose any four strength and/or dexterity based checks or skill checks (Bull Rush, Grapple, Initiative, etc DO count, but attack rolls do NOT). You add your intelligence modifier to those checks.

    Insightful Dodge (Ex): At 5th level, a Journeyman can draw upon his vast, unrefined knowledge to improve his or his allies' defenses. At any time you may spend an inspiration point to add your intelligence bonus to your, or an ally's within 15ft, AC or to a single saving throw made by you or an ally within 15ft. You can only improve AC or a save once, but you can use this ability any number of times each turn so long as you have the inspiration.

    Insightful Breach (Ex): Starting at 7th level, a Journeyman's broad knowledge allows him to study opponents and gain a brief flash of clarity into their defenses. By spending 2 inspiration points you can grant yourself or a single ally within 30ft the ability to ignore a single enemy's spell resistance or damage reduction for 1 round. This ability cannot overcome spell immunity.

    Insightful Mimicry (Ex): At 9th level you are well on your way to becoming a true Jack of all Trades. After gaining this ability, each morning choose any three (Ex) abilities available to any base class at a level less than or equal to your Journeyman levels -2 other than the following: Maneuvers, Combat Feats, Spellcasting, or Inspiration. During the day you can gain the benefit of one of those chosen abilities for 1 round by spending 2 inspiration points.

    Insightful Surge (Ex): At 11th level you call upon the wealth of your experience and knowledge to gain a burst of speed when it is needed the most. By spending 3 inspiration points you or an ally within 45ft can take an extra standard action during a round. You may only use this ability once per round but you may use it even when it isn't your turn.

    Mind over Matter (Ex): At 13th level your extraordinary mental prowess combines with your adventurous spirit granting your body better than normal protection. Choose a single type of saving throw (Fort, Ref, or Will). From this point on you add your intelligence bonus to your AC and to all saving throws of the chosen type. You may continue to improve your AC or saves with your Insightful Dodge ability.

    Insightful Escape (Ex): At 15th level you build upon your elusive defenses with your further experience and knowledge. Once per round, when you are attacked or are the target of, or are within the area of, a spell or ability you may spend 3 inspiration points to ignore the effects entirely.

    Insightful Counter (Ex): At 17th level your experience and intuitive understanding allow you to undo the attacks and spells of your foes. Whenever an enemy within 60ft uses any action you may spend 4 inspiration points. If you do, you and the enemy make opposed level checks (1d20+HD). You add your intelligence modifier and the enemy adds it's highest ability modifier. If you win the opposed check the enemy's action fails. You can activate this ability multiple times against a single action, even after failing once.

    Astonishing Brilliance (Ex): At 19th level you have become the ultimate Jack of all Trades. Each morning when you choose (Ex) abilities as per your Insightful Mimicry ability you can choose up to six abilities and you can choose any abilities possessed by creatures whose HD does not exceed your Journeyman level -2. You use any such abilities as if you were such a creature with HD equal to your Journeyman levels. You still cannot gain Maneuvers, Combat Feats, Spellcasting, or Inspiration.

    *Multiclassing Note* - Multiclassed Journeymen treat 1/2 their other class levels as Journeymen levels for the purposes of determining the amount of inspiration points they get each encounter/five minutes, and the amount they recover each round/minute they don't use any inspiration points.
    Last edited by Ziegander; 2011-03-27 at 02:44 AM.

  13. - Top - End - #13
    Troll in the Playground
     
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    Oct 2008
    Location
    Pabrygg Keep
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    Default Re: The Warrior's Way - Rebalancing Blade and Bow

    And now we make party!

    EDIT: REVISED FEATS AAAAAGGGHH!!

    *Attacks of Opportunity - Any feats that grant you a special benefit for giving up attacks of opportunity can't be used if you don't have the correct number of attacks of opportunity remaining in the round you wish you use them.

    Player's Handbook 1
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    Weapon Focus
    Prerequisite: Base Attack +1
    Benefit: You gain a +1 competence bonus to attack rolls with the weapon group of your choice. Once per encounter, if you are wielding a weapon from the chosen weapon group, you may reroll any attack roll and take the higher of the two rolls. The bonus from this feat increases by +1 for every eight points of Base Attack you possess above +1. You also gain additional re-rolls each encounter at the same rate.

    Dodge
    Prerequisite: Dex 13
    Benefit: You gain a +1 dodge bonus to AC. As a swift action you may designate a single foe. If you do, you gain a +2 dodge bonus to AC against that foe only, but you lose the normal +1 dodge bonus granted by this feat until the beginning of your turn. The dodge bonus from this feat increases by +1 (normal)/+2 (designated) for every eight levels you possess beyond 1st.

    Great Acrobat
    Benefit: You gain a +2 competence bonus to all Acrobatics checks (Balance, Jump, Tumble), and whenever you use Acrobatics to avoid an attack of opportunity you may take an extra 5ft step on your turn. The bonus from this feat increases by +1 at 6th level and every five levels thereafter.

    Alertness
    Benefit: You gain a +2 competence bonus to all Perception (Listen, Search, Spot) and Initiative checks, you are never surprised, and you may draw a weapon as a free action rather than a move action. The bonus from this feat increases by +1 at 6th level and every five levels thereafter.

    Blind-Fight
    Benefit: You ignore the penalty to speed for being unable to see. Additionally, you do not lose your dexterity bonus to AC, while being attacked by any foe you cannot see. Once when you miss a foe due to concealment you may reroll the attack roll with a +1 competence bonus. The bonus on this reroll increases by +1 at 6th level and by +1 every five levels thereafter.

    Cleave
    Prerequisite: Str 13
    Benefit: Whenever you drop a foe with a melee attack, as a free action, you may take a 5ft step, and make an additional attack against any target currently adjacent to you. You may only take this many free actions each turn up to your Str modifier.

    Defensive Expertise
    Prerequisite: Base Attack +1, Dex or Int 13
    Benefit: When making an attack roll you may subtract a number up to your Base Attack bonus from all attacks you make until the beginning of your next turn to add an equal circumstance bonus to your AC for 1 round.
    Special: If you use this feat's ability while wielding a finesseable weapon or a heavy shield double the bonus to AC.

    Parry and Riposte
    Prerequisite: Dex 13, Defensive Expertise
    Benefit: While using your Defensive Expertise feat, if an enemy misses you with a melee attack he provokes an attack of opportunity from you. If an enemy misses you with a ranged weapon attack you may, catch the projectile or weapon in a free hand if you have one. If you do so, you may make 1 less attack of opportunity this round.

    Reflexive Strike*
    Benefit: You gain a +2 competence bonus to attack rolls made as attacks of opportunity. This bonus increases by +1 at 6th level and every five levels thereafter.

    Point Blank Shot
    Prerequisite: Dex 13
    Benefit: While using a projectile or thrown weapon, you gain a +1 competence bonus to attack rolls against creatures within 30ft. Further, you no longer grant opportunity actions for wielding a projectile weapon in melee. The bonus to attacks from this feat increases to +2 at 9th level, and +3 at 17th level.

    Far Shot
    Benefit: While using a projectile weapon, its range increment increases by one half. When you use a thrown weapon, its range increment is doubled.
    Special: You may take this feat up to three times, each time increasing the range of your weapons as appropriate.

    Focused Attack
    Prerequisite: Str or Dex 13, Base Attack +1
    Benefit: When making an attack roll you may subtract a number up to your Base Attack Bonus from all attack rolls you make until the beginning of your next turn to add an equal circumstance bonus to all damage rolls you make until the beginning of your turn.
    Special: If you use this feat's ability while wielding a two-handed melee weapon, or a composite bow double the bonus to damage.

