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  1. - Top - End - #1
    Bugbear in the Playground
    Join Date
    Jun 2011

    Default Disciple of War, reworking the ToB (3.5, [WIP] PEACH )

    Disciple of War (3.5)

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    I was looking at ToB and was thinking of what a great system it was. Still it has a few things that I don't like and I thought I would see what would happen if I played with the system.
    So the problems I have within this superbly built system are:
    • They scale even worse than spells do, with set saves and damage per each level of maneuver.
    • And for the sake of Boccob, why did they use 'levels.' They aren't spells, so why was this necessary. The warlock has a much better system (the only reason it has spell levels is because it needed to be comparable with spells in the 'simplist' way possible) with its invocations split into four ranks. But couldn't we just add a caster level check clause to dispel them based off of class levels (maybe the lowest class level they can be learned, I don't know)?
    • Why aren't there move-action maneuvers?
    • Why are strikes that don't actually involve a weapon still called strikes? Are they not entirely different techniques in and of themselves?
    • Their save DCs scale pretty much the same as spells (though I guess instead of a formula they are built into the maneuvers). The best scaling DC is 10 + 1/2 whatever + whatever's modifier like most spell-like abilities. And I'm sorry but the way spell DCs scale is just stupid.
    • A few maneuvers are broken, particularly dealing more damage with a 9th level maneuver on a critical than a spell could ever deal (and in my opinion most spells over 7th level are broken anyway).
    • I don't understand why the disciplines don't affect the characters actual physical capabilities.
    • The schools are split into 3 classes making it difficult to combine certain disciplines. Each class is pretty generic, so there really isn't any flavor to support this. Alright maybe the crusader does a little bit.
    • Maneuvers are too powerful for the warblade to yell "I remember all my maneuvers again and still get to attack in the same turn".



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    Abilities:

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    Role:


    I am a practitioner of Glorious Soul, don't lump me in with those other fools. ~ quote by a practitioner of the Glorious Soul fighting school, in reply to someone calling him a Disciple of War.

    Class Features

    Hit Die: see martial training

    Starting Gold: As Fighter

    Skills: Concentration (Con), Craft (Int), and Martial Lore (Int).

    Skill Points: see martial training

    {table=head]Level|Special|Techniques Known (Prepared)|Forms
    1st|Martial Training, Techniques (Apprentice)|4(2)|-
    2nd|Forms, Armor Bonus|5(3)|1
    3rd|Bonus Feat|5(4)|2
    4th||6(4)|2
    5th|Diverse Studies|6(4)|2
    6th|Techniques (Initiate)|7(4)|3
    7th|Bonus Feat|7(4)|3
    8th||8(5)|3
    9th|Diverse Studies|8(5)|3
    10th||9(5)|4
    11th|Techniques (Adept)|9(5)|4
    12th|Bonus Feat|10(5)|4
    13th|Diverse Studies|10(5)|4
    14th||11(6)|4
    15th|Adaptive Form|11(6)|5
    16th|Techniques (Master)|12(6)|5
    17th|Diverse Studies, Bonus Feat|12(6)|5
    18th||13(6)|5
    19th|Twin Augmentation|13(6)|5
    20th||14(7)|5
    [/table]


    Weapons and Armor Proficiencies: see martial training

    Class Abilities
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    Techniques Known
    Select three schools of war that you qualify for, upon gaining your first level in the disciple class. Once these choices are made they may not be changed.
    You start your journey with 4 techniques, but learn further techniques as you gain further levels. You may only select techniques of rank you have access to (apprentice, initiate, adept, or master) and who's school is available to you. Once you know a technique you must prepare it before you can use it (see Techniques Prepared). The save DC for any technique is equal to 10 + 1/2 your disciple level + the schools relevant modifier.
    There are five types of techniques, detailed in the techniques section, that you can learn: Talent, Blitz, Augment, Strike, and Reversal.

    Techniques Prepared
    With 15 minutes of meditation you may prepare your techniques (or change which techniques you have prepared and/or re-prepare techniques from Diverse Studies).
    Choose a number of different techniques, from those you know, equal to that listed on the table. You may use these techniques at will.

