SurlySeraph
2010-06-27, 10:24 PM
The Ambition Adept
http://www.wizards.com/dnd/images/excerpts_0921.jpg
"Don't worry, I'm doing it right! The Lingering Inferno strike is supposed to turn your arms into magma!"
- Marn Ironskull, dwarven Ambition Adept of the Desert Wind, deceased.
Ambition Adepts are warriors who manage to learn maneuvers that should be well above their skill level. Though they cannot use these maneuvers as easily as those who have truly mastered them, their access to unusually powerful techniques means they should not be underestimated. Strong-willed and with a marked tendency to injure themselves through overexertion, Ambition Adepts generally have chaotic alignments.
The vast majority of Ambition Adepts are Warblades, as they tend to want to develop as much power and get as much glory as possible – and pulling off a move that should be far above your abilities is certainly glorious. Swordsages are usually too wise to be so short-sighted, but some become obsessed with proving their prowess by using the most powerful maneuvers they have heard of, or believe that learning a special technique will make them unbeatable. Crusaders occasionally become ambition adepts, seeking to awe those around them with their deities' power or (for worshippers of strength-oriented gods like Kord) to win their deities' favor.
Gnomes are the most common ambitious adepts, due to their love of complexity and flashiness and relative lack of common sense. Many humans and half-orcs also become Ambition Adepts, seeing their style as a quick path to power. The longer-lived races such as dwarves and elves rarely become ambition adepts, as they generally lack the impatience that drives most Ambition Adepts.
HD: d10
Requirements:
BAB: +6
Maneuvers: Must be able to use 2nd-level maneuvers
Feats: Martial Study (any)
Skills: Martial Lore 8 ranks
Table: The Ambition Adept
{table=head]Level | Base Attack Bonus | Fort Save | Ref Save | Will Save | Special
1st | +1 | +2 | +0 | +2 | Ambitious strike
2nd | +2 | +3 | +0 | +3 | Ambitious counter
3rd | +3 | +3 | +1 | +3 | Ambitious boost
4th | +4 | +4 | +1 | +4 | Ambitious stance
5th | +5 | +4 | +1 | +4 | Ambitious strike, True mastery[/table]
Class Skills (4+Int modifier per level): Autohypnosis, Balance, Bluff, Climb, Concentration, Craft, Intimidate, Jump, Knowledge (history), Knowledge (local), Martial Lore, Perform (weapons drill), Ride, Swim, Tumble.
Weapon and Armor Proficiency: The Ambition Adept gains proficiency with all simple and martial melee weapons. He gains no proficiency with armor or shields.
Maneuvers: At each level, an Ambition Adept gains a special maneuver. You add your full Ambition Adept levels to your initiator level to determine your total initiator level and your highest-level maneuvers known for maneuvers gained through means other than Ambition Adept class features.
Ambitious strike: A first-level Ambition Adept learns one strike from any discipline, of a level up to his initiator level minus 2. For example, a Warblade 6/Ambition Adept 1 could learn a 5th-level strike. He does not need to meet the strike's prerequisites, but he must know at least one maneuver of the strike's discipline. The Ambition Adept can only use this strike once per encounter; he cannot recover it or use it out of combat. He learns a second Ambitious Strike at 5th level, with the same conditions, so a Warblade 6/ Ambition Adept 5 could learn a 9th-level strike.
Fumbles: Due to the complexity and power of such advanced maneuvers, they can go catastrophically wrong. When the Ambition Adept makes his attack roll for his Ambitious Strike, if the unmodified result of the attack roll is less than the difference between twice the strike's level and the Ambition Adept's initiator level, the result is a fumble. For example, a Warblade 6/ Ambition Adept 1 initiating a 5th-level maneuver would fumble on a roll of 3 or less on the d20. A Warblade 6/ Ambition Adept 5 initiating a 9th-level maneuver would fumble on a roll of 9 or less.
If the Ambition Adept fumbles while making an Ambitious Strike, he strikes himself instead of his opponent; the maneuver affects him as normal. Even if the attack roll was high enough to hit the target, only the Ambition Adept is hit if he fumbles.
For strikes that involve multiple attack rolls, such as Time Stands Still, all attack rolls that result in a fumble hit the Ambition Adept, and all attack rolls that do not result in a fumble are resolved as normal.
Maneuvers with beneficial effects that trigger on a successful hit, such as Adamantine Bones, do not provide their beneficial effects if the Ambition Adept hits himself with a fumble.
Ambitious counter: A second-level Ambition Adept learns one counter from any discipline, of a level up to his initiator level minus 2. For example, a Warblade 6/Ambition Adept 2 could learn a 6th-level counter. He does not need to meet the counter's prerequisites, but he must know at least one maneuver of that discipline. The Ambition Adept can only use this counter once per encounter; he cannot recover it or use it out of combat.
Fumbles: Whether or not the counter normally involves a roll, roll 1d20 while making it. If the result of the roll is less than the difference between twice the counter's level and the Ambition Adept's initiator level, the result is a fumble. For example, a Warblade 6/ Ambition Adept 2 initiating a 6th-level counter would fumble on a roll of 4 or less on the d20.