    Great Fortitude
    Benefit: You gain a +2 bonus to all fortitude saves, a +4 bonus to all Constitution based ability checks, and Fast Healing 1. This Fast Healing only works as long as you are below 50% of your health.
    Special: You may take this feat up to three times. Each time you take it beyond the first your Fast Healing increases by 1, but the bonus to Fort saves increases only by +1, and the bonus to Constitution checks increases only by +2.

    Two Weapon Fighting
    Prerequisite: Dex 13
    Benefit: If you wield a weapon in your off-hand you can use it for greater defense or for extra attacks. While wielding a light weapon in your off-hand you gain a +1 shield bonus to AC, and while wielding a one-handed (or larger) weapon in your off-hand you gain a +2 shield bonus to AC. If wielding a weapon in your off-hand you may make a number of extra attacks using that weapon equal to the number of attacks of opportunity you can make in a round, or the number of attacks you can make with your main-hand weapon during a full attack, whichever is lower. Whenever you make any extra attacks during your turn in this way you lose the shield bonus granted by your off-hand weapon until the beginning of your next turn.

    Improved Bull Rush
    Prerequisite: Str 13
    Benefit: You gain a +4 competence bonus to attempt or resist Bull Rushes, you may grapple any size creature, and you do not provoke attacks of opportunity from any creatures threatening you for attempting a Bull Rush. Further, any foe you successfully Bull Rush is pushed up to 10 additional feet (in 5ft increments). Finally, if you push a foe into a hard surface (a wall, a tree, another creature) you deal the pushed foe and the surface 2d6 damage + your Str modifier. This damage increases to 4d6 + twice your Str modifier at 9th level, and to 6d6 + triple your Str modifier at 17th level.

    Improved Critical
    Prerequisite: Weapon Focus
    Benefit: Increase the critical threat range of any weapon you wield from your chosen weapon group by 1.
    Special: You may take this feat any number of times, but only up to three times for any specific weapon group.

    Improved Feint
    Prerequisite: Dex, Int, or Cha 13
    Benefit: You gain a +4 competence bonus to Feint attempts and can Feint as a swift action. After successfully feinting a target your next attack deals 1d6 additional damage. This damage increases to 2d6 at 9th level, and 3d6 at 17th level.
    Special: The extra damage granted by this feat is considered precision damage, and therefore creatures immune to critical hits do not take this extra damage. Further, the extra damage dice is considered Sneak Attack dice for the purposes of qualifying for PrCs and feats.

    Improved Grapple
    Prerequisite: Dex or Str 13
    Benefit: You gain a +4 competence bonus to all grapple checks. Whenever you succeed at resisting an opponent's grapple check that creature provokes an attack of opportunity from you. Instead of taking the attack you may use the attack of opportunity to take a 5ft step, even if it isn't your turn. Further, you may use your grappling maneuvers on creatures more than two size categories larger than you, but fewer than five size categories larger than you. However, such foes get a +2 size bonus to their checks for every size category larger than you they are beyond two.

    Precise Shot
    Prerequisite: Dex 13
    Benefit: You do not suffer any penalty to attack rolls when attacking a foe which is threatened in melee by another creature. Further, you may spend a swift action to gain a +2 insight bonus to a single ranged attack roll. This bonus increases by +1 at 6th level and every five levels thereafter.

    Improved Shield Bash
    Prerequisite: Shield Proficiency, Str 13
    Benefit: You can perform a Shield Bash and still retain your Shield bonus to AC. Further, whenever you make a Shield Bash attack and use the focused attack option taking a penalty of at least -2 and you successfully damage your foe, you may spend a swift action to make a Bull Rush or Trip attempt against your foe. If you succeed you may only push the foe 5ft regardless of your check.

    Iron Will
    Benefit: You gain a +2 bonus to all Will saving throws, and may reroll a single Will saving throw each day.
    Special: You may take this feat up to three times, its benefit stacks.

    Lightning Reflexes
    Benefit: You gain a +2 bonus to all Reflex saving throws, and may make an additional attack of opportunity each round.
    Special: You may take this feat up to three times, its benefit stacks.

    Quick Strike*
    Prerequisite: Str 13, Dex 13
    Benefit: By spending a swift action and giving up your next attack of opportunity this round you may make an extra attack at your highest base attack bonus during a full attack action. If you do, all attacks you make this round take a -2 penalty to their roll.

    Mobility
    Prerequisite: Dex 15
    Benefit: You may take a 5ft step in addition to your normal movement each round. Further, you gain a +2 bonus to AC against attacks of opportunity. At 6th level, and every five levels thereafter you may take an additional 5ft step each round in addition to your normal movement and gain an additional +1 bonus to AC against attacks of opportunity.

    Mobile Assault*
    Prerequisite: Mobility, Dex 17, Base Attack +6
    Benefit: As part of a full attack action you may move up to twice your base speed. You may split this movement up as you choose at any time before, after, or during your normal attack sequence (in at least 10ft increments), but you cannot split it up into more moves than you are capable of spending opportunity actions in a round. You do not gain the benefits of charging while using this feat.
    Normal: As part of a full attack action you may take a single 5ft step before, during, or after.

    Whirlwind Attack*
    Prerequisite: Cleave, Mobility, Base Attack +6
    Benefit: As a full round action you may make a melee attack roll against any number of creatures within your threatened area.
    Special: If you use the Cleave feat in conjunction with the Whirlwind Attack feat, you may only ever hit the same target a total of twice (once from Whirlwind Attack and once from Cleave).

    Improved Trip
    Prerequisite: Dex, Str, or Int 13
    Benefit: As normal, but you can use Dex or Int to make a Trip attempt instead of Str. Further, when wielding a weapon capable of making Trip attempts you may make an attack with that weapon at a -2 penalty. If you do, and the attack hits, you may make a free Trip attempt against the struck foe, forgoing the competence bonus granted by this feat.

    Brother in Arms*
    Benefit: Whenever an adjacent ally attacks or is attacked you may give up your next attack of opportunity to use the Aid Another option, and only to grant that ally a bonus to his attack roll (if he attacked), or a bonus to his AC (if he was attacked). Further, you gain a special use of the Aid Another action, allowing you to grant an ally an additional saving throw against any effect he or she is under the influence of. You may only grant one additional saving throw per effect, per encounter.

    Combat Casting
    Prerequisite: Concentration 9 ranks, Base Attack +5
    Benefit: You no longer provoke attacks of opportunity from casting spells in melee (unless they include ranged attacks or touch attacks).
    Special: This feat's benefit does not apply if the attacker has the Mage Slayer feat. A Duskblade of at least 2nd level gains this feat as a bonus feat without having to meet the requirements.

    Player's Handbook II
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    Acrobatic Strike
    Prerequisite: Acrobatics 6 ranks
    Benefit: Whenever you avoid a foe's attack of opportunity through Acrobatics you gain a +2 bonus to your next attack roll against that foe as long as the attack occurs before the end of your next turn. This bonus increases by +1 at 6th level and every five levels thereafter.

    Adaptable Flanker*
    Prerequisite: Base Attack +1
    Benefit: By spending a swift action you can gain the benefits of flanking as long as you and an ally are adjacent to a foe, or you can increase the bonus to attack rolls you gain from flanking to +4. As long as you have Base Attack +11 or higher you can gain the benefits of this feat without needing to spend a swift action.

    Armor Specialization
    Prerequisite: Base Attack +1
    Benefit: Choose a type of armor, Light, Medium, or Heavy. While wearing any armor of the chosen type you have Damage Reduction 2/--. This DR stacks with other forms of DR/-- you have.
    Special: You can take this feat any number of times, but only up to three times to apply it to the same type of armor.

    Crushing Blow*
    Prerequisite: Str 15, Focused Attack, Base Attack +6
    Benefit: Whenever you use the Focused Attack feat and take at least a -3 penalty to your attack, if you hit and deal damage the struck foe must succeed on a Fort save (10+1/2Character level+Str modifier) or become sickened for 1 round. If your hit was a confirmed critical the foe is nauseated for 1 round, then sickened for 1 round after that instead.

    Combat Tactician*
    Prerequisite: Int 15, Base Attack +6
    Benefit: As a swift action you can designate one foe. Until the end of your next turn, whenever you or an ally makes an attack against that foe, if that player and the target did not threaten each other at the start of the player's turn, that player gains a +3 circumstance bonus to his or her attack roll against that foe. This bonus increases by +1 if you have Base Attack +11, and by an additional +1 for every five points of Base Attack you have above 11.
    Special: If you possess the Dodge feat you can designate a foe as the target of your Dodge and Combat Tactician feats as part of the same swift action.

    Cometary Collision
    Prerequisite: Str 15, Base Attack +6
    Benefit: Whenever a foe charges you or another target you can spend an immediate action and give up your next attack of opportunity to charge that foe. If you do, you end the foe's movement. The foe loses the normal benefits from charging, but can still attack you. If the target charged someone else, he can choose to instead attack you. If you cannot move at least 10ft or cannot charge due to terrain or other factors, you cannot use this feat's benefit.

    Avalanche of Blows*
    Prerequisite: Weapon Focus (Maces), Base Attack +6
    Benefit: Whenever you deal damage to a foe with a Bludgeoning weapon the struck foe takes a cumulative -1 penalty to AC (maximum -5) and gives up his next attack of opportunity this round.

    Defensive Stance*
    Prerequisite: Base Attack +9
    Benefit: If an opponent begins his turn in a square that you threaten, and during his turn he does not move, he provokes an attack of opportunity from you, provided you still threaten his square. Any sort of movement, including a 5ft step, or forced movement, allows the opponent to avoid provoking this attack of opportunity.

    Driving Thrust*
    Prerequisite: Improved Bull Rush, Base Attack +6
    Benefit: As long as you wield a melee Piercing weapon, your Bull Rush attempts gain a circumstance bonus equal to to the total bonus of your weapon's enhancement value plus your strength modifier in addition to any other ability modifiers you add to your damage rolls with that weapon. Further, as part of a successful Bull Rush attempt you can make an attack with any melee Piercing weapon for every 10ft you push the opponent, up to the number of attacks you could make as part of a full attack action. These attacks take the standard penalties for iterative attacks. Finally, instead of making an attack in this way, you may choose to reduce the total distance you push the chosen foe by 15ft. If you do, your foe falls prone in the square where he ends his movement.
    Special: To gain the benefit of this feat you must move with your foe while Bull Rushing him.

    Flay
    Prerequisite: Str or Dex 13
    Benefit: Whenever you damage a creature that lacks an Armor Bonus to AC, if you're wielding a Slashing weapon, you can literally skin them alive, either stripping through their Natural Armor, or inflicting grievously painful wounds. If the creature has a Natural Armor bonus it loses 1 point of it, until regains 1 hitpoint, in addition to taking damage. If the creature has neither an Armor Bonus nor a Natural Armor bonus it must succeed on a Fort save (10+1/2Character level+Your Str or Dex modifier, whichever qualified you for this feat) or take become sickened for 1 round in addition to taking damage.

    Grenadier
    Prerequisite: Craft (Alchemy) or Spellcraft 4 ranks
    Benefit: You gain a +1 competence bonus to attack rolls made with grenade-like weapons. In addition, the damage dealt increases by 1d6 and the save DC to avoid the effects increase by 1. The base save to avoid the effects of a grenade-like weapon you use becomes 10+1/2 your character level+your Int or Wis modifier. The radius of the grenade-like weapon's splash radius increases by 5ft, and ones that do not have a radius instead gain a radius of 5ft. If you miss with a grenade-like weapon, you may spend a swift action to choose which space it hits instead of rolling randomly.
    Special: If you have 8 or more ranks in Craft (Alchemy) or Spellcraft, the damage you deal with grenade-like weapons increases by another 1d6, the save DC increases by an additional 1, and you gain an additional +1 bonus to attack rolls with them. The bonus to attack rolls and save DCs increases by 1 for every 4 additional ranks you have in Spellcraft or Craft (Alchemy). The damage dealt also increases by 1d6 at the same rate.

    Untouchable Resolve*
    Prerequisite: Con 15, Wis or Cha 15
    Benefit: At the beginning of each of your turns, if you are effected by a Fear or Compulsion effect you may make an additional saving throw against that effect. Further, if you succeed on the initial saving throw against a Fear or Compulsion effect, the creature trying to effect you must succeed on the same saving throw or become shaken for 1d4+1 rounds.

    Lunging Strike
    Prerequisite: Base Attack +1
    Benefit: As a swift action, you can increase the range of your next melee attack by 5ft. If you have Base Attack +11 or higher the swift action spent with this feat increases the range of all melee attacks you make until the beginning of your next turn.

    Darting Defense
    Prerequisite: Base Attack +6
    Benefit: As a swift action, you can increase your threatened area by 5ft until the beginning of your next turn. You can move 5ft and make an attack roll with a single Opportunity Action until the beginning of your next turn.
    Special: If you possess the Lunging Strike feat you can use it and your Darting Defense feats as part of the same swift action.

    Parry Attack*
    Prerequisite: Base attack +6
    Benefit: While fighting defensively, you may give up your next attack of opportunity for the round to replace your Armor Class with an Attack Roll but only against a single attack. Make an attack roll at your highest attack bonus, and use that number as your AC. You may use this new AC in place of your Touch AC, but doing so imposes a -5 penalty to it. You may use this feat more than once each round to a maximum of the number of attacks you are able to make during a full attack. Each time you use it beyond the first imposes a -5 penalty to the attack roll.

    Penetrating Shot
    Prerequisite: As normal, except Base Attack +9
    Benefit: As a standard action you may attack a Line with a projectile weapon, 5ft wide, and as long as your weapon's base range increment. Foes may make a Reflex save (10+1/2Character level+Dex modifier) to halve the damage. If you have at least Base Attack +14 you may spend a swift action to grant your next attack the benefit of this feat instead. If you have at least Base Attack +19 you apply the benefit of this feat to your next attack as a free action.
    Special: Using the Precise Shot feat adds its bonus to attack rolls to the save DC against Penetrating Shot.

    Robilar's Gambit
    Prerequisite: Base Attack +6
    Benefit: As a swift action you can adopt a reckless fighting stance granting foes a +4 circumstance bonus to attack and damage rolls against you until the beginning of your next turn, however, each time a foe attacks you before the beginning of your next turn that foe provokes an attack of opportunity from you. You can even make ranged attacks against foes you do not threaten if you are wielding a ranged weapon, or can draw a throw and thrown weapon. Resolve your attack of opportunity after your foes' attacks.

    Shield Ward
    Prerequisite: Shield Proficiency
    Benefit: As normal.

    Slashing Fury*
    Prerequisite: Flay, Base Attack +6
    Benefit: Whenever you deal maximum damage with a Slashing weapon, or whenever you confirm a critical hit with a Slashing weapon, you gain a +1 morale bonus to attacks, and a +2 morale bonus to damage until the end of the encounter. This bonus can stack up to five times.