    Forms Known
    You have access to special abilities called forms, which represent the basics of fighting. You may only have one form active at a time, but may change it each time you prepare your techniques. In addition to granting a minor benefit, forms sometimes modify the use of certain techniques.
    Forms are learned as detailed above (see table), but you may not choose a form from any school you do not have access to.

    Lv1 > Martial Training:
    You gain the dodge, power attack, and combat expertise feats for free. Additionally your disciple levels qualify as a fighter levels for the purpose of qualifying for feats and prestige classes.
    Furthermore your statistics are based on the schools the disciple class has granted access to:
    • You are proficient with all weapons, armor, and shields favored by all of your available schools.
    • You're bab is equal to progression of the second highest associated attack bonus listed among your schools. If the two highest are tied, use that bonus.
    • All of your saves are bad saves unless all of your schools have the same associated save(s). Any associated save present in all these schools grants you a good save(s).
    • You are trained in any associated skills present in your schools, in addition to your base skills.
    • You're hit die is equal to the second highest listed among your schools. If the two highest are tied, use that bonus.
    • You're skill points are equal to the second highest listed among your schools, with the addition of your intelligence modifier as normal. If the two highest are tied, use that bonus.


    Lv2 > Armor Bonus:
    You gain a deflection bonus to your AC, as long as you aren't immobilized or unconscious, equal to the number of forms you know, to a maximum of half your disciple level rounded up.

    Lv3, 7, 12, 17 > Bonus Feat:
    At each indicated level you gain a single fighter/combat feat that you qualify for.

    Lv5, 9, 13, 17 > Diverse Studies:
    You gain a +1 to attack and damage rolls. Furthermore you may select a technique from a single school that isn't available to you at each indicated level. For each time you prepare your techniques you may use each of these techniques once.
    Alternatively, you may instead choose to gain a single disciple feat that you qualify for. You still gain the +1 bonus to attack and damage if you do.
    Special: You may choose the same technique more than once, gaining extra uses, but may not use the same technique again, since it was last used, for 1d4 rounds.

    Lv15 > Adaptive Form:
    You may select two forms when you prepare your techniques. You may still only have one form active at a time, but you may switch between these forms as a swift action.

    Lv19 > Duel Augmentation:
    You may activate two augment's as part of a single action, using the longer activation of the two actions if there are any discrepancies.
    Last edited by eftexar; 2012-05-05 at 01:02 AM.

  2. - Top - End - #2
    Bugbear in the Playground
    Join Date
    Jun 2011

    Default Re: Disciple of War, reworking the ToB (3.5, PEACH)

    Feats:
    Feats labeled as disciple feats may only be taken by a character with levels in disciple of war, unless an exception is noted.
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    Surprise Tactics [Disciple]
    Once per day you may use a technique that you have not prepared and/or that you do not know. You may take this feat multiple times, granting an additional use each time, but you must wait 2d4 rounds between using techniques this way.

    Extra Form [Disciple]
    You learn an additional form beyond your normal total. This extra form must be from a school you have unrestricted access to and does not count towards your armor bonus.
    You may take this feat multiple times, but may never take more than one extra form from any particular school with this feat.

    Adaptive Form [Disciple]
    Requirements: Must have access to at least 2 forms.
    You may select two forms when you prepare your techniques. You may still only have one form active at a time, but you may switch between these forms as a swift action.
    Special: If you already have or later gain the adaptive form class ability you may prepare a third form to choose from.

    Extra Technique [Disciple]
    You learn an additional technique beyond your normal total. This extra technique must be from a school and a rank you have unrestricted access to.
    You may take this feat multiple times, but may never take more than one technique from a particular school with this feat.

    Martial Erudite [Disciple]
    Requirements: Must know at least 7 techniques
    You gain restricted access to an additional school of your choice. You may not choose forms from this school and must choose two of the following types of techniques (Blitz, Augment, Strike, or Reversal). You may only choose techniques of those types from this school.
    Special: This ability does not affect your martial training class ability.
    Last edited by eftexar; 2012-05-05 at 12:43 AM.