If the Ambition Adept fumbles while making an Ambitious Counter, the counter automatically fails, he loses his swift action, and he is flat-footed for one round.
Ambitious boost: A third-level Ambition Adept learns one boost from any discipline, of a level up to his initiator level minus 2. For example, a Warblade 6/Ambition Adept 3 could learn a 7th-level boost. He does not need to meet the boost's prerequisites, but he must know at least one maneuver of that discipline. The Ambition Adept can only use this boost once per encounter; he cannot recover it or use it out of combat.
Fumbles: Whether or not the boost normally involves a roll, roll 1d20 while making it. If the result of the roll is less than the difference between twice the boost's level and the Ambition Adept's initiator level, the result is a fumble. For example, a Warblade 6/ Ambition Adept 3 initiating a 7th-level boost would fumble on a roll of 5 or less.
If the Ambition Adept fumbles while making an Ambitious Boost, the boost automatically fails, he loses his swift action, and he is sickened for one round.
Ambitious stance: A fourth-level Ambition Adept gains one stance from any discipline, of a level up to his initiator level minus 2. For example, a Warblade 6/Ambition Adept 4 could learn an 8th-level stance. He does not need to meet the stance's prerequisites, but he must know at least one maneuver of that discipline. He may only attempt to enter this stance once per encounter
Fumbles: Whenever an Ambition Adept enters his Ambitious Stance, roll 1d20. If the result of the roll is less than the difference between twice stance's level and the Ambition Adept's initiator level, the result is a fumble. For example, a Warblade 6/ Ambition Adept 4 entering an 8th-level stance would fumble on a roll of 6 or less. On a fumble, he gets the footing completely wrong and slips, wasting his swift action and falling prone.
True mastery: At fifth level, the Ambition Adept fully understands the advanced maneuvers that he has practiced. He can use and recover the Ambitious Maneuvers granted by this class just like any other maneuvers and enter his Ambitious Stance at will, though he still must roll for fumbles and suffers their consequences.
Any comments, critiques, or suggestions would be appreciated.
EDIT 1: Fumbles introduced for all maneuvers. True Mastery revised so that it doesn't remove fumble penalties but does allow maneuver recovery. This still has the issue of an 11th-level character potentially using repeated 9th-level strikes, but with very high chances of failure and very high consequences for it. I think I like this way better than removing the fumble chance but not letting him recover maneuvers, as this causes the Adept to gradually get more effective as his IL increases while keeping the amusing possibility of fumbles even at high level; otherwise, a high-level Ambition Adept would look pretty much like any other high-level initiator, and thus be boring.
http://www.wizards.com/dnd/images/excerpts_0921.jpg
"Don't worry, I'm doing it right! The Lingering Inferno strike is supposed to turn your arms into magma!"
- Marn Ironskull, dwarven Ambition Adept of the Desert Wind, deceased.
Ambition Adepts are warriors who manage to learn maneuvers that should be well above their skill level. Though they cannot use these maneuvers as easily as those who have truly mastered them, their access to unusually powerful techniques means they should not be underestimated. Strong-willed and with a marked tendency to injure themselves through overexertion, Ambition Adepts generally have chaotic alignments.
The vast majority of Ambition Adepts are Warblades, as they tend to want to develop as much power and get as much glory as possible – and pulling off a move that should be far above your abilities is certainly glorious. Swordsages are usually too wise to be so short-sighted, but some become obsessed with proving their prowess by using the most powerful maneuvers they have heard of, or believe that learning a special technique will make them unbeatable. Crusaders occasionally become ambition adepts, seeking to awe those around them with their deities' power or (for worshippers of strength-oriented gods like Kord) to win their deities' favor.
Gnomes are the most common ambitious adepts, due to their love of complexity and flashiness and relative lack of common sense. Many humans and half-orcs also become Ambition Adepts, seeing their style as a quick path to power. The longer-lived races such as dwarves and elves rarely become ambition adepts, as they generally lack the impatience that drives most Ambition Adepts.
HD: d10
Requirements:
BAB: +6
Maneuvers: Must be able to use 2nd-level maneuvers
Feats: Martial Study (any)
Skills: Martial Lore 8 ranks
Table: The Ambition Adept
{table=head]Level | Base Attack Bonus | Fort Save | Ref Save | Will Save | Special
1st | +1 | +2 | +0 | +2 | Ambitious strike
2nd | +2 | +3 | +0 | +3 | Ambitious counter
3rd | +3 | +3 | +1 | +3 | Ambitious boost
4th | +4 | +4 | +1 | +4 | Ambitious stance
5th | +5 | +4 | +1 | +4 | Ambitious strike, True mastery[/table]
Class Skills (4+Int modifier per level): Autohypnosis, Balance, Bluff, Climb, Concentration, Craft, Intimidate, Jump, Knowledge (history), Knowledge (local), Martial Lore, Perform (weapons drill), Ride, Swim, Tumble.
Weapon and Armor Proficiency: The Ambition Adept gains proficiency with all simple and martial melee weapons. He gains no proficiency with armor or shields.
Maneuvers: At each level, an Ambition Adept gains a special maneuver. You add your full Ambition Adept levels to your initiator level to determine your total initiator level and your highest-level maneuvers known for maneuvers gained through means other than Ambition Adept class features.
Ambitious strike: A first-level Ambition Adept learns one strike from any discipline, of a level up to his initiator level minus 2. For example, a Warblade 6/Ambition Adept 1 could learn a 5th-level strike. He does not need to meet the strike's prerequisites, but he must know at least one maneuver of the strike's discipline. The Ambition Adept can only use this strike once per encounter; he cannot recover it or use it out of combat. He learns a second Ambitious Strike at 5th level, with the same conditions, so a Warblade 6/ Ambition Adept 5 could learn a 9th-level strike.
Fumbles: Due to the complexity and power of such advanced maneuvers, they can go catastrophically wrong. When the Ambition Adept makes his attack roll for his Ambitious Strike, if the unmodified result of the attack roll is less than the difference between twice the strike's level and the Ambition Adept's initiator level, the result is a fumble. For example, a Warblade 6/ Ambition Adept 1 initiating a 5th-level maneuver would fumble on a roll of 3 or less on the d20. A Warblade 6/ Ambition Adept 5 initiating a 9th-level maneuver would fumble on a roll of 9 or less.
If the Ambition Adept fumbles while making an Ambitious Strike, he strikes himself instead of his opponent; the maneuver affects him as normal. Even if the attack roll was high enough to hit the target, only the Ambition Adept is hit if he fumbles.
For strikes that involve multiple attack rolls, such as Time Stands Still, all attack rolls that result in a fumble hit the Ambition Adept, and all attack rolls that do not result in a fumble are resolved as normal.
Maneuvers with beneficial effects that trigger on a successful hit, such as Adamantine Bones, do not provide their beneficial effects if the Ambition Adept hits himself with a fumble.
Ambitious counter: A second-level Ambition Adept learns one counter from any discipline, of a level up to his initiator level minus 2. For example, a Warblade 6/Ambition Adept 2 could learn a 6th-level counter. He does not need to meet the counter's prerequisites, but he must know at least one maneuver of that discipline. The Ambition Adept can only use this counter once per encounter; he cannot recover it or use it out of combat.
Fumbles: Whether or not the counter normally involves a roll, roll 1d20 while making it. If the result of the roll is less than the difference between twice the counter's level and the Ambition Adept's initiator level, the result is a fumble. For example, a Warblade 6/ Ambition Adept 2 initiating a 6th-level counter would fumble on a roll of 4 or less on the d20.
If the Ambition Adept fumbles while making an Ambitious Counter, the counter automatically fails, he loses his swift action, and he is flat-footed for one round.
Ambitious boost: A third-level Ambition Adept learns one boost from any discipline, of a level up to his initiator level minus 2. For example, a Warblade 6/Ambition Adept 3 could learn a 7th-level boost. He does not need to meet the boost's prerequisites, but he must know at least one maneuver of that discipline. The Ambition Adept can only use this boost once per encounter; he cannot recover it or use it out of combat.
Fumbles: Whether or not the boost normally involves a roll, roll 1d20 while making it. If the result of the roll is less than the difference between twice the boost's level and the Ambition Adept's initiator level, the result is a fumble. For example, a Warblade 6/ Ambition Adept 3 initiating a 7th-level boost would fumble on a roll of 5 or less.
If the Ambition Adept fumbles while making an Ambitious Boost, the boost automatically fails, he loses his swift action, and he is sickened for one round.
Ambitious stance: A fourth-level Ambition Adept gains one stance from any discipline, of a level up to his initiator level minus 2. For example, a Warblade 6/Ambition Adept 4 could learn an 8th-level stance. He does not need to meet the stance's prerequisites, but he must know at least one maneuver of that discipline. He may only attempt to enter this stance once per encounter
Fumbles: Whenever an Ambition Adept enters his Ambitious Stance, roll 1d20. If the result of the roll is less than the difference between twice stance's level and the Ambition Adept's initiator level, the result is a fumble. For example, a Warblade 6/ Ambition Adept 4 entering an 8th-level stance would fumble on a roll of 6 or less. On a fumble, he gets the footing completely wrong and slips, wasting his swift action and falling prone.
True mastery: At fifth level, the Ambition Adept fully understands the advanced maneuvers that he has practiced. He can use and recover the Ambitious Maneuvers granted by this class just like any other maneuvers and enter his Ambitious Stance at will, though he still must roll for fumbles and suffers their consequences.
Any comments, critiques, or suggestions would be appreciated.
EDIT 1: Fumbles introduced for all maneuvers. True Mastery revised so that it doesn't remove fumble penalties but does allow maneuver recovery. This still has the issue of an 11th-level character potentially using repeated 9th-level strikes, but with very high chances of failure and very high consequences for it. I think I like this way better than removing the fumble chance but not letting him recover maneuvers, as this causes the Adept to gradually get more effective as his IL increases while keeping the amusing possibility of fumbles even at high level; otherwise, a high-level Ambition Adept would look pretty much like any other high-level initiator, and thus be boring.