View Full Version : New Initiator Classes (Need Names - And Playtesting!)

2009-02-05, 05:53 PM
The Sublime Paragon

"Battle? No, this is no battle. This is a training exercise for my peers. I am instructing them on proper warfare tactics, and you are playing the part of training dummy!" - Almara, Sublime Paragon focused on White Raven.

A Sublime Paragon is nothing if not a student of the Sublime Way, but he is more - he is a seeker, he is a follower, an acolyte, a worshiper. To the Sublime Paragon there is nothing but the way, and it is this devout outlook that gives him his power and versatility.

A Sublime Paragon initiates maneuvers the way they were meant to be, and with flawless, expertly practiced, form. By restricting himself to one discipline at a time he can allow the disciplines teachings to flow over his mindset and ignore any other impulses. The Sublime Paragon may follow the entire Sublime Way, but he does not allow the teaching of any specific discipline to dilute or taint the teachings of another. When focused on Diamond Mind he is swift as the sun's rays, and his mind is unbreakable. When focused on Stone Dragon the ground quakes with his every movement.

HD: d8

{table=head]Lv | Base Attack | Fort | Ref| Will| Special | M. Ready
1. | +0 | +2 |+2 | +2 | Weapon Aptitude, Discipline Focus (Insightful Strike) | 3
2.| +1 | +3 | +3 | +3 | Bonus Feat, Perfect Form +1 | 4
3.| +2 | +3 | +3 | +3 | Weapon Training Extension | 4
4. |+3 | +4 | +4 | +4 | Discipline Focus (Defensive Stance)| 4
5. | +3 | +4 | +4 | +4 | Perfect Form +2 | 5
6. | +4 | +5 | +5 | +5 | Bonus Feat | 5
7. | +5 | +5 | +5 | +5 | Weapon Training Extension | 5
8.| +6/+1 | +6 | +6| +6 | Discipline Focus (Insightful Strike) | 5
9.| +6/+1 | +6 | +6 | +6 | Perfect Form +3 | 6
10.| +7/+2 | +7 | +7 | +7 | Bonus Feat | 6
11.| +8/+3 | +7 | +7 | +7 | Counter Stance, Moment's Refocus | 6
12.| +9/+4 | +8 | +8 | +8 | Discipline Focus (Defensive Stance) |6
13.| +9/+4 | +8 |+8 |+8 | Perfect Form +4 | 6
14.| +10/+5 | +9 | +9 | +9 | Weapon Training Extension | 7
15.| +11/+6/+1 | +9 | +9 | +9 | Bonus Feat | 7
16. |+12/+7/+2 | +10 | +10 | +10 | Discipline Focus (Insightful Strike) |7
17.| +12/+7/+2 | +10 | +10 |+10| Perfect Form +5 | 7
18.| +13/+8/+3 | +11| +11| +11| Weapon Training Extension |7
19. |+14/+9/+4 | +11 | +11 | +11 | Mastery of One | 7
20.| +15/+10/+5 | +12 | +12 | +12 | Discipline Focus (Weapon Supremacy) | 8[/table]

Class Skills (6+Int): Balance, Climb, Concentration, Craft, Diplomacy, Heal, Hide, Intimidate, Jump, Knowledge (any), Listen, Martial Lore, Move Silently, Profession, Ride, Sense Motive, Spot, Swim, Tumble

Proficiencies: All simple and martial melee weapons, light and medium armor, and all shields (including Tower).

Maneuvers: Sublime Paragons choose a single discipline at the beginning of each day. For the remainder of that day the Paragon knows all maneuvers and stances of the chosen discipline up to the highest level of maneuvers any other initiator could know as determined by your initiator level (your class level) as given on page 39 of Tome of Battle, and can ready a number as given by the above table and recover them as a Warblade. A Sublime Paragon may change the chosen discipline and ready new maneuvers from a new discipline by spending one hour in meditation. When initiating strike maneuvers a Sublime Paragon must be wielding one of his chosen discipline's preferred weapons.

Discipline Focus: As Swordsage. These Foci are permanent and cannot be changed regardless of your current chosen discipline. At 20th level a Sublime Paragon chooses any discipline and gains the benefit of the Weapon Supremacy feat while wielding one of that discipline's preferred weapons.

Bonus Feats: As Warblade.

Perfect Form: Bonus to attack rolls and save DCs of maneuvers you initiate.

Weapon Training Extention (Ex): At 3rd, 7th, 14th and 18th level, you select a single weapon that you are proficient with and a discipline. This weapon is now considered a favored weapon of that discipline, provided it was not already. Once that choice is made, it cannot be changed. You may select the same weapon for many disciplines, or many weapons for a single discipline.

Counter Stance: Whenever you initiate a Counter maneuver you may also change your stance. You may also choose to expend a readied Counter maneuver at any time to change your stance as a free action, but only once per round.

Moment's Refocus: Once per encounter, by spending a full round action a Sublime Paragon may change the discipline from which he readies maneuvers, and enter a stance from the new discipline.

Mastery of One: Whenever you miss with an attack roll of a Strike maneuver you initiate that maneuver is not expended. Further, whenever a creature succeeds its saving throw against a maneuver you initiate you may force that creature to reroll the save, albeit with a +2 bonus. Finally, you automatically succeed any saving throws and opposed rolls against maneuvers of your chosen discipline, and gain a +4 bonus to saving throws and opposed rolls to resist the effects of all other sublime maneuvers.

The Sublime Savant

"Let's see, I think I have something that should do the trick here..." - Raekwon Faerideos, Sublime Savant

The Sublime Savant is a wielder of the Sublime Way, but not a walker. In truth he doesn't understand the beautiful weapon arts he is capable of unleashing, but his ability is undeniable. In combat he watches the position of his foes, and takes note of playing dynamics. Then he readies his maneuvers, improvising his tactics as he goes, to overcome his obstacles.

Sublime Savants know a huge number of maneuvers and can draw their maneuvers from any school allowing for unrivaled versatility. However, the Savant was never formally trained so he lacks the discipline of other martial adepts, only able ready his maneuvers in the midst of combat and finding it difficult to pull the same stunts off more than once at a time. He simply knows how to fight and knows what works. Above that he relies on his quick wits and reflexes, and his sharp observational skills to allow himself the ability to adapt to the battle as it changes.

Disclaimer: This class assumes the use of the following Homebrew Disciplines:Falling Star*, Abjurant Champion*, Phantasmal Opus*, Phoenix Tear*, Inner Light*, Adamant Soul'', Crescent Moon'', Dancing Fox'', Far Realm'', Fortunate Assailant'', Gentle Breeze'', Holy Word'', Ninefold Damnation'', Ocean Soul'', Savage Maw'', Sky Serpent'', Unquiet Twilight'', Placid Lake'', Coin's Edge^, Dancing Leaf^, Dread Crown^, Fool's Grip^, Golden Saint^, Oncoming Storm^, Scarlet Bravura^, and Twin Spirit^.

*Found Here - http://forums.gleemax.com/showthread.php?t=1104086

''Found Here - http://boards1.wizards.com/showthread.php?t=804856

^Found Here - http://www.giantitp.com/forums/showpost.php?p=3865485&postcount=2

HD: d10

Saves: Choose one save as Good. The others are Poor.

{table=head]Lv | Base Attack Bonus | Special | M. Ready | M. Known | Stances
1. | +1 | Ready to Act +2, Adaptive Adept | 1(3) | 9 | 2
2.| +2 | | 1(3) | 11 | 3
3.| +3 | Adjust Footwork | 1(3) | 13 | 3
4. | +4 | | 1(4) | 15 | 3
5. | +5 | Ready to Act +3 | 1(4) |17 | 4
6. | +6/+1 | | 1(4) | 19 | 4
7. | +7/+2 | Rapid Relocation | 1(4) | 21 | 4
8.| +8/+3 | | 2(5) | 23| 5
9. | +9/+4 | Ready to Act +4 | 2(5) | 25 | 5
10.| +10/+5 | | 2(5) | 27 | 5
11. |+11/+6/+1 | Greater Footwork | 2(5) | 29 | 6
12.| +12/+7/+2 | | 2(6) | 31 | 6
13. |+13/+8/+3 | Ready to Act +5 | 2(6) | 33 | 6
14. |+14/+9/+4 | | 2(6) | 35 | 7
15.| +15/+10/+5 | Instant Strike | 2(6) | 37 | 7
16.| +16/+11/+6/+1 | | 3(7) | 39 | 7
17.| +17/+12/+7/+2 | Ready to Act +6 | 3(7) | 40 | 8
18. |+18/+13/+8/+3 | | 3(7) | 41 | 8
19.| +19/+14/+9/+4 | Multiprong Reactions | 3(7) | 42 | 8
20. |+20/+15/+10/+5 | Born Ready, Masterful Adaptation | 3(8) | 43 | 9[/table]

Class Skills (4+Int): Balance, Climb, Concentration, Craft, Decipher Script, Disguise, Escape Artist, Gather Information, Hide, Jump, Knowledge (History), Knowledge (Local), Listen, Martial Lore, Move Silently, Profession, Ride, Sense Motive, Spot, Survival, Swim, Tumble

Proficiencies: All simple and martial weapons, all armors and shields (except tower shields).

Maneuvers: Sublime Savants draw upon a huge reservoir of martial knowledge and inspiration to overcome their foes, beginning play knowing 9 maneuvers and learning more maneuvers over their career than any other martial adept. Sublime Savants learn their maneuvers from any of the many sublime disciplines.

Sublime Savants do not ready their maneuvers like other martial adepts do. They do not practice or study or meditate. They improvise on the fly. Sublime Savants ready their maneuvers in the midst of combat. By spending a swift action a first level Sublime Savant can ready a single maneuver they know. By spending a full round action a first level Sublime Savant can ready 3 maneuvers they know. The number of maneuvers a Sublime Savant can ready with swift and full round actions increases as he gains levels according the chart above. A Sublime Savant cannot initiate a manuever during a turn in which it was readied.

Sublime Savants do not recover their maneuvers like other martial adepts either. After a readied maneuver has been initiated it cannot be recovered during that encounter, nor can it be readied again until the next encounter.

Ready to Act: A Sublime Savant gains the listed bonus to Initiative checks and to all d20 rolls made during a surprise round and during the first round of combat.

Adaptive Adept: A Sublime Savant can ready move actions by spending only a move action, and can ready full round actions by spending a full round action. Further, if a Sublime Savant spends an immediate action he may change the nature and the conditions of any action he has readied and may act according to new developments on the battlefield. If he does so he gains a +10ft bonus to all movement speeds during that action, and a +2 bonus to all d20 rolls made as part of his new action. He cannot change any readied action into an action greater than the one he spent readying).

Adjust Footwork: By spending an immediate action a Sublime Savant can change his stance.

Rapid Relocation: By spending an immediate action a Sublime Savant can move up to 1/2 his slowest movement speed.

Greater Footwork: Once per encounter, in spending a single swift action a Sublime Savant can enter two stances at once. This overrides the rule that a martial adept can only benefit from a single stance at a time. The Savant can only keep this up for so long before he has to leave one of the stances. After entering both stances roll 1d4+1. The result is the maximum number of rounds you can stay in these stances. You may of course leave one or both of the stances early, but that does not mean that you can later in the same encounter enter two stances again to pick up the remaining rounds.

Instant Strike: By spending an immediate action a Sublime Savant can initiate a Strike maneuver of 4th level or lower that they have readied with an initiation of one standard action or less, or make a single attack at their highest base attack bonus.

Multiprong Reactions: A 19th level Sublime Savant is so intensely focused and quick that he may make a swift action and an immediate action in the same round, or can use two immediate actions in the same round.

Born Ready: A Sublime Savant can always act during a surprise round and gains a full round of actions. During the first round of combat a Sublime Savant gains two full rounds of actions.

Masterful Adaptation: By spending a swift or immediate action, after learning the results of any die roll, a Sublime Savant can reroll the roll or can choose to undo the roll entirely treating it as though it never happened, and gaining back any actions spent in rolling. Manuevers initiated or consumable items used are still initiated or used however.

Pie Guy
2009-02-05, 09:24 PM
Dude, what the hell with Sublime Savant! That can know all ninth level manuevers and then some! Tone that down, into the thirties (manuevers known) at least.

Paragon doesn't look too bad.

2009-02-05, 10:13 PM
Savant looks obviously overpowered, but really, the question is, how bad is that recovery/ready system? It looks pretty painful, actually, like it would take a LOT of actions.

2009-02-06, 01:13 AM
Dude, what the hell with Sublime Savant! That can know all ninth level manuevers and then some! Tone that down, into the thirties (manuevers known) at least.

Paragon doesn't look too bad.

Yeah, Paragon is the more normal one.

Sublime Savant is made assuming the DM uses several of the many custom disciplines floating around the internet, including the large stockpile here on GitP created by Krimm Blackleaf and The Demented One. Of course, 65 maneuvers known is quite a lot. I probably went overboard.

And yes, that's why I felt I could go with full BAB, a sturdy hit dice, and solid class features to supplement the HUGE number of known maneuvers because, yes, it takes lots of planning and effort to use those maneuvers properly. Hence why these need playtesting... :/

2009-02-09, 01:49 PM
BUMP for feedback!