Support the GITP forums on Patreon
Help support GITP's forums (and ongoing server maintenance) via Patreon
Results 1 to 6 of 6
  1. - Top - End - #1
    Troll in the Playground
     
    jiriku's Avatar

    Join Date
    Aug 2009

    Default [3.5] Martial Discipline: Crystalline Optics College

    This school is intended to accompany the machinist class, although naturally it can be adapted for other uses.

    Designer's Note:
    Spoiler
    Show
    Experienced ToB homebrewers, I am hoping for your help here! These are my first homebrew martial disciplines, and doubtless will be in need of some polish and fine-tuning. Please lend me your expertise.


    CRYSTALLINE OPTICS



    Crystals have the power to focus, capture, and store energy, both visible and invisible. Students of the Crystalline Optics College learn to shape crystals and use them to channel magical effects. The simplest displays can amuse or befuddle the senses, while powerful crystal magics can befuddle the mind or expose that which was unseen.

    Craft (gemcutting) is the key skill for the Crystalline Optics College. The associated weapons for Crystalline Optics are the hypersphere and tesseract. Crystalline Optics maneuvers are supernatural abilities unless otherwise stated.

    Crystalline Optics maneuvers are usable only by machinists unless you have the Martial Study feat. To initiate a Crystalline Optics maneuver, you must have access to a [magitech] power source, most commonly a magitech armor or shield. Your DM may introduce other magitech power sources during play.

    LIST OF MANEUVERS:
    Spoiler
    Show
    Level 1
    Idealized Image (boost) – gain a bonus to your next Charisma-based skill check.
    False Image (stance) – change your appearance
    Optical Enhancement (stance) – emit light, gain bonus on Search checks and note traps as a rogue would.
    Rainbow Strike (strike) – strike deals +2d6 random energy damage
    Level 2
    Distract the Eye – fascinate a crowd of onlookers
    Puzzling Image (stance) – you gain 20% miss chance while in bright light
    Reflections of Self (boost) – create distracting copy of yourself
    Level 3
    Dazzle the Eye (strike) – strike blinds target
    Sudden Mirror (counter) – reflect a ray or gaze attack
    Signal Jamming (stance) – you become immune to many divination effects
    Level 4
    Hypnotic Counter (counter) – Make attack roll to counter opponent’s attack; opponent forgets your presence until the beginning of your next turn.
    Prismatic Strike (strike) – strike deals +4d6 random energy damage or status effect
    Optical Camouflage (stance) – you become invisible
    Level 5
    Confuse the Eye (strike) – strike confuses target
    Mirror Leap – teleport away as illusionary copy draws attention
    Level 6
    Kaleidescope Strike (strike) – strike delivers +6d6 random energy damage, may kill or incapacitate foe
    Penetrating Optics (stance) – gain bonus on Search and Spot checks, note illusions and invisible creatures.
    Level 7
    Memetic Counter (counter) – Opponent misses you, attacks random ally instead.
    Nonborn Twin (strike) – Teleport away as illusionary copy of you attacks normally
    Level 8
    Prismatic Aura (stance) – aura disorients sighted creatures around you, granting 20% miss chance and nauseating foes.
    Targeting Beam (boost) – ranged attacks ignore cover and concealment
    Level 9
    Sevenfold Kaleidescopic Pandemonium Strike (strike) – strike confuses all within area
    Last edited by jiriku; 2014-05-28 at 11:33 PM.
    Subclasses for 5E: magus of blades, shadowcraft assassin, spellthief, void disciple
    Guides for 5E: Practical fiend-binding

    D&D Remix for 3.x: balanced base classes and feats, all in the authentic flavor of the originals. Most popular: monk and fighter.


  2. - Top - End - #2
    Troll in the Playground
     
    jiriku's Avatar

    Join Date
    Aug 2009

    Default Re: [3.5] Martial Discipline: Crystalline Optics College

    MANEUVER DESCRIPTIONS:
    Spoiler
    Show
    CONFUSE THE EYE
    Crystalline Optics (Strike) [Light, Mind-Affecting]
    Level: Machinist 5
    Prerequisite: 1 Crystalline Optics maneuver
    Initiation Action: 1 standard action
    Range: As weapon
    Target: 1 creature
    Duration: 1 round
    Saving Throw: Reflex negates

    Your weapon flashes with blinding light as it strikes.