    Stalwart Defense*
    Prerequisite: Base Attack +6
    Benefit: Whenever you use the Aid Another action to provide an ally with a +2 bonus to AC that bonus improves to +3 and by +1 if you have at least Base Attack +11, and for every five points of Base Attack you possess beyond that. Whenever a foe you threaten attacks an ally you have given a bonus to AC to with the Aid Another option he provokes an attack of opportunity from you. Instead of making the attack you may use the attack of opportunity to switch places with that ally (provided he or she is willing) and become the target of that foe's attack.

    Steadfast Determination
    Prerequisite: Con or Cha 15
    Benefit: You may use your Constitution or Charisma modifier instead of your Wisdom modifier when making Will saves. You do not automatically fail any saving throws (Fort, Ref, or Will) on a roll of 1.

    Tumbling Feint
    Prerequisite: Acrobatics 4 ranks
    Benefit: As normal, except that you gain a +4 bonus to your Feint attempt. This bonus increases by +1 if you possess 8 ranks in Acrobatics, and for every 4 ranks you possess beyond that.

    Improved Two-Weapon Fighting
    Prerequisite: Dex 15, Two-Weapon Fighting, Base Attack +6
    Benefit: You gain an additional +1 Shield bonus to AC with your off-hand weapon. Further, at the end of a charge attack you may make an attack with your main-hand and off-hand weapon, both at your highest attack bonus. Finally, once per round, whenever you deal damage to a foe with an attack from both your main-hand and off-hand you deal an extra 2d6+Str modifier damage. If you have at least Base Attack +16 you gain an additional +1 Shield bonus from this feat, and whenever you deal damage to a foe with an attack from both your main-hand and off-hand you deal an extra 4d6+twice your Str modifier damage.

    Complete Series
    Spoiler
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    Defensive Maneuver*
    Prerequisite: Dex 13, Int 13
    Benefit: Whenever you make a Bull Rush, Disarm, Grapple, or Trip attempt as an attack of opportunity you gain a +4 circumstance bonus to the attempt. This bonus increases by +2 at 6th level and every five levels thereafter.

    Eyes in the Back of Your Head
    Prerequisite: Wis 15 or Alertness
    Benefit: As normal, but you also gain 20% fortification, and a +1 circumstance bonus to attack rolls against foes who are flanking you. These bonuses increase to 40% fortification and +2 to attacks at 9th level, and 60% fortification and +3 to attacks at 17th level.

    Flick of the Wrist
    Prerequisite: Dex 15, Alertness, Bluff or Sleight of Hand 4 ranks
    Benefit: If you draw a weapon and attack a foe with it in the same round you may make a Feint attempt against that foe as an immediate action with a +2 bonus. If you succeed, and your next attack against that foe hits, make a Bluff or Sleight of Hand check, adding the result to the damage you deal. You may use this feat only once per round and once per opponent during any single combat encounter.
    Special: The extra damage granted by this feat is considered precision damage, and therefore creatures immune to critical hits do not take this extra damage.

    Great Resiliency
    Prerequisite: Con 13
    Benefit: Increase your existing Damage Reduction by 2.
    Special: You may take this feat any number of times. Each time you take it beyond the first you only increase your Damage Reduction by 1.

    Hold the Line
    Prerequisite: Base Attack +3
    Benefit: Once per foe, per round, whenever a foe enters one of your threatened squares he provokes an attack of opportunity from you. If that foe was charging, your attack deals double damage.

    Improved Toughness
    Prerequisite: Con 13, or Base Fort save +2
    Benefit: As normal.
    Special: You may take this feat up to three times. The effect stacks. Each time you take this feat, you gain an additional hit point per HD.

    Karmic Strike
    Prerequisite: Dodge
    Benefit: Whenever the foe you have designated as the target of your Dodge feat hits you with an attack he provokes an attack of opportunity from you. You may even use this action to attack foes that you do not threaten with a ranged weapon if you are wielding one, or if you can draw a thrown weapon as part of this action. If your attack hits it deals 1d6 additional damage. This damage increases by 1d6 at 6th level, and every five levels thereafter.

    Kiai Shout*
    Prerequisite: Cha 13, Base Attack +1
    Benefit: Once each encounter, as a standard action, you can issue forth an intimidating howl of fury, causing all foes within 30ft of you to make a Will saving throw (10+1/2Character level+Cha modifier). If they fail, they become shaken for 1d4 rounds, during which time they lose their first attack of opportunity each round. Foes take a -1 penalty to this save for each HD fewer than you they possess, but get a +1 circumstance bonus for each HD greater than you they possess. If you have Cha 15 and Base Attack +6, foes with HD fewer than or equal to your own become frightened instead of shaken, and foes with greater HD than you get only 1/2 their circumstance bonus. If you have Cha 17 and Base Attack +11, foes with HD fewer than or equal to your own become panicked instead of shaken, and foes with greater HD than you do not get any circumstance bonus. If you have Cha 19 and Base Attack +16, foes with HD fewer than or equal to your own cower in fear, while foes with HD greater than yours are frightened.

    Power Critical
    Prerequisite: Base Attack +3
    Benefit: You gain a +4 competence bonus to confirm critical hits, and deal an extra 2d6 damage with a critical hit. These bonuses increase by +2 and 1d6 if you possess Base Attack +8, and for every five points of Base Attack you possess higher than that.

    Phalanx Fighting
    Prerequisite: Proficiency with Heavy Shields, Base Attack +1
    Benefit: If you wield a Heavy Shield and a light or one-handed weapon, you gain a +1 competence bonus to AC and reflex saves. This bonus increases to +2 at 9th level, and to +3 at 17th level. If you are adjacent to an ally who also wields a Heavy Shield the competence bonus to AC and reflex saves of you both increases by 1. This bonus can increase up to five times. Further, whenever a foe attacks you and an adjacent ally with an area effect you may give up all of your remaining attacks of opportunity this round (must have at least one remaining) to "Turtle" granting you and adjacent allies a +4 circumstance bonus to all saving throws and to AC against ranged attacks. This bonus increases by +2 at 6th level and every five levels thereafter. While turtled you lose your dexterity modifier to AC .

    Shield Charge
    Prerequisite: Shield Proficiency, Base Attack +3
    Benefit: If you use a Shield Bash at the end of a charge, your shield bash deals 1d6 extra damage for a small shield, 2d4 extra damage for a medium shield, and 2d6 extra damage for a large shield. Further, you may spend a swift action to gain a free Trip or Bull Rush attempt against the struck foe.
    Special: If you possess the Improved Shield Bash feat, you gain a +4 morale bonus to any Bull Rush or Trip attempts you make.

    Throw Anything
    Prerequisite: Base Attack +1
    Benefit: You can throw any melee weapon you are proficient with as if it were a ranged weapon. The range increment of a weapon thrown in this way is 10ft. You also gain a +2 competence bonus to damage with any weapon that normally is a thrown weapon, such as Daggers, Spears, and Shurikens, and increase their range increment by 10ft. Increase the range increments of any weapon you throw (including weapons thrown by virtue of this feat) by 5ft, and increase the bonus to damage by +1, if you possess Base Attack +6, and for every five points of Base Attack you possess beyond that.

    Anvil of Thunder
    Prerequisite: Str 13, Weapon Focus (Maces AND Axes), Base Attack +3
    Benefit: If you hit a creature in this round with a Mace, which was damaged in either this round, or the previous round, with an Axe or vice versa, that creature must succeed at a Fort save (10+1/2Character level+Str modifier) or become staggered for 1 round.
    If you possess Base Attack +13 or higher that creature becomes dazed for 1 round instead (unless it is immune, in which case it becomes staggered as normal).

    Bear Trap
    Prerequisite: Str 13, Improved Grapple, Weapon Focus (Axes), Base Attack +6
    Benefit: You gain the Improved Grab quality as long as you wield an Axe. Further, if you wield a light piercing weapon, you may attack your foe while grappling, with no restriction, and even without needing to make grapple checks.

    Crescent Moon
    Prerequisite: Dex, Int, or Cha 13, Weapon Focus (Swords), Two-Weapon Fighting
    Benefit: If you wield a one-handed sword in your main hand, and a light one-handed sword in your off-hand, and you hit a creature with both swords in the same round, you retain the Shield bonus to AC granted by your off-hand, and may make a free Disarm attempt against the struck foe with a +2 circumstance bonus. If you fail, he does not get to disarm you in return. If you are 6th level or higher and possess Dex, Int, or Cha 15, you increase the Shield bonus granted by your off-hand by 1, and the bonus to your Disarm attempt by 2, as well as gain a +1 deflection bonus to AC and a +1 resistance bonus to saves for 1 round. These bonuses continue to increase at that same rate for every five levels you possess beyond 6th. If you are 11th level or higher, possess Dex, Int, or Cha 17, and you hit a creature with both swords in the same round, you may spend a swift action to make a Dispel check against one of the struck foe's active spell effects as Dispel Magic (but without the bonus). If you are 16th level or higher, and possess Dex, Int, or Cha 19, you may make a Dispel check against a foe as a free action whenever for each time you hit that foe with both your main-hand and off-hand weapons.

    Hammer's Edge
    Prerequisite: Str 15, Two-Weapon Fighting, Improved Bull Rush, Improved Trip, Base Attack +6
    Benefit: If you wield a non-light one-handed weapon in each hand, and you hit a creature with both weapons in the same round, it must make a Fort save (10+1/2Character level+Str modifier) or fall prone. If you possess Base Attack +11, and the creature fails its save, you deal that creature 2d6+your Str modifier additional damage. If you possess Base Attack +16, the additional damage increases to 4d6+twice your Str modifier, and if the creature falls prone it must make a second Fort save against the same DC or become dazed for 1 round.

    Lightning Mace
    Prerequisite: Dex 15, Weapon Focus (Maces), Base Attack +3
    Benefit: Whenever you confirm a critical hit with a Mace, you gain an additional attack at your highest attack bonus -5.
    Special: You can only gain a number of additional attacks with this feat each round equal to the number of attacks of opportunity you are capable of spending in a round.

    Three Mountains
    Prerequisite: Str 15, Improved Bull Rush, Base Attack +6
    Benefit: If you deal damage to the same creature twice in the same round with a non-light, one-handed, or two-handed bludgeoning weapon, the creature must succeed a Fort save (10+1/2character level+Str modifier) or become sickened by the pain for 1d4 rounds. If you deal damage to the same creature three times in the same round it becomes nauseated for 1 round, then sickened for 1d4 rounds thereafter. If you deal damage to the same creature four times in the same round it becomes nauseated for 2 rounds, then sickened for the rest of the encounter.

    Combat Intuition*
    Prerequisite: Sense Motive 4 ranks or Wis 15, Base Attack +3
    Benefit: Each round, if you started your turn adjacent to an enemy, you gain a cumulative +1 insight bonus to attack rolls, AC, and saves, but only against that opponent. At the start of your turn, if that opponent is no longer adjacent to you (or that opponent is incapacitated), the bonus resets to 0.

    Death Blow*
    Prerequisite: Reflexive Strike
    Benefit: Whenever you perform a Coup de Grace, choose one - You and all allies within 30ft gain a +5 morale bonus to damage rolls for 1 round, or all foes within 30ft must succeed on a Will save (10+1/2Character level+Cha modifier) or become shaken for 2d4 rounds. Further, you can perform a Coup de Grace as a standard action or by giving up your next attack of opportunity.

    Deft Opportunist*
    Benefit: You gain a +4 circumstance bonus to damage rolls whenever you strike a foe with an opportunity attack. Further, foes you strike with attacks of opportunity give up their next attack of opportunity. At 9th level the bonus to damage from this feat increases to +8 and the struck foe gives up its next two attacks of opportunity. At 17th level the bonus to damage increases to +20, and the struck foe gives up all of its attacks of opportunity for the round.

    Goad*
    Prerequisite: Cha 15, Base Attack +3
    Benefit: As a move action, you can goad an opponent within 30ft, has line of sight to you, and has an Intelligence 3 or higher. When the goaded opponent starts its next turn, if it still has line of sight to you, it must make a Will saving throw (10+1/2Character level+Cha modifier). If the creature fails, it can only make attack rolls, cast spells, or use harmful abilities, against you for 1 round, and must spend its turn trying to do you harm as it sees fit. If the creature kills you, knocks you unconscious, loses sight of you, or cannot attack you, cast spells on you, or use any harmful ability on you, the effect is broken. If you possess Base Attack +11 you can use this feat as a swift action.

    Deadly Defense*
    Prerequisite: Base Attack +1, Focused Attack, Defensive Expertise
    Benefit: You may use your Focused Attack and Defensive Expertise options at the same time, gaining +1 to AC and to damage rolls for every -1 penalty you take your attack rolls.
    Special: If you wield a finesseable weapon, heavy shield, two-handed weapon, or composite bow you gain +2 to BOTH AC and damage rolls for every -1 penalty you take to your attack rolls.

    MOAR Feats!
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    Rapid Assault
    Prerequisite: Base Attack +1
    Benefit: On your first turn during combat, your first attack deals extra damage equal to +2/per point of BAB you possess. If you were the first to act this encounter the extra damage increases to +1d6+1/per point of BAB you possess.

    Shieldbearer [Warlord-Only]
    Prerequisites: Base Attack +3, Shield Ward, Armor Usage
    Benefit: While you benefit from a Shield bonus to AC you gain concealment against all ranged attacks (even magical or supernatural ones) equal to 5% times the total Shield bonus, including enhancement bonuses to a wielded shield.

    Further, while you fight defensively, this concealment applies against melee attacks as well and increases by 10%.

    When you take the full defense action you benefit from partial cover if you wield a small shield and total cover if you wield a large or larger shield (extreme or tower), and your concealment applies against melee attacks and increases as appropriate.

    Beastmaster
    Benefit: You gain a +2 competence bonus on all Handle Animal and Ride checks, and can use these checks even on Vermin and Magical Beasts. Further, You gain a +1 enhancement bonus to Natural Armor. The bonus to Handle Animal and Ride increases by +1 at 6th level and every five levels thereafter. The bonus to Natural Armor increases by +1 at 9th level and every eight levels thereafter. At 6th level you gain the Wild Empathy feature which can be used even against Vermin and Magical Beasts. At 9th level you gain the Scent special quality. At 17th level you gain the Blindsense out to 30ft, or improve your existing Blindsense by 30ft, or if you have the Blind-Sight quality it improves by 15ft.

    Extreme Athlete
    Benefit: You gain a +4 competence bonus on all Climb and Swim checks, and a +5ft bonus to all movement speeds. While running you retain your Dexterity bonus to AC, and move five times your normal speed if wearing light or no armor and carrying no more than a light load, or you move four times your normal speed if wearing medium or heavy armor and while carrying a medium or heavy load. The bonuses from this feat increase by +2 and +5ft at 6th level and every five levels thereafter. You ignore up to 5ft of speed penalty from your armor for every +10ft bonus to movement speeds granted by this feat. At 11th level you gain a Climb speed and a Swim speed of 15ft. Bonuses to movement speed granted by this feat at or before 11th level do not apply to these speeds, but any bonuses gained afterward do.

