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  1. - Top - End - #1
    Bugbear in the Playground
     
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    Sep 2010

    Default Martial Arts Tournament! ToB Homebrew and Campaign Building!

    Hey All:

    Starting in a few weeks, I'm running a big martial arts campaign, and I want YOUR help in making it happen.

    In this thread I'll be posting homebrewed classes, campaign setting materials, challenges, weapons and all sorts of other stuff to get this going. PEACH anything and everything -- I'm looking to make this the best game my friends have played in years!

    A FEW NOTES

    1. Nope, I didn't lose half of the classes. I only run games up to level 10, so i design 10 level classes! Its like ed...+4!
    2. Arcane Magic has been replaced by Psionics, mostly because its a different subsystem. I wanted Divine and Arcane to be a bit more different, so Psionics gets refluffed.
    3. I'm going to revamp races with advancement options that can be used as ACFs at level 3, 6, 9, but for any class. Any suggestions on this idea are appreciated
    4. I Brew for T3-4 so please let me know if I miss my mark!

  2. - Top - End - #2
    Bugbear in the Playground
     
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    Default Re: Martial Arts Tournament! ToB Homebrew and Campaign Building!

    THE TEMPLAR (DIVINE COMBAT CASTER)

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    Hit Die: d8
    Skill Points: 4+Intelligence
    Skills: Concentration; Craft; Diplomacy, Heal, Intimidate; Jump, Knowledge (History); Knowledge (Religion); Ride; Sense Motive; Spellcraft
    Weapon Proficiency: The Templar is proficient in all simple weapons and the symbolic weapon of his deity.
    Armor Proficiency: The Templar is proficient in light, medium, and heavy armor and all shields up to tower shields.

    THE TEMPLAR
    {table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|0lvl|1st|2nd|3rd|4th|5th

    1st|
    +0
    |
    +2
    |
    +0
    |
    +2
    | Domain; Channel Divine Wrath (1d6)|5|3

    2nd|
    +1
    |
    +3
    |
    +0
    |
    +3
    | Symbolic Weapon Training |6|4|-

    3rd|
    +2
    |
    +3
    |
    +1
    |
    +3
    | Divine Extend |6|5|-|-

    4th|
    +3
    |
    +4
    |
    +1
    |
    +4
    | Unremitting Wrath |6|6|3|-|-

    5th|
    +3
    |
    +4
    |
    +1
    |
    +4
    | Channel Divine Wrath (2d6)|6|6|4|-|-|-

    6th|
    +4
    |
    +5
    |
    +2
    |
    +5
    | Divine Enlarge |6|6|5|3|-|-|-

    7th|
    +5
    |
    +5
    |
    +2
    |
    +5
    | Imbue Wrath |6|6|6|4|-|-|-|-

    8th|
    +6/+1
    |
    +6
    |
    +2
    |
    +6
    | Symbolic Weapon Mastery|6|6|6|5|3|-|-|-|-|-

    9th|
    +6/+1
    |
    +6
    |
    +3
    |
    +6
    | Channel Divine Wrath (3d6)|6|6|6|6|4|-|-|-|-|-

    10th|
    +7/+2
    |
    +7
    |
    +3
    |
    +7
    |Divine Empower|6|6|6|6|5|3|-|-|-|-[/table]

    Spoiler
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    At the head of line stands a warrior clad in thick hide and wielding a heavy axe. Rumor says he is chosen by the Bear God, and none who have seen him in battle doubt that claim – that savage axe cleaves through enemies with inhuman force, and the warrior’s shaggy arms deflect blows as easily as any shield.

    The God of Wisdom has sent a strategos to hold back the barbarian horde, the battered veteran of a thousand battles. Though strength has fled his frame and plate is too heavy a burden for him to carry, the elder still seeks the front of the line, laying potent blessings on his allies and hurling curses at the savage horde.

    The young altarmaiden had spent years training to serve the Sunlord as cupbearer before she fought off thieves who coveted the temple’s gold. On the next dawning men in a red chariot came to take her away, and delivered her into a life of bloody training. Now she wields the spiked mace of her god in battle, seeking glory and honor as a champion of the heavens.

    These heroes are Templars, sacred warriors who fight for the honor and glory of their gods. Armed with a deadly arsenal of spells and trained in the use of symbolic weapons as tools of spellcraft and war, Templars are feared as bringers of destruction. Few churches train too many of these elite soldiers, fearing the power of weaponized faith. Templars remain an elite few, a scalpel used for precise strikes. A rare few churches buck this trend, instead training a horde of Templars and few Clerics – this sort of training is especially common in Orc strongholds, who are more concerned with overwhelming force than breadth of mystic power. Dwarves often train as Templars instead of Clerics, though the division remains an even split in dwarf kingdoms.


    Spellcasting: A Templar is a spontaneous divine spellcaster who casts spells from the Templar spell list. The Templar can cast his spells without preparation, but has a less diverse spell list than a true Cleric. A Templar’s spellcasting ability is focused on improving his allies, hindering his enemies, and dealing direct damage with spells. Spellcasting also synergizes with later effects based on Channel Divine Wrath, allowing the Templar to spontaneously manifest metamagic feats without casting spells at a higher level.

    Domain (Su): The Templar is uniquely suited to battling hordes with spell and sword alike, but always goes into battle with the special blessing of his deity.
    You gain access to one Domain belonging to your deity and add those spells to your spell list.

    Channel Divine Wrath (Su): A Templar is chosen as a divine champion, a warrior who acts with ultimate sanction in service to her god. Unlike a Cleric, who draws upon positive or negative energy for various powers, the Templar channels divine power into a deadly attack to smite her enemies and invigorate her allies.
    Once per round, on a successful attack with a melee or ranged weapon, a 1st level Templar may expend a daily use of this ability to inflict +1d6 damage with your attack. If you inflict damage with this attack, an ally within your reach gains temporary hp equal to your Constitution modifier.
    At 5th and 9th level, the damage inflicted by Channel Divine Wrath increases by 1d6.
    You may use this ability (Constitution modifier +3) times per day. Using this ability is not an action

    Deity’s Weapon Training: Templars act as the fist of their god, carrying symbols of power and authority onto the battlefield. Like the Holy Symbol of conventional priests, these mighty weapons are used to channel divine might into deadly attacks.
    When wielding your deity’s symbolic weapon, you inflict damage as if it were one size category larger. Additionally, if you are holding the weapon while casting a spell, you cast that spell at +1 Caster Level.

    Divine Extend (Ex):
    The fury a Templar channels in his attacks can be used for constructive purposes as well. Empowered by divine will, a Templar’s spells can last for the duration of a battle.
    When casting a spell, a 3rd level templar may expend a daily use of Channel Divine Wrath to treat the spell as an Extended spell.

    Unremitting Wrath (Su): When a Templar calls upon the wrath of her deity, an unstoppable force is unleashed. Even the strongest protection is shattered by focused divine wrath.
    When a 4th level Templar modify an attack with Channel Divine Wrath, that attack ignores any Damage Reduction possessed by the target.

    Divine Enlarge (Ex): Cowards may flee from a Templar, but their efforts are for naught – when necessary, divine will can carry a curse to the fleetest of enemies.
    When casting a spell, a 6th level Templar can spend 2 daily uses of Channel Divine Wrath to treat the spell as an Enlarged spell

    Imbue Wrath (Ex): A veteran Templar has learned to use his allies as vessels of divine power, imbuing their attacks with deadly force.
    As an immediate reaction, a 7th level Templar may expend a daily use of Channel Divine Wrath on an ally’s successful attack. This does not count against the maximum number of times you can use Channel Divine Wrath in a round.

    Symbolic Weapon Mastery (Ex): The symbolic weapons wielded by a Templar now form a more potent symbolic connection to the divine.
    An 8th level Templar gains a +4 bonus to critical confirmation rolls when using a symbolic weapon. If you are wielding your Deity’s symbolic weapon when you cast a spell, treat that spell as if you were casting it at +1 level.

    Divine Empower (Ex): At the peak of his abilities, the Templar can channel divine power to fortify a spell
    When casting a spell, a 10th level Templar can spend 3 daily uses of Channel Divine Wrath to treat the spell as an Empowered spell

    SPELL LIST

    Spoiler
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    Level 1 Spells

    Bane: Enemies take -1 on attack rolls and saves against fear.
    Battering Ram: Deals 1d6 damage plus bull rush.
    Benign Transposition: Two willing subjects switch places.
    Bless: Allies gain +1 on attack rolls and saves against fear.
    Blessed Aim: +2 bonus for allies’ ranged attacks.
    Divine Favor: You gain +1 per three levels on attack and damage rolls.
    Doom: One subject takes -2 on attack rolls, saves, and checks.
    Magic Weapon: Weapon gains +1 bonus.
    Protection from Chaos/Evil/Good/Law: +2 to AC and saves, counter mind control, hedge out elementals and outsiders
    Resurgence: You grant subject a second chance at a saving throw.
    Rhino’s Rush: Next charge deals double damage.
    Shield of Faith: Aura grants +2 or higher deflection bonus.
    Sign: You gain +4 bonus on next initiative check.

    Level 2 Spells

    Align Weapon: Weapon becomes good, evil, lawful, or chaotic.
    Bear’s Endurance: Subject gains +4 to Con for 1 min./level.
    Bull’s Strength: Subject gains +4 to Str for 1 min./level.
    Body Blades: You gain spikes, harm grapplers.
    Curse of Ill Fortune: Subject takes –3 penalty on attacks, checks, and saves.
    Deific Vengeance: Deity’s punishment deals 1d6 damage/2 levels (max 5d6).
    Energized Shield, Lesser: Shield provides user resistance 5, shield bash deals +1d6 damage.
    Phantom Foe: Subject is always flanked by one creature.
    Quick March: Allies’ speed increases by 30 ft. for 1 round.
    Shield Other F: You take half of subject’s damage.
    Sound Burst: Deals 1d8 sonic damage to subjects; may stun them.
    Spiritual Weapon: Magic weapon attacks on its own.
    Status: Monitors condition, position of allies.

    Level 3 Spells

    Align Weapon, Mass: Allies’ weapons become good, evil, lawful, or chaotic.
    Blade of Pain and Fear: Creates blade of gnashing teeth.
    Blindsight: Subject gains blindsight 30 ft. for 1 minute/level.
    Dispel Magic: Cancels spells and magical effects.
    Energized Shield: Shield provides user resistance 10, shield bash deals +2d6 damage.
    Knight’s Move: You instantly move to flank a subject.
    Know Opponent: Learn strengths and weaknesses of foe.
    Magic Circle against Chaos/Evil/Good/Law: As protection spells, but 10-ft. radius and 10 min./level.
    Searing Light: Ray deals 1d8/two levels damage, more against undead.
    Ring of Blades: Blades surround you, damaging other creatures (1d6 damage +1/level).
    Tremor: Subjects knocked prone.
    Wind Wall: Deflects arrows, smaller creatures, and gases.

    Level 4 Spells

    Bloodstar: Hovering construct does Con damage each time foe is damaged.
    Curse of Ill Fortune, Mass: Enemies take –2 penalty on attack rolls and saves.
    Magic Weapon, Greater: +1 bonus/four levels (max +5).
    Magic Vestment: Armor or shield gains +1 enhancement per four levels.
    Make Manifest: You cause a creature on a coexistent plane to appear on your plane.
    Stone Sphere: Conjure massive sphere of stone to crush enemies.
    Sword of Deception: Sword attacks on its own, dealing energy damage and penalizing saves.
    Wingbind: A net of force entangles the subject, causing it to fall from the sky.
    Wrack: Renders creature helpless with pain.

    Level 5 Spells

    Break Enchantment: Frees subjects from enchantments, alterations, curses, and petrification.
    Dispel Chaos/Evil/Good/Law: +4 bonus against attacks.
    Flame Strike: Smite foes with divine fire (1d6/level damage).
    Graymantle: Inhibits creature’s ability to heal and regenerate for 1 round/level.
    Indomitability: Subject can’t be reduced below 1 hp.
    Righteous Might: Your size increases, and you gain combat bonuses.
    Righteous Wrath of the Faithful: Your allies gain extra attack, +3 on attack rolls and damage rolls.
    Thunderlance: Conjure lance from force energy, increase reach and dispel force effects on hit.
    Vulnerability: Reduces an opponent’s damage reduction.





    THE BERSERKER (ToB Barbarian/Unarmed Fighter)

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    Hit Die: d12
    Skill Points: 4 + Intelligence Modifier
    Trained Skills: Balance, Climb, Craft, Intimidate, Jump, Handle Animal, Knowledge (Nature), Listen, Sense Motive, Spot, Survival, Swim
    Weapon Proficiency: The Berserker is proficient with all simple weapons, and all martial melee weapons.
    Armor Proficiency: The Berserker is proficient with Light and Medium armor, but not with shields.

    {table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Unarmed Strike|Maneuvers Known|Maneuvers Readied|Stances Known

    1st|
    +1
    |
    +2
    |
    +0
    |
    +0
    | Fury |1d6|3|3|1

    2nd|
    +2
    |
    +3
    |
    +0
    |
    +0
    | Staredown |1d6|4|3|1

    3rd|
    +3
    |
    +3
    |
    +1
    |
    +1
    | Improved Grab |1d6|5|4|1

    4th|
    +4
    |
    +4
    |
    +1
    |
    +1
    | Steely Skin |1d8|5|4|1

    5th|
    +5
    |
    +4
    |
    +1
    |
    +1
    | Savage Vitality| 1d8|6|4|2

    6th|
    +6/+1
    |
    +5
    |
    +2
    |
    +2
    | Powerful Build |1d8|6|4|2

    7th|
    +7/+2
    |
    +5
    |
    +2
    |
    +2
    | Mettle |1d10|7|5|2

    8th|
    +8/+3
    |
    +6
    |
    +2
    |
    +2
    | Steely Skin |1d10|7|5|2

    9th|
    +9/+4
    |
    +6
    |
    +3
    |
    +3
    | Frightful Fury |1d10|8|5|2

    10th|
    +10/+5
    |
    +7
    |
    +3
    |
    +3
    | Savage Fury |1d12|8|5|3[/table]

    Spoiler
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    Description: At head of a Barbarian horde stands a massive warrior, armed with nothing more than her bare hands. She stands before her people, staring down the cavalry charge that thunders towards the ragged line of her country-folk. When she strikes, horse and ride alike are scattered, the relentless charge broken by rending hands and awful fists.
    Guarding the door to the Sultan’s bedchamber is an impressively fat man with an idiots grin on his jowly face. None but the servants know the fury inside him, the rage that has split skulls and torn arms from their sockets. Never has an assassin passed his guard, never has a warrior survived his wrath. Only the servants know of his prowess, and they never speak of it – the fat man leaves messy kills, and blood must not mar the Sultan’s palace…
    A tall youth with a rusted axe wanders through the wilderness, alone but unafraid. His anger made him an outcast among his people, but his love for his clan is great. Day and night he wanders the countryside, spending his rage against the beasts that threaten his family. When food is scare he leaves his kills at the village gate, penance for his exile.
    These awesome, terrible warriors are called Berserkers, adepts who have kindled an unstoppable rage within themselves. Unlike a Barbarian, who must enter a rage state, the Berserker always feels the call of his fury. This anger is a living thing, a vital power that physically and mentally shapes the Berserker into a perfect fighter.
    Berserkers are front line fighters who strike with heavy weapons or rend their foes to pieces with their bare hands. As the Berserker increases in power, his body physically changes, becoming capable of absorbing massive punishment and inflicting the same upon his enemies. With these physical changes comes increasing martial mastery, awesome attacks that can devastate even the mightiest foe.


    Martial Maneuvers (Ex): The Berserker begins her career with knowledge of a small number of Martial Maneuvers. The Fury that forms the core of the Berserker’s combat prowess naturally lends itself to disciplines that bring out that savage fury and channel it in precisely controlled bursts. The Berserker channels his fury through the disciplines of Setting Sun, Stone Dragon, and Tiger Claw – dynamic and powerful, these disciplines allow the Berserker bend his fury to his will.

    Once you know a maneuver, you must ready it before you can use it. Maneuvers used by a Berserker are considered Extraordinary abilities, are not effected by spell resistance, and do not trigger attacks of opportunity when initiated – unless otherwise stated in the Maneuver description.

    Upon reaching 6th level, and every even level thereafter, the Berserker can choose to “forget” a previously known martial maneuver and learn a new maneuver, as long as you meet the prerequisites for that new maneuver. You can only swap a single maneuver at each opportunity.

    Maneuvers Readied: A Berserker prepares his maneuvers by taking time to stoke his rage, focusing his anger into manageable, useful forms. During this meditation, the Berserker’s muscles twitch, his skin pours with sweat, his eyes roll up in his head, and a tangible heat radiates from his body. After five minutes of meditation that looks like madness, the Berserker emerges from his trance, his fury shaped into a mighty weapon.
    When a Berserker emerges from his trance, his maneuvers are readied, and can be used in combat. Each Maneuver you ready can be initiated once per encounter. The Berserker regains any spent maneuvers whenever he activates Fury.

    If, at any point, the Berserker wants to “swap out” his readied maneuvers for known maneuvers, he can take 5 minutes to meditate and reassign his maneuvers.

    Fury (Ex): The Berserker is driven by a powerful anger that thrums through his veins, a living, vital force that carries nearly supernatural power. This incredible Fury grants the Berserker inhuman durability and superlative strength.
    As a swift action, the Berserker can grant himself +4 Strength and DR 2/- for up to (Constitution rounds, minimum 1). After this effect ends, Fury cannot be used for the same duration.
    At 10th level, your Fury becomes more potent, granting you a +6 bonus to Strength and DR 3/- for up to (Constitution +2) rounds.

    Unarmed Strikes (Ex): The Berserker is incredibly deadly in close combat, using physical power and combat skill to overwhelm his opponents. The Berserker inflicts more damage with his unarmed strikes than a normal member of his race, as indicated on the table above.

    Staredown (Ex): The barely-contained fury that bubbles beneath a Berserker’s visage is unsettling, and all the worse when it is unleashed in sight of an enemy.
    When attempting to Demoralize an enemy, you may do so as a move action. If you are in a Fury state, you gain a +2 bonus to this attempt.

    Improved Grab (Ex): A successful unarmed strike creates all the opening needed for the berserker to grasp a smaller foe.
    A Berserker of Berserker of 3rd level who hits an opponent his size or smaller with an unarmed strike can initiate a grapple as a free action. Doing so does not provoke an attack of opportunity.

    Steely Skin (Su): Constant bloody training and survival has taught the Berserker how to resist injury and strike with unparalleled force.
    At levels 4 and 8, you gain DR 1/- and increase the critical threat range of your unarmed strikes by 1. This DR effect stacks with any gained through Fury.

    Savage Vitality (Su): The Berserker is fueled by bloodlust – as battles drag on, the Berserker only grows stronger with every fallen enemy.
    Any time a Berserker of 5th level or lower reduces an enemy to 0 hp, he gains temporary HP equal to his Constitution modifier.

    Powerful Build (Ex): The Fury that surges through the Berserker’s veins is a very real thing, a transformative energy that sculpts the Berserker’s body into a hulking, deadly weapon.
    A Berserker of 6th level gains the Powerful Build feature, as his body physically increases in stature and develops impressive musculature.

    Mettle (Ex): When a Berserker of 7th level is required to make a Fortitude or Will save that has a lesser effect on a successful save, the Berserker ignores that effect.

    Frightful Fury (Ex): Your fury is an elemental force, one that terrifies your enemies when it is unleashed.
    The first time you activate your Fury ability in an Encounter, you may attempt to Demoralize all enemies within 15 feet.



    THE RANGER (ToB Stealth/Perception class)

    Spoiler
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    Hit Die: 1d10
    Skill Points: 4 + Intelligence Modifier
    Trained Skills: Climb, Concentration, Handle Animal, Heal, Hide, Jump, Knowledge (dungeoneering), Knowledge (geography), Knowledge (Nature), Listen, Move Silently, Profession, Ride, Search, Sense Motive, Spot, Survival, Swim.
    Weapon Proficiency: The Ranger is proficient with all Simple weapons and all Martial Ranged weapons
    Armor Proficiency: The Ranger is proficient with Light Armor and Shields (except Tower Shields).

    {table=head]Level|Base Attack<br>Bonus|Fort Save|Ref Save|Will Save|Special|Maneuvers Known|Maneuvers Readied|Stances Known

    1st|
    +1
    |
    +2
    |
    +2
    |
    +0
    | Target Bonus +2; Track |4|3|1

    2nd|
    +2
    |
    +3
    |
    +3
    |
    +0
    | Graceful Stride |5|4|1

    3rd|
    +3
    |
    +3
    |
    +3
    |
    +1
    | Blindsense 5|6|4|1

    4th|
    +4
    |
    +4
    |
    +4
    |
    +1
    | Animal Instinct |6|4|2

    5th|
    +5
    |
    +4
    |
    +4
    |
    +1
    | Target Bonus +3 |7|5|2

    6th|
    +6/+1
    |
    +5
    |
    +5
    |
    +2
    | Trackless Step |8|5|2

    7th|
    +7/+2
    |
    +5
    |
    +5
    |
    +2
    | Blindsense 10 |9|5|2

    8th|
    +8/+3
    |
    +6
    |
    +6
    |
    +2
    | Pathfinder |9|6|3

    9th|
    +9/+4
    |
    +6
    |
    +6
    |
    +3
    | Target Bonus +4|10|6|3

    10th|
    +10/+5
    |
    +7
    |
    +7
    |
    +3
    | Camouflage |11|6|3[/table]

    Spoiler
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    Description: A scout ranges ahead of her unit, seeking signs of ambush. The snapping of a twig brings a bow to her hand, and no sooner are two arrows loosed, finding bandit throats.
    Miles east of the scout, a hooded elf sits crosslegged in a narrow defile, the only easy entrance to camp. He waits for an attack that will surely come, a bandolier of daggers braced across his lap. When enemies seek to slip past his watchful gaze they are met by a hail of steel. Forced back…for the moment.
    Ten miles north a camouflaged orc waits for his prey to pass, a messenger painstakingly tracked from the front lines, bringing urgent word to the camp. Too well guarded for a direct attack, the orc slipped ahead of his target, leaving a deadly assortment of traps to soften up his opponents up and separate the messenger from his defenders. The thunder of hoofs signals a plan well-wrought – all that is left is the killing strike.

    These subtle, deadly warriors are known as Rangers, master huntsmen who can track down prey in any terrain. Central to the Ranger’s superlative combat skill is his intense Focus on this target, an insight that borders on the supernatural. By studying his opponent for a short period, the Ranger gets an instinct for how his opponent will act and react, allowing the Ranger to pursue and subdue nearly any enemy.
    Instinct alone does not account for the superlative skill of these warriors. Rangers are also patient planners who understand the value of a carefully wrought plan – ambush, flanking maneuvers and reversals account for far more victories than head-long assault. A skillful Ranger combines instinct with strategy to unleash the precise amount of force needed to dispatch his enemy, then quickly melts into the shadows, waiting for the next moment to strike.

    In addition to their combat skill, Rangers are capable of surviving in nearly any terrain, be it city slums or primordial jungle. The same Focus that allows the Ranger to stalk his prey so well also makes this wary warrior almost impossible to sneak up on. As the Ranger increases in skill, his sensory acuity becomes supernaturally potent, allowing him to perceive things others would ignore or bypass without thought.

    Play a Ranger if you want to be a cunning warrior who can survive in any terrain.

    Martial Maneuvers (Ex): Rangers are martial heroes who specialize in precise, powerful attacks, but who will not hesitate to resort to animal brutality. The disciplines of Shadow Hand, Tiger Claw, and Diamond Mind are open to the ranger.
    Once you know a maneuver, you must ready it before you can use it. Maneuvers used by a Ranger are considered Extraordinary abilities, are not effected by spell resistance, and do not trigger attacks of opportunity when initiated.

    Upon reaching 6th level, and every even level thereafter, the Ranger can choose to “forget” a previously known martial maneuver and learn a new maneuver, as long as you meet the prerequisites for that new maneuver. You can only swap a single maneuver at each opportunity.

    A Ranger prepares his maneuvers by meditating on a foe he has recently fought. The Ranger mentally creates an arena in which he tracks his foe and dispatches his opponent with a flurry of maneuvers. Ranger Kata take 5 minutes from beginning to end.

    In combat, a ranger can regain a lost maneuver by spending a Standard action to sharpen his Focus. The maneuver is available for use in the same round. Additionally, the Ranger automatically regains all spent maneuvers if he reduces the subject of his Target Bonus to 0 hp or lower.

    Target Bonus (Ex): Rangers are especially skilled in tracking down elusive quarry, a trait that is equal parts exhaustive training and dogged persistence.
    After interacting with a target for a round, the Ranger can take a Swift Action to apply his target bonus to that opponent. The ranger gains a +2 bonus to Bluff, Listen, Sense Motive, Spot and Survival checks made against the target. Additionally, the Ranger gains adds target bonus to damage rolls and critical threat rolls made against the target.
    You can only have 1 Target Bonus active at a time. Targeting a new opponent while another Target Bonus is active ends the previous effect.
    At 5th and 9th level this bonus increases by 1.

    Track (Ex): You gain Track as a bonus feat.

    Graceful Stride (Ex): A Ranger must track his quarry through even the most rugged terrain without missing a step. Endless hours navigating urban and natural environs allow the Ranger to adapt to difficult terrain or camped spaces without slowing.
    You ignore any penalties for moving through difficult terrain.

    Blindsense (Ex): Rangers live life in a constant state of alertness, ever wary of ambush. Armed with senses that have been honed by desperate need, the Ranger is almost impossible to catch unawares.
    A Ranger of 3rd level gains Blindsense in a 5 foot radius. At 8th level this radius increases to 10 feet.

    Animal Instinct (Ex): You can use body language and simple noises to communicate with animals. This is not a precise ability, allowing for simple communication, not the exchange of complex ideas. You can communicate with any animal you can perceive within 30 feet.

    Trackless Step (Ex): As a Ranger refines his skills, he learns how to effortlessly conceal his movements.
    A Ranger of 6th level leaves no trace of his passage unless he specifically desires to do so. The Ranger cannot be tracked, save through supernatural methods.

    Pathfinder (Su): Near the peak of her abilities, the ranger can track foes and find trails with supernatural acumen.
    This ability resembles the Scent ability in that it allows the Ranger to detect supernatural effects that he would otherwise be blind to. Using this ability is a Wisdom Modifier + Level check against a variable DC. When tracking mundane individuals, the DC is as normal for scent. Pathfinder also allows the Ranger to track supernatural effects, depending on the potency of the effect. The DC begins at 30 for minor mystic effects (cantrips, first and second level spells, outsiders/undead/magical beasts up to 4 HD). It drops to 20 for moderately powerful effects (spells of 3-4th level, outsiders/undead/magical beats up to 8 HD), and again to 10 for supremely powerful effects (5th level spells, outsiders/undead/magical beasts 9 HD and up). The DC to notice a gate or a creature from the far realms is always 5.
    Despite this ability functioning like Scent, it actually manifests in a variety of ways. Some rangers notice tiny signals in the surrounding area that clue supernatural effects, while others see phantom images at the edges of their vision. For others this functions exactly as scent would, save that it can detect supernatural abilities.

    Camouflage (Su): At the peak of her abilities, the Ranger can conceal herself from sight in any terrain.
    A Ranger of 10th level can use the Hide skill in any sort of terrain, even if it doesn’t grant cover or concealment. If the terrain does grant cover or concealment, the Ranger can hide even while being observed.



    THE ROGUE (ToB Skillmonkey/Half Initiator (sort of)

    Spoiler
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    Hit Die: 1d8
    Skill Points: 6 + Intelligence Modifier
    Trained Skills: Appraise, Balance, Bluff, Climb, Craft (alchemy), Disable Device, Diplomacy, Disguise, Escape Artist, Forgery, Hide, Intimidate, Jump, Move Silently, Sense Motive, Search, Sleight of Hand, Spot, Tumble
    Weapon Proficiency: The Rogue is proficient with all simple weapons, as well as the handaxe, kukri, longsword, rapier, shortsword, scimitar, and falchion.
    Armor Proficiency: The Rogue is proficient with Light armor.


    {table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Maneuvers Known[/b]|Maneuvers Readied[/b]|Stances Known

    1st|
    +0
    |
    +0
    |
    +2
    |
    +0
    | Quickness, Opportunistic Strike |3|2|1

    2nd|
    +1
    |
    +0
    |
    +3
    |
    +0
    | Acrobatics, Uncanny Dodge |3|2|1

    3rd|
    +2
    |
    +1
    |
    +3
    |
    +1
    | Evasion |4|2|1

    4th|
    +3
    |
    +1
    |
    +4
    |
    +1
    | Nimble Offense |4|2|1

    5th|
    +3
    |
    +1
    |
    +4
    |
    +1
    | Lightfoot |4|3|1

    6th|
    +4
    |
    +2
    |
    +5
    |
    +2
    | Improved Uncanny Dodge |5|3|2

    7th|
    +5
    |
    +2
    |
    +5
    |
    +2
    | Twist the Knife |5|3|2

    8th|
    +6/+1
    |
    +2
    |
    +6
    |
    +2
    | Improved Acrobatics |5|3|2

    9th|
    +6/+1
    |
    +3
    |
    +6
    |
    +3
    | Nimble Defense |6|4|2

    10th|
    +7/+2
    |
    +3
    |
    +7
    |
    +3
    | Gambit |6|4|2[/table]

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    Description: A black-robed figure stalks the city’s alleys, seeking quick coin at any cost. Deft hands and a sharp blade empty many an unwary purse. Those marks with a bit more cunning find the blade at their throats – the few that raise alarum die by its edge.
    A bounty-hunter stalks a different sort of mark – a deadly warrior implicated in the murders of at least 5 citizens. The local constabulary proved insufficient to the blackguard’s skill, sporting missing limbs and split skulls after a foolhardy attempt to bring the murderer in. Now the bounty-hunter watches from the shadows, waiting to plant a poisoned dagger in the murderers back.
    The young runner picked to deliver a challenge to the local kingpin is a fair hand with a blade, else he would have died within moments of delivery. Now the young blade is running for his life, dodging rival gangs in an attempt to earn enough coin to flee the city.

    Rogues are swift and cunning heroes who survive and thrive in the moment. Even the most patient and strategic Rogue isn’t afraid of improvisation – high risk, high reward is a defining philosophy for these heroes. That said, Rogues develop a vast arsenal of skills to effectively ply their trade. This makes the Rogue something of a martial jack-of-all-trades, versatile and useful in nearly any situation.

    In combat, Rogues specialize in speed and mobility – their combat style is often focused on positioning and timing rather than overwhelming force. This training allows the Rogue to compensate for a less refined understanding of the martial arts with the ability to quickly flank (or flee) enemies powerful enough to resist their initial attacks.
    Out of combat, Rogues are clever tricksters as skilled in stealth and obfuscation as they are in social maneuvering. Though they tend to maintain a low profile, Rogues are well-suited to acting as the “face” of the party, using charm and guile to maneuver through important negotiations. These same talents make the rogue an excellent infiltrator.

    Play a Rogue if you want to plat a skillful hero who focuses on speed and skill rather than brute force.



    Martial Maneuvers (Ex): The Rogue begins her career with knowledge of a small number of Martial Maneuvers. With an emphasis on speed and precision, the Rogue can choose Martial Maneuvers from the following Disciplines: Iron Heart, Setting Sun and Shadow Hand.

    Once you know a maneuver, you must ready it before you can use it. Maneuvers used by a Rogue are considered Extraordinary abilities, are not effected by spell resistance, and do not trigger attacks of opportunity when initiated (unless otherwise noted in the description).

    Upon reaching 6th level, and every even level thereafter, the Rogue can choose to “forget” a previously known martial maneuver and learn a new maneuver, as long as you meet the prerequisites for that new maneuver. You can only swap a single maneuver at each opportunity.

    A Rogue prepares his maneuvers by in no special way, simply stretching a bit and practicing a few signature maneuvers. After five minutes of very low-key preparation, the Rogue is ready to bring his martial training to bear.

    In combat, a Rogue may regain a spent maneuver by taking a full action to concentrate. Additionally, the Rogue may regain a spent martial maneuver when he strike an opponent with Opportunistic Strike. In either case, the maneuver recovered is usable the following round.

    Quickness (Ex): Opportunism is the defining feature of a Rogue – a life on the run makes for quick eyes and fast hands.
    A 1st level Rogue gains a +4 bonus to Initiative and Bluff checks.

    Opportunistic Strike (Ex): If a Rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage. The Rogue inflicts maximum weapon damage any time her target would be denied a Dexterity bonus to Defense (whether the target actually has a Dexterity bonus or not), or when the Rogue flanks her target.
    This effect only applies to attacks made with light melee weapons or ranged weapons.

    Uncanny Dodge (Ex): Starting at 2nd level, a Rogue can react to danger before her senses would normally allow her to do so. She retains her Dexterity bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to AC if immobilized.

    Acrobatics (Ex): Rogues train to develop superior athletic skills, allowing them to strike from the most unexpected of angles and penetrate the most well defended targets.
    A Rogue of 2nd level gains a +10 enhancement bonus to speed and a +2 bonus to Balance, Jump and Tumble checks.
    At 8th level, this increases to a +20 enhancement bonus to speed and a +4 bonus to Balance, Jump, and Tumble checks.

    Evasion (Ex): At 3rd level and higher, a Rogue can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the Rogue is wearing light armor or no armor. A helpless Rogue does not gain the benefit of evasion.

    Nimble Offense (Ex): A Rogue of 4th level can capitalize on an ally’s successful attack to deliver a telling strike. Once per round, when an opponent takes damage from an ally’s attack, the Rogue may make an attack of opportunity against that opponent. Even if the Rogue has the ability to make multiple attacks of opportunity in a round, Nimble Offense may still only be used once per round.

    Lightfoot (Ex): As the Rogue develops his athletic training, he learns how to move with speed and grace.
    A Rogue of 5th level treats all leaps as if she had a running start, and may move up to her full speed without suffering penalties to Hide and Move Silently checks.

    Improved Uncanny Dodge (Ex): A Rogue of 6th level or higher can no longer be flanked. If a character already has uncanny dodge from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character.

    Twist the Knife (Ex): A Rogue of 7th level can deliver powerful attacks with her Opportunistic Strike. When a Rogue hits with an Opportunistic strike, add her Dexterity modifier to the damage inflicted.

    Nimble Defense (Ex): A rogue of 9th level can use enemies as a living shield. Once per round, when an attack misses you, you may redirect that attack to an adjacent enemy of your choice. This attack must overcome the opponent’s AC as normal, and inflicts normal damage on a hit. If you Flank the new target, or if the target is otherwise unable to defend himself, the attack benefits from your Opportunistic Strike and Twist the Knife abilities.
    Nimble Defense counts as an attack of opportunity. You may only use this ability once per round, even if you have the ability to make multiple attacks of opportunity in a round.

    Gambit (Ex): In desperate situations, the Rogue can react with sudden speed to thwart his enemies, or at least save his own hide.
    Once per encounter, as an Immediate Reaction, a Rogue may lose a Readied maneuver to gain an out-of-initiative standard action. The maneuver lost is always the highest level readied maneuver possessed by the Rogue.
    Last edited by wayfare; 2013-06-02 at 10:38 PM.

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    Reserved for Gear, Special Materials n' Stuff

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    Campaign Information

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    Other Stuff, Maybe

    (Feel Free to Post)

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    Oh, also -- any advice on fighting styles that might be good for bow-fighters.

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    Default Re: Martial Arts Tournament! ToB Homebrew and Campaign Building!

    Here are some old Age of Warriors compendiums. It included homebrew disciplines and classes though this is not all Age of Warriors brought us. The last one is a discussion thread, and might be a little difficult to find material from, but it's there. Should be useful for idea-mining. As for the bowyer styles, there are a few in the discipline spread sheet I linked.
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    First off, have you considered using pathfinder as your core instead of 3.5?

    This post I'll be focusing on what struck me most, I really like the Rogue (RogueWarblade E10, essentially).

    I would change the visual of your class abilities titles making it more palatable for readers, either by changing it's size, underlining, bolding it or by changing the font.

    Quickness, opportunistic strike and uncanny dodge need breaks between them.

    Putting fluff in spoilers is a great way to condense layout, it allows for more pictures and visuals once expanded if you wish it.

    Is the rogue meant to be melee exclusive or is it supposed to include traditional ranged elements such as a shortbow?

    A traditional rogue is able to detect traps, and it's one of their main uses and powerbalances in a party, is this rogue meant be more more along the lines of a warblade in utility focus?

    I very much like that you incorporated skilltricks as class features and concisely flavored them.

    I would check out http://www.giantitp.com/forums/showp...5&postcount=52 for additional disciplines that may work with your E10 martial rogue.

    You may consider more conditional abilities for a class based on opportunism , such as when a foe is prone, helpless, asleep, grappled, entangled, flat-footed, ect.
    Last edited by Hanuman; 2013-05-22 at 11:03 PM.

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    Quote Originally Posted by Hanuman View Post
    First off, have you considered using pathfinder as your core instead of 3.5?

    This post I'll be focusing on what struck me most, I really like the Rogue (RogueWarblade E10, essentially).

    I would change the visual of your class abilities titles making it more palatable for readers, either by changing it's size, underlining, bolding it or by changing the font.

    Quickness, opportunistic strike and uncanny dodge need breaks between them.

    Putting fluff in spoilers is a great way to condense layout, it allows for more pictures and visuals once expanded if you wish it.

    Is the rogue meant to be melee exclusive or is it supposed to include traditional ranged elements such as a shortbow?

    A traditional rogue is able to detect traps, and it's one of their main uses and powerbalances in a party, is this rogue meant be more more along the lines of a warblade in utility focus?

    I very much like that you incorporated skilltricks as class features and concisely flavored them.

    I would check out http://www.giantitp.com/forums/showp...5&postcount=52 for additional disciplines that may work with your E10 martial rogue.

    You may consider more conditional abilities for a class based on opportunism , such as when a foe is prone, helpless, asleep, grappled, entangled, flat-footed, ect.
    Fixed Formatting Issues!

    We houserule trapfinding as a built-in function for anybody with the relevant skills, but I don't think it is unbalanced to include it at level 1.

    Right now, we've also houseruled that Diamond Mind and Shadow Hand apply to ranged attacks. We are trying to decide of Iron Heart deserves the same treatment...

    In terms of how I'd like the class to function, I am imagining mobility-centered combatant that strikes early and retreats early. An opportunist who either strikes from stealth or lets allies soften opponents up, then attacks in a flurry of maneuvers before retreating.

    Any thoughts on the Templar? I'm hoping that it fits in with the rest of the ToB classes.

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    Quote Originally Posted by wayfare View Post
    Fixed Formatting Issues!

    We houserule trapfinding as a built-in function for anybody with the relevant skills, but I don't think it is unbalanced to include it at level 1.

    Right now, we've also houseruled that Diamond Mind and Shadow Hand apply to ranged attacks. We are trying to decide of Iron Heart deserves the same treatment...

    In terms of how I'd like the class to function, I am imagining mobility-centered combatant that strikes early and retreats early. An opportunist who either strikes from stealth or lets allies soften opponents up, then attacks in a flurry of maneuvers before retreating.

    Any thoughts on the Templar? I'm hoping that it fits in with the rest of the ToB classes.
    @Trapfinding
    It's not, trapfinding is worth about the same as a bonus feat for a level 1 fighter, if this class allowed any way of gaining sneak attack it'd be too powerful because of it's kit, if you were to add Craven to it at any point it'd turn you into a blender.

    @Class Direction
    That's basically what an initiator is, why not encourage it's playstyle by modifying it's maneuver recovery method?
    Right now you can feint and kite directly around an enemy to deny one enemy their dex score without actually playing the assassin role you are wanting for the class, it's a good system as-is but you could force the character to "slip into the shadows" if you will to encourage the playstyle you wish. Outside of a threatened area, at least.

    @Templar
    I'll do a separate post for the templar, any specific things you want me to look at for it?

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    Quote Originally Posted by Hanuman View Post
    @Trapfinding
    It's not, trapfinding is worth about the same as a bonus feat for a level 1 fighter, if this class allowed any way of gaining sneak attack it'd be too powerful because of it's kit, if you were to add Craven to it at any point it'd turn you into a blender.

    @Class Direction
    That's basically what an initiator is, why not encourage it's playstyle by modifying it's maneuver recovery method?
    Right now you can feint and kite directly around an enemy to deny one enemy their dex score without actually playing the assassin role you are wanting for the class, it's a good system as-is but you could force the character to "slip into the shadows" if you will to encourage the playstyle you wish. Outside of a threatened area, at least.

    @Templar
    I'll do a separate post for the templar, any specific things you want me to look at for it?
    Thanks for the feedback!

    I'd say that the major distinction I'm making between the Rogue and the Warblade is the need for Flanking/surprise attacks to regain maneuvers. A Warblade can pretty much just wail on an enemy if he wants (not always the best idea, but certainly doable), while the Rogue needs to set up situations that will allow him to regain maneuvers...or run away.

    In terms of the Templar, I'm aiming for T4 or T3. Basically, the Cleric version of the Warmage. I know this class is a lot more versatile than the Warmage, due to buffing and melee combat as an option, but I don't want it to slip into T2 territory. I'm also using the granted domain as a substitute for Expanded Knowledge, which might be problematic for my goals, because there are some pretty sweet domains out there.

    Suggestions for the spell list are very welcome -- I had to dig in the spell compendium for most of the spells, and we have rarely used much beyond core, so i don't know how effective (or OP) these spells will be in practice.
    Last edited by wayfare; 2013-05-23 at 10:17 AM.

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    It seems like you changed Fervor to Fury at some point but missed changing it in a couple abilities that reference it.

    I didn't see a limit on Fury uses per day. If that's intentional, it seems a bit strong to me, since you'll just be using it every single fight. It seems like you added it for the sole purpose of being a maneuver refresh.

    Is Target Bonus like Favored Enemy for everything? That seems a bit strong...

    The Rogue's +4 Initiative that stacks with anything is very, very strong. Around level 10, the only roll that matters is Init.

    Dropping Sneak Attack for maxing weapon damage is interesting but means the rogue wants to use the biggest, heaviest weapon he can get his hands on. That seems like the opposite of what a rogue wants to do, i.e. have a smaller, concealable weapon.

    Sacrifice readied maneuvers for bonus standard actions? Also incredibly strong.


    Overall, the first two seem about on par with the WotC ToB classes, but the Rogue seems like it's a good bit stronger to me.
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    Quote Originally Posted by Rizban View Post
    It seems like you changed Fervor to Fury at some point but missed changing it in a couple abilities that reference it.

    I didn't see a limit on Fury uses per day. If that's intentional, it seems a bit strong to me, since you'll just be using it every single fight. It seems like you added it for the sole purpose of being a maneuver refresh.

    Is Target Bonus like Favored Enemy for everything? That seems a bit strong...

    The Rogue's +4 Initiative that stacks with anything is very, very strong. Around level 10, the only roll that matters is Init.

    Dropping Sneak Attack for maxing weapon damage is interesting but means the rogue wants to use the biggest, heaviest weapon he can get his hands on. That seems like the opposite of what a rogue wants to do, i.e. have a smaller, concealable weapon.

    Sacrifice readied maneuvers for bonus standard actions? Also incredibly strong.


    Overall, the first two seem about on par with the WotC ToB classes, but the Rogue seems like it's a good bit stronger to me.
    Fervor references eliminated.

    When i initially created Fury (which was named fervor to start out), my players though it didn't compare favorably with Barbarian Rage, so I dropped a times per day limit and replaced it with a cooldown. What would you recommend in place of whats here?

    Sidenote

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    I had considered a swift-action ability that granted an even bigger bonus to Strength and DR, but was had a 1 round effect and a stagger effect built in:

    Heroic Effort (Ex):
    As a swift action, you may grant yourself a +6 bonus to STR and DR 3/- until the beginning of your next turn. On your next turn, you are Staggered and cannot use this ability.
    At 10th level this bonus increases to +8 STR and DR 4/-

    I figured that this didnt fit thematically, and the bonus didnt seem powerful enough, so i dropped it, but i think it might be useful for SOMETHING


    Target bonus is basically Favored enemy, but for one target at a time. So, instead of being good at tracking/fighting all Orcs, Trolls, and Giants, you get better at tracking/fighting one target of your choice. I figured the flexibility was offset by the fact that you can only apply it to one enemy at a time. Does it seem unbalanced?

    I actually figured that the limitation to light weapons would create a choice between steady damage and critfishing -- i intended my wording to allow for maximizing the effects of criticals...and maneuvers too, i guess. What would you suggest to tone the Rogue down?

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    Default Re: Martial Arts Tournament! ToB Homebrew and Campaign Building!

    Templar is neat, it has the combat capability of an offensively designed paladin.

    I would hotlink or cite the book and page where the spells are located, that way players can point and click to see the spells actual info.

    ---------

    Level 1 Spells

    Bane: Enemies take -1 on attack rolls and saves against fear.
    Battering Ram: Deals 1d6 damage plus bull rush.
    Benign Transposition: Two willing subjects switch places.
    Bless: Allies gain +1 on attack rolls and saves against fear.
    Blessed Aim: +2 bonus for allies’ ranged attacks.
    Divine Favor: You gain +1 per three levels on attack and damage rolls.
    Doom: One subject takes -2 on attack rolls, saves, and checks.
    Magic Weapon: Weapon gains +1 bonus.
    Protection from Chaos/Evil/Good/Law: +2 to AC and saves, counter mind control, hedge out elementals and outsiders
    Resurgence: You grant subject a second chance at a saving throw.
    Rhino’s Rush: Next charge deals double damage.
    Shield of Faith: Aura grants +2 or higher deflection bonus.
    Sign: You gain +4 bonus on next initiative check.


    Quote, copy, paste, enjoy
    Last edited by Hanuman; 2013-05-26 at 06:37 PM.

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    coming here form your PEACH EXCHNAGE request

    and I have a few words to say

    HOLY CRAP MAN!!! these are all awesome!!! while they are all god, honestly the templar blew me away.

    that being said, I do believe teh Templar could use a few spells added most notabel some of those self weapon buff spells like holy sword or the one that adds elemtal burst

    and I would add the Rogue level as damage done to Oppotunistic Strike, max damage is not enough of an increase in my opinion.

    other than that i am beyond impressed.

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    Ranger animal instinct should have some ability to improve sense motive, seems to be a very sensory perception class with not a lot of bonuses to it.

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    Quote Originally Posted by Hanuman View Post
    Ranger animal instinct should have some ability to improve sense motive, seems to be a very sensory perception class with not a lot of bonuses to it.
    Oh man, I didn't even put sense motive on the class list, and it totally needs to be there!

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    Quote Originally Posted by ngilop View Post
    coming here form your PEACH EXCHNAGE request

    and I have a few words to say

    HOLY CRAP MAN!!! these are all awesome!!! while they are all god, honestly the templar blew me away.

    that being said, I do believe teh Templar could use a few spells added most notabel some of those self weapon buff spells like holy sword or the one that adds elemtal burst

    and I would add the Rogue level as damage done to Oppotunistic Strike, max damage is not enough of an increase in my opinion.

    other than that i am beyond impressed.
    Thanks for the feedback and support! I've got this game up and running, so I'll see how adding level damage tests with the players!

    And you're right, Templar could totally use some spells like that! Any specific suggestions (I'm away from my spell compendium, so i can't check at the moment).

    If there is anything you'd like me to PEACH for you, just message me with a link!

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    Default Re: Martial Arts Tournament! ToB Homebrew and Campaign Building!

    Templar is missing orisons.

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    Quote Originally Posted by Just to Browse View Post
    Templar is missing orisons.
    Thanks! Any Suggestions?

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    Default Re: Martial Arts Tournament! ToB Homebrew and Campaign Building!

    Since sirpercival has not been here to sprinkle his own little magic resource on this thread I provide His massive homebrew discipline compendium!, it has everything I've ever seen and more, use what you like, ditch what you don't, they even have little descriptions on the side to get a quick glimpse of the idea.
    Having trouble writing up hard stat blocks but I'm doing a lot of sharing ideas and soft mechanics lately.

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    I second the compendium. Sirpercival has put some awesome work into collating that.
    Revised avatar by Trixie, New avvie by Crisis21!
    Mah Fluffy Death Critters
    Orcs and Goblins
    Behold the Power of Kitteh!
    Backup threads available here

  24. - Top - End - #24
    Bugbear in the Playground
     
    Beholder

    Join Date
    Sep 2010

    Default Re: Martial Arts Tournament! ToB Homebrew and Campaign Building!

    Thanks for all the feedback guys. I have not been able to post too much because my wrist is sprained and it hurts to type, but rest assured I'll be making changes and posting updates over the next few days.

    Can anybody eyeball tiers for me? My goal is high 4 or solid 3 with these guys.

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