    As part of this maneuver, make a single attack against an opponent within range. If you hit, a brilliant flash of light causes your target to become confused for one round (Reflex negates, DC 15 + your Intelligence modifier). Sightless creatures are not affected.

    DAZZLE THE EYE
    Crystalline Optics (Strike) [Light]
    Level: Machinist 3
    Prerequisite: 1 Crystalline Optics maneuver
    Initiation Action: 1 standard action
    Range: As weapon
    Target: 1 creature
    Duration: 1 round
    Saving Throw: Reflex negates

    Your weapon flashes with blinding light as it strikes.

    As part of this maneuver, make a single attack against an opponent within range. If you hit, a brilliant flash of light causes your target to become [blinded] for one round (Reflex negates, DC 13 + your Intelligence modifier).

    DISTRACT THE EYE
    Crystalline Optics [Compulsion, Mind-Affecting]
    Level: Machinist 2
    Initiation Action: 1 standard action
    Range: 30 feet
    Effect: 10 ft radius emanation
    Duration: Concentration + 1 round
    Saving Throw: Will negates

    You project a scintillating pattern of lights that whirls in a hypnotic, kaleidoscopic pattern.

    Creatures within the area of the distracting lights you create are [fascinated] (Will negates, DC 12 + your Intelligence modifier). This maneuver affects creatures with a total number of Hit Dice up to 2d4 + your initiator level. Creatures with the fewest Hit Dice are affected first; and, among creatures with equal HD, those who are closest to the center of the area of effect are affected first. Hit Dice that are not sufficient to affect a creature are wasted. Sightless creatures are not affected.

    FALSE IMAGE
    Crystalline Optics (Stance) [Glamer, Illusion]
    Level: Machinist 1
    Initiation Action: 1 swift action
    Range: Personal
    Target: You
    Duration: Stance

    An image flickers and solidifies around you cloaking you in the guise of someone or something else.

    You make yourself—including clothing, armor, weapons, and equipment—look different. You cannot change your body type or size category. For example, a human machinist could look human, humanoid, or like any other human-shaped bipedal creature. Otherwise, the extent of the apparent change is up to you. You could add or obscure a minor feature or look like an entirely different person.

    The stance does not provide the abilities or mannerisms of the chosen form, nor does it alter the perceived tactile (touch) or audible (sound) properties of you or your equipment. A battleaxe made to look like a dagger still functions as a battleaxe. A creature that interacts with the glamer gets a Will save to recognize it as an illusion (DC 11 + your Intelligence modifier).

    If you use this maneuver to create a disguise, you get a +10 circumstance bonus on the Disguise check.

    HYPNOTIC COUNTER
    Crystalline Optics (Counter) [Light, Mind-Affecting]
    Level: Machinist 4
    Prerequisite: 1 Crystalline Optics maneuver
    Range: 30 feet
    Target: 1 creature
    Duration: End of turn
    Saving Throw: Will partial

    You respond with a brilliant flash of multi-colored light as your opponent attacks. He misses, then hesitates for a moment as though he has forgotten what he was doing.

    Certain patterns of light can have an impact on a creature’s mind, disrupting its thoughts and memories. Exploiting this, you release a calculated flash of light that momentarily erases your presence from your attacker’s mind. You initiate this maneuver in response to an attack by an opponent within 30 feet. You choose to use this maneuver after the opponent declares his attack, but before the attack roll is made. Make a Craft (gemcutting) check. If your result is greater than your foe’s attack roll, the attack misses and your opponent forgets your presence until the end of his turn. A successful Will save (DC 14 + your Intelligence modifier) negates the forgetfulness, but the attack still misses.

    While your opponent is unaware of you, you are effectively hiding in plain sight. Your opponent is unable to target you with attacks or take action to avoid provoking attacks of opportunity from you. If your foe provokes an attack from you, you attack as an invisible creature (gaining +2 to hit) and your foe is flat-footed against your attack. However, an attack by you immediately ends the forgetfulness effect.

    Sightless creatures are immune to the effects of this maneuver.

    IDEALIZED IMAGE
    Crystalline Optics (Boost) [Glamer, Illusion]
    Level: Machinist 1
    Initiation Action: 1 swift action
    Range: Personal
    Target: You
    Duration: End of turn

    Light and shadow play about you dramatically, lending weight to your words and gestures.

    You briefly manipulate light around yourself, either subtly shifting it to make yourself more appealing or making abrupt changes to lend yourself an intimidating cast. You gain a +4 circumstance bonus on your next socially oriented Charisma check or Charisma-based skill check before the end of this round. This bonus does not stack with any other circumstance bonus that involves manipulation of your appearance.