    Poison Expert
    Prerequisite: Craft (poisonmaking) 4 ranks
    Benefit: As normal, but also you never risk poisoning yourself when dealing with poisons. For every 4 ranks of Craft (poisonmaking) you possess beyond 4, increase the secondary damage of your poisons by 1. For every 8 ranks of Craft (poisonmaking) you possess beyond 4, increase the initial damage of your poisons by 1.
    Special: As normal, except that it CAN stack up to three times with the same type of poison.

    Virulent Blade
    Prerequisite: Poison Expert (contact or injury), Weapon Focus (any), Base Attack +6
    Benefit: Contact or Injury poisons applied to a weapon from your Focus group retain their potency for two successful hits instead of just one. Further, if a foe fails it saving throw against a contact or injury poison delivered by an attack with a weapon from your Focus group the secondary damage effects it in 1d4 rounds rather than 1 minute later.

    Eschew Materials
    Prerequisite: Caster Level 6th
    Benefit: You can cast any spell that has a material or focus component costing 150gp or less without needing that component. At 9th level you do not need components costing 500gp or less. At 12th level, 1000gp or less. At 15th level, 2000gp or less. At 20th level, 5000gp or less.

    Improved Counterspell
    Prerequisite: Spellcraft 6 ranks
    Benefit: As normal, except that you need only spend a standard action to ready an action to counterspell, also, at any time after readying an action to counterspell, you may spend an immediate action to un-ready that action and cast a spell.

    Magical Aptitude
    Benefit: You get a +2 competence bonus on all Spellcraft and Use Magic Device checks. These bonuses improve by +1 at 6th level and every five levels thereafter. Further, if you are at least 3rd level, choose any 1st level spell from the Bard's or Duskblade's lists of spells. If you're at least 9th level, choose any 2nd level or lower spell from the Bard's or Duskblade's lists of spells. If you're at least 14th level choose any 3rd level or lower spell from the Bard's or Duskblade's lists of spells. If you're at least 20th level, choose any 4th level or lower spell from the Bard's or Duskblade's lists of spells. You may cast each of the chosen spells once each day, plus an additional time each day for each higher level spell you can cast by virtue of this feat.

    Spellbane
    Prerequisite: Int 13, Knowledge (Arcana AND Religion AND Planes) 4 ranks, Spellcraft 4 ranks
    Benefit: You gain a +1 insight bonus to AC and to saves against spells and spell-like abilities, as well as Spell Resistance of 10+Your Int score, or a +3 insight bonus to your existing SR. You can lower your Spell Resistance for 1 round as a move action. These bonuses all increase by +1 at 9th level and every eight levels thereafter. Furthermore, you gain the ability to ready an action to counterspell, if you didn't already have it, even if you have no ability to cast spells. If you successfully identify the spell you are attempting to counter, and can provide all of the spell's components, make a modified level check (1d20+Character Level+Int modifier) opposed by the spellcaster's spellcasting check (1d20+Caster Level+Spell's save DC modifier). If you beat his check, the spell is countered.

    Mage Slayer*
    Prerequisite: Int 15, Spellbane, Base Attack +3
    Benefit: You gain a +1 insight bonus to all Will saves, and can lower your Spell Resistance for 1 round as a swift action. Further, spellcasters you threaten can't cast defensively, and you ignore any spell-granted bonus to AC and saves of your target up to your Int modifier. Finally, whenever a spell is cast within your highest movement speed, you may give up your next opportunity action to move toward the caster of that spell up to 10ft. The bonus to Will saves increases to +2 if you have +11 BAB, and +3 if you have +19 BAB. The distance you can move if you give up your attack of opportunity increases by 10ft (up to twice your highest speed) if you have +8 BAB and for every five points of BAB you have after that.

    Pack Hunt*
    Prerequisite: Base Attack +6
    Benefit: Whenever you use the Aid Another option to provide an ally with a +2 bonus to an attack roll, that bonus improves to +3, and by +1 if you have at least Base Attack +11, and for every five points of Base Attack you possess beyond that. Whenever an ally with a bonus to attacks from your Aid Another option deals damage to a foe adjacent to you, that foe provokes an attack of opportunity from you. If you deal damage to that foe with your attack it must succeed on a Fort save (10+1/2Character level+your highest ability modifier) or become staggered for 1 round.

    Open Minded
    Benefit: You gain 4 extra skill points, which you may spend immediately as normal, as well as 1 extra skill point every level you gain after this. Further, choose one cross-class skill; that skill is now a class skill for you, and all other cross-class skills cost you 1 skill point per rank, rather than 2. Maximum skill ranks for your level still apply.
    Special: You may take this feat up to three times, each time gaining 4 extra skill points, and 1 extra point every level you gain after taking the feat, as well as gaining an extra cross-class skill as a class skill.

    Steely Perseverance
    Prerequisite: Str or Wis 15
    Benefit: You may use your Strength or Wisdom modifier instead of your Constitution modifier when making Fortitude saves. Whenever you fail a saving throw you gain a +2 morale bonus to your next saving throw as long as you make that saving throw within the next 24 hours.

    Practiced Reactions
    Prerequisite: Str or Int 15
    Benefit: You may use your Strength or Intelligence modifier instead of your Dexterity modifier when making Reflex saves. Whenever you succeed a saving throw you may give up your next attack of opportunity to attack a foe you threaten or take a 5ft step.


    *These feats are added to the Fighter's list of bonus feats.
    Last edited by Ziegander; 2011-04-06 at 10:26 PM.

  14. - Top - End - #14
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    Default Re: The Warrior's Way - Rebalancing Blade and Bow

    Just a first pass, as it's a lot of stuff.

    General
    First, as someone who likes to have multiple screens open at once, may I suggest that you spoiler the image in your first post. Its size makes it harder to read your posts without switching the browser to full screen. Also, I think the forum rules have some guidelines on the size of images to use.

    Wildheart
    Dire Charge - I like the idea, you just may need to make the wording a bit clearer. Does the extra 30 ft. come before the attack or after it? And do the attack bonus and AC penalty stack? If I have a 30 ft base land speed and Dire Charge, would I charge 90 ft and gain a +4 bonus on the attack roll, a -3 penalty to AC, and a -1 penalty to saves? Or would I charge 60ft, attack as normal at the end of the charge, then move another 30 ft? and, if the latter, how would the attack bonus factor in?
    Unstoppable Charge / Savage Charge - Have you considered combining these into a single, scaling class feature? With unstoppable charge, you may want to make it clear that you get to make one, single extra attack in the middle of your charge. And I just want to make sure I understand savage; I charge someone and can make two attacks at full BAB -5 along the way and get to Bull Rush all three of those enemies. Do I move with them if do? If so, how does that interact with the need to charge in a straight line?

    Warlord
    I like Art of War - a nice way to make sure you still qualify for feats with high ability score requirements even when you lose you magic items.
    Combat Focus - So, wait, gains a bonus to a single saving throw? So, the effect lasts until he has to make a save? Or can he choose which save that he has to make while it's active to apply the bonus to? Any d20 roll works, but had you considered making it 'attack roll or skill check'?
    Action Without Thought - just a typo; I think you meant ...effects each turn he spends...
    Bladelord/Fightblade - I would consider these Warblade ACFs. Bladelord I like; fightblade seems a little odd, but I guess it works; also, I think Warfighter might work better than fightblade, but that's just me.

    Sohei
    Mind-Body-Soul - May want to reword this slightly, just to make it clear what inhibits which parts of the ability. My initial reading is that
    a sohei gets the bonuses to saves if he has light or no armor, but a shield doesn't stop them
    he gets the AC bonus if he doesn't have a shield, but can be wearing any kind of armor
    he always get the spell resistance
    Is that the way it's supposed to be?
    Unreachable Pinnacle - stacks with itself, resetting the duration? So, if a sohei is missed in two consecutive rounds, he gets a +4 bonus to AC for 3 rounds or +4 for two rounds and then +2 for the last one?

