Post by streamofthesky on Jan 26, 2018 14:48:35 GMT -5
This will go well....
Arcane Swordsage
General rules:
Intended balance point for this class is Sorcerer, NOT the ToB classes (ie, tier 2), though it will likely be low tier 2 due to severe maneuver/stance choice limitations
Any lasting effects from maneuvers (other than stances) end when maneuvers are refreshed or changed (adaptive style)
Any lasting effects from a stance end when you leave that stance
IL is used as CL, Save DCs all Wis-based and any Int or Cha-based spell properties are Wis-based instead
Strikes are all standard actions, boosts are all swift actions, and counters immediate actions unless stated otherwise. All stances are entered as swift actions and duration lasts as long as the stance is maintained. Allies do not benefit from a stance unless stated otherwise.
Strikes, other than those of ranged touch spells (which function normally), require a melee attack and the spell effect is added to the normal melee damage unless specified otherwise.
Boosts last until end of turn unless specified otherwise
Counters last until the start of your next turn unless specified otherwise
Stances must be of spells with a min. duration of round/level originally
Spells limited to Abjuration (not for strikes), Conjuration (creation, summoning, or teleportation), Evocation, and Transmutation (mostly boosts and stances) schools and must be from the sorc/wiz list (add Illusion?). Can only choose from the pre-selected list below, these have been “vetted” for balance. I'll be limiting choices to PHB and SpC.
All maneuvers and stances are Su abilities and thus have no components or spell failure, do not provoke attacks of opportunity to use, and are not subject to SR.
Disciplines: Abjuration, Conjuration, Evocation, and Transmutation
Format:
Name (# known required; maneuver type): Description
1st level maneuvers by discipline:
Abjuration Level 1
Shield (0; counter): Ends at the start of your next turn.
Protection from [alignment] (0; stance): Must choose an alignment component opposite your own when learning the stance (CG swordsage could choose law or evil, for example). TN Swordsages cannot learn this stance.
Conjuration Level 1
Blades of Fire (0; boost)
Corrosive Grasp (0; boost): Can make melee touch attacks for d8 acid damage each, and applies as bonus damage for unarmed strikes and successful grapple checks.
Grease (1; other): Resolved as the spell for all purposes except duration (ends when refreshing).
Mage Armor (0; stance)
Orb of [energy], Lesser (1; strike): Must choose acid, cold, electric, or fire when learning the maneuver.
Summon Monster 1 (0; boost): Resolved as the spell, but only lasts till end of turn.
Evocation Level 1
Blood Wind (1; boost)
Burning Hands (0; strike): Resolved as the spell for all purposes.
Floating Disk (0; stance)
Persistent Blade (0; boost): Resolved as the spell, but only lasts till end of turn.
Ray of Flame (0; strike)
Shocking Grasp (1; strike): Delivered with a successful melee attack in addition to damage.
Transmutation Level 1
Accelerated Movement (0; stance)
Ebon Eyes (0; boost)
Enlarge Person (0; boost): Lasts until start of next turn.
Expeditious Retreat, Swift (0; boost)
Fearsome Grapple (0; counter)
Fist of Stone (0; boost)
Jump (1; stance)
Magic Weapon (1; stance): Choose which weapon to apply it to when entering stance.
Weapon Shift (0; boost)
Reduce Person (0; boost): Lasts until start of next turn.
Slide (1; boost): Be moved 5 ft as a swift action, does not provoke; can still 5 ft step.
Surefooted Stride (0; stance)
Abjuration Level 2
Scintillating Scales (0; boost): Lasts until start of next turn.
Protection from Arrows (0; counter)
Resist Energy (1; counter)
Conjuration Level 2
Acid Arrow (0; strike)
Baleful Transposition (1; strike): Delivered with a successful melee attack in addition to damage to unwilling target or melee touch to a willing target. The other target must be within spell range and willing.
Glitterdust (1; strike): Delivered to one target with a successful melee attack in addition to damage.
Ice Knife (1; strike): Resolved as the spell for all purposes except duration (ends when refreshing).
Summon Monster II (1; boost): Resolved as the spell, but only lasts till end of turn.
Evocation Level 2
Blast of Force (0; strike)
Combust (1; strike): Delivered with a successful melee attack in addition to damage.
Fireburst (0; strike): Resolved as the spell for all purposes.
Flaming Sphere (0; other): Resolved as the spell for all purposes except duration (ends when refreshing).
Gust of Wind (0; other): Resolved as the spell for all purposes except duration (ends when refreshing).
Scorch (1; strike): Resolved as the spell for all purposes.
