|
Classes
Jun 5, 2008 21:37:03 GMT -5
Post by streamofthesky on Jun 5, 2008 21:37:03 GMT -5
Class Feature Houserules:
Abrupt Jaunt (PHB2) is being changed as follows: During the turn following your use of Abrupt Jaunt, you lose your standard action. For every 5 levels you have in Conjuror, the maximum distance you can teleport increases by 5 ft.
Specialist Wizards, except Conjurors and Transmuters, can prohibit Conjuration or Transmutation and it counts as two schools. This applies for Diviners too, if they wish to be Focused Specialists.
Lion Spirit Totem (CC) limits the range you can pounce to 10 ft per Barbarian level. Thus, a characer with 2 levels in Barbarian and speed 30 could charge 60 ft, but only pounce if he moved 20 ft or less. Remember the minimum charging distance is 10 ft. At Barbarian level 5, the range limit is removed.
If two classes give an identical ability with an effect based on your class level, you may have your levels in the two classes stack. This works only for abilities that are entirely identical, such as Animal Companion, Familiar and Wild Empathy, not for abilities that are merely similar, such as spellcasting, maneuvers known, or even Wild Shape (which uses a different progression in each class that gets it.)
If two classes give an identical ability with an effect not based on level, that does not stack with itself in any way, and that entirely overlaps so that there is no mechanical difference between having it twice or having it once, you may take a feat instead. This feat must either pertain to the class feature (such as trading Evasion in for Lightning Reflexes) or the class itself (Such as a Swordsage trading Evasion in for Desert Wind Dodge, whose main prerequisite is a Swordsage class feature). If your class already has a bonus feat list (Such as taking a level in Wizard when you already have scribe scroll), you must choose from that list.
No matter what class, feat, or item combination you are using, you do not get the same mental stat to your AC or saving throws more than once. Gladiator/Battledancer, for example, does not get double Charisma to AC, nor does a Gladiator/Sorcerer/Monk with the Ascetic Mage feat. (An exception to this rule is spells that grant a bonus to AC or saves based on your primary casting stat. They stack with a class feature's mental stat to AC/saves unless written otherwise)
No character can benefit from more than one dual casting/manifesting class before epic levels for any one casting class. For example, a Wizard/Druid/Arcane Heirophant could not take levels in Mystic Theurge to add to either his Wizard or Druid caster level. If for some reason he was also a Bard/Cleric, he could take Mystic Theurge to advance both of those. After level 20, this restriction ends, though all dual casting PrC's after that point only advance one casting class per level.
|
|
|
Classes
Jun 5, 2008 21:40:16 GMT -5
Post by streamofthesky on Jun 5, 2008 21:40:16 GMT -5
Barbarian * The Tireless Rage ability also allows Rage to be used multiple times per encounter.
* Barbarian “Paths”: These represent an area of focused study for the Barbarian and one path is chosen at 5th level. The paths are:
Forsaker: You devote yourself to the elimination of all or certain spellcasters, learning abilities to negate their powers and inflict extra harm. You see no paradox in using magic items, created by the objects of your hatred, to facilitate in slaying them. • 5th level - Spellbane Roar (Su): If you are aware of a spell being cast within 100 ft of you (such as by sound and/or sight) you may, as an immediate action, expend one of your daily uses of Rage to attempt to negate the casting (roll d20+BAB+Con bonus vs. DC 11+CL of the caster), as if it had been successfully counterspelled. You may use this ability in the middle of an existing rage, and do not suffer any ill effects from normal rage use from this ability (like being fatigued). While you must be able to shout to use the ability, the spellcaster need not hear or be aware of your roar. • 10th level - Mage Slayer: Spellcasters you threaten are unable to cast spells. Also, if you ready an attack to disrupt a spell from being cast, you may take a 5-foot step as part of the readied action to follow a caster who 5-foot steps away from you, if you prepared the ready action while threatening him. This does not count against your allowed movement or your regular 5-foot step for the round. A spellcaster is aware that he is unable to cast while you threaten him, and also that you can follow him if he 5-foot steps away from your readied attack. You count as having the Mage Slayer feat and all prerequisites of it. If you already have that feat, you may choose any other one as a bonus feat. • 15th level – Turning Roar (Su): When using your Spellbane Roar ability, not only do you prevent the spell from being cast, you also turn the spell against the caster. If the spell was beneficial, it instead targets or centers on the Barbarian. If the spell was harmful, it targets or centers on the caster. In any case where the relative “harmfulness” is questionable (undead cleric casting inflict serious wounds, for instance), the spell is simply countered as normal, unless the Barbarian successfully identifies the spell with a Spellcraft check, in which case he determines what happens.
Totem Warrior: You find a special connection to nature and realize it through a bond with an Animal Companion. • 5th level – Animal Companion: You gain an animal companion, as a Druid of your Barbarian level. You do not gain any other abilities, although your companion does progress as you gain Barbarian levels. Also, the Share Spells feature is replaced by Share Rage. Any time you enter Rage, your companion can as well, as long as it is within 30 ft of you, gaining all the same benefits (including those from your class features, feats, etc...) and drawbacks until it ends, is ended by you, or the companion is separated from you by more than 30 ft. Any feat or ability that extends Share Spells range extends Share Rage's range as well.
Tyrant: You adhere to the old adage -- it is better to be feared than loved. Or perhaps you like the rush of power felt when making those around you tremble. • 5th level – Enveloping Dread: When making an Intimidate check to demoralize an opponent, you can make a check against every creature you threaten, not just one. Also, if you use Intimidate while in a Rage, the effects persist for the duration of the Rage, if that duration would be longer than the standard. • 10th level – Terror Stricken: As a standard action, you may make a single melee attack roll. If it deals damage to the opponent, you may make a free Intimidate check, adding your damage dealt as a bonus to the check. If you succeed by 20 or more, the opponent is demoralized by two steps instead of one (frightened instead of shaken). • 15th level – Feed off Fears (Su): The intoxication of power felt from making those around you cower gives you greater strength to fight on. You gain 10 temporary hit points for each creature you successfully demoralize in combat. The hit points stack, and last until the end of the encounter. You can at no time have more temporary hit points than 10 x your charisma modifier.
Fighter As in the PHB, except: • Class Skills: Climb (Str), Concentration (Con), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Knowledge (History) (Int), Listen (Wis), Martial Lore (Int), Perform (Weapon Drill) (Cha), Profession (Wis), Ride (Dex), Spot (Wis), Swim (Str) • Skill points = 4 + Int modifier • Class Disciplines: DM, IH, SS, SD, TC, WR • Fighter levels count as full initiator levels for determining what stances and maneuvers can be chosen by the character for the above disciplines. Also, Fighter bonus feats spent on Martial Study (as well as maneuvers learned with the Martial Study class feature) do not count against the standard limit of how many times the feat may be taken (3). • Weapon Aptitude: Fighters can re-designate which weapons their weapons-related feats apply to each morning, see Warblade for more information. • 5th level – Versatile Learning: Ability scores count as 4 points higher and base save bonuses count as 2 points higher when meeting the prerequisites of a feat on the Fighter bonus feat list. This applies even if not actually acquiring the feat with a bonus feat slot. • 11th level – Shattering Strike: The Fighter may use a standard action to take a single attack at his highest attack bonus. This attack disregards 1 point of DR of the opponent per Fighter level. The effective DR does not go below zero. • 17th level – Greater Shattering Strike: Any attack the Fighter makes treats the opponent’s DR as 1 point lower per two Fighter levels, not reducing effective DR below zero. The Fighter may still use a standard action to do a single attack at the higher DR reduction rate. • Martial Study: At levels 3, 9, 15, and 19 a Fighter may learn one maneuver for which he meets the prerequisites (he may still take Martial Study as a Fighter bonus or regular feat). In addition, at each of these levels, the Fighter gains one maneuver readied. This allows the Fighter to ready maneuvers he has learned through Martial Study, so that he can recover them mid-battle as a swift action followed immediately by a melee attack or as a standard action, following Warblade rules for recovering maneuvers (including the restriction of not using a maneuver that round). Note, for a Fighter with more maneuvers known than he can ready (and assuming no martial adept levels), any maneuvers not readied are available once per encounter, as normal. If the Fighter has actual martial adept levels, he instead adds to his total maneuvers readied and other known maneuvers are unavailable. In this case, all the multiclassed Fighter’s maneuvers are recovered by whatever method the martial adept class follows. If the Fighter has more than one martial adept class, he must choose which one he will add the extra readied maneuver to each time he gains this feature. • Advanced Training: At levels 7 and 13 the Fighter learns special tactics and skills. He may choose any one Combat Form, Tactical, or Weapon Style feat for which he meets the prerequisites.
Fighter variants:
“Gladiator” Variant • d8 HD • Remove Armor Proficiency: Medium and Heavy, and Tower Shield Proficiency. Gladiators are proficient with the net. • Class Skills: Balance (Dex), Bluff (Cha), Craft (Int), Escape Artist (Dex), Gather Information (Cha), Heal (Wis), Intimidate (Cha), Jump (Str), Knowledge (History) (Int), Knowledge (Local) (Int), Listen (Wis), Martial Lore (Int), Perform (all) (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Tumble (Dex), and Swim (Str). • Skill points = 6 + Int modifier • Class Disciplines: DW, IH, SS, SH, SD, TC, WR • Change “good” save from Fortitude to Reflex • Confident Defense: A gladiator can add his charisma modifier to AC as a dodge bonus while wearing light or no armor, to a maximum amount equal to his class levels. In order to gain this benefit, the gladiator must be fighting within 60 feet of three or more conscious allies whom he has line of effect to. He can also gain this benefit when fighting in front of a crowd or audience if the audience has a status of “Friendly” or better with him (see Diplomacy skill). Improving this status is a use of Perform (Weapon Drill) as normal, in addition to any other conditional effects the DM allows. • Starting with 2nd level bonus feat, a gladiator may choose to gain +1d6 Sneak Attack instead of a bonus feat at each even level (need not always be sneak attack). • 5th level – A gladiator gains Evasion, but only while wearing light or no armor. A helpless Gladiator loses the benefit of Evasion. This replaces the standard fighter’s 5th level ability. • At 11th and 17th levels, a Special Ability is gained from the Rogue Special Ability list. Alternatively, Uncanny Dodge (or Improved Uncanny Dodge if you already have the former) may be chosen. This replaces the standard Fighter’s 11th and 17th level abilities.
“Court Champion” Variant • Class Skills: Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Intimidate (Cha), Knowledge (History) (Int), Knowledge (Nobility and Royalty) (Int), Listen (Wis), Martial Lore (Int), Profession (Wis), Ride (Dex), Sense Motive (Wis), and Spot (Wis). • Change “good” save from Fortitude to Will. • Class Disciplines: DS, DM, IH, SS, SD, WR • At 5th level, the Fighter gains an Animal Companion, as a Druid, but any animal he chooses must be suitable as a mount. At levels 11 and 17, the animal companion gains a bonus feat of any kind it can meet the requirements for. The Court Champion variant loses the level 5, 11, and 17 class features.
Paladin * Good Fort and Will saves; poor Ref saves
* Smite Evil is declared as a free action and lasts until the end of the encounter or overwritten. For the duration, the Paladin's first attack against any evil creature adds her Cha bonus to the attack roll and her Paladin level to the damage roll, and ignores any DR the target possesses. The Paladin may declare additional Smite Evil uses, each of which replaces the prior Smite usage (so if she had not yet attacked an evil enemy, she would lose the prior Smite's boons and only get the one smite attack from the newest usage). The smite attack can be melee or ranged.
* Lay on Hands: Heals 2x Paladin level hit points per use and can be used Cha modifier times per day (min. 1/day). Can be used on self as a swift action.
* Spells: Use Cha instead of Wis for spells per day and save DC. Use Paladin level -3 for the CL instead of 1/2 Paladin level. Increase spell slots per day by 1 for each level the Paladin can cast (ex: she gains 1 first level slot instead of 0 at 4th level and would gain a 2nd slot at 6th level).
* Turn Undead is still gained at 4th level, but use the full Paladin level instead of level -3
* Remove Disease uses are per day, not per week. She can use it on herself as a swift action. At levels 7, 10, 13, 16, and 19 she may add another condition that can be cured via this ability, chosen from the following list (some require taking other conditions first): blinded, confused, dazed (requires dazzled), dazzled, deafened, exhausted (requires fatigued), fatigued, both frightened and panicked (requires shaken), both nauseated and sickened, paralyzed, petrified (requires paralyzed), shaken, and stunned (requires defeaned)
* Righteous Sword (Su): Any attacks made by Paladins of 11th level and above are Good and Lawful aligned.
* Paladins may freely multiclass and return to Paladin
Ranger * Hit Die changed to d10 from d8
* Wild Empathy: Ranger and Druid levels stack for determining your wild empathy bonus. Not sure why this wasn't already a thing.
* Animal Companion: Use Ranger level -3 for the effective Druid level instead of 1/2 Ranger level. The animal companion benefits from the Ranger's favored enemy bonuses.
* Spells: Use Ranger level -3 for the CL instead of 1/2 Ranger level. Increase spell slots per day by 1 for each level the Ranger can cast (ex: she gains 1 first level slot instead of 0 at 4th level and would gain a 2nd slot at 6th level).
* Quarry (Su): As a standard (mental) action, a 12th level Ranger can designate one creature within line of sight as her Quarry. She then treats the creature as if it were a favored enemy with a +2 bonus, or increases her existing favored enemy bonus against it by +2. She can track her Quarry and take 10 on the Survival checks while moving at full speed. If the creature already was a favored enemy, she may concentrate for 1 minute to determine its relative direction and distance at will. At level 18, she can set a Quarry as a free action and automatically takes 20 on Survival checks to track it while moving at full speed. A Ranger can only have one Quarry at a time. Dismissing it is a free action, but she cannot set another creature as a Quarry for 24 hours afterward unless she sees proof of her Quarry's demise, in which case she can select a new Quarry as soon as she has the action available to do so.
Rogue * Hit Die changed to d8 from d6
* Good Ref and Will saves; poor Fort saves
* Sneak attack works on all creature types except oozes, incorporeal creatures, and anything without a discernible anatomy. Critical hit immunity on its own does not confer immunity to sneak attacks, only specific immunity to SA grants that.
* Quick Saboteur (Ex): At 5th level, a Rogue can use Disable Device faster. Reduce the typical time needed by one step (2d4 rounds to 1d4; 1d4 rounds to 1 round; 1 round to a standard action). At 14th level, reduce the time needed by 2 steps (if it would typically be a 1 round action, it is now a move action).
* Skill Focus: A Rogue gains a bonus Skill Focus feat at levels 6, 12, and 18.
* Epic Skill (Ex): At 20th level, a Rogue halves the typical modifiers and/or DC when attempting to perform Epic uses of a skill. For example, using Bluff to implant a suggestion would only add +25 to the opposing Sense Motive check, and using it to display a false alignment would only be DC 35. If the campaign otherwise makes no use of Epic rules, a 20th level Rogue should be allowed access to Epic skill uses as a perk of this class feature, or given a different capstone ability instead.
|
|
|
Classes
Jun 5, 2008 21:43:25 GMT -5
Post by streamofthesky on Jun 5, 2008 21:43:25 GMT -5
Monk class changes, adapted from PF Monk alterations, here: minmaxforum.com/index.php?topic=416.msg1931(Any class features not mentioned are unchanged from the 3.5 Monk entry) BAB: changed to Full Bonus feats: Gained at levels 1, 2, 6, 10, 14, and 18. Choose from among the various Monk bonus feats printed in various sources. You do not need to meet the prerequisites, unless the feat specifies a Monk level for when it can be taken as a bonus feat. In that case, you must be that Monk level or higher to take it as a bonus feat. Alternatively, any other feat requiring Improved Unarmed Strike, Stunning Fist, Flurry of Blows, or Ki Strike may be chosen, but prerequisites must be met normally. AC Bonus (Ex): A Monk gains a +1 bonus to AC, in addition to her Wisdom modifier, at level 2. This bonus increases by +1 every three levels thereafter (5th, 8th, etc...). This progression replaces the current one of +1 per 4 levels. Inner Strength (Ex): A monk may use her Wisdom modifier to determine bonus hit points for each Monk HD she possesses instead of Constitution. At 3rd level, the Monk has learned to fully harness her strength of will. She may now replace Constitution with Wisdom on Fortitude saves, may make a Wisdom check instead of a Constitution check (such as for a forced march), and dies when her negative hit points total reaches her Wisdom score, rather than Constitution (if using that rule). If she suffers enough ability damage or drain to reduce her Constitution score to zero, the Monk remains in a catatonic state but does not die until a number of rounds equal to her Wisdom score transpire, and only if her Constitution has not been brought back above 0 by then. Fast Movement (Ex): To dispel any confusion, the Monk adds this to any movement mode for which she has a listed speed, regardless of the source (spell, item, race, etc...) Ki Strike (Su): Ki Strike (Magic) gives an actual, continuous enhancement bonus to the Monk's unarmed strikes. It starts at +1 at level 4 and increases every four Monk levels thereafter, up to +5 at 20th level. When the Monk gains Ki Strike (Lawful), her unarmed strike gains the Axiomatic magical property. Ki Strike is a Supernatural ability. (side note: Amulet of Many Fists should be able to hold special properties without having a +1 first, usable if the wearer has at least a +1 enhancement already from another source. The intention is that a Monk is able to end up with an effective +10 total enhancement on her unarmed strike, like anyone with a manufactured weapon is able) Maneuver Mastery (Ex): At level 5, a Monk can initiate any combat maneuver (bull rush, disarm, feint, grapple, over run, sunder, trip, etc...) without provoking an Attack of Opportunity. Furthermore, she is treated as though she has all the prerequisites of the "Improved" maneuver feats (such as Int 13, Combat Expertise, etc...) for the purposes of qualifying for them or other feats. Martial Stance (Ex or Su): At levels 5, 10, 15, and 20, a Monk learns one stance from Tome of Battle. Her Monk level counts in full towards her Initiator Level (IL) for the Diamond Mind, Iron Heart, Setting Sun, Shadow Hand, Stone Dragon, and Tiger Claw disciplines, and it contributes half her Monk level towards IL for the others (as normal). She must meet the IL requirement for a stance she selects (IL 5 for a 3rd level stance, for example), but may ignore the required number of discipline maneuvers known if she is selecting the stance with this class feature. Entering, exiting, or switching a stance is a swift action. Wholeness of Body (Su): Usable Wisdom bonus times per day (minimum 1), and heals hit points equal to double the Monk's level as a standard action, or hit points equal to the Monk's level as a swift action, the benefit and associated action chosen by the Monk each time she uses this ability. At level 15, Wholeness of Body always heals twice the Monk's level in damage and can be used as an Immediate action. If used in this way, it can heal the damage as it happens and prevent the Monk from reaching the dying, dead, staggered, or unconscious conditions. Rushing Torrent (Ex): At level 7, a monk has perfected her flurrying technique and can now add her additional flurry of blows attacks to any attack action, instead of being limited to a full attack action. This includes, but is not limited to, readied actions, charges, martial strike maneuvers (Tome of Battle), and Spring Attacks. The monk simply chooses to apply the flurry attacks at the start of the action (taking the appropriate attack penalty to attack rolls). If used with Spirited Charge or a similar feat or attack, damage is only multiplied on the first attack. Quivering Palm (Su): At level 15, a monk can set up vibrations within the body of another creature that can thereafter be fatal if the monk so desires. She can use this quivering palm attack once per day as part of any unarmed strike, but must declare the use before making the attack roll. If she hits, the target takes no damage and shows no outward signs of harm, but immediately senses a disturbance internally. He must make a Fortitude save (DC 10 + 1/2 monk level + Wis mod) or die. This is a death effect, but otherwise functions on any creature not immune to them. Alternatively, the monk can opt to not immediately kill the target and instead offer an oath to him. This oath must be something that can plausibly be accomplished by the target within one day per monk level and the request cannot be suicidal or grossly violate the target's alignment, code of conduct, or similar constraints. If the oath requested is deemed unreasonable by the forces of Law, the quivering palm effect instantly subsides harmlessly. If the target refuses, the monk may release him from it or will him to die as a free action at the above save DC at any time for one day per monk level, no matter the distance between her and the target. If the target accepts and fulfills the oath within a day per monk level or the monk wills him to die before then without just cause, the quivering palm subsides harmlessly. If the target irrevocably fails the request or shirks his duty to fulfill it, at any point during the duration (day/monk level), the monk may will him to die and the save DC increases to 10 + monk level + Wis mod, and the effect ignores all non-permanent bonuses and resistances against death effects. The target is aware of the gravity of his choice when the oath is offered. A monk may have a number of victims under a quivering palm at one time equal to her Wis bonus. She cannot attempt the attack on any other creatures if she hits this maximum until she either wills one of her current victims to die or mercifully releases them from it. Perfect Self (Su): In addition to the listed benefits, the Monk gains Fast Healing 5 and a Fly speed of 60 ft (plus Fast Movement) at Perfect maneuverability as constant benefits. The Monk may still be considered her original creature type (such as Humanoid) in order to receive beneficial spells or effects. Finally, the Monk gains Smite Chaos once per encounter, as the Paladin ability Smite Evil, except that it targets chaotic creatures, and uses Wisdom modifier and Monk level instead of Charisma and Paladin level. Ex-Monks: Characters may multiclass and continue to take levels in Monk afterward. The Monastic Training feat no longer exists, and if a later feat (such as Tashalatora) references the class you chose for Monastic Training, you instead choose the class to apply the feat to upon taking that feat.
|
|
|
Classes
Sept 7, 2013 17:01:42 GMT -5
Post by streamofthesky on Sept 7, 2013 17:01:42 GMT -5
(Credits to Adam and Jovi for help designing this) Ninja of the Sublime WayHit Die: d8 BAB: Medium Saves: Good Reflex and Will, Poor Fort Skills: 6+ int mod (x4 at first level) List: Balance, Bluff, Climb, Disguise, Escape Artist, Heal, Hide, Intimidate, Jump, Knowledge (local; history; nobility and royalty), Listen, Martial Lore, Move Silently, Open Locks, Profession, Sense Motive, Sleight of Hand, Spot, Swim, Tumble Proficiencies: No armor or shields, Simple weapons, sai, shortsword (Ninja-to), siangham, shortbow, kama, nunchaku, shuriken, and hand crossbow. Disciplines: DW, SH, SS, TC Recovery: Run or Withdraw action recovers all readied maneuvers Ninja Class Features by level: Level | Known | Readied | Stances | Features | Speed Burst | 1 | 3 | 3 | 1 | Quick to Act +1, Weapon Focus (SH), AC Bonus | -- | 2 | 4 | 3 | 1 | Acrobatics, Improved Unarmed Strike | -- | 3 | 5 | 3 | 1 | SS +1d6 | +10 ft | 4 | 5 | 4 | 1 | Insightful Strikes (SH), Uncanny Dodge | +10 ft | 5 | 6 | 4 | 2 | Quick to Act +2 | +20 ft | 6 | 6 | 4 | 2 | SS +2d6 | +20 ft | 7 | 7 | 4 | 2 | Poison Use | +30 ft | 8 | 7 | 4 | 2 | Defensive Stance (SH) | +30 ft | 9 | 8 | 4 | 2 | SS +3d6, Evasion | +40 ft | 10 | 8 | 4 | 3 | Quick to Act +3 | +40 ft | 11 | 9 | 5 | 3 | Ninjutsu Focus | +50 ft | 12 | 9 | 5 | 3 | SS +4d6, Eternal Calm | +50 ft | 13 | 10 | 5 | 3 | Lethal Cut | +60 ft | 14 | 10 | 5 | 3 | Ninjutsu Focus | +60 ft | 15 | 11 | 6 | 3 | Quick to Act +4, SS +5d6 | +70 ft | 16 | 11 | 6 | 4 | Nondetection | +70 ft | 17 | 12 | 6 | 4 | Ninjutsu Focus | +80 ft | 18 | 12 | 6 | 4 | SS +6d6 | +80 ft | 19 | 13 | 6 | 4 | Silencing Strike | +90 ft | 20 | 13 | 7 | 4 | Quick to Act +5, Stealth Dash, Ninjutsu Focus | +90 ft |
AC Bonus: Ninja's receive a bonus to armor class as a monk of their level (See Monk). Acrobatics (Ex): Add wisdom to Balance, Climb, Jump, and Tumble checks. This only functions while unarmored and unencumbered. Improved Unarmed Strike: The Ninja gains Improved Unarmed Strike as a bonus feat. Speed Burst (Su): Initiated as a swift action, this boosts the Ninja's speed by the listed amount until the start of his next turn. Can only be used unarmored and unencumbered. Sudden Strike: As Sneak Attack, with the following exceptions. Flanking does not allow a Ninja of the Sublime Way to use Sudden Strike. Concealment less than total concealment does not prevent a Ninja of the Sublime Way to using Sudden Strike. Uncanny Dodge: As the Rogue class feature. Poison Use: A Ninja of this level no longer risks poisoning himself when applying it to his weapon. Eternal Calm: The Ninja is always focused, never distracted. He may always choose to take ten on Hide and Move Silently checks. Ninjutsu Focus: Choose one of the following. ∙Crippling Strike (Ex): As the Rogue Special Ability ∙Defensive Roll (Ex): As the Rogue Special Ability ∙Opportunist (Ex): As the Rogue Special Ability ∙Hide in Plain Sight (Su): As the Shadowdancer class feature ∙Death Attack (Ex): You gain a Death Attack, as the Assassin class feature, except that it can be used at any range you could make a Sudden Strike, and the save DC is equal to 10 +1/2 Ninja level +Wisdom modifier. In addition, whenever you attack with a poisoned weapon, the poison’s save DC increases by 2. ∙Harbinger of Death (Ex): Whenever you drop a foe with Sudden Strike (reducing her to negative hit points or destroying her), all other foes within 30 ft must make a Will save, DC 10 + ½ Ninja level +Wisdom modifier. Creatures with HD equal to or less than the felled target become frightened on a failed save, shaken on a successful save, for one round per Ninja level in either case. Creatures with greater HD than the one you have slain must save or become shaken for one round per Ninja level, with no ill effect on a success. Find Pressure Point (Ex): You gain a 25% chance of dealing Sudden Strike damage to creatures immune to it (by any means), and reduce any chance the target has of ignoring your SS damage by -25%. Note: You can take the feat Improved Pressure Point up to 3 times. Each time it is taken, these percentages increase/decrease by 25%. ∙Running Climb (Ex): Move up a wall as a move action at your full speed. If you do not reach a horizontal surface to stand on after this movement, you immediately fall, unless you catch yourself with the Climb skill. Falling in this way, you may not “jump off” to reduce falling damage, though you may tumble upon landing. One creative use for this could be to set up a falling attack for more damage, at great personal risk. ∙Sniper’s Eye (Ex): You are so well trained in ranged assassination, “point blank” range is now considered 100 ft for you, modifying the range limit on that feat and any precision-based attack you know. If you succeed in your Hide check after a sniping attempt, you may shift your position up to 5 ft per 5 points your Hide check exceeds 10, up to a maximum of your speed. ∙Springing Attack (Ex): You gain the benefits of the Spring Attack feat. If you already possess (or later obtain) that feat, you instead gain the ability to take any standard action between your movement. Thus, you could move up, use a standard action strike maneuver, then retreat away, for example. ∙Untraceable (Su): You are nigh impossible to track down by even the most exotic of methods. Add your Ninja level to the DC for any creature attempting to track you, and if you move at half speed, you can take the time to leave no tracks at all. Against any creature with the Scent ability that would smell your precense, you can make a Hide check at -5 opposed by that creature's Spot check. Against a creature with Tremorsense, you can attempt a Move Silently check at -5 opposed by that creature's Listen check to avoid being detected when you normally would be. Lethal Cut (Ex): Add your wisdom bonus to attack and damage whenever you make a Sudden Strike attack. The wisdom bonus to damage stacks with that from Insightful Strikes if doing a SH strike maneuver. Nondetection (Su): You are constantly under a Nondetection effect, as the spell. This can be suppressed or resumed at will as a free action. Caster level is equal to your Ninja level, and since you are considered to have "cast" it on yourself, caster level check DC to pierce it is DC 15 + your Ninja level. Silencing Strike (Su): Anyone hit by your Sudden Strike must make a Fortitude save (DC 10 + 1/2 Ninja level + Wisdom mod) or become Silenced for the next 1d4 rounds. Stealth Dash (Su): Whenever you initiate your speed burst, you gain partial concealment (20%) for one round, and if you gain partial concealment from another source (Child of Shadow stance, fog, etc...), it stacks with this to give full concealment (50%) while both are active. If you move after initiating the speed burst, you may make a free hide check at the end of the movement, as part of the move action, provided you are in an area you could normally hide in. Finally, 3/day, you may use stealth dash to also grant you an effect similar to Mislead (caster level = ninja level). The greater invisiibility and the major image both last for one round, instead of the normal durations. This is initiated as a free action as part of stealth dash. It is considered a 9th level spell-like ability. Character Options: Alternate Class features: Any Rogue or Monk variants that you qualify for. Feats: Class specific feats Improved Pressure Point and Master Shinobi, and generally can count as a Rogue for multiclass feats.
|
|
|
Classes
Sept 7, 2013 17:06:39 GMT -5
Post by streamofthesky on Sept 7, 2013 17:06:39 GMT -5
Capoeirista (Battle Dancer fix)HD: d8 BAB: Full Saves: Good Fortitude and Reflex, Poor Will Skill points: 6 + Int modifier Class Skills: Balance (Dex), Bluff (Cha), Climb (Str), Escape Artist (Dex), Hide (Dex), Intimidate (Cha), Jump (Str), Listen (Wis), Knowledge (history) (Int), Martial Lore (Int), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str), and Tumble (Dex). Proficiencies: All simple weapons, no armor or shields. Alignment: Any non-lawful. Starting wealth: As Monk. Abilities: Strength is important for its role in melee combat, dexterity helps offset the lack of armor, constitution is useful for survival, and charisma affects AC, Will saves, and several other class features. Level | BAB | Fort | Ref | Will | Special | Unarmed | 1 | +1 | +2 | +2 | +0 | Ginga, Malicia, MK +1d6, Unarmed Strike, AC Bonus | 1d6, -- | 2 | +2 | +3 | +3 | +0 | Dance of Reckless Bravery +1, Esquiva, Uncanny Dodge | 1d6, -- | 3 | +3 | +3 | +3 | +1 | Speed +10 ft, Force of Personality, MK +2d6 | 1d6, -- | 4 | +4 | +4 | +4 | +1 | Ki Strike (Magic), War Dance of the Behemoth | 1d8, +1 | 5 | +5 | +4 | +4 | +1 | Acrobatic Charge, Evasion, MK +3d6 | 1d8, +1 | 6 | +6/+1 | +5 | +5 | +2 | Rasteira, Malicia (move), Improved Uncanny Dodge | 1d8, +1 | 7 | +7/+2 | +5 | +5 | +2 | Movement Mastery, Reckless Bravery (move), MK +4d6 | 1d8, +1 | 8 | +8/+3 | +6 | +6 | +2 | Dance of Viper's Alacrity, Reckless Bravery +2, Au Batido | 1d10, +2 | 9 | +9/+4 | +6 | +6 | +3 | Tiger Strike, Speed +20 ft, MK+5d6 | 1d10, +2 | 10 | +10/+5 | +7 | +7 | +3 | Dance of the Soaring Eagle, Ki Strike (aligned) | 1d10, +2 | 11 | +11/+6/+1 | +7 | +7 | +3 | Roll With It, Improved Evasion, MK +6d6 | 1d10, +2 | 12 | +12/+7/+2 | +8 | +8 | +4 | Dance of the Clever Sparrow, Reckless Bravery (swift) | 2d6, +3 | 13 | +13/+8/+3 | +8 | +8 | +4 | Viper's Alacrity (move), MK +7d6 | 2d6, +3 | 14 | +14/+9/+4 | +9 | +9 | +4 | Flash Dance, Reckless Bravery +3 | 2d6, +3 | 15 | +15/+10/+5 | +9 | +9 | +5 | Soaring Eagle (move), Speed +30 ft, MK +8d6 | 2d6, +3 | 16 | +16/+11/+6/+1 | +10 | +10 | +5 | Ki Strike (adamantine) | 2d8, +4 | 17 | +17/+12/+7/+2 | +10 | +10 | +5 | Clever Sparrow (move), MK +9d6 | 2d8, +4 | 18 | +18/+13/+8/+3 | +11 | +11 | +6 | Viper's Alacrity (swift) | 2d8, +4 | 19 | +19/+14/+9/+4 | +11 | +11 | +6 | Flash Dance (move), MK +10d6 | 2d8, +4 | 20 | +20/+15/+10/+5 | +12 | +12 | +6 | Dance of Death, Reckless Bravery +4, Soaring Eagle (swift) | 2d10, +5 |
Ginga: The Battle Dancer gains several dance-based class features (denoted with * after the name). In general, these dances have an activation action, but afterward do not require actions to maintain, though many require certain conditions to be met in order to maintain the effects (if she fails to meet the conditions on a given round, the effect ends following her turn) on subsequent rounds. The Battle Dancer may use her dances a total number of times per day equal to her class level, split up as she chooses. A Battle Dancer can only have one dance effect active at a time. She can also expend a daily use of her dance as a free action to add her Charisma bonus to her next attack roll. Unarmed Strike: As the monk class feature, the Battle Dancer gains Improved Unarmed Strike. A Battle Dancer's unarmed strikes can be lethal or nonlethal, at her option; count as manufactured and/or natural weapons for the purposes of effects, spells, feats, and so on that benefit one or the other; and follow the monk unarmed damage progression. Levels in Battle Dancer stack with those of monk and other classes that advance monk unarmed damage. Malicia: The Battle Dancer is adept at feinting in combat. By distracting her foes with her graceful movements and dancing, she is able to set them up for powerful kicks utilizing the full momentum of her spins. The Battle Dancer may use either Sleight of Hand or Bluff to feint, and adds her class level as a bonus to any check to feint. Instead of the normal benefit of feinting, the Battle Dancer may choose to leave a foe susceptible to her Momentum Kicks (see below) until the end of her next turn. The foe retains his dexterity bonus to AC against her next attack (unless he would lose it for a different reason anyway), but she may use her momentum kicks as often as she can attack until the feint effect ends. At 6th level, the Battle Dancer is able to feint as a move action, or a free action if she also possesses the Improved Feint feat. She may only feint a given foe once per round even if she can do so as a free action, however. Momentum Kick: The Battle Dancer's beautiful spins and flips are not just for show; she is also able to turn them into her greatest weapon. Unfortunately, such attacks are easy to see coming and avoid by an attentive foe. In order to deliver a momentum kick, the foe must be flatfooted or lost dexterity bonus to AC by other means, or have been subjected to malicia (see above). The attack must be a kick of some sort. If the conditions are met, the Battle Dancer deals an additional +1d6 damage on her attack, with this amount increasing by +1d6 every other Battle Dancer level thereafter (3rd, 5th, 7th, etc...). Despite the similarities to sneak attack, this is not precision damage and is not subject to any of its restrictions, though if a battle dancer also had sneak attack and met its conditions, both damages would stack. AC Bonus: As the Monk class feature, except the Battle Dancer adds her Charisma modifier to her AC instead of Wisdom. Levels in Monk and Battle Dancer stack for determining the AC bonus, and a Monk / Battle Dancer may use the higher ability modifier of wisdom or charisma. NOTE: Monk was houseruled to get +1 AC at levels 2, 5, 8, 11, 14, 17, and 20. Battle Dancer follows this progression. Dance of Reckless Bravery* (Su): At 2nd level, a Battle Dancer is able to use her dance to inspire herself and allies. Activating the dance requires a standard action and functions as a Bard's inspire courage, granting a +1 morale bonus on attacks, weapon damage rolls, and saves against charm and fear effects (+2 at 8th level, +3 at 14th level, and +4 at 20th level). However, in order to maintain the dance on subsequent rounds, the battle dancer must move at least 10 ft each round. The dance's effects linger for 5 rounds after the performance stops, just as inspire courage. At level 7, she may activate this dance as a move action. At level 12, she may activate the dance as a swift action. Levels of Bard stack for determining the bonus of the dance and inspire courage, though Bard levels track daily usages of performance separately and do not stack with Battle Dancer levels for dance usages per day. Esquiva (Ex): At 2nd level, the Battle Dancer has learned the dodging techniques of her unique art. As an immediate action against an attack she is aware of, the battle dancer can choose to make a Perform (Dance) check, and treat the result as her AC against the attack, twisting and contorting her body to avoid it entirely. She must choose to use this ability before knowing if the attack was successful or not, and it can only be used if the battle dancer is not flatfooted and is able to move. Uncanny Dodge (Ex): At 2nd level, the Battle Dancer gains Uncanny Dodge, as the Barbarian class feature. Speed Bonus (Ex): At 3rd level, the Battle Dancer's training in quick movements results in a +10 ft bonus to her speed. This bonus increases by another +10 ft at levels 9 and 15. Force of Personality (Ex): At 3rd level, the Battle Dancer may use her Charisma bonus in place of her Wisdom modifier on Will saves. Alternatively, she may choose to gain the Iron Will feat instead. Ki Strike (Su): Beginning at 4th level, the Battle Dancer's unarmed strikes are treated as magical weapons and gain a +1 enhancement bonus on attack and damage rolls. This bonus improves by +1 every 4 levels thereafter. At 10th level, her unarmed strikes are considered to be aligned based upon her own alignment (so a CG Battle Dancer's unarmed strikes are treated as chaotic and good aligned), allowing her to overcome certain kinds of damage reduction. At 16th level, her unarmed strikes are treated as adamantine for all purposes, including any attempts to sunder objects. War Dance of the Behemoth* (Su): At 4th level, the Battle Dancer can instill dread within her foes with a primal, aggressive dance. Activating this dance is a standard action. All foes within 60 ft that can see or hear the dancer must make a will save against a DC equal to her Perform (Dance) check result. Those that fail the save become shaken as long as they remain within range and for 1d4+1 rounds afterwards. Any unaffected foe that enters the range (or the dancer moves within range of the foe) must save as well. Once a foe successfully saves against this dance, he does not have to save against it again for 24 hours. The dancer can maintain this dance up to 1 round per rank in Perform (Dance) per use. This is a mind-affecting fear effect. Acrobatic Charge: A 5th level Battle Dancer can approach a foe with blinding speed while also gliding and somersaulting around, to strike at the moment a foe is least expecting it. When she makes a charge attack, she may move up to double her speed, but can do so in any directions she wishes, and is able to leap over and move around obstructions (making skill checks to do so if needed) in her way. Furthermore, as part of a charge, she can attempt a Perform (Dance) check, with a DC equal to the foe's AC. If successful, any attacks made as part of that charge treat her foe as flatfooted. Evasion: Gained at 5th level, as the Monk class feature. Rasteira: At 6th level, the Battle Dancer gains Improved Trip as a bonus feat. Improved Uncanny Dodge (Ex): Gained at 6th level, as the Barbarian class feature. Battle Dancer levels stack for determining the minimum Rogue level needed to flank the Dancer. Movement Mastery (Ex): A Battle Dancer of 7th level is so skilled in her art that she can always take 10 on Balance, Jump, Perform (Dance), and Tumble checks, even while threatened or distracted. Au Batido: A signature move of the battle dancer, this flashy counterattack out of a cartwheel can be used by a 8th level or higher battle dancer upon successfully dodging an attack with Esquiva against the foe that made the attack, if he is within melee reach. The attack must be a kick, and it is not considered to be an attack of opportunity, simply an extra attack. Dance of Viper's Alacrity* (Su): At 8th level, the Battle Dancer may use her dance to move and strike with blinding speed. Activating this dance is a standard action and grants the dancer Haste, as the spell effect. In order to maintain the dance in subsequent rounds, she must either move at least 10 ft or make a full attack action. For every 3 levels she gains beyond 8, the dancer can inspire this Haste effect in one additional ally that can see her dance. At level 13, the dance can be activated as a move action, and as a swift action at level 18. This dance can only be maintained for up to 1 round per 2 ranks in Perform (Dance) she possesses per use. Tiger Strike (Ex): A Battle Dancer of 9th level is able to make a full attack at the end of an Acrobatic Charge, as the Pounce ability. However, she may only execute the pounce if she succeeds on the Perform (Dance) check to leave the foe flatfooted. She gains the benefit of pounce even if the foe is immune to the flatfooted condition. Dance of the Soaring Eagle* (Su): At 10th level, a Battle Dancer's leaps and graceful bounds are able to defy gravity. Upon activating this dance (a standard action), the Battle Dancer gains a fly speed equal to her land speed, with good maneuverability. In order to maintain this dance in subsequent rounds, the dancer must move at least 10 ft, and the dance can be maintained for up to 1 minute per 2 ranks in Perform (Dance) each use. When the dance ends, the effect fades slowly, allowing the dancer to feather fall safely to the ground for up to 1d6 rounds, similar to when a Fly spell ends. At level 15, she may activate this dance as a move action, and at level 20 she may activate it as a swift action. Roll With It (Ex): As an immediate action, a dancer of 11th level or higher can attempt to let the impact of a blow move her rather than suffer damage from it. She decides to use this ability after a non-magical (physical) attack has struck her and damage has been rolled, and she does not need to have been aware of the attack. She then attempts a Tumble check, with a DC equal to the damage dealt. If successful, she can then move in any direction of her choice, gliding across the ground, somersaulting, or the like. The distance moved is equal to 1 ft per point damage that would have been dealt (rounded down to a multiple of 5 ft; minimum distance moved of at least 5 ft), and her path must allow for this full distance or else the defensive roll fails to negate the damage. If the tumble check and space allows for the roll, the dancer moves this distance and suffers no damage from the attack. The roll's movement does not provoke an attack of opportunity from the foe it is used against, but it does from others. The dancer can attempt to tumble to avoid these attacks as normal, but must attempt to move at full speed (+10 to DC) and suffers an additional +10 to the DC (for a total of +20) due to the difficulty involved. Improved Evasion: Gained at 11th level, as the Monk class feature. Dance of the Clever Sparrow* (Su): This dance, gained at 12th level, retells the myth of a sparrow that once felled a great oak tree, and is used to encourage the dancer and/or her allies against larger enemies. Activating this dance is a standard action (move action at 17th level), and grants the dancer or one ally who can see or hear her a benefit similar to the Fell the Greatest Foe spell. The target deals an extra 1d6 melee damage per size category he or she is smaller than whoever he or she attacks. At every 3 levels beyond 12, the dancer can grant this benefit to one additional ally or herself. To maintain the dance on subsequent rounds, the dancer must remain in melee with a foe larger than herself or attempt to close to melee distance with such a foe (even if she is not a beneficiary of the dance). The dance can be maintained for 1 round per rank in Perform (Dance). Flash Dance* (Su): At 14th level, the Battle Dancer can flicker in and out of reality as she dances. This is treated as the Greater Blink spell effect (as Blink, but without her own attacks suffering the miss chance). Activating this dance is a standard action, or a move action at level 19. In order to maintain the dance on subsequent rounds, she must move at least 10 ft. The dance can be maintained for up to 1 round per 2 ranks in Perform (Dance). Dance of Death* (Su): A 20th level battle dancer masters the potent dance of death. As a standard action, she selects one foe and initiates this odd mix of voodoo ritual and performance, chanting vivid predictions of that creature's imminent demise. Against that creature, the dancer's melee attacks are treated as if they had the Bane magical weapon property, of a type that matches the victim, her unarmed strikes have their base (before feats and magical properties apply) critical stats changed to 18-20/x3 (so a dancer w/ Improved Critical feat would have a critical range of 15-20/x3, for example), and when she uses Esquiva against that creature, it does not consume an immediate action (allowing for repeated use of Esquiva and Au Batido against that creature). Finally, the victim finds himself transfixed by otherworldly spirits. On any round in which he attempts to move away from the dancer any distance, he must first succeed on a will save (DC 10 + ½ Dancer's level + Dancer's charisma modifier). Failure on a given round means he is unable to move to any space that is further away from the dancer than his current position for that round. In order to maintain this dance on subsequent rounds after activating it, the dancer must attempt at least one melee attack on the victim each round, and the dance can be maintained for up to 1 round per rank in Perform (Dance). Character Options: Alternate Class features: Any Bard or Monk variants that you qualify for. Feats: The Extra Dance feat can be taken multiple times and gives +4 uses/day for the Battle Dancer's dances each time.
|
|
|
Classes
Sept 7, 2013 17:07:58 GMT -5
Post by streamofthesky on Sept 7, 2013 17:07:58 GMT -5
Warmage class changes HD: d6 BAB: Poor Saves: Good Reflex, Will Skills: 2 + int modifier (class skills are same as in Complete Arcane) Spells/day progression: Same as in Complete Arcane
Level 1: Warmage Edge; Armored Mage (light) Level 2: Mana Burst; Spellmight +1 Level 3: Advanced Learning Level 4: Sudden Sculpt Level 5: Sudden Substitution Level 6: Advanced Learning Level 7: Sudden Empower, Spellmight +2 Level 8: Armored Mage (medium) Level 9: Covering Fire Level 10: Sudden Enlarge Level 11: Advanced Learning, Pinpoint Bombardment Level 12: Spellmight +3 Level 13: Sudden Widen Level 14: Piercing Spell Level 15: Sudden Maximize Level 16: Advanced Learning Level 17: Spellmight +4 Level 19: Sudden Quicken Level 20: Burst Mastery
Class features:
Warmage Edge: As in C.Arcane
Armored Mage: As in C.Arcane
Mana Burst (Ex): A Warmage learns to channel his energy into the casting of important spells to add extra punch. He gains the ability to perform a Mana Burst as a free action whenever he casts a spell, paying a certain price to enhance that spell. The Warmage may use this out of turn to modify immediate action spells, also. Even though it is a free action, a Warmage can only apply one burst effect per spell he casts. The Warmage’s burst points are equal to his class level and replenish daily.
Spellmight (Ex): The Warmage adds a +1 bonus to his caster level for a spell he is casting. This bonus rises by +1 for every 5 levels thereafter. Spellmight costs 1 burst point to use.
Advanced Learning: As in C.Arcane.
Sudden Sculpt: The Warmage can apply the Sculpt Spell metamagic feat spontaneously to an area spell, with no increase in spell level or casting time. This ability costs 1 burst point to use.
Sudden Substitution: Used with an energy spell, this ability changes the spell’s energy subtype to either Fire, Cold, Electricity, or Acid (the Warmage’s choice upon use). This ability costs no burst points to use, but consumes the Warmage’s ability to otherwise use another burst effect on that spell. Alternatively, a Warmage who has not modified his spell with a burst effect can choose to use this ability after the spell has been cast, damage rolled, and the enemy/enemies resistance (if any) was applied as an immediate action, if it seems as though the original energy type was resisted. The Warmage can thus get a second try at bypassing his foes’ protections. Using this option is an immediate action and costs 2 burst points to use.
Sudden Empower: The Warmage can apply the Empower Spell metamagic feat spontaneously to a spell with variable numeric components, with no increase in spell level or casting time. This ability costs 2 burst points to use.
Sudden Enlarge: The Warmage can apply the Enlarge Spell metamagic feat spontaneously to a spell, with no increase in spell level or casting time. This ability costs 1 burst point to use.
Sudden Widen: The Warmage can apply the Widen Spell metamagic feat spontaneously to an area spell, with no increase in spell level or casting time. This ability costs 3 burst points to use.
Sudden Maximize: The Warmage can apply the Maximize Spell metamagic feat spontaneously to a spell, with no increase in spell level or casting time. This ability costs 3 burst points to use.
Sudden Quicken: The Warmage can apply the Quicken Spell metamagic feat spontaneously to a spell, with no increase in spell level or casting time. This ability costs 4 burst points to use.
Burst Mastery (Ex): Upon reaching level 20, a Warmage is so competent with channeling his raw mystical powers, he can now freely add the caster level bonus from Spellmight to any spell he enhances with any other use of Mana Burst.
Covering Fire (Ex): Anytime the Warmage casts an area spell that allows a saving throw for half or partial effect, enemies who fail that saving throw must also roll a Will save, with an equivalent DC. Failing this Will save forces a creature to drop prone due to the pinning barrage. For one round, pinned creatures cannot move from their space (but can still be forcibly moved by others) nor stand. Otherwise, pinned creatures are not restricted in the actions they may take.
Pinpoint Bombardment (Ex): The Warmage is able to carefully aim his attacks to avoid harming allies. For every 4 class levels he has, a Warmage may choose to leave one 5 ft square safe from the area of effect of area spells he casts.
Piercing Spell (Su): A Warmage can enhance his spell to penetrate energy resistance and even ignore a creature’s immunity to energy. When casting an energy spell, the Warmage can choose to use this class feature. If penetrating energy resistance, any targets or effected creatures of your spell are treated as having all energy resistances 10 points lower than normal (to a minimum of 0). If surging past an immunity, the creature takes full damage from your energy attack, even if it is of that energy subtype. This ability costs 2 burst points to lower resistances, or 5 burst points to ignore immunities.
|
|
|
Classes
Nov 12, 2022 19:04:21 GMT -5
Post by streamofthesky on Nov 12, 2022 19:04:21 GMT -5
*Work in progress* community.wizards.com/forum/previous-editions-general/threads/2275061Sublime Marshal (for War of the Burning Sky) Hit Die: d8 Class Skills: Bluff (Cha), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Intimidate (Cha), Knowledge (any) (Int), Listen (Wis), Martial Lore (Int), Perform (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), Speak Language (none), Spot (Wis), and Survival (Wis). Skill Points: 6 + Int modifier. Proficiencies: All Simple and Martial weapons, all armor and shields (except tower shields) Starting Gold: As Fighter. Lv Atk Fort Ref Will Minor Major Known Ready Stances Special 01 +0 +1 +0 +2 1 0 3 3 1 Leadership Performance, Communicate Weakness 02 +1 +1 +0 +3 1 1 4 3 1 Major Aura +1 03 +2 +1 +1 +3 2 1 5 3 1 Bonus Feat 04 +3 +2 +1 +4 2 1 5 4 1 Grant Move Action 1/day 05 +3 +2 +1 +4 3 2 6 4 2 Battle Cry 06 +4 +3 +2 +5 3 2 6 4 2 Battlefield Adaptation 07 +5 +3 +2 +5 4 2 7 4 2 Major Aura +2, Bonus Feat 08 +6 +4 +2 +6 4 2 7 4 2 Grant Move Action 2/day 09 +6 +4 +3 +6 5 3 8 4 2 Tenacious Mettle 10 +7 +4 +3 +7 5 3 8 5 2 11 +8 +5 +3 +7 6 3 9 5 3 Bonus Feat 12 +9 +5 +4 +8 6 3 9 5 3 Major Aura +3, Grant Move Action 3/day 13 +9 +6 +4 +8 7 3 10 5 3 14 +10 +6 +4 +9 7 4 10 5 3 Warning Shout 15 +11 +7 +5 +9 8 4 11 6 3 Bonus Feat 16 +12 +7 +5 +10 8 4 11 6 4 Grant Move Action 4/day 17 +12 +7 +5 +10 9 4 12 6 4 Major Aura +4 18 +13 +8 +6 +11 9 4 12 6 4 19 +14 +8 +6 +11 10 4 13 6 4 Bonus Feat 20 +15 +9 +6 +12 10 5 13 7 4 Tactical Genius, Grant Move Action 5/day Class Disciplines: Devoted Spirit, Shadow Hand, White Raven. At 4th level and every two levels afterward, the Marshal can swap out one maneuver known, as the Warblade class. Maneuver Recovery: The Marshal exerts his influence in battle to refresh his mind of spent maneuvers. A Marshal can recover maneuvers on any round he makes an Intimidate or Diplomacy check for any reason by also expending a swift action. A Marshal cannot use any maneuver on his turn that round if he does so, and the Diplomacy or Intimidate check has to be made during his turn, not out of turn via a reaction ability. Auras (Ex): The marshal exerts an effect on allies in his vicinity. He can learn to produce different effects, or auras, over the course of his career. The marshal may project one minor aura and (starting at 2nd level) one major aura at a time. Projecting an aura is a swift action. The aura remains in effect until the marshal uses a free action to dismiss it or activates another aura of the same kind (major or minor). A marshal can have an aura active continually; thus, an aura can be in effect at the start of a combat encounter even before the marshal takes his first turn. Activating an aura involves haranguing, ordering, directing, encouraging, cajoling, or calming allies. A marshal sizes up the enemy, allies, and the terrain, then gives allies the direction that they can use to do their best. Unless otherwise noted, a marshal's aura affects all allies within 60 feet (including himself) who can hear the marshal. An ally must have an Intelligence score of 3 or higher and be able to understand the marshal's language to gain the bonus. A marshal's aura is dismissed if he is dazed, unconscious, stunned, paralyzed, or otherwise unable to be heard or understood by his allies. A marshal begins play knowing one minor aura of his choice. As his marshal level increases, he gains access to new auras. Minor Aura: A minor aura lets allies add the marshal's Charisma bonus (if any) to certain rolls. • Accurate Strike: Bonus on rolls made to confirm critical hits. Additionally, if an ally's attack would be subject to a miss chance (except an incorporeal miss chance), reduce that miss chance by 5% per point of bonus. (If the ally is attacking an invisible target, he still must target the correct square.) • Art of War: Bonus on disarm, trip, bull rush, and sunder attempts, including attempts to resist these techniques. • Defensive Awareness: Bonus on flat-footed and touch Armor Class (to a maximum of that ally's normal Armor Class). • Demand Fortitude: Bonus on Fortitude saves. • Determined Mind: Bonus on rolls to overcome spell resistance. • Force of Will: Bonus on Will saves. • Master of Opportunity: Bonus to Armor Class against attacks of opportunity. • Master of Tactics: Bonus on damage rolls when flanking. • Motivate Dexterity: Bonus on Dexterity based checks (including initiative checks). • Motivate Charisma: Bonus on Charisma-based checks. • Motivate Endurance: Bonus on Constitution-based checks. Allies gain Fast Healing equal to 1/2 the Marshal's Charisma bonus (min. fast healing 1) that heals them up to half their maximum hit points. A Marshal must be at least 9th level to learn this aura. • Motivate Intelligence: Bonus on Intelligence-based checks. • Motivate Strength: Bonus on Strength-based checks (including grapple checks). • Motivate Wisdom: Bonus on Wisdom-based checks. • Over the Top: Bonus on damage rolls when charging. • Watchful Eye: Bonus on Reflex saves. Major Aura: Beginning at 2nd level, a marshal can project a major aura in addition to his minor aura. A major aura lets allies add +1 to certain rolls. This bonus improves by +1 at 7th, 12th, and 17th level. • Competitive Edge: Bonus on all checks with opposed rolls. • Hardy Soldiers: The marshal's allies gain damage reduction equal to the amount of bonus the aura provides. • Motivate Ardor: Bonus on damage rolls. • Motivate Attack: Bonus on melee attack rolls. • Motivate Care: Bonus to Armor Class. • Motivate Urgency: Allies' base land speed is increased by a number of feet equal to 5 x the amount of bonus the aura provides. • Precision Teamwork: When an ally uses the Aid Another action successfully, the recipient of that action gains an additional bonus on that roll equal to the amount of bonus the aura provides. • Resilient Troops: Bonus on all saves. • Steady Hand: Bonus on ranged attack rolls.
Leadership Performance (Ex): The Marshal gains this as a bonus feat. The rounds required to use Leadership Performance are reduced by 1 per class level. At level 10, the Marshal can use Leadership Performance as a standard action for any purpose. Communicate Weakness (Ex): As a standard action, make a Diplomacy check against one foe within your line of sight, with the DC of the check equal to that foe's AC. If you succeed, all allies within 60 ft gain a +2 bonus on attack rolls against this foe until the start of your next turn. Bonus Feats: A marshal learns a feat at levels 3, 7, 11, 15, and 19. He may select a Leader feat or from the below list, but he must meet the requirements for any feat he selects. Adaptive Style†, Alertness, Battlefield Inspiration‡, Canny Commander*, Clarion Commander†, Combat Expertise, Combat Reflexes, Danger Sense‡, Daunting Presence‡, Diehard, Endurance, Far Shot, Great Fortitude, Improved Disarm, Improved Initiative, Iron Will, Mounted Combat, Mounted Archery, Negotiator, Persuasive, Point Blank Shot, Scribe Martial Script†, Skill Focus (Diplomacy, Intimidate, or Sense Motive), Quick Draw, Ride-By Attack, Tower Shield Proficiency, White Raven Defense†. † Introduced in the Tome of Battle. Marshals count as Warblades for the purposes of feat prerequisites. ‡ Introduced in the Miniatures Handbook. *New feat described below Canny CommanderPrerequisite: Minor Aura class feature of a Marshal Benefit: You gain Diamond Mind as a class discipline and Concentration as a class skill for Sublime Marshal. Leader feats from War of the Burning Sky: Leadership Performance [Leader] You can inspire the courage of your allies. Prerequisite: Perform (any) 3 ranks. Benefit: Perform is a class skill for you, and you gain an ability similar to bardic music. You can use your leadership performance abilities a number of times each day equal to the number of Leader feats you possess. Unless otherwise noted, abilities granted by Leader feats are extraordinary abilities, and only affect creatures with an Intelligence of 3 or higher who can understand your language; they are not magical. If you spend a minute giving an inspiring speech or other performance to your allies, their courage is bolstered. If they enter combat within the next hour, they gain a +1 morale bonus on saves against charm and fear effects, and a +1 morale bonus on attack rolls and weapon damage rolls. These benefits last for the first 5 rounds of combat. For the purposes of this ability, combat begins when a character attacks or must make a saving throw. If you have 11 ranks in Perform, the bonus increases to +2. If you have 17 ranks in Perform, the bonus increases to +3. If you have 23 ranks, the bonus is +4. Special: Most leaders focus in Perform (oratory) rather than musical performances.
Fearless Leader [Leader] You help your allies avoid the effects of fear. Prerequisites: Leadership Performance, Perform (any) 3 ranks, plus either Iron Will or resistance or immunity to fear effects. Benefit: You can spend one minute giving a performance and use one of your leadership performances to try to remove fear. Make a Perform check. Each ally who hears your performance can use the result of your Perform check in place of his saving throw against the first fear effect that affects him within the next hour. If you have three Leader feats and 9 ranks in Perform, you can use a leadership performance to help allies break free of a fear effect, though only if you have successfully saved against the fear. Make a Perform check. If your Perform check beats the DC to resist the fear effect, each ally within 30 feet of you acts as if he had succeeded his save. If you have four Leader feats and 17 ranks in Perform, you can use this ability to help allies break free of any sort of mind-affecting effect, as long as you successfully saved against it.
Legendary Leader [Leader] Your leadership shall become the stuff of legend. Prerequisite: Cha 17, Leadership Performance, Perform (any) 17 ranks. Benefit: Whenever you give an inspiring speech to an ally using the Leadership Performance feat, the benefits of that performance persists for as long as you remain within 30 feet of that ally plus 5 rounds of combat, instead of lasting only 5 rounds of combat. Additionally, you can use one of your leadership performances to inspire allies to greatness. All allies within 30 feet gain 17 temporary hit points and a +2 dodge bonus to AC, lasting for as long as you are within 30 feet, and for 5 rounds thereafter. A given creature can only be inspired this way once per day.
Maneuver Leader [Leader] You can direct the maneuvers of your allies. Prerequisite: Leadership Performance, Perform (any) 6 ranks. Benefit: You can use one of your leadership performances to grant all allies within 30 feet of you (but not yourself ) the ability to take a bonus move action immediately, acting in their normal initiative order. This movement does not count against their normal actions on their own turns, nor does it disrupt readied actions. If you have three Leader feats and 14 ranks in Perform, you can use a leadership performance to let a single ally make a bonus single attack at his highest attack bonus, using whatever weapon he has available. The character may choose not to attack. If you have four Leader feats and 20 ranks in Perform, you can grant a single bonus attack to each ally within 30 feet (but not to yourself ).
Necrotic Leader [Leader] Your leadership performances can affect mindless undead. Prerequisite: Leadership Performance, Knowledge (religion) 12 ranks, Perform (any) 3 ranks, ability to cast animate dead. Benefit: Your leadership performances can affect mindless undead creatures if they are under your control, or are under the control of one of your allies. This is a supernatural ability.
Operation Leader [Leader] You can direct your allies in situations that require special skills. Prerequisite: Leadership Performance, Perform (any) 6 ranks. Benefit: If you have 5 ranks in Hide and Move Silently, you can make use of your leadership performances without making noise by using communicative gestures, though you can only affect those allies within 30 feet who can see you. This only functions for the Leader feats that don’t require you to make a speech. Likewise, if you have 5 ranks in Bluff and Sense Motive, you can use non-speech leadership performances while being observed. Make a Bluff check, and onlookers unfamiliar with your communication techniques must succeed a Sense Motive check (DC equal to your Bluff check result) or else not realize that you are doing anything unusual. Either of these abilities only work with allies who you have taken time to establish a set of communication cues, usually taking ten minutes of discussion and practice. You can use one of your leadership performances to make it easier for your allies to help each other with certain skills. Beginning this is a standard action, and continuing it require concentration. While directing your allies thus, if at least one ally within 30 feet of you has 5 ranks in a given skill, all other allies with at least 1 rank gain a +2 bonus to checks with that skill. The skills that can benefit from this ability are Balance, Bluff, Climb, Disguise, Hide, Jump, Move Silently, Ride, Search, Sense Motive, Survival, and Swim. This ability is especially useful, for example, to help a party navigate difficult terrain, maintain a facade while undercover, or perform an ambush. Note, however, that if you lack the skill ranks to communicate stealthily or discreetly while observed (see above), there are obvious situations in which you cannot benefit from this ability without drawing attention.
Primal Leader [Leader] Your leadership performances can affect creatures of animal intelligence. Prerequisite: Leadership Performance, Handle Animal 12 ranks, Perform (any) 3 ranks, ability to cast speak with animals. Benefit: Your leadership performances can affect creatures of animal intelligence that are friendly or helpful to you, or are friendly or helpful to their masters, if their masters are allies of yours. This is a supernatural ability.
Spellwise Leader [Leader] You can bolster the magical abilities of your allies. Prerequisite: Leadership Performance, Perform (any) 6 ranks, Spellcraft 5 ranks. Benefit: You can use one of your leadership performances to coordinate the magic of your allies. Starting to coordinate in this way is a standard action, and maintaining it requires concentration. As long as you coordinate in this way, if an ally within 30 feet of you casts a spell targeting a creature that another allied spellcaster targeted within the last round, that creature takes a –2 penalty to its saving throw for this spell. Additionally, all allies within 30 feet who have at least 1 rank in Spellcraft immediately can identify any spell or effect that you successfully identify with Spellcraft. If you have three Leader feats and 14 ranks in Perform, while you coordinate your allies’ magic, the caster level of allies within 30 feet of you is increased by +1. If you have four Leader feats and 22 ranks in Perform, the caster level bonus increases to +2. These abilities are supernatural, not extraordinary.
Grant Move Action (Ex): Starting at 4th level, a marshal can direct and motivate his allies to act immediately. Once per day per four levels, as a standard action, he may grant an extra move action to any or all of his allies within 30 feet (but not to himself). Each of the affected allies takes this extra move action immediately, acting in their current initiative order. This extra action does not affect the allies' initiative count; the round continues normally after the marshal's turn is over. A Marshal may pool his uses per day of Grant Move Action and Leadership Performance together and expend them on either. Battle Cry (Ex): At 5th level, once per hour the Marshal can speak or shout a battle cry as a free action during combat in order to gain an additional leadership performance, which must be used during that combat. Battlefield Adaptation (Ex): At 6th level, as a swift action, the Marshal may change any combination of his stance, minor aura, and major aura. Tenacious Mettle (Ex): At 9th level, the Marshal gains the Mettle class feature, but only for Will saves. If he makes a successful Will save against an attack that normally would have a lesser effect on a successful save (such as any spell with a saving throw entry of Will half or Will partial), he instead completely negates the effect. An unconscious or sleeping Marshal does not gain the benefit of Tenacious Mettle. Warning Shout (Ex): At 14th level, the Marshal may expend a use of his Grant Move Action as an immediate action to give a single ally within range of his auras a bonus 5 ft step or partial Withdraw action (as Withdraw, but moving up to your speed). This movement can be granted in time to foil an impending attack, but the Marshal must decide to use it before the attack is resolved. Tactical Genius (Ex): At 20th level, once per day as a standard action the Marshal can direct his allies within range of his auras to perform swift and complicated maneuvers. All allies within range of his auras immediately take one full round worth of actions, keeping their normal initiative order. At the end of this bonus round, normal initiative resumes. The Marshal does not benefit from his own ability.
|
|
|
Classes
Feb 11, 2023 21:35:59 GMT -5
Post by streamofthesky on Feb 11, 2023 21:35:59 GMT -5
Soulknife Alignment: Any Hit Die: d10 BAB: Full Saves: Good Reflex, Will
Class Skills The Soulknife’s class skills (and the key ability for each skill) are Autohypnosis* (Wis), Balance, Climb (Str), Concentration* (Con), Craft (Int), Hide (Dex), Jump (Str), Knowledge (psionics)* (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Spot (Wis), Tumble (Dex), and Use Psionic Device (Cha).
Skill Points: 4 + Int modifier (×4 at 1st level)
Class Features All the following are class features of the Soulknife.
Weapon and Armor Proficiency Soulknives are proficient with all simple weapons, with their own mind blades, and with light armor and shields (except tower shields).
Mind Blade (Su) As a move action, a soulknife can create a semisolid blade composed of psychic energy distilled from his own mind. The blade is identical in all ways (except visually) to a short sword of a size appropriate for its wielder. For instance, a Medium soulknife materializes a Medium mind blade that he can wield as a light weapon, and the blade deals 1d6 points of damage (crit 19-20/×2). Soulknives who are smaller or larger than Medium create mind blades identical to short swords appropriate for their size, with a corresponding change to the blade’s damage. The wielder of a mind blade gains the usual benefits to his attack roll and damage roll from a high Strength bonus.
The blade can be broken (it has hardness 10 and 10 hit points); however, a soulknife can simply create another on his next move action. The moment he relinquishes his grip on his blade, it dissipates (unless he intends to throw it; see below). A mind blade is considered a magic weapon for the purpose of overcoming damage reduction.
A Soulknife can use feats such as Power Attack or Combat Expertise in conjunction with the mind blade just as if it were a normal weapon. He can also choose mind blade for feats requiring a specific weapon choice, such as Weapon Specialization. Powers or spells that upgrade weapons can be used on a mind blade. If a Soulknife gains the ability to wield a larger weapon without penalty, such as the Powerful Build racial trait, he may create a larger mind blade appropriate for what size weapon he can wield.
A Soulknife’s mind blade improves as the character gains higher levels. At 3rd level and every four levels thereafter, the mind blade gains a cumulative +1 enhancement bonus on attack rolls and damage rolls (+2 at 7th level, +3 at 11th level, +4 at 15th level, and +5 at 19th level). The enhancement bonus improves the mind blade's hardness and hit points accordingly.
Even in places where psionic effects do not normally function (such as within a null psionics field), a Soulknife can attempt to sustain his mind blade by making a DC 20 Autohypnosis check. On a successful check, the Soulknife maintains his mind blade for a number of rounds equal to his class level before he needs to check again. On an unsuccessful attempt, the mind blade vanishes. As a move action on his turn, the Soulknife can attempt a new Autohypnosis check to re-materialize his mind blade while he remains within the psionics negating effect.
A soulknife is able to create his mind blade and sustain it even if he has no power points remaining, his ability to do so is not connected to his psionic reserves.
Mind Blade Aptitude A Soulknife gains Weapon Focus (mind blade) as a bonus feat at 1st level. In addition, starting at 3rd level, a Soulknife is considered to be a Fighter of his Soulknife level -2 for the purposes of qualifying for feats, but only can benefit from them while wielding his mind blade. Thus, a Soulknife could select Melee Weapon Mastery (Slashing), but it would only provide a benefit while using the mind blade, for example. Feats that do not require a Fighter level do not face this restriction.
Hidden Talent A Soulknife gains Hidden Talent as a bonus feat at 1st level, even if he does not meet the prerequisites. This grants the Soulknife 2 power points and a single 1st level power known of his choice. The Soulknife uses his class level as the manifester level and his wisdom modifier for the save DC, if any, of this power. He gains bonus PP based upon his manifester level and wisdom modifier.
Throw Mind Blade (Ex) A soul knife of 2nd level or higher can throw his mind blade as a ranged weapon with a range increment of 30 feet.
Whether or not the attack hits, a thrown mind blade then dissipates. A Soulknife of 4th level or higher can make a psychic strike (see below) with a thrown mind blade and can use the blade in conjunction with other special abilities (such as Knife to the Soul; see below).
Bonus Feats A Soulknife gains a bonus feat at levels 2, 6, 10, 13, and 17. The Soulknife must meet all requirements of the chosen feat and must choose a Fighter bonus feat or Psionic feat.
Psychic Strike (Su) As long as he is psionically focused, a soulknife of 4th level or higher can imbue his mind blade with destructive psychic energy as a free action before making an attack, once per round. This effect deals an extra 1d8 points of damage to a living, non-mindless target. Creatures immune to mind-affecting effects are immune to psychic strike damage. (Unlike the rogue’s sneak attack, the psychic strike is not precision damage and can affect creatures otherwise immune to extra damage from critical hits or more than 30 feet away.) The effect dissipates after the attack roll is resolved, regardless of whether it hit or missed.
At every four levels beyond 4th (8th, 12th, 16th, and 20th), the extra damage from a Soulknife’s psychic strike increases by +1d8. At level 15, a Soulknife is able to inflict Psychic Strike damage to any target, even if it is mindless or immune to mind-affecting effects.
Free Draw (Ex) At 5th level, a Soulknife becomes able to materialize his mind blade as a free action instead of a move action, and may do so as frequently as he wishes.
Shape Mind Blade (Su) At 5th level, a Soulknife gains the ability to change the form of his mind blade. Select any one simple or martial melee weapon, and add it to the possible shapes the Soulknife's mind blade may materialize as. A Soulknife is proficient with his mind blade in this form as well as any others it may take. Alternatively, the Soulknife can select an exotic weapon, but he must already be proficient with it. All mind blade abilities apply to the new form, unless they are incompatible. For instance, keen could not be applied to a Greatclub mind blade, and throwing a two-handed weapon would require a full round action. All normal rules apply to use of this new weapon, such as adding 1-1/2 times the strength modifier to damage for a two-handed weapon or a one-handed weapon wielded in two hands. A double weapon gains the appropriate enhancement bonus and special weapon properties on each end of the weapon. At every 3 levels thereafter (8th, 11th, 14th, 17th, and 20th) a Soulknife may choose another kind of weapon to add to his list of options. Each time the Soulknife draws his mind blade, he chooses which form it will take.
Alternatively, a Soulknife can split his mind blade into two identical light weapons of a form he is able to shape his mind blade (such as short swords), suitable for fighting with a weapon in each hand. (The normal penalties for fighting with two weapons apply.) Both mind blades gain the appropriate enhancement bonus and special weapon properties.
Mind Blade Enhancement (Su) At 6th level, a Soulknife gains the ability to enhance his mind blade. He can add any one weapon special ability that has an enhancement bonus value of +1.
At every three levels beyond 6th (9th, 12th, 15th, and 18th), the value of the enhancement a Soulknife can add to his weapon improves to +2, +3, +4, and +5, respectively. A Soulknife can choose any combination of weapon special abilities that does not exceed the total allowed by the Soulknife’s level.
The weapon ability or abilities remain the same every time the Soulknife materializes his mind blade (unless he decides to reassign its abilities; see below). The ability or abilities apply to any form the mind blade takes, including the use of the shape mind blade or Bladewind class abilities.
A Soulknife can reassign the ability or abilities he has added to his mind blade. To do so, he must first spend 10 minutes in concentration. After that period, the mind blade materializes with the new ability or abilities selected by the Soulknife.
Bladewind (Su) At 9th level, a Soulknife gains the ability to momentarily fragment his mind blade into numerous identical blades, each of which strikes at a nearby opponent.
As a full attack, when wielding his mind blade, a Soulknife can give up his regular attacks and instead fragment his mind blade to make one melee attack at his full base attack bonus against each opponent within reach. Each fragment functions identically to the Soulknife’s regular mind blade.
When using Bladewind, a Soulknife forfeits any bonus or extra attacks granted by other feats or abilities (such as the Cleave feat or the haste spell). The mind blade immediately reverts to its previous form after the Bladewind attack. At 16th level, the Soulknife may execute this ability as a standard action and can also combine it with the Spring Attack feat, moving, taking all his attacks, and then moving again.
Knife to the Soul (Su) Beginning at 13th level, when a Soulknife executes a psychic strike, he can choose to substitute Intelligence, Wisdom, or Charisma damage (his choice) for extra dice of damage. For each die of extra damage he gives up, he deals 1 point of damage to the ability score he chooses. A Soulknife can combine extra dice of damage and ability damage in any combination.
The Soulknife decides which ability score his psychic strike damages and the division of ability damage and extra dice of damage when he imbues his mind blade with the psychic strike energy.
Psychic Surge (Ex) At 20th level, a Soulknife learns to harness his psychic energy into a single, devastating attack. The Soulknife may choose to expend his psionic focus as he makes a psychic strike. If he does so, he inflicts his full psychic strike damage and an amount of ability damage to one ability score of his choice, as if he had devoted all of his damage dice to the Knife to the Soul ability. Furthermore, if the foe is struck by this attack, he must make a Will save, with a DC equal to 10 + total damage dealt. If he fails the save, he is dazed for 1 round. Alternatively, the Soulknife may choose to heal an amount of damage from the successful psychic strike equal to the psychic strike damage dealt, instead of inflicting the dazed condition. The Soulknife can opt to heal from the attack even against a foe that is immune to the dazed condition.
|
|
|
Classes
Feb 11, 2023 21:36:05 GMT -5
Post by streamofthesky on Feb 11, 2023 21:36:05 GMT -5
Potential "Sublime Hexblade" changes as follows:
Skills: Lose Spellcraft and Knowledge: Arcana; Gain Martial lore and Knowledge: Local
Spellcasting: Replace with maneuvers known, readied, recovered, and stances* as a Warblade. Class disciplines are Diamond Mind, Setting Sun, and Shadow Hand *Optionally, may gain second stance at level 5 instead of 4.
Familiar: This feature is lost.
Bonus Feats: List is replaced by the following. Adaptive Style, Blade Meditation, Martial Stance, Martial Study, Shadow Blade, Unnerving Calm, Vital Recovery, any Curse feat
|
|