  3. - Top - End - #3
    Bugbear in the Playground
    Join Date
    Jun 2011

    Default Re: Disciple of War, reworking the ToB (3.5, PEACH)

    Story:
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    Schools:
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    SHIFTING SANDS
    Favored Arms and Armor: Dagger, Falchion, Flail, Net, Sap, Scimitar, Unarmed Strike (as the Improved Unarmed Strike feat), Whip, and Light Armor.
    Associated Skills: Disguise, Escape Artist, Ride, Tumble, and Use Rope.
    Associated Saves: Reflex and Fortitude
    Attack Bonus: Medium (15)
    Hit Die / Skill Points: d6 / 6
    Relevant Modifier: Dexterity
    The shifting sand's school was formed by a bandit by the name Herald Duran for the purpose of raiding caravans that passed through the desert. He had spent years stealing and marauding before he was brought to justice by Kale Maverick, a peasant and a Knight's Edge master. His fighting style however lived on through those who had followed him, and is now taught by both the Thieves Guild and the Sand Dancers.
    The shifting sands school focuses on deception and cheap shots, allowing even the weakest bodied of men to fight on even terms with practiced soldiers.

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    Evaporate (Talent) - evaporates a large amount of water, steam creates a light fog
    Dessication (Strike) - dehydrate target, possible causing fatigue and maybe even exhaustion
    Sand Devil (Strike) - strike 2 or more foes as part of a single attack, possibly blinding them momentarily
    Grit (Reversal) - kick sand or dirt into foes face causing them to possibly miss
    Dunestrider (Blitz) - move across difficult terrain (due to rubble, sand, etc) without suffering penalties
    Sidewinder (Reversal) - take a 5ft step to avoid attack, requires tumble check versus attack roll; if opponent misses they take 1 point of damage per 2 disciple of war levels (minimum of 1) from a quick jab
    Sun Stroke (Augment) - add 1d6 fire damage + 1d6 per 6 disciple of war levels in fire damage to all of your melee attacks

    Initiate:
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    RAGING FANGS
    Favored Arms and Armor: Dagger, Falchion, Gauntlet (including spiked version), Longsword, Shortsword, Sai, and the Two-Bladed Sword.
    Associated Skills: Intimidate, Handle Animal, Jump, Listen, and Spot
    Associated Saves: Reflex and Fortitude
    Attack Bonus: High (20)
    Hit Die / Skill Points: d8 / 2
    Relevant Modifier: Strength
    The raging fang's school doesn't so much have a founder as most of the other schools do. Instead it was formed and honed over the centuries by various barbarians and wildman. Still it's most notable practitioner, Berr Stonescream, is known for single handedly wiping out an entire battalion in the Wayward War.
    The raging fang school grants its practitioner the ability to attack in a whirlwind of blood and frenzy, taking out larger groups.

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    Rending Claws (Strike) - gain a free attack with off-hand, if both attacks hit deal an extra +1 damage per 2 disciple of war levels. off-hand attack may be made against a separate opponent, but bonus isn't gained then
    Pounce (Blitz) - move your normal speed and gain a free attack at the end of your movement, your next attack (including attacks of opportunity) this round may not be made against the target of your pounce
    Tasmanian Spin (Strike) - strike 2 or more foes as part of a single attack
    Roar of the King (Talent) - targets within 30ft may be shaken, frightened, or panicked depending on your disciple of war level
    Lupine Frenzy (Augment) - gain rage as a barbarian for the duration; at higher levels it grants greater rage and has no after affects
    Visage of the Beast (Reversal) - Target must make a save or be shaken, frightened, or panicked depending on your disciple of war level; target affected by fear ends their attack
    Chitinous Nails (Augment) - nails harden and grow into claw-like structures for the duration

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    KNIGHT'S EDGE
    Favored Arms and Armor: Gauntlet, Morningstar, Longsword, Greatsword, and Bastard Sword, all non-exotic Armor, and all non-exotic Shields.
    Associated Skills: Diplomacy, Gather Information, Intimidate, and Sense Motive.
    Associated Saves: Will and Fortitude
    Attack Bonus: High (20)
    Hit Die / Skill Points: d10 / 2
    Relevant Modifier: Strength
    Knight's edge was originally the poor man's defense. Citizens and peasents rose against the tyrants of old with pitchfork and scythe, fighting with a style the practiced together under in the fields.
    Eventually, after surviving through the rise and fall of several civilizations, it was refined and became the sole style of the Renegade Knights, who were founded by the paladin Roland Emerill.