    KALEIDESCOPE STRIKE
    Crystalline Optics (Strike)
    Level: Machinist 6
    Prerequisite: 1 Crystalline Optics maneuver
    Initiation Action: 1 standard action
    Range: As weapon
    Target: 1 creature
    Duration: Instantaneous
    Saving Throw: see below

    Your weapon strobes with brilliant lights and colors as it strikes.

    As part of this maneuver, make a single attack against an opponent within range. If you hit, you channel chaotic magical energy through an array of focusing crystals with your strike, inflicting a random effect. If a saving throw is allowed, the DC is 16 + your Intelligence modifier. Roll 1d6 and consult the table below to determine the exact effect.

    Die roll Color Effect
    1 Red 6d6 points of [fire] damage
    2 Orange 6d6 points of [acid] damage
    3 Yellow 6d6 points of [electricity] damage
    4 Green Poison; (Death; Fortitude partial, take 1d6 points of Con damage instead)1
    5 Blue Turned to stone (Fortitude negates)
    6 Indigo Insane, as the insanity spell (Will negates)2
    7 Violet Sent to another plane (Will negates)
    8 Two colors Roll twice, ignoring any “8” results
    1 Creatures immune to [poison] are immune to this damage.
    2 This is a [mind-affecting] effect.

    MEMETIC COUNTER
    Crystalline Optics (Counter) [Light, Compulsion, Mind-Affecting]
    Level: Machinist 7
    Prerequisite: 2 Crystalline Optics maneuver
    Range: 30 feet
    Target: 1 creature
    Duration: End of turn
    Saving Throw: Will partial

    You respond with a brilliant flash of multi-colored light as your opponent attacks. He misses, then suddenly turns to attack another of your foes.

    Certain patterns of light can have an impact on a creature’s mind, modifying its memories and inserting foreign thoughts. Exploiting this, you release a calculated flash of light that momentarily causes your attacker to become confused about the identities of those around him. You initiate this maneuver in response to an attack by an opponent within 30 feet. You choose to use this maneuver after the opponent declares his attack, but before the attack roll is made. Make a Craft (gemcutting) check. If your result is greater than your foe’s attack roll, the attack is aimed at a target of your choice that is both within 30 feet of you and is within your foe’s attack range. A successful Will save (DC 17 + your Intelligence modifier) prevents the attack from being redirected, but the attack still misses.

    Sightless creatures are immune to the effects of this maneuver.

    MIRROR LEAP
    Crystalline Optics [Illusion, Teleportation]
    Level: Machinist 5
    Prerequisite: 2 Crystalline Optics maneuvers
    Initiation Action: 1 standard action
    Range: 50 feet
    Target: You
    Duration: Instantaneous and 1 round
    Saving Throw: Will negates

    You teleport way, but for a few moments you seem to be in two places at once.

    You teleport up to 50 feet away. At the same time, a realistic illusion of you appears to take your place. The illusion appears real to all senses, and reacts realistically to attacks made against it. Creatures who interact closely with the illusion are entitled to a Will save (DC 15 + your Intelligence modifier) to perceive its illusory nature. The illusion lasts for one round, but cannot take any actions.

    NONBORN TWIN
    Crystalline Optics (Strike) [Illusion, Mind-Affecting, Teleportation]
    Level: Machinist 7
    Prerequisite: 2 Crystalline Optics maneuvers
    Initiation Action: 1 standard action
    Range: 50 feet
    Target: You and one creature
    Duration: Instantaneous and 1 round
    Saving Throw: Will negates

    You teleport away, but for a few moments an illusionary duplicate of you remains behind to press the attack.

    As part of this maneuver, you teleport up to 50 feet away. At the same time, a realistic duplicate of you appears to take your place and immediately makes a single attack against your foe. The duplicate is equipped with illusionary copies of all of your equipment, and can attack with an unarmed strike or with any melee or ranged weapons you possess, making attack rolls and damage rolls just as you would. If you prefer, the duplicate can attempt any special combat maneuver that could be used in place of an attack, such as a disarm, grapple or trip attempt. The duplicate threatens a space and can make attacks of opportunity just as you could. It can receive a flanking bonus and or contribute to a flank. Your duplicate can only make attacks or use special combat actions; it cannot initiate maneuvers, nor can it manipulate or damage objects.

