[Tome of Weeaboo Magic Blades] Disciple of the Nine
Posted: Sun Jan 24, 2010 10:13 pm
PREFACE: I actually liked the Tome of Battle. It made playing a "melee" class alot more enjoyable in 3.5e. However, they do not even begin to match the wizard in power level or versatility. This is an attempt to write a single class that can use all nine schools of manuevers, and is a viable and powerful part of the team at all levels. Unfortunately, those who do not have The Tome of Battle will not be able to use this class because it relies on material found within that book.
Disciple of the Nine
"My weapon is is a wand.. look. 'Wingardium leviosa!'"
Through intense study, the disiple of the nine is capable of preforming extraordinary feats with their blades. From producing fire, to invoking the divine spirit of some diety above to heal them or their allies.
Alighment: Anything, ever. Cmon.
Starting Age: As monk.
Hit Die: d8
Class Skills: Balance(Dex), Climb (Str), Concentration(Con), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Handle Animal (Cha), Hide(Dex), Intimidate (Cha), Jump (Str), Knowledge (all skills individually) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spot (Wis), Swim (Str), Tumble (Dex), and Use Rope (Dex).
Skills/Level: 6+Int
BAB: Good(1/1), Saves: Fort: Bad; Reflex: Good; Will: Good
Proficiencies: All armors and Shields, Simple, Martial, and an exotic weapon.
Level, Benefit
1: Martial Maneuvers and Stances, Battle Insight
2: Combat School(One of the nine disciplines)
3: Quick Counter
4: Battle Insight(Damage)
5: Defensive Stance
6: Multi-Striking
7: Stance Dancing, Battle Insight (Initiative)
8: Dual Boosts
9: Battle Insight(Attack)
10: Dual Stances
11: Strike of Opportunity
12: Dual Counter
13: Expert Tactician
14: Imp. Dual Boost
15:
16: Triple Stance
17:
18: Imp. Dual Counter
19:
20: Master of the Nine
(All abilities are Extraordinary, and the DC for any maneuver is 10+1/2Initiator level+Int Mod)
Martial Maneuvers and Stances: The DoN gains knowledge of 6 manuevers at first level, and 1 stance. These can be chosen from any of the nine sublime schools. Every level in DoN counts as a full initiator level, any other class counts as half an initiator level (rounded down).
Every level the DoN gains an additional maneuver known, and gains a stance every even level. The DoN does not need to ready maneuvers and can use them at will.
Battle Insight: DoNs are usually highly intelligent combat tacticians. They have The Edge on anyone who's intelligence is less than theirs regardless of BaB. At 4th level, the DoN gains his intelligence modifier (if positive) to damage, at 7th level this applies to initiative, and at 9th level it applies to attack rolls. All of these bonuses are insight.
Combat School: At 2nd level the DoN gains combat school as a bonus feat, the school must be one of the nine disciplines, and applies to any weapons associated to that discipline. The DoN gains a +2 to DCs using any abilities within the chosen discipline.
Quick Counter: At 3rd level, the immediate action used to initiate a counter no longer consumes your swift action (Although you may still only use a single counter maneuver a round, unless you have dual counter).
Defensive Stance: At 5th level you gain a +2 insight bonus to AC and Saves.
Multi-Striking: During a full-round attack, you may strike with all your attacks that are granted by BaB(does not include TWF attacks). The first attack in your attack routine may be any standard action strike you can initiate. The strikes on iterative attacks must be atleast a level less than the maximum you can initiate. Negatives and bonuses from strikes do not stack. (6th level DoN can attack with a 3rd level manuever at +6, and a 2nd level maneuver at +1)
Stance Dancing: At 7th level, when you use your swift action to do any action other than change your stance, you may change one or all of your active stances.
Dual Boost: At 8th level, when you use a boost manuever, you may also activate a boost atleast one level less than your maximum.
Dual Stances: At 10th level, whenever you change stances you can activate 2 stances.
Strike of Oppourtunity: At 11th level, the first attack of opportunity you use every round can be a strike instead.
Dual Counter: At 12th level you may use 2 counters every round, but the 2nd counter you use must be atleast a level lower than the maximum you can initiate.
Expert Tactician: At 13th level, You gain expert tactician as a bonus feat. If you already have these feat, choose another [combat] feat instead.
Improved Dual Boost: At 14th level, the 2nd boost you activate using Dual Boost no longer must be a level lower than the maximum you can initate.
Triple Stance: At 16th level, you may have three active stances at once.
Improved Dual Counter: At 18th level, the 2nd counter you activate using Dual Counter no longer must be a level lower than the maximum you can initiate.
Master of the Nine: At 20th level, you gain knowledge of every martial maneuver. Your iterative attacks granted by BaB are no longer limited, and may be up to 9th level maneuvers.
---
This a draft write-up, and I have not tested the class yet, but will soon. Anyone notice any glaring problems?[/b]
Disciple of the Nine
"My weapon is is a wand.. look. 'Wingardium leviosa!'"
Through intense study, the disiple of the nine is capable of preforming extraordinary feats with their blades. From producing fire, to invoking the divine spirit of some diety above to heal them or their allies.
Alighment: Anything, ever. Cmon.
Starting Age: As monk.
Hit Die: d8
Class Skills: Balance(Dex), Climb (Str), Concentration(Con), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Handle Animal (Cha), Hide(Dex), Intimidate (Cha), Jump (Str), Knowledge (all skills individually) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spot (Wis), Swim (Str), Tumble (Dex), and Use Rope (Dex).
Skills/Level: 6+Int
BAB: Good(1/1), Saves: Fort: Bad; Reflex: Good; Will: Good
Proficiencies: All armors and Shields, Simple, Martial, and an exotic weapon.
Level, Benefit
1: Martial Maneuvers and Stances, Battle Insight
2: Combat School(One of the nine disciplines)
3: Quick Counter
4: Battle Insight(Damage)
5: Defensive Stance
6: Multi-Striking
7: Stance Dancing, Battle Insight (Initiative)
8: Dual Boosts
9: Battle Insight(Attack)
10: Dual Stances
11: Strike of Opportunity
12: Dual Counter
13: Expert Tactician
14: Imp. Dual Boost
15:
16: Triple Stance
17:
18: Imp. Dual Counter
19:
20: Master of the Nine
(All abilities are Extraordinary, and the DC for any maneuver is 10+1/2Initiator level+Int Mod)
Martial Maneuvers and Stances: The DoN gains knowledge of 6 manuevers at first level, and 1 stance. These can be chosen from any of the nine sublime schools. Every level in DoN counts as a full initiator level, any other class counts as half an initiator level (rounded down).
Every level the DoN gains an additional maneuver known, and gains a stance every even level. The DoN does not need to ready maneuvers and can use them at will.
Battle Insight: DoNs are usually highly intelligent combat tacticians. They have The Edge on anyone who's intelligence is less than theirs regardless of BaB. At 4th level, the DoN gains his intelligence modifier (if positive) to damage, at 7th level this applies to initiative, and at 9th level it applies to attack rolls. All of these bonuses are insight.
Combat School: At 2nd level the DoN gains combat school as a bonus feat, the school must be one of the nine disciplines, and applies to any weapons associated to that discipline. The DoN gains a +2 to DCs using any abilities within the chosen discipline.
Quick Counter: At 3rd level, the immediate action used to initiate a counter no longer consumes your swift action (Although you may still only use a single counter maneuver a round, unless you have dual counter).
Defensive Stance: At 5th level you gain a +2 insight bonus to AC and Saves.
Multi-Striking: During a full-round attack, you may strike with all your attacks that are granted by BaB(does not include TWF attacks). The first attack in your attack routine may be any standard action strike you can initiate. The strikes on iterative attacks must be atleast a level less than the maximum you can initiate. Negatives and bonuses from strikes do not stack. (6th level DoN can attack with a 3rd level manuever at +6, and a 2nd level maneuver at +1)
Stance Dancing: At 7th level, when you use your swift action to do any action other than change your stance, you may change one or all of your active stances.
Dual Boost: At 8th level, when you use a boost manuever, you may also activate a boost atleast one level less than your maximum.
Dual Stances: At 10th level, whenever you change stances you can activate 2 stances.
Strike of Oppourtunity: At 11th level, the first attack of opportunity you use every round can be a strike instead.
Dual Counter: At 12th level you may use 2 counters every round, but the 2nd counter you use must be atleast a level lower than the maximum you can initiate.
Expert Tactician: At 13th level, You gain expert tactician as a bonus feat. If you already have these feat, choose another [combat] feat instead.
Improved Dual Boost: At 14th level, the 2nd boost you activate using Dual Boost no longer must be a level lower than the maximum you can initate.
Triple Stance: At 16th level, you may have three active stances at once.
Improved Dual Counter: At 18th level, the 2nd counter you activate using Dual Counter no longer must be a level lower than the maximum you can initiate.
Master of the Nine: At 20th level, you gain knowledge of every martial maneuver. Your iterative attacks granted by BaB are no longer limited, and may be up to 9th level maneuvers.
---
This a draft write-up, and I have not tested the class yet, but will soon. Anyone notice any glaring problems?[/b]