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    Knight Challenge (Talent) - target must accept duel or take penalties, failure to comply with rules results in penalties if accepted
    Merciful Blow (Strike) - attack only deals nonlethal damage (at no penalty), but add 6 or twice knight level to damage (whichever is higher)
    Mettle (Reversal) - gain a +4 bonus to save against effect, a successful save results in no effect if it would have resulted in half
    Zealous Blow (Strike) - gain disciple level in damage against a target with opposing aligment; x1.5 if both alignments oppose yours
    Shieldmaster (Augment) - gain shield bonus as DR/-; 1/3 of disciple level as bonus to this
    Martyr (Augment) - take 1/2 damage dealt against any allies within reach for them; requires shield
    An Unknightly Counter (Reversal) - reverse sneak attack or skirmish damage back upon foe; special: may be used even if caught unaware as an exception to the normal AoO rules

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    RAVENOUS GLOOM
    Favored Arms and Armor: Longsword, Rapier, Scythe, Short Sword, Sickle, Sai, and both Light and Medium Armor.
    Associated Skills: Balance, Escape Artist, Hide, Intimidate, Move Silently, and Open Lock.
    Associated Saves: Reflex and Will
    Attack Bonus: Low (10)
    Hit Die / Skill Points: d6 / 8
    Relevant Modifier: Intelligence
    Requirements: In order to gain access to the Ravenous Gloom school (through class or otherwise), one must be undead or must be a native to the plane of shadows or the plane of dreams.
    Loss of these conditions does not result in the loss of any techniques, but in order to learn new techniques again these conditions must be met

    Ravenous Gloom is likely the oldest technical school and has probably existed since the concept of death was born. Ravenous gloom is not taught anywhere and is instead learned through the whispers in the shadows.
    The last warrior widely known to have specialized in Ravenous Gloom was a man by the name of Ruin during the Wayward War. He had intended on taking over the continent, but was forced to ally himself with the masters of the other schools to defend against the invasion of the Far Realms.
    Though many dismiss it as impossible, as his death itself was witnessed by hundreds during that war, there are whispers that Helwright has returned and is beginning a new scheme for world domination. If one digs far enough they might even find an army of shadow waiting in the deepest recesses of the earth.
    The school of ravenous gloom is a school that rips at the practitioner's opponents' fears and weaknesses.

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    Eclipse (Augment) - briefly hide in plain sight
    Dark Reflections (Blitz) - move up to base land speed, aoo have 50% chance to miss; higher levels grant bonus to speed up to +30ft.
    Entangling Gloom (Talent) - area become difficult terrain, at higher levels targets may be entangled as well
    Ravaging Darkness (Talent) - target(s) is stripped of DR, AC, etc.
    Truth Serum (Talent) - target is forced to answer your question
    A Moment's Hesitation (Reversal) - you appear as something from your attackers past placing doubt in his mind; he takes a -4 to his attack roll (caster must make concentration check if no attack roll is present with a spell), plus another -1 per 6 disciple levels; at higher levels the attack deals half damage even if it hits
    Bladebend (Reversal) - bluff check has chance of turning attack back on attacker; deal +1 damage per 2 disciple levels

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    GLORIOUS SOUL
    Favored Arms and Armor: Lance, Longsword, Morning Star, Rapier, Spear, and all non-exotic Armor.
    Associated Skills: Diplomacy, Gather Information, Heal, Listen, and Sense Motive.
    Associated Saves: Fortitude and Will
    Attack Bonus: High (20)
    Hit Die / Skill Points: d8 / 2
    Relevant Modifier: Charisma
    Requirements: In order to gain access to Glorious Soul school (through class or otherwise), one must be of good-alignment or have the good sub-descriptor. A change in alignment or loss of this descriptor does not result in the loss of this school or its techniques, but new techniques may not be gained until your alignment shifts back or you regain the sub-descriptor.
    The Glorious Soul school was recently created by Roland, a master of Knight's Edge, by accident when he was left in charge of training a local church's paladins. Though he held no holy power himself, Roland quickly found out that the practice of Knight's Edge could be combined with the prowess of deific magic.
    One of his students, Lowell Shinma, soon began outpacing Roland in developing this new style and was soon handed the mantle.