    Gotta go, but I'll look over the rest later. Overall, looks very interesting.

    Oh, don't know how much playtesting you've done/plan to do, but if you do plan to do some, I'd be interested in seeing how some of my Tome of Tactics classes balance against yours.
    Homebrew
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    Past Projects, some of which I may come back to
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    Baldric Sea Campaign Setting (work in progress)
    later version of the Sea Dog base class from it

  15. - Top - End - #15
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    Default Re: The Warrior's Way - Rebalancing Blade and Bow

    *bows*
    Man this is insane, If I was not rushed I would read this whole thing. Which I will later on.

    All I have to say is, you sir are a impressive.

  16. - Top - End - #16
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    Default Re: The Warrior's Way - Rebalancing Blade and Bow

    The additional rules/character options image stretches my screen.... You might get in trouble in general for images that are greater than 400 px wide; I'm not sure if Homebrew gets leniency, but I did notice that forum rule this afternoon while looking up the avatar size rules, heh.

    Other than that, I like the idea, can't read through all of it. One thing I would point out: this forum's table tags are much better than code boxes from WotC's boards, and a lot of people (myself included) don't really like the code boxes. You might get more input if you convert them to tables.

    To help out, I'll do the first one; you can see how it's done by quoting me. Sticking it in a spoiler just so as not to waste space for people scrolling by...
    Spoiler
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    {table=head]LV | Base Atk Bonus | Fort | Ref | Will | Class Features | Man. Known | Man. Ready | Stances

    1. | +1 | +2 | +2 | +0 | Adrenaline, Dire Charge, Trapfinding | 3 | 3 | 1

    2. | +2 | +3 | +3 | +0 | Uncanny Dodge, Camouflage | 4 | 3 | 1

    3. | +3 | +3 | +3 | +1 | Skirmish +1d6 | 5 | 3 | 1

    4. | +4 | +4 | +4 | +1 | Trackless Step | 5 | 4 | 1

    5. | +5 | +4 | +4 | +1 | Improved Uncanny Dodge | 6 | 4 | 2

    6. | +6/+1 | +5 | +5 | +2 | Skirmish +1d6/+1 | 6 | 4 | 2

    7. | +7/+2 | +5 | +5 | +2 | Flawless Stride | 7 | 4 | 2

    8. | +8/+3 | +6 | +6 | +2 | Unstoppable Charge | 7 | 4 | 2

    9. | +9/+4 | +6 | +6 | +3 | Skirmish +2d6/+1 | 8 | 4 | 3

    10. | +10/+5 | +7 | +7 | +3| Mighty Adrenaline | 8 | 5 | 3

    11. | +11/+6/+1 | +7 | +7 | +3 | Hidden Stride | 9 | 5 | 3

    12. | +12/+7/+2 | +8 | +8 | +4 | Skirmish +2d6/+2 | 9 | 5 | 3

    13. | +13/+8/+3 | +8 | +8 | +4 | | 10 | 5 | 4

    14. | +14/+9/+4 | +9 | +9 | +4 | Hide in Plain Sight | 10 | 5 | 4

    15. | +15/+10/+5 | +9 | +9 | +5 | Skirmish +3d6/+2 | 11 | 6 | 4

    16. | +16/+11/+6/+1 | +10 | +10 | +5 | Savage Charge | 11 | 6 | 4

    17. | +17/+12/+7/+2 | +10 | +10 | +5 | | 12 | 6 | 5

    18. | +18/+13/+8/+3 | +11 | +11 | +6 | Skirmish +3d6/+3 | 12 | 6 | 5

    19. | +19/+14/+9/+4 | +11 | +11 | +6 | Free Movement | 13 | 6 | 5

    20. | +20/+15/+10/+5 | +12 | +12 | +6 | Supreme Adrenaline | 13 | 7 | 5[/table]

  17. - Top - End - #17
    Orc in the Playground
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    Default Re: The Warrior's Way - Rebalancing Blade and Bow

    great job, i wish you may do some rogue/assassin equivalent ^^
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    my gestalt heavy damage backstabber build

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    Default Re: The Warrior's Way - Rebalancing Blade and Bow

    i think your classes could use epic progressions

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    Default Re: The Warrior's Way - Rebalancing Blade and Bow

    First, thanks for the support guys. I know it's a HUGE info dump, but it's been three years since these classes have been online in any form whatsoever and when I found them on my recently restored computer I had to throw the whole thing up for posterity. Spellcaster's Sanctum (which is alluded to several times) is also complete, but I have a few edits I'd like to make to it before I post it.

    Quote Originally Posted by playswithfire View Post
    Just a first pass, as it's a lot of stuff.

    General
    First, as someone who likes to have multiple screens open at once, may I suggest that you spoiler the image in your first post. Its size makes it harder to read your posts without switching the browser to full screen. Also, I think the forum rules have some guidelines on the size of images to use.
    Fixed it and another image. Let me know if any of the others stretch your screen or not.

    Wildheart
    Dire Charge - I like the idea, you just may need to make the wording a bit clearer. Does the extra 30 ft. come before the attack or after it? And do the attack bonus and AC penalty stack? If I have a 30 ft base land speed and Dire Charge, would I charge 90 ft and gain a +4 bonus on the attack roll, a -3 penalty to AC, and a -1 penalty to saves? Or would I charge 60ft, attack as normal at the end of the charge, then move another 30 ft? and, if the latter, how would the attack bonus factor in?
    Assuming you have a 30ft base speed Dire Charge is supposed to allow you to charge 90ft with a +4 bonus to the attack roll, a -3 penalty to AC, and a -1 penalty to saves. I realize it's pretty unclear at the moment though, and I'll get around to fixing it when I'm less busy/sick.

    Unstoppable Charge / Savage Charge - Have you considered combining these into a single, scaling class feature?
    How do you mean?

    With unstoppable charge, you may want to make it clear that you get to make one, single extra attack in the middle of your charge.
    Just one attack needs to be clearer. Gotcha. Note that with Unstoppable and Savage you may save the extra granted attacks for the target of your charge for a "psuedo" pounce if you like.

    And I just want to make sure I understand savage; I charge someone and can make two attacks at full BAB -5 along the way and get to Bull Rush all three of those enemies. Do I move with them if do? If so, how does that interact with the need to charge in a straight line?
    Good, good point. You cannot move with them. I'll fix that.

    Warlord
    Combat Focus - So, wait, gains a bonus to a single saving throw? So, the effect lasts until he has to make a save? Or can he choose which save that he has to make while it's active to apply the bonus to? Any d20 roll works, but had you considered making it 'attack roll or skill check'?
    I rewrote the Combat Focus feature a while back, but I guess I never saved it. You're supposed to choose one type of saving throw when you enter the focus, Fort, Ref, or Will, and for the duration of your Focus you would get a +2 bonus to all saves of that type.

    Sohei
    Mind-Body-Soul - May want to reword this slightly, just to make it clear what inhibits which parts of the ability. My initial reading is that
    a sohei gets the bonuses to saves if he has light or no armor, but a shield doesn't stop them
    he gets the AC bonus if he doesn't have a shield, but can be wearing any kind of armor
    he always get the spell resistance
    Is that the way it's supposed to be?
    Yeah, you got that right. I'll try to clarify it. Shouldn't be a problem.

    Unreachable Pinnacle - stacks with itself, resetting the duration? So, if a sohei is missed in two consecutive rounds, he gets a +4 bonus to AC for 3 rounds or +4 for two rounds and then +2 for the last one?
    This one may be a problem. It's supposed to be be a +4 bonus for 3 rounds, but my wording is probably really bad.

    Oh, don't know how much playtesting you've done/plan to do, but if you do plan to do some, I'd be interested in seeing how some of my Tome of Tactics classes balance against yours.
    There was talk of running a Warrior's Way pbp at some point that never got off the ground. None of these classes, rules, or feats have ever been playtested whatsoever, lol. Well, actually some of the feats have, but that's it.

    Quote Originally Posted by Veyr View Post
    The additional rules/character options image stretches my screen.... You might get in trouble in general for images that are greater than 400 px wide; I'm not sure if Homebrew gets leniency, but I did notice that forum rule this afternoon while looking up the avatar size rules, heh.
    Fixed it, thanks. I wasn't aware of this rule.

    Other than that, I like the idea, can't read through all of it. One thing I would point out: this forum's table tags are much better than code boxes from WotC's boards, and a lot of people (myself included) don't really like the code boxes. You might get more input if you convert them to tables.
    I'm aware, as you'll note I make mention of it in the first Warrior's Way post, and I'll get to it when I've got more time.

    Quote Originally Posted by umbrapolaris View Post
    great job, i wish you may do some rogue/assassin equivalent ^^
    Well, for this project in particular I omitted a rogue/assassin equivalent quite on purpose and I don't plan on revising my stance on that anytime soon. But, if you'll check the Additional Rules/Character Options section, there is a Sneak Attack line of feats, and in the last Warrior's Way post with the huge amounts of feats there, there are a few awesome poison use feats. Slap these on a Blackguard and you should have a very solid Assassin equivalent. Most of these classes have Hide and Move Silently on their skill lists.

    Quote Originally Posted by Noxsis View Post
    i think your classes could use epic progressions
    As fun as a lot of epic stuff can be, I don't play with epic rules and never will. So much of the material in the Epic Level Handbook is either completely broken, or laughably underpowered that for me to even try to do epic progressions with these classes would require so much rules overhaul that it's not worth it to me. Note that Warlords and Sohei have access to many Epic feats as early as 10th or 11th level respectively.

    Again, guys, thanks for the support!

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    Default Re: The Warrior's Way - Rebalancing Blade and Bow

    ok i can understand your stance. i ask that coz i like full flavored backstabber rogue/assassin.
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    my gestalt heavy damage backstabber build

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    Default Re: The Warrior's Way - Rebalancing Blade and Bow

    I couldn't get those world files, could I?
    Majestic avatar by the wonderful yldenfrei
    I have one , which is good, because I like him.
    Won't you join me in Fallen London?

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    Ogre in the Playground
     
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    Default Re: The Warrior's Way - Rebalancing Blade and Bow

    Oh my word! I have missed these!

    Years ago I found these classes over on wizards and used them to make an epic team of warriors for my campaign. Then, when my players wanted to know where I'd found them, the classes were taken down! (not without good reason though)

    I just want to say these are the most awesome warriors out there!
    Feel free to PM me if you want something PEACHed. I may not be one of the greats, but I'll do it if you ask.

    "One of us is tender,
    One of us is not,
    One of us takes vengeance,
    All four tied in a knot
    "

    My homebrew

    (U)sually in any game situation the biggest control freak will gravitate towards the job of being the GM anyway.

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    Default Re: The Warrior's Way - Rebalancing Blade and Bow

    3-27-2011, 2:50 PM - Tweaked the size of the image in the first post to better fit GitP regulations. :)

    3-30-2011, 12:39 AM - Revised the tables for the Wildheart and Warlord classes. Edited the maneuvers and stances progression of the Wildheart. Removed Wildheart's access to White Raven. Made a few tweaks the the Warlord's progression of Combat Feats and made large changes to the Warlord's Defensive Training/Mastery features.

    3-30-2011, 1:52 AM - Revised the tables for the Sohei and Champion classes. Tweaked the Sohei's knowledge of feats. Slightly tweaked the Champion's spell progression and Champion's Mantle feature.

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    Default Re: The Warrior's Way - Rebalancing Blade and Bow

    *Claps loudly*

    This is incredible, spectacular, and wonderful. It's exactly what melee needed, in my opinion. This is really outstanding homebrew.

    *Claps even more loudly*
    Hi!
    --Timeless Error, Emerald Knight and Champion of Green in the Playground

    A lot of clutter used to be here. Now it's here. Please click the link and read my extended signature!

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    Legend, an awesome RPG. 1.0 now out!


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    Default Re: The Warrior's Way - Rebalancing Blade and Bow

    I have one question.

    In the Warlord's combat feats ability, it says, "At each level, a Warlord learns a new feat, and can learn any feats of Tiers that are available to him. At 5th, 10th, and 15th level a Warlord learns an additional feat of any Tier available to him". Does this mean he adds another feat to his list of feats to pick from, or flat out gets one feat a level?

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    Default Re: The Warrior's Way - Rebalancing Blade and Bow

    Quote Originally Posted by Timeless Error View Post
    *Claps loudly*

    This is incredible, spectacular, and wonderful. It's exactly what melee needed, in my opinion. This is really outstanding homebrew.

    *Claps even more loudly*
    Thank you so much for the nomination!

    Quote Originally Posted by BillyBobJoe View Post
    I have one question.

    In the Warlord's combat feats ability, it says, "At each level, a Warlord learns a new feat, and can learn any feats of Tiers that are available to him. At 5th, 10th, and 15th level a Warlord learns an additional feat of any Tier available to him". Does this mean he adds another feat to his list of feats to pick from, or flat out gets one feat a level?
    You may want to re-read the Combat Feats section, because everything should be spelled out pretty clearly there. Anyway, the numbers in the Warlord's class table are the number of feats of each Tier he is able to ready and he readies his feats from his feats known. A Warlord knows three Tier I feats at 1st level, and learns an additional feat every level after that (+1 extra at 5th, 10th, and 15th levels). This leaves him with a total of 25 feats known at 20th.

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    Ogre in the Playground
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    Default Re: The Warrior's Way - Rebalancing Blade and Bow

    Well in starting.. I love it. I've already started using some of it in games I run.. Some of it comes of clunky in my opinion, but my overall impression of it, it is quite powerful and quite nice. So I also thank you for the homebrew.
    DnD Me
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    Neutral Evil Human Sorcerer/Rogue (1st/1st Level)
    Ability Scores:
    Strength-13
    Dexterity-12
    Constitution-12
    Intelligence-15
    Wisdom-11
    Charisma-13

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    Default Re: The Warrior's Way - Rebalancing Blade and Bow

    It feels like you just effectively removed the core classes, because these just seem to invalidate their existence O_o
    Last edited by Das Beeg Kabooa; 2011-04-06 at 03:00 PM.

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    Default Re: The Warrior's Way - Rebalancing Blade and Bow

    Quote Originally Posted by mrcarter11 View Post
    Well in starting.. I love it. I've already started using some of it in games I run.. Some of it comes of clunky in my opinion, but my overall impression of it, it is quite powerful and quite nice. So I also thank you for the homebrew.
    So what comes off clunky my good sir? I'm always looking to improve my work.

  30. - Top - End - #30
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    Default Re: The Warrior's Way - Rebalancing Blade and Bow

    Quote Originally Posted by Das Beeg Kabooa View Post
    It feels like you just effectively removed the core classes, because these just seem to invalidate their existence O_o
    I fail to see how this is a bad thing, casters in core are the most broken thing in 3.5, melee in core however is generally regarded as some of the worst.. I find this to be an excellent thing that he did.
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    Neutral Evil Human Sorcerer/Rogue (1st/1st Level)
    Ability Scores:
    Strength-13
    Dexterity-12
    Constitution-12
    Intelligence-15
    Wisdom-11
    Charisma-13

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