Scorching Ray (1; strike)
Shatter (0; strike): Delivered with a successful melee attack in addition to damage.
Veil of Shadow (1; stance)
Transmutation Level 2
Darkvision (1; stance)
Fly, Swift (1; boost)
Haste (1; boost)
Heroics (1; boost): Lasts until start of next turn.
Slide, Greater (2; boost): Be moved 20 ft as a swift action, does not provoke; can still 5 ft step.
Mountain Stance (2; stance)
Swim (1; stance)
Weapon of Energy (1; boost)
Abjuration Level 3
Dispel Magic (1; other): Standard action, delivered as a melee touch.
Magic Circle Against [alignment]: Same restrictions as Protection from [alignment]. Benefits allies within range.
Nondetection (1; stance)
Conjuration Level 3
Acid Breath (2; strike): Resolved as the spell for all purposes.
Bands of Steel (2; strike): Delivered with a successful melee attack in addition to damage.
Mage Armor, Greater (1; stance)
Phantom Steed (2; stance): Creates a mount only you can ride. Its hp remains the same between stance activations. If it dies, must wait 1 hour to create a new steed.
Summon Monster III (2; boost): Resolved as the spell, but only lasts till end of turn.
Evocation Level 3:
Blacklight (2; counter): centered on you; ends at start of next turn.
Burning Sword (1; stance): Choose which weapon to apply it to when entering stance.
Frost Breath (2; strike): Resolved as the spell for all purposes.
Lightning Bolt (1; strike): Resolved as the spell for all purposes.
Rainbow Blast (1; strike): Resolved as the spell for all purposes.
Resonating Bolt (1; strike): Resolved as the spell for all purposes.
Wind Wall (2; counter): Wall must be placed adjacent to you; ends at start of next turn.
Transmutation Level 3
Blink (2; counter)
Bite of the Wererat (1; boost)
Dragonskin (2; stance): Choose which dragon when entering the stance.
Enlarge Person (1; stance)
Girallon's Blessing (1; boost)
Magic Weapon, Greater (2; stance): Choose which weapon to apply it to when entering stance.
Reduce Person (1; stance)
Snake's Swiftness (1; boost): Make a melee or ranged attack as a swift action.
Spider Climb (1; stance)
Spiderskin (2; stance)
Wraithstrike (2; boost): balanced if the spell is allowed; don't allow if spell is banned
Arcane Swordsage
General rules:
Intended balance point for this class is Sorcerer, NOT the ToB classes (ie, tier 2), though it will likely be low tier 2 due to severe maneuver/stance choice limitations
Any lasting effects from maneuvers (other than stances) end when maneuvers are refreshed or changed (adaptive style)
Any lasting effects from a stance end when you leave that stance
IL is used as CL, Save DCs all Wis-based and any Int or Cha-based spell properties are Wis-based instead
Strikes are all standard actions, boosts are all swift actions, and counters immediate actions unless stated otherwise. All stances are entered as swift actions and duration lasts as long as the stance is maintained. Allies do not benefit from a stance unless stated otherwise.
Strikes, other than those of ranged touch spells (which function normally), require a melee attack and the spell effect is added to the normal melee damage unless specified otherwise.
Boosts last until end of turn unless specified otherwise
Counters last until the start of your next turn unless specified otherwise
Stances must be of spells with a min. duration of round/level originally
Spells limited to Abjuration (not for strikes), Conjuration (creation, summoning, or teleportation), Evocation, and Transmutation (mostly boosts and stances) schools and must be from the sorc/wiz list (add Illusion?). Can only choose from the pre-selected list below, these have been “vetted” for balance. I'll be limiting choices to PHB and SpC.
All maneuvers and stances are Su abilities and thus have no components or spell failure, do not provoke attacks of opportunity to use, and are not subject to SR.
Disciplines: Abjuration, Conjuration, Evocation, and Transmutation
Format:
Name (# known required; maneuver type): Description
1st level maneuvers by discipline:
Abjuration Level 1
Shield (0; counter): Ends at the start of your next turn.
Protection from [alignment] (0; stance): Must choose an alignment component opposite your own when learning the stance (CG swordsage could choose law or evil, for example). TN Swordsages cannot learn this stance.
Conjuration Level 1
Blades of Fire (0; boost)
Corrosive Grasp (0; boost): Can make melee touch attacks for d8 acid damage each, and applies as bonus damage for unarmed strikes and successful grapple checks.
Grease (1; other): Resolved as the spell for all purposes except duration (ends when refreshing).
Mage Armor (0; stance)
Orb of [energy], Lesser (1; strike): Must choose acid, cold, electric, or fire when learning the maneuver.