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    MOURNING FROST
    Favored Arms and Armor: Gauntlet (including spiked version), Javelin, Lance Scythe, Shortspear, Sickle, Spear, Light Pick, and Heavy Pick.
    Associated Skills: Balance, Jump, Spot, and Survival.
    Associated Saves: Fortitude and Will
    Attack Bonus: Medium (15)
    Hit Die / Skill Points: d8 / 4
    Relevant Modifier: Wisdom
    The Mourning Frost school is a strange school. It was created by the Undertakers, in honour of the Crystal Goddess, who was killed during the Wayward War. They refuse to speak her name, even after thousands of years, and one has to wonder if even they remember her it.
    Though the style can be learned by anyone, only those who know the sorrow of losing the one closest to themselves are truly considered worthy of practicing Mourning Frost.
    Mourning Frost is a school that echoes the hearts of its wielders, focusing on anything from their icy rage to the depths of their sadness

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    VERDANT WARDEN
    Favored Arms and Armor: Club, Longbow, Punching Dagger, Shortbow, and Unarmed Strike (as the Improved Unarmed Strike feat).
    Associated Skills: Handle Animal, Heal, Ride, Survival, and Swim.
    Associated Saves: Fortitude and Will
    Attack Bonus: Medium (15)
    Hit Die / Skill Points: d6 / 4
    Relevant Modifier: Wisdom
    Requirements: In order to gain access to the Verdant Warden school (through class or otherwise), one must be of fae descent, a fae, an elf, or a half elf.
    This school was formed by a Fae Queen, named Esmerelde, as a way to defend the forests across the land. Verdant Warden isn't so much taught, as it is gifted to those she considers her most worthy 'children'. Though she usually only grants this gift to fae, she sometimes bestows it to elves and, on rare occasions, even half-elves.
    Verdant Warden focuses on not only on the manipulation of plants, but also the manipulation of the practitioners foes.

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    STOLID MOUNTAIN
    Favored Arms and Armor: Battleaxe, Dwarven Waraxe, Dwarven Urgosh, Gauntlet, Greataxe, Throwing Axe, Warhammer, all non-exotic Armor, and all non-exotic Shields.
    Associated Skills: Appraise, Climb, and Sense Motive.
    Associated Saves: Fortitude and Will
    Attack Bonus: High (20)
    Hit Die / Skill Points: d10 / 2
    Relevant Modifier: Constitution
    Requirements: In order to gain access to the Stolid Mountain school (through class or otherwise), one must be of medium size or smaller. A change in size does not result in the loss of this school or its techniques, but new techniques may not be gained until your size shifts back.
    Stolid Mountain is a school that originated with Lord Morgran, the very first dwarven king. He created the style himself in response to a population boom of dragons and stood fast during the Wayward War, even once his entire army had fallen. Though once used to exclusively slay dragons, Stolid Mountain excels against any opponent larger than one-self and it's lean towards the defensive helps it to be useful in all situations.

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    UNENDING TORRENT
    Favored Arms and Armor: Crossbow (light), Flail, Kukri, Net, Sai, Shortsword, Sickle, Trident, and Light Armor.
    Associated Skills: Balance, Jump, Listen, Spot, and Swim.
    Associated Saves: Reflex and Will
    Attack Bonus: Low (10)
    Hit Die / Skill Points: d10 / 2
    Relevant Modifier: Dexterity
    It is unknown who exactly started this unending torrent school. The mermaids often claim they are responsible for it the most often, while many pirates and seafarers claim it was instead some ancestor or other of theirs who formed it.
    Unending torrent is strange, at least when compared to the other schools, in the fact that it more closely resembles magic than martial prowess.
    This school focuses on wearing down the practitioners opponents with repeated assaults that build off of one another.