    If the duplicate hits, a memetic effect causes your foe to manifest physical injuries corresponding to the attack, so the duplicate deals full normal (non-illusory) damage. Anyone who has previously disbelieved the illusion, or who is immune to [mind-affecting] effects, is unharmed by the duplicate’s attack. A creature who later disbelieves the illusion after taking damage from the duplicate remains injured.

    The illusion appears real to all senses, and reacts realistically to attacks made against it. Creatures who interact closely with the illusion are entitled to a Will save (DC 17 + your Intelligence modifier) to perceive its illusory nature. The illusion lasts for 1 round.

    OPTICAL CAMOUFLAGE
    Crystalline Optics (Stance) [Glamer, Illusion]
    Level: Machinist 4
    Prerequisite: 2 Crystalline Optics maneuvers
    Initiation Action: 1 swift action
    Range: Personal
    Target: You
    Duration: stance

    Random shapes and colors play across your form, then quickly assume the appearance of the terrain behind you, cloaking your from view.

    A form of passive camouflage, the perfect camouflage created by this stance grants you total concealment, giving you a 50% miss chance and sufficient concealment to use the Hide skill. Because the camouflage functions by distorting existing light, it only works while you are in an area of bright light. Effects that detect invisible creatures such as see invisibility and true seeing can defeat this maneuver.

    OPTICAL ENHANCEMENT
    Crystalline Optics (Stance ) [Light]
    Level: Machinist 1
    Initiation Action: 1 swift action
    Range: Personal
    Target: You
    Duration: Stance

    You peer through a brilliantly glowing lense, and your surroundings spring into sharp relief.

    A system of lenses generates light centered on you, which can be as dim as a candle or as bright as a bullseye lantern or hooded lantern, at your preference. Once per round at the beginning of your turn, you can change the level of illumination as a free action.

    By peering through a special lense, typically a pair of goggles or a monocle, you gain a heightened perception of your surroundings within the range of the light cast by your optical enhancement. This grants you a competence bonus on Search checks equal to your initiator level and the trapfinding ability (as a rogue).

    PENETRATING OPTICS
    Crystalline Optics (Stance ) [Divination]
    Level: Machinist 1
    Prerequisite: 2 Crystalline Optics maneuvers
    Initiation Action: 1 swift action
    Range: 100 feet
    Target: You
    Duration: Stance

    You peer through a series of complex lenses, and your sight is overlaid with a complex analysis of your surroundings.

    By peering through a set of special lenses, typically a pair of goggles or a complex monocle-like device, you gain a heightened perception of your surroundings. This grants you a competence bonus on Spot checks equal to your initiator level. Additionally, you automatically note any illusions and invisible creatures, and can perceive the true forms of polymorphed creatures and objects.

    PRISMATIC AURA
    Crystalline Optics (Stance ) [Light]
    Level: Machinist 8
    Prerequisite: 3 Crystalline Optics maneuvers
    Initiation Action: 1 swift action
    Range: 30 feet
    Target: You
    Duration: Stance
    Saving Throw: Fortitude partial

    Your crystals blaze with light, filling the area around you with a disorienting strobing effect.

    Creatures within 30 feet of you suffer a 20% miss chance on all attacks because of the disorienting lights, and the area within your aura counts as difficult terrain. Creatures beginning their turns within your aura must make a Fortitude save (DC 18 + your Intelligence modifier) or become [nauseated] for 1 round. When you initiate this stance, you may designate any number of creatures within range who are not subject to the [nauseated] effect. You are immune to the effects of your own prismatic aura. Sightless creatures are not affected by to this maneuver.

    PRISMATIC STRIKE
    Crystalline Optics (Strike)
    Level: Machinist 4
    Initiation Action: 1 standard action
    Range: As weapon
    Target: 1 creature
    Duration: Instantaneous
    Saving Throw: None or Will negates

    Your weapon strobes with brilliant lights and colors as it strikes.

    As part of this maneuver, make a single attack against an opponent within range. If you hit, you channel chaotic magical energy through an array of focusing crystals with your strike, inflicting a random effect. If a saving throw is allowed, the DC is 14 + your Intelligence modifier. Roll 1d8 and consult the table below to determine the exact effect.

    Die roll Color Effect
    1 Red 4d6 points of [fire] damage
    2 Orange 4d6 points of [acid] damage
    3 Yellow 4d6 points of [electricity] damage
    4 Green Poison; 1d6 points of Str damage1
    5 Blue Slowed for 1 round (Will negates)
    6 Indigo Confused for 1 round (Will negates)2
    7 Violet [Dazed] for 1 round (Will negates)
    8 Two colors Roll twice, ignoring any “8” results
    1 Creatures immune to [poison] are immune to this damage.
    2 This is a [mind-affecting] effect.

    PUZZLING IMAGE
    Crystalline Optics (Stance) [Glamer, Illusion]
    Level: Machinist 2
    Prerequisite: 1 Crystalline Optics maneuver
    Initiation Action: 1 swift action
    Range: Personal
    Target: You
    Duration: stance

    Random shapes and colors play across your form, cloaking your outline and confusing the eye.

    A form of passive camouflage, the puzzling shapes created by this stance grant you enough concealment to give you a 20% miss chance, although not enough concealment to use the Hide skill. Because the image functions by distorting existing light, it only works while you are in an area of bright light.

    RAINBOW STRIKE
    Crystalline Optics (Strike)
    Level: Machinist 1
    Initiation Action: 1 standard action
    Range: As weapon
    Target: 1 creature
    Duration: Instantaneous

    Your weapon flashes with light and energy as it strikes.

    As part of this maneuver, make a single attack against an opponent within range. If you hit, you channel chaotic magical energy through an array of focusing crystals with your strike, inflicting a random damaging effect. Roll 1d8 and consult the table below to determine the exact effect.

    Die roll Color Effect
    1 Red 2d6 points of [fire] damage
    2 Orange 2d6 points of [acid] damage
    3 Yellow 2d6 points of [electricity] damage
    4 Green 2d6 points of [poison] damage1
    5 Blue 2d6 points of [cold] damage
    6 Indigo 2d6 points of [sonic] damage
    7 Violet 2d6 points of [force] damage2
    8 Two colors Roll twice, ignoring any “8” results
    1 Creatures immune to [poison] are immune to this damage.
    2 This does not enable the attack to ignore the 50% incorporeal miss chance. However, incorporeal creatures take this damage even if the weapon delivering the attack is not a magic weapon.

    REFLECTIONS OF SELF
    Crystalline Optics (Boost) [Glamer, Illusion]
    Level: Machinist 2
    Initiation Action: 1 swift action
    Range: 15 feet
    Effect: 1 illusory copy of you
    Duration: 1 round

    For a few moments, you seem to dodge both left and right, dividing into two copies moving with eerie synchronicity.

    You project an illusory copy of yourself that quickly moves a few feet away from your location. This illusion appears to threaten opponents using whatever weapons it is holding, and can flank as effectively as if it were you. The illusion appears to react appropriately if it is struck or subjected to an area attack. Opponents who can see both you and the illusion are 50% likely to target the illusion when attacking, as it is indistinguishable from you unless the attacker can see through illusions. The illusion cannot take actions or make attacks.

    SEVENFOLD KALEIDOSCOPIC PANDEMONIUM STRIKE
    Crystalline Optics (Strike) [Light, Mind-Affecting]
    Level: Machinist 9
    Prerequisite: 3 Crystalline Optics maneuvers
    Initiation Action: 1 standard action
    Range: As weapon
    Effect: 20-foot radius burst
    Duration: Instantaneous
    Saving Throw: see below

    Your weapon erupts in a blinding kaleidoscopic light display as you strike your foe.

    As part of this maneuver, make a single attack against an opponent within range. If you hit, a burst of overwhelming light erupts from the point of impact; creatures 8 or more Hit Dice within the area are confused for 2d4 rounds, while creatures with fewer than 8 Hit Dice are both [blinded] and confused. A Will save (DC 19 + your Intelligence modifier) negates this effect. Sightless creatures are unaffected, and you are immune to the effect.

    The foe you strike also suffers a random magical effect. Roll 1d8 and consult the table below to determine the energy type.

    Die roll Color Effect
    1 Red 10d6 points of [fire] damage
    2 Orange 10d6 points of [acid] damage
    3 Yellow 10d6 points of [electricity] damage
    4 Green Poison; (Death; Fortitude partial, take 1d6 points of Con damage instead)1
    5 Blue Turned to stone (Fortitude negates)
    6 Indigo Insane, as the insanity spell (Will negates)2
    7 Violet Sent to another plane (Will negates)
    8 Two colors Roll twice, ignoring any “8” results
    1 Creatures immune to [poison] are immune to this damage.
    2 This is a [mind-affecting] effect.

    SIGNAL JAMMING
    Crystalline Optics (Stance)
    Level: Machinist 3
    Prerequisite: 1 Crystalline Optics maneuver
    Initiation Action: 1 swift action
    Range: Personal
    Target: You
    Duration: stance

    With a soft hum, the crystal begins oscillating. The creeping sensation of being watched fades.

    Using an array of crystals, you set up a harmonic vibration that disrupts many [divination] effects. If a divination is attempting against you, including but not limited to any sort of scrying attempt or detect spell, the caster must succeed on a caster level check against a DC of 15 + your initiator level. Failure indicates that the divination fails or does not detect you, as appropriate. This maneuver also wards all items on your person and any auras emitted by you, your equipment, or spells operating upon you.

    SUDDEN MIRROR
    Crystalline Optics (counter)
    Level: Machinist 3
    Initiation Action: 1 immediate action
    Range: Personal
    Target: You
    Duration: Instantaneous

    Your form suddenly acquires a mirror-like polish for a few instants, long enough to reflect your enemy’s attack.

    As part of this maneuver, make a Craft (gemcutting) check against your opponent’s attack roll result (for a ray) or saving throw DC (for a gaze attack). If you meet or beat your target, you reflect an enemy’s ray or gaze attack back at its source. If you reflect a gaze attack, your opponent is subject to his own gaze attack. If you reflect a ray, your opponent must roll an attack against himself. This maneuver is of no use against any effect that requires neither an attack roll nor a saving throw, even if that effect is a ray or gaze attack.

    TARGETING BEAM
    Crystalline Optics (boost)
    Level: Machinist 8
    Initiation Action: 1 swift action
    Range: 100 feet
    Target: one creature
    Duration: 1 round

    Beams of coherent light paint your opponent, highlighting vulnerable areas.

    Until the beginning of your next turn, the targeted creature cannot benefit from concealment or cover. If it is invisible or hiding, its location is pinpointed. All confirmation rolls made to confirm a critical threat against the creature are made at +10.
    Last edited by jiriku; 2014-05-28 at 11:56 PM.
    Subclasses for 5E: magus of blades, shadowcraft assassin, spellthief, void disciple
    Guides for 5E: Practical fiend-binding

    D&D Remix for 3.x: balanced base classes and feats, all in the authentic flavor of the originals. Most popular: monk and fighter.


  3. - Top - End - #3
    Dwarf in the Playground
     
    BlueKnightGuy

    Join Date
    Mar 2010
    Gender
    Male

    Default Re: [3.5] Martial Discipline: Crystalline Optics College

    "Reflections of self" is 2nd level on the list but 1st level in the description.

  4. - Top - End - #4
    Troll in the Playground
     
    jiriku's Avatar

    Join Date
    Aug 2009

    Default Re: [3.5] Martial Discipline: Crystalline Optics College

    Corrected. Reflections of Self is a 2nd-level maneuver.
    Subclasses for 5E: magus of blades, shadowcraft assassin, spellthief, void disciple
    Guides for 5E: Practical fiend-binding

    D&D Remix for 3.x: balanced base classes and feats, all in the authentic flavor of the originals. Most popular: monk and fighter.


  5. - Top - End - #5
    Ogre in the Playground
    Join Date
    Apr 2007
    Location
    Boston, MA

    Default Re: [3.5] Martial Discipline: Crystalline Optics College

    You may want to specify that the stances which grant concealment from light distortion don't impact abilities like blindsight that don't rely on sight.
    My homebrew:

    Spoiler
    Show


    Completed:
    ToB disciplines:

    The Narrow Bridge
    The Broken Blade

    Prestige classess:
    Disciple of Karsus -PrC for Karsites.
    The Seekers of Lost Swords and the Preserver of Future Blades Two interelated Tome of Battle Prcs,
    Master of the Hidden Seal - Binder/Divine hybrid
    Knight of the Grave- Necromancy using Gish



    Worthwhile links:

    Age of Warriors

  6. - Top - End - #6
    Troll in the Playground
     
    jiriku's Avatar

    Join Date
    Aug 2009

    Default Re: [3.5] Martial Discipline: Crystalline Optics College

    Tables are all repaired, and several copy/paste errors corrected as well.
    Subclasses for 5E: magus of blades, shadowcraft assassin, spellthief, void disciple
    Guides for 5E: Practical fiend-binding

    D&D Remix for 3.x: balanced base classes and feats, all in the authentic flavor of the originals. Most popular: monk and fighter.


Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •