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View Full Version : Tome of Battle to core classes-- basic tweaks



Grod_The_Giant
2013-02-26, 02:42 PM
The ToB classes don't quite match up to core classes 1:1, and aren't quite enough, methinks. Here's where I do something about that.

First, a pair of new feats.

Martial Archer
Prerequisite: BAB +1
Benefit: You may initiate strikes from the Diamond Mind and Iron Heart schools with ranged or throw weapons, up to a range of 30 feet. In addition, boosts from any school which affect your melee attacks now affect your ranged weapons.
Special: This feat counts as Point-Blank Shot for all prerequisites. A fighter may select Martial Archer as one of his fighter bonus feats.

Improved Martial Archer
Prerequisite: Dex 15, BAB +6, Martial Archer
Benefit: You may initiate strikes from the Diamond Mind and Iron Heart schools with ranged or throw weapons against any target within one range increment.
Special: A fighter may select Martial Archer as one of his fighter bonus feats.


The Fighter
This class replaces the Warblade

Hit Die: d10
Class Skills: The fighter’s class skills are Balance, Climb, Diplomacy, Handle Animal, Heal, Intimidate, Jump, Knowledge (Architecture and Engineering), Knowledge (History), Knowledge (Nobility and Royalty), Listen, Martial Lore, Profession, Ride, Spot, Swim, Tumble.
Skill Points at 1st Level: (4 + Int modifier) ×4.
Skill Points at Each Additional Level: 4 + Int modifier.

{table=head]Level |Base Attack Bonus |Fort Save |Ref Save |Will Save |Special |Maneuvers Known|Maneuvers Readied|Highest Level Maneuver|Stances Known
1st |+1 |+2 |+0 |+0 |Battle Clarity (Reflex Saves), Weapon Aptitude|3|3|1|1
2nd |+2 |+3 |+0 |+0 |Uncanny Dodge, Bonus feat|4|3|1|1
3rd |+3 |+3 |+1 |+1 |Battle Ardor (Critical Confirmation)|5|3|2|1
4th |+4 |+4 |+1 |+1 |Bonus feat|5|4|2|2
5th |+5 |+4 |+1 |+1 |Veteran of a Thousand Wars|6|4|3|2
6th |+6/+1 |+5 |+2 |+2 |Bonus feat|6|4|3|2
7th |+7/+2 |+5 |+2 |+2 |Battle Cunning|7|4|4|2
8th |+8/+3 |+6 |+2 |+2 |Improved Uncanny Dodge, Bonus feat|7|4|4|2
9th |+9/+4 |+6 |+3 |+3 |Rapid Recovery|8|4|5|2
10th |+10/+5 |+7 |+3 |+3 |Bonus feat|8|5|5|3
11th |+11/+6/+1 |+7 |+3 |+3 |Battle Skill (Opposed Checks)|9|5|6|3
12th |+12/+7/+2 |+8 |+4 |+4 |Bonus feat|9|5|6|3
13th |+13/+8/+3 |+8 |+4 |+4 |Mettle|10|5|7|3
14th |+14/+9/+4 |+9 |+4 |+4 |Bonus feat|10|5|7|3
15th |+15/+10/+5 |+9 |+5 |+5 |Battle Mastery (Attacks of Opportunity)|11|6|8|3
16th |+16/+11/+6/+1 |+10 |+5 |+5 |Bonus feat|11|6|8|4
17th |+17/+12/+7/+2 |+10 |+5 |+5 |Perfect Recovery|12|6|9|4
18th |+18/+13/+8/+3 |+11 |+6 |+6 |Bonus feat|12|6|9|4
19th |+19/+14/+9/+4 |+11 |+6 |+6 |Perfect Warrior|13|6|9|4
20th |+20/+15/+10/+5 |+12 |+6 |+6 |Stance Mastery, Bonus feat|13|7|9|4
[/table]

Weapon and Armor Proficiency: A fighter is proficient with all simple and martial weapons and with all armor (heavy, medium, and light) and shields (including tower shields).

Maneuvers: You begin your career with knowledge of three martial maneuvers. The disciplines available to you are Diamond Mind, Iron Heart, Stone Dragon, Tiger Claw, and White Raven.

Once you know a maneuver, you must ready it before you can use it (see Maneuvers Readied, below). A maneuver usable by fighters is considered an extraordinary ability unless otherwise noted in its description. Your maneuvers are not affected by spell resistance, and you do not provoke attacks of opportunity when you initiate one.

You learn additional maneuvers at higher levels, as shown on Table 1–3. You must meet a maneuver’s prerequisite to learn it. See Table 3–1, page 39, to determine the highest-level maneuvers you can learn.

Upon reaching 4th level, and at every even-numbered fighter level after that (6th, 8th, 10th, and so on), you can choose to learn a new maneuver in place of one you already know. In effect, you lose the old maneuver in exchange for the new one. You can choose a new maneuver of any level you like, as long as you observe your restriction on the highest-level maneuvers you know; you need not replace the old maneuver with a maneuver of the same level. For example, upon reaching 10th level, you could trade in a single 1st-, 2nd-, 3rd- or 4th-level maneuver for a maneuver of 5th level or lower, as long as you meet the prerequisite of the new maneuver. You can swap only a single maneuver at any given level.

Maneuvers Readied: You can ready all three of the maneuvers you know at 1st level, but as you advance in level and learn more maneuvers, you must choose which maneuvers to ready. You ready your maneuvers by exercising for 5 minutes. The maneuvers you choose remain readied until you decide to exercise again and change them. You need not sleep or rest for any long period of time to ready your maneuvers; any time you spend 5 minutes in practice, you can change your readied maneuvers.

You begin an encounter with all your readied maneuvers unexpended, regardless of how many times you might have already used them since you chose them. When you initiate a maneuver, you expend it for the current encounter, so each of your readied maneuvers can be used once per encounter (until you recover them, as described below).

You can recover all expended maneuvers with a standard action. You cannot initiate a maneuver or change your stance while you are recovering your expended maneuvers, but you can remain in a stance in which you began your turn.

Stances Known: You begin play with knowledge of one 1st level stance from any discipline you have access to. At 4th, 10th, and 16th level, you can choose additional stances. Unlike maneuvers, stances are not expended, and you do not have to ready them. All the stances you know are available to you at all times, and you can change the stance you are currently using as a swift action. A stance is an extraordinary ability unless otherwise stated in the stance description.

Unlike with maneuvers, you cannot learn a new stance at higher levels in place of one you already know.

Battle Clarity (Ex): You can enter a state of almost mystical awareness of the battlefield around you. As long as you are not fl at-footed, you gain an insight bonus equal to your Intelligence bonus (maximum equals your fighter level) on your Reflex saves.

Weapon Aptitude (Ex): Your training with a wide range of weaponry and tactics gives you the flexibility to adjust your weapon training. Each morning, you can spend 1 hour in weapon practice to change the designated weapon for any feat you have that applies only to a single weapon (such as Weapon Focus). You must have the newly designated weapon available during your practice session to make this change. For example, if you wish to change the designated weapon for your Weapon Focus feat from greatsword to longsword, you must have a longsword available to practice with during your practice session.

You can adjust any number of your feats in this way, and you don’t have to adjust them all in the same way. However, you can’t change the weapon choices in such a way that you no longer meet the prerequisite for some other feat you possess. For instance, if you have both Weapon Focus (longsword) and Weapon Specialization (longsword), you can’t change the designated weapon for Weapon Focus unless you also change the weapon for Weapon Specialization in the same way.

Uncanny Dodge (Ex): At 2nd level, you gain the ability to react to danger before your senses would normally allow you to do so. You retain your Dexterity bonus to AC (if any) even if you are caught flat-footed or struck by an invisible attacker. However, you still lose your Dexterity bonus to AC if you are immobilized. If you already have uncanny dodge from a different class (barbarian or rogue, for example), you automatically gain improved uncanny dodge (see below) instead.

Bonus Feats: At 2nd level, and every subsequent even-numbered level, a fighter gets a bonus combat-oriented feat in addition to the feat that any 1st-level character gets and the bonus feat granted to a human character. These bonus feats must be drawn from the feats noted as fighter bonus feats. A fighter must still meet all prerequisites for a bonus feat, including ability score and base attack bonus minimums.

Battle Ardor (Ex): The sheer love of battle lends uncanny strength to your blows. Starting at 3rd level, you gain an insight bonus equal to your Intelligence bonus on rolls made to confirm critical hits.

Armor Mastery (Ex): Beginning at 4th level, you may reduce the armor check penalty from any armor he wears by an amount equal to his Strength modifier. He may also ignore the speed penalty from medium and heavy armor.

Veteran of a Thousand Wars (Ex): Starting at 5th level, you may make a special knowledge check with a bonus equal to your fighter level + your key ability modifier to see whether you know some relevant information related to wars and combat— generals, historical battles, military technology, and so on. This ability functions in the same manner as Bardic Knowledge.

Battle Cunning (Ex): Your instinct for seizing the moment gives you a significant advantage over foes unprepared for your attack. At 7th level, you gain an insight bonus equal to your Intelligence bonus on melee damage rolls against flat-footed or flanked opponents.

Rapid Recovery: Beginning at 9th level, you may recover maneuvers with a move action, instead of a standard. You still may not initiate maneuvers or change stances during a round where you recovered maneuvers, but you may attack normally.

Improved Uncanny Dodge (Ex): At 6th level and higher, you can no longer be flanked; you can react to opponents on opposite sides of you as easily as you can react to a single attacker. See the barbarian class feature (PH 26) for more information.

Battle Skill (Ex): You anticipate your enemies’ ploys and tactics. At 11th level, you gain an insight bonus equal to your Intelligence bonus on any check made to oppose an enemy’s bull rush, disarm, feint, overrun, sunder, or trip attempt.

Mettle(Ex): You can resist magical and unusual attacks with great willpower or fortitude. Beginning at 13th level, if you make a successful Will or Fortitude 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 Fortitude partial), you instead completely negates the effect. An unconscious or sleeping fighter does not gain the benefit of mettle.

Battle Mastery (Ex): You notice the most subtle openings and cues offered by your opponents. At 15th level, you gain an insight bonus equal to your Intelligence bonus on melee attack rolls and melee damage rolls made whenever you make an attack of opportunity.

Perfect Recovery: Beginning at 18th level, you may recover maneuvers with a swift action. You still may not initiate maneuvers or change stances during a round where you recovered maneuvers, but you may attack normally.

Perfect Warrior (Ex): Beginning at 19th level, you may take 10 on attack rolls.

Stance Mastery (Ex): At 20th level, you can have two stances active simultaneously. When you use a swift action to initiate or change your stance, you can initiate or change one or both stances.


The Monk
Based on but in addition to the Swordsage

Hit Die: d8

The monk’s class skills are Balance, Climb, Concentration, Craft, Diplomacy, Escape Artist, Heal, Hide, Intimidate, Jump, Knowledge (all skills, taken individually), Listen, Martial Lore, Move Silently, Profession, Sense Motive, Spot, Swim, and Tumble.
Skill Points at 1st Level: (6 + Int modifier) ×4.
Skill Points at Each Additional Level: 6 + Int modifier.

{table=head]Level |BAB |Fort |Ref |Will |Special |Unarmed Damage |Unarmored Speed Bonus |Maneuvers Known|Maneuvers Readied|Highest Level Maneuver|Stances Known
1st|+1|+2|+2|+2|Mind over Muscle, Bonus feat, flurry of blows, unarmed strike, AC bonus|1d6|+0 ft.|5|5|1|1
2nd|+2|+3|+3|+3|Bonus feat, evasion|1d6|+0 ft.|5|5|1|2
3rd|+3|+3|+3|+3|Still mind|1d6|+10 ft.|6|5|2|2
4th|+4|+4|+4|+4|Ki strike (magic), Bend like a Reed|1d8|+10 ft.|6|5|2|2
5th|+5|+4|+4|+4|Dance in the Wind, Purity of body|1d8|+10 ft.|7|5|3|2
6th|+6/+1|+5|+5|+5|Bonus feat|1d8|+20 ft.|7|5|3|2
7th|+7/+2|+5|+5|+5|Wholeness of body|1d8|+20 ft.|8|5|4|2
8th|+8/+3|+6|+6|+6|Bend like a Reed (2 size categories)|1d10|+20 ft.|8|5|4|3
9th|+9/+4|+6|+6|+6|Improved evasion|1d10|+30 ft.|9|5|5|3
10th|+10/+5|+7|+7|+7|Ki strike (Adamantine)|1d10|+30 ft.|9|6|5|3
11th|+11/+6/+1|+7|+7|+7|Diamond body, greater flurry|1d10|+30 ft.|10|6|6|3
12th|+12/+7/+2|+8|+8|+8|Flow like Water|2d6|+40 ft.|10|6|6|3
13th|+13/+8/+3|+8|+8|+8|Diamond soul|2d6|+40 ft.|11|6|7|3
14th|+14/+9/+4|+9|+9|+9|Tongue of the sun and moon|2d6|+40 ft.|11|6|7|4
15th|+15/+10/+5|+9|+9|+9|Abundant Step|2d6|+50 ft.|12|6|8|4
16th|+16/+11/+6/+1|+10|+10|+10|Ki strike (all)|2d8|+50 ft.|12|6|8|4
17th|+17/+12/+7/+2|+10|+10|+10|Timeless body|2d8|+50 ft.|13|6|9|4
18th|+18/+13/+8/+3|+11|+11|+11| |2d8|+60 ft.|13|6|9|4
19th|+19/+14/+9/+4|+11|+11|+11|Quivering Palm|2d8|+60 ft.|14|6|9|4
20th|+20/+15/+10/+5|+12|+12|+12|Perfect Self|2d10|+60 ft.|14|7|9|4
[/table]

Weapon and Armor Proficiency: Monks are proficient with all simple weapons, as well as the handaxe, kama, nunchaku, sai, shuriken, and siangham. Monks are not proficient with any armor or shields. When wearing armor, using a shield, or carrying a medium or heavy load, a monk loses her AC bonus, as well as her fast movement and flurry of blows abilities.

Maneuvers: You begin your career with knowledge of five martial maneuvers. The disciplines available to you are Diamond Mind, Iron Heart, Setting Sun, and Tiger Claw.

Once you know a maneuver, you must ready it before you can use it (see Maneuvers Readied, below). A maneuver usable by monks is considered an extraordinary ability unless otherwise noted in its description. Your maneuvers are not affected by spell resistance, and you do not provoke attacks of opportunity when you initiate one.

You learn additional maneuvers at higher levels, as shown on Table 1–3. You must meet a maneuver’s prerequisite to learn it. See Table 3–1, page 39, to determine the highest-level maneuvers you can learn.

Upon reaching 4th level, and at every even-numbered monk level after that (6th, 8th, 10th, and so on), you can choose to learn a new maneuver in place of one you already know. In effect, you lose the old maneuver in exchange for the new one. You can choose a new maneuver of any level you like, as long as you observe your restriction on the highest-level maneuvers you know; you need not replace the old maneuver with a maneuver of the same level. For example, upon reaching 10th level, you could trade in a single 1st-, 2nd-, 3rd- or 4th-level maneuver for a maneuver of 5th level or lower, as long as you meet the prerequisite of the new maneuver. You can swap only a single maneuver at any given level.

Maneuvers Readied: You can ready all five of the maneuvers you know at 1st level, but as you advance in level and learn more maneuvers, you must choose which maneuvers to ready. You ready your maneuvers by exercising for 5 minutes. The maneuvers you choose remain readied until you decide to change them. You need not sleep or rest for any long period of time to ready your maneuvers; any time you spend 5 minutes in practice, you can change your readied maneuvers.

You begin an encounter with all your readied maneuvers unexpended, regardless of how many times you might have already used them since you chose them. When you initiate a maneuver, you expend it for the current encounter, so each of your readied maneuvers can be used once per encounter (until you recover them, as described below).

By taking a standard action, you may recover a number of maneuvers equal to your Wisdom modifier. Instead of recovering a maneuver, you may instead replace it with another maneuver you know but have not readied. The replaced maneuver may be either expended or unexpended. You may mix and match the two options, recovering some maneuvers and exchanging others.

Stances Known: You begin play with knowledge of one 1st level stance from any discipline you have access to. At 2nd, 8th, and 14th level, you can choose additional stances. Unlike maneuvers, stances are not expended, and you do not have to ready them. All the stances you know are available to you at all times, and you can change the stance you are currently using as a swift action. A stance is an extraordinary ability unless otherwise stated in the stance description.

Unlike with maneuvers, you cannot learn a new stance at higher levels in place of one you already know.

Mind over Muscle: You may use your Wisdom score in place of your Strength score for all purposes, including melee attack rolls, damage rolls, combat maneuvers, skill checks, and ability checks.

Bonus Feats: At 1st level, you may select either Improved Grapple or Stunning Fist as a bonus feat. At 2nd level, you may select either Combat Reflexes or Deflect Arrows as a bonus feat. At 6th level, you may select either Improved Disarm or Improved Trip as a bonus feat. You need not have any of the prerequisites normally required for these feats to select them.

Flurry of Blows: All monks know the following maneuver. They may not exchange it for any other maneuver.


Flurry of Blows
Iron Heart (Boost)
Level: Monk 1
Initiation Action: Swift
Range: Personal
Target: You

You may make one extra attack with an unarmed strikes or special monk weapons at your highest base attack bonus. Beginning at 11th level, you may make a second additional attack.

Unarmed Strike: At 1st level, a monk gains Improved Unarmed Strike as a bonus feat. A monk’s attacks may be with either fist interchangeably or even from elbows, knees, and feet. This means that you may even make unarmed strikes with your hands full. There is no such thing as an off-hand attack for a monk striking unarmed.

Usually your unarmed strikes deal lethal damage, but you can choose to deal nonlethal damage instead with no penalty on you attack roll. You have the same choice to deal lethal or nonlethal damage while grappling.

A monk’s unarmed strike is treated both as a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.

A monk also deals more damage with her unarmed strikes than a normal person would, as shown on Table: The Monk. The unarmed damage on Table: The Monk is for Medium monks.

AC Bonus (Ex): When unarmored and unencumbered, you may add one-fourth your Monk level (rounded down) plus your Wisdom modifier (if any) to your AC. These bonuses to AC apply even against touch attacks or when you are flat-footed. You lose these bonuses when you are immobilized or helpless, when you wear any armor, when you carry a shield, or when you carry a medium or heavy load.

Fast Movement (Ex): At 3rd level, You gain an untyped bonus to your speed, as shown on Table: The Monk. A monk in armor or carrying a medium or heavy load loses this extra speed.

Evasion (Ex): At 2nd level or higher if you make a successful Reflex saving throw against an attack that normally deals half damage on a successful save, you instead takes no damage. Evasion can be used only if you are wearing light armor or no armor. A helpless monk does not gain the benefit of evasion.

Still Mind (Ex): Beginning at 3rd level, you gain a bonus on saving throws against spells and effects from the school of enchantment equal to one-half your Monk level, rounded down.

Ki Strike (Su): At 4th level, a monk’s unarmed attacks are empowered with ki. Your unarmed attacks are treated as magic weapons, with an enhancement bonus equal to one-third your monk level, rounded down.

Ki strike improves with the character’s monk level. At 10th level, your unarmed attacks are treated as adamantine weapons for the purpose of dealing damage to creatures with damage reduction and bypassing hardness. At 16th level, your unarmed attacks bypass all hardness and damage reduction

Bend like a Reed (Ex): Beginning at 4th level, when attempting a combat maneuver against a larger foe, you gains a +4 bonus to opposed Strength checks, grapple checks, and the like, effectively cancelling out one size category's worth of difference.

At 8th level, this bonus improves to +8 against foes who are two size categories or more larger than you, effectively cancelling out two size categories worth of difference. Against foes one size larger than you, this bonus is still only +4. For example, a medium sized monk would have a +4 bonus to grapple checks against and ogre (large size), but a +8 bonus against a cloud giant (huge size).

Dance in the Wind: Beginning at 5th level, you gains a perfection bonus to Balance, Jump, and Tumble checks equal to the bonus from your Fast Movement ability.

Purity of Body (Ex): At 5th level, a monk gains immunity to all diseases, including supernatural and magical diseases.

Wholeness of Body: At 7th level or higher, a monk can heal her own wounds. You can heal a number of hit points of damage equal to your current monk level times your Wisdom modifier each day, and you can spread this healing out among several uses.

Improved Evasion (Ex): At 9th level, a monk’s evasion ability improves. You still take no damage on a successful Reflex saving throw against attacks, but henceforth you take only half damage on a failed save. A helpless monk does not gain the benefit of improved evasion.

Diamond Body (Ex) : At 11th level, a monk gains immunity to poisons of all kinds.

Flow like Water(Ex): Beginning at 12th level, when attempting a combat maneuver against a larger foe, you gains a bonus to opposed Strength checks, grapple checks, and so on equal to your opponent's size bonus minus your own size bonus, effectively cancelling out all size differences. This ability effectively replaces “Bend Like a Reed."

Diamond Soul (Ex): At 13th level, a monk gains spell resistance equal to your current monk level + 15. You may choose to allow any spell to bypass your spell resistance. Doing so does not require an action. An unconscious or sleeping monk does not gain the benefit of this ability.

Tongue of the Sun and Moon (Ex): Beginning at 14th level, you may speak with any creature, regardless of language, as though under the effects of tounges or speak with animals spell.

Abundant Step (Su): At 15th level, all monks learn the following maneuver. They may not exchange it for any other maneuver.


Abundant Step
Diamond Mind (Teleportation)
Level: Monk 8
Initiation Action: Swift
Range: Long (400 ft. + 40 ft./level)
Target: You and touched objects or other touched willing creatures

This maneuver functions as the spell dimension door, with a caster level equal to your Monk level, with a casting time of swift. This maneuver is a supernatural ability.

Timeless Body (Ex) : Upon attaining 17th level, you no longer takes penalties to your ability scores for aging and cannot be magically aged. Any such penalties that you have already taken, however, remain in place. Bonuses still accrue, and you may live ten times longer than normal for your race.

Quivering Palm: At 18th level, all monks learn the following maneuver. They may not exchange it for any other maneuver.


Quivering Palm
Diamond Mind (Strike)
Level: Monk 9
Initiation Action: Standard
Range: Melee Attack
Target: One creature

You set up vibrations within the body of another creature that can thereafter be fatal if the monk so desires. As part of this ability, make an unarmed melee attack against the target which deals bonus damage equal to your Monk level. If the attack is successful, the target must make a Fortitude save (DC 10 + 1/2 Monk level + Wisdom modifier).

If the target fails the save, the monk designates some amount of time, up to one day per point of Wisdom. After the time elapses, the target dies. This is not a death effect, and it may affect constructs, undead, and creatures immune to critical hits.

Perfect Self: At 20th level, a monk becomes a magical creature. You are forevermore treated as an outsider (native) rather than as a humanoid (or whatever your former creature type was) for the purpose of spells and magical effects. Additionally, you gain damage reduction 10/-- and a +4 perfection bonus to all you ability scores.


The Paladin
Based on but in addition to the Crusader

Alignment: Any Good.
Hit Die: d12

A paladin’s class skills are Climb, Concentration, Craft, Diplomacy, Handle Animal, Heal, Intimidate, Jump, Knowledge (History), Knowledge (nobility and royalty), Knowledge (religion), Martial Lore, Profession, Ride, Sense Motive, and Swim.
Skill points at 1st level: (4+Intelligence modifier) x4
Skill points at each addition level: 4+Intelligence modifier

{table=head]level|Base Attack|Fort|Refl|Will|Special|Maneuvers Known|Maneuvers Readied|Highest Level Maneuver|Stances Known|1st|2nd|3rd|4th
1st|+1|+2|+0|+2|Aura of Good, Detect Evil, Smite Evil|3|3|1|1|—|—|—|—
2nd|+2|+3|+0|+3|Divine Grace, Lay on Hands, Bless Weapon|4|3|1|1|—|—|—|—
3rd|+3|+3|+1|+3|Hero’s Presence, Divine Health|5|3|2|1|—|—|—|—
4th|+4|+4|+1|+4|Turn Undead, Spells|5|4|2|2|0|—|—|—
5th|+5|+4|+1|+4|Special Mount|6|4|3|2|0|—|—|—
6th|+6/+1|+5|+2|+5|A Hero Never Sleeps|6|4|3|2|1|—|—|—
7th|+7/+2|+5|+2|+5|Saint’s Touch|7|4|4|2|1|—|—|—
8th|+8/+3|+6|+2|+6|Prudent Healing|7|4|4|2|1|0|—|—
9th|+9/+4|+6|+3|+6|Favored of the Gods|8|4|5|2|1|0|—|—
10th|+10/+5|+7|+3|+7|Hero’s Sacrifice|8|5|5|3|1|1|—|—
11th|+11/+6/+1|+7|+3|+7|Battle Casting|9|5|6|3|1|1|0|—
12th|+12/+7/+2|+8|+4|+8|Holy Weapon|9|5|6|3|1|1|1|—
13th|+13/+8/+3|+8|+4|+8|A Hero Never Dies|10|5|7|3|1|1|1|—
14th|+14/+9/+4|+9|+4|+9|Improved Smiting|10|5|7|3|2|1|1|0
15th|+15/+10/+5|+9|+5|+9|Banishing Smite|11|6|8|3|2|1|1|1
16th|+16/+11/+6/+1|+10|+5|+10|Effortless Healing|11|6|8|4|2|2|1|1
17th|+17/+12/+7/+2|+10|+5|+10|Faith in the Fallen|12|6|9|4|2|2|2|1
18th|+18/+13/+8/+3|+11|+6|+11|Bulwark of Faith|12|6|9|4|3|2|2|1
19th|+19/+14/+9/+4|+11|+6|+11|Perfection on Earth|13|6|9|4|3|3|3|2
20th|+20/+15/+10/+5|+12|+6|+12|Death Before Dishonor|13|7|9|4|3|3|3|3
[/table]

Weapon and Armor Proficiency: Paladins are proficient with all simple and martial weapons, with all types of armor (heavy, medium, and light), and with shields (including tower shields).

Maneuvers: You begin your career with knowledge of three martial maneuvers. The disciplines available to you are Devoted Spirit, Stone Dragon, and White Raven.

Once you know a maneuver, you must ready it before you can use it (see Maneuvers Readied, below). A maneuver usable by paladins is considered an extraordinary ability unless otherwise noted in its description. Your maneuvers are not affected by spell resistance, and you do not provoke attacks of opportunity when you initiate one.

You learn additional maneuvers at higher levels, as shown on Table 1–3. You must meet a maneuver’s prerequisite to learn it. See Table 3–1, page 39, to determine the highest-level maneuvers you can learn.

Upon reaching 4th level, and at every even-numbered paladin level after that (6th, 8th, 10th, and so on), you can choose to learn a new maneuver in place of one you already know. In effect, you lose the old maneuver in exchange for the new one. You can choose a new maneuver of any level you like, as long as you observe your restriction on the highest-level maneuvers you know; you need not replace the old maneuver with a maneuver of the same level. For example, upon reaching 10th level, you could trade in a single 1st-, 2nd-, 3rd- or 4th-level maneuver for a maneuver of 5th level or lower, as long as you meet the prerequisite of the new maneuver. You can swap only a single maneuver at any given level.

Maneuvers Readied: You can ready all three of the maneuvers you know at 1st level, but as you advance in level and learn more maneuvers, you must choose which maneuvers to ready. You ready your maneuvers by exercising for 5 minutes. The maneuvers you choose remain readied until you decide to exercise again and change them. You need not sleep or rest for any long period of time to ready your maneuvers; any time you spend 5 minutes in practice, you can change your readied maneuvers.

You begin an encounter with all your readied maneuvers unexpended, regardless of how many times you might have already used them since you chose them. When you initiate a maneuver, you expend it for the current encounter, so each of your readied maneuvers can be used once per encounter (until you recover them, as described below).

You can recover all expended maneuvers with a standard action. You cannot initiate a maneuver or change your stance while you are recovering your expended maneuvers, but you can remain in a stance in which you began your turn.

Stances Known: You begin play with knowledge of one 1st level stance from any discipline you have access to. At 4th, 10th, and 16th level, you can choose additional stances. Unlike maneuvers, stances are not expended, and you do not have to ready them. All the stances you know are available to you at all times, and you can change the stance you are currently using as a swift action. A stance is an extraordinary ability unless otherwise stated in the stance description.

Unlike with maneuvers, you cannot learn a new stance at higher levels in place of one you already know.

Aura of Good (Ex): The power of a paladin’s aura of good (see the detect good spell) is equal to your paladin level.

Detect Evil (Su): As a swift action, you may turn ability on or off. You do not have to concentrate to keep it active, although unless you do you can only detect the presence or absence of evil. You can never be stunned by an overwhelmingly powerful aura. Otherwise, it works as the spell.

Smite Evil: All paladins know the following maneuver automatically. They may never exchange it for a a different maneuver.


Smite Evil
Devoted Spirit (Boost)
Level: Paladin 1
Initiation Action: Swift
Range: Personal
Taget: You

The next melee attack you make gains a sacred bonus to attack equal to your Charisma modifier, and deals bonus damage equal to your Charisma modifier plus your Paladin level to evil-aligned creatures.


Divine Grace (Su): At 2nd level, you gain a sacred bonus equal to all saving throws equal to your Charisma modifier.

Lay on Hands: Beginning at 2nd level, a paladin with a Charisma score of 12 or higher can heal wounds (your own or those of others) by touch. Each day you can heal a total number of hit points of damage equal to your paladin level times your Charisma bonus. You may choose to divide his healing among multiple recipients, and you doesn’t have to use it all at once. Using lay on hands is a standard action.

Alternatively, you can use any or all of this healing power to deal damage to undead creatures. Using lay on hands in this way requires a successful melee touch attack and doesn’t provoke an attack of opportunity. You decide how many of your daily allotment of points to use as damage after successfully touching an undead creature.

You may refresh your Lay on Hands pool with ten minutes of prayer. You may do so a number of times per day equal to one-half your Charisma modifier.

Bless Weapon (Su): Beginning at 2nd level, any weapon wielded by a paladin is affected as through by a bless weapon spell. It loses this bonus one round after leaving your hands.

Hero's Presence: Beginning at 3rd level, you is immune to fear (magical or otherwise). In addition, each ally within 10 feet of her gains a morale bonus on saving throws against fear effects and spells with the [evil] description equal to your Charisma modifier. This ability functions while the paladin is conscious, but not if she is unconscious or dead.

Turn Undead: As the standard Paladin

Spells: Beginning at 4th level, a paladin gains the ability to cast a small number of divine spells, which are drawn from the paladin spell list. He may cast any spell he knows without preparing it ahead of time. To cast a spell, a paladin must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a paladin’s spell is 10 + the spell level + the paladin’s Charisma modifier.

Like other spellcasters, a paladin can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on the table. In addition, he receives bonus spells per day if she has a high Charisma score. The paladin does not have access to any domain spells or granted powers, as a cleric does.

Through 3rd level, a paladin has no caster level. At 4th level and higher, her caster level is equal to his paladin level minus