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    INDIGO BIND
    Favored Arms and Armor: All light melee weapons, Light armor, and the Buckler.
    Associated Skills: Bluff, Diplomacy, Gather Information, Heal, Listen, and Spot.
    Associated Saves: Fortitude and Reflex
    Attack Bonus: Medium (15)
    Hit Die / Skill Points: d8 / 8
    Relevant Modifier: Charisma
    ----- (commander/teamwork)

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    THUNDERING FIST
    Favored Arms and Armor: Unarmed Strike.
    Associated Skills: Bluff, Escape Artist, and Tumble.
    Associated Saves: Fortitude and Reflex
    Attack Bonus: High (20)
    Hit Die / Skill Points: d10 / 4
    Relevant Modifier: Strength
    ----- (fist-fu)

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    BLACK STORM
    Favored Arms and Armor: Gauntlet (including spiked version), Greatsword, Longsword, Scimitar, Scythe, Trident, Whip, and both Light and Medium Armor.
    Associated Skills: Appraise, Decipher Script, Intimidate, and Ride.
    Associated Saves: Will and Reflex
    Attack Bonus: High (20)
    Hit Die / Skill Points: d8 / 4
    Relevant Modifier: Intelligence
    ----- (demons)
    raven lord

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    pending...2 talents/strikes, 1 Blitz/augments, 2 reversals

    Adept:
    Spoiler
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    pending...1 talents/strikes, 2 Blitz/augments, 1 reversals

    Master:
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    pending...2 talents/strikes, 1 Blitz/augments, 1 reversals


    ANGEL FEATHERS
    Favored Arms and Armor: Longspear, Javelin, Rapier, Short Sword, Quarterstaff, and both Light and Medium Armor.
    Associated Skills: Diplomacy, Gather Information, Handle Animal, Heal, and Speak Language.
    Associated Saves: Fortitude and Will
    Attack Bonus: Medium (15)
    Hit Die / Skill Points: d8 / 2
    Relevant Modifier: Charisma
    ----- (angels)

    List:
    pending...
    Apprentice:
    Spoiler
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    pending... 3 talents/strikes, 2 Blitz/augments, 2 reversals

    Initiate:
    Spoiler
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    pending...2 talents/strikes, 1 Blitz/augments, 2 reversals

    Adept:
    Spoiler
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    pending...1 talents/strikes, 2 Blitz/augments, 1 reversals

    Master:
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    pending...2 talents/strikes, 1 Blitz/augments, 1 reversals


    HYPERCONCIOUS MIND
    Favored Arms and Armor: None
    Associated Skills: Autohypnosis, Decipher Script, all Knowledge (taken individually), and Sense Motive.
    Associated Saves: Will and Reflex
    Attack Bonus: Low (10)
    Hit Die / Skill Points: d6 / 8
    Relevant Modifier: Intelligence
    ----- (psionics/esper)

    List:
    pending...
    Apprentice:
    Spoiler
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    pending... 3 talents/strikes, 2 Blitz/augments, 2 reversals

    Initiate:
    Spoiler
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    pending...2 talents/strikes, 1 Blitz/augments, 2 reversals

    Adept:
    Spoiler
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    pending...1 talents/strikes, 2 Blitz/augments, 1 reversals

    Master:
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    pending...2 talents/strikes, 1 Blitz/augments, 1 reversals


    FARFORM
    Favored Arms and Armor: One weapon of your choice.
    Associated Skills: Autohypnosis, all Knowledge (taken individually), and one non-exclusive skill of your choice from the Players Handbook.
    Associated Saves: Reflex, Fortitude, and Will.
    Attack Bonus: High (20)
    Hit Die / Skill Points: d8 / 4
    Relevant Modifier: Wisdom
    Requirements: In order to gain access to the Farform school (through class or otherwise), one must have stayed in the far realms for at least a full day and lived, must be of the aberration type, or must have the shapechanger subtype. A change in type/subtype does not result in the loss of this school or its techniques, but new techniques may not be gained until your type/subtype shifts back or you gain the aberrant type or shapechanger subtype.
    Farform is just as old as the Ravenous Gloom school and was weld by the martially inclined illithids during the Wayward War. It is indeed a fearsome school that feeds off of insanity and the far realms themselves.
    A master of far form is something to behold, and those who fight a practitioner of the school can't be sure of what exactly they are fighting. Those who practice this school must be carefull, especially if they know more than a few techniques, as anyone who sees a practioner performing it may very well make them out as an enemy of the entire material plane itself.

    List:
    pending...
    Apprentice:
    Spoiler
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    pending... 3 talents/strikes, 2 Blitz/augments, 2 reversals

    Initiate:
    Spoiler
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    pending...2 talents/strikes, 1 Blitz/augments, 2 reversals

    Adept:
    Spoiler
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    pending...1 talents/strikes, 2 Blitz/augments, 1 reversals

    Master:
    Spoiler
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    pending...2 talents/strikes, 1 Blitz/augments, 1 reversals




    technique lists still pending

    sample technique format:
    Spoiler
    Show
    Technique Name (Rank)
    School (Type) [descriptor]
    Weapon Required: Melee and/or Ranged (missile and/or thrown)
    Range, Target: x, x
    Duration: x
    Normal Effect : x
    Modified Effect (-associate form-) : x
    Last edited by eftexar; 2012-05-06 at 11:33 PM.

  4. - Top - End - #4
    Bugbear in the Playground
    Join Date
    Jun 2011

    Default Re: Disciple of War, reworking the ToB (3.5, PEACH)

    -final reserved (just in case)-

    I was originally going to post each school in its own thead (15 some schools in one thread I think would be insane), but I'm not sure...

    Forms may be replaced with auras, but I'm not sure if that will work for such a general class.

    Free to post.
    Last edited by eftexar; 2012-05-05 at 12:53 AM.

  5. - Top - End - #5
    Ogre in the Playground
     
    RedKnightGirl

    Join Date
    Jul 2011
    Location
    Moselle, France
    Gender
    Male

    Default Re: Disciple of War, reworking the ToB (3.5, [WIP] PEACH )

    I don't get your point with fluffless class, imo all base classes should be pretty fluffless ><

    The martial training is pretty complicated, but I think it may be needed. But imo, a martial class with good BAB, all good saves, d12 HD and a lot of skill points isn't truly an issue. (Meaning you could trade all instances of "the second highest" for "the highest")

    About skill points, no classes except an int based spellcaster (follow my eyes...) should have less than 4+int skill points.

    If you build "ennemy" schools (the fiendish one and the angelic one), maybe give then equivalent bonuses. In the same way, some school don't have to be focused on "light" weapons, or on "heavy" weapons. If you want fluffy schools, the weapon list can bring nice things.

    Otherwise, that's a great idea.
    I just moved with my gf, and might need some time to find the perfect spot for my cpu. Still trying to keep up with my games.


  6. - Top - End - #6
    Bugbear in the Playground
    Join Date
    Jun 2011

    Default Re: Disciple of War, reworking the ToB (3.5, [WIP] PEACH )

    I didn't exactly mean fluff was needed Silphael, though I plan to add it in my iteration anyways. What I had meant was that since there wasn't much fluff present, there wasn't anything to support restricting access from certain schools.
    I'll definitely go through and up the skill points. I think I will just add +2 to all the totals. But I don't think a class should ever have more than 2 good saves.
    And I will have to keep your ideas for enemy schools in mind. Thanks for the advice.

    Got the first rank of maneuvers on the list for the 1st four schools.
    Last edited by eftexar; 2012-05-06 at 11:37 PM.

  7. - Top - End - #7
    Ogre in the Playground
     
    nonsi's Avatar

    Join Date
    Apr 2010

    Default Re: Disciple of War, reworking the ToB (3.5, [WIP] PEACH )

    I notice that level 11 grants 'Techniques (Adept)', but no new Techniques know/ready and no new forms (but I haven't noticed anything about retraining).
    Last edited by nonsi; 2012-05-26 at 02:15 AM.

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