Summon Monster 1 (0; boost): Resolved as the spell, but only lasts till end of turn.
Evocation Level 1
Blood Wind (1; boost)
Burning Hands (0; strike): Resolved as the spell for all purposes.
Floating Disk (0; stance)
Persistent Blade (0; boost): Resolved as the spell, but only lasts till end of turn.
Ray of Flame (0; strike)
Shocking Grasp (1; strike): Delivered with a successful melee attack in addition to damage.
Transmutation Level 1
Accelerated Movement (0; stance)
Ebon Eyes (0; boost)
Enlarge Person (0; boost): Lasts until start of next turn.
Expeditious Retreat, Swift (0; boost)
Fearsome Grapple (0; counter)
Fist of Stone (0; boost)
Jump (1; stance)
Magic Weapon (1; stance): Choose which weapon to apply it to when entering stance.
Weapon Shift (0; boost)
Reduce Person (0; boost): Lasts until start of next turn.
Slide (1; boost): Be moved 5 ft as a swift action, does not provoke; can still 5 ft step.
Surefooted Stride (0; stance)
Abjuration Level 2
Scintillating Scales (0; boost): Lasts until start of next turn.
Protection from Arrows (0; counter)
Resist Energy (1; counter)
Conjuration Level 2
Acid Arrow (0; strike)
Baleful Transposition (1; strike): Delivered with a successful melee attack in addition to damage to unwilling target or melee touch to a willing target. The other target must be within spell range and willing.
Glitterdust (1; strike): Delivered to one target with a successful melee attack in addition to damage.
Ice Knife (1; strike): Resolved as the spell for all purposes except duration (ends when refreshing).
Summon Monster II (1; boost): Resolved as the spell, but only lasts till end of turn.
Evocation Level 2
Blast of Force (0; strike)
Combust (1; strike): Delivered with a successful melee attack in addition to damage.
Fireburst (0; strike): Resolved as the spell for all purposes.
Flaming Sphere (0; other): Resolved as the spell for all purposes except duration (ends when refreshing).
Gust of Wind (0; other): Resolved as the spell for all purposes except duration (ends when refreshing).
Scorch (1; strike): Resolved as the spell for all purposes.
Scorching Ray (1; strike)
Shatter (0; strike): Delivered with a successful melee attack in addition to damage.
Veil of Shadow (1; stance)
Transmutation Level 2
Darkvision (1; stance)
Fly, Swift (1; boost)
Haste (1; boost)
Heroics (1; boost): Lasts until start of next turn.
Slide, Greater (2; boost): Be moved 20 ft as a swift action, does not provoke; can still 5 ft step.
Mountain Stance (2; stance)
Swim (1; stance)
Weapon of Energy (1; boost)
Abjuration Level 3
Dispel Magic (1; other): Standard action, delivered as a melee touch.
Magic Circle Against [alignment]: Same restrictions as Protection from [alignment]. Benefits allies within range.
Nondetection (1; stance)
Conjuration Level 3
Acid Breath (2; strike): Resolved as the spell for all purposes.
Bands of Steel (2; strike): Delivered with a successful melee attack in addition to damage.
Mage Armor, Greater (1; stance)
Phantom Steed (2; stance): Creates a mount only you can ride. Its hp remains the same between stance activations. If it dies, must wait 1 hour to create a new steed.
Summon Monster III (2; boost): Resolved as the spell, but only lasts till end of turn.
Evocation Level 3:
Blacklight (2; counter): centered on you; ends at start of next turn.
Burning Sword (1; stance): Choose which weapon to apply it to when entering stance.
Frost Breath (2; strike): Resolved as the spell for all purposes.
Lightning Bolt (1; strike): Resolved as the spell for all purposes.
Rainbow Blast (1; strike): Resolved as the spell for all purposes.
Resonating Bolt (1; strike): Resolved as the spell for all purposes.
Wind Wall (2; counter): Wall must be placed adjacent to you; ends at start of next turn.
Transmutation Level 3
Blink (2; counter)
Bite of the Wererat (1; boost)
Dragonskin (2; stance): Choose which dragon when entering the stance.
Enlarge Person (1; stance)
Girallon's Blessing (1; boost)
Magic Weapon, Greater (2; stance): Choose which weapon to apply it to when entering stance.
Reduce Person (1; stance)
Snake's Swiftness (1; boost): Make a melee or ranged attack as a swift action.
Spider Climb (1; stance)
Spiderskin (2; stance)
Wraithstrike (2; boost): balanced if the spell is allowed; don't allow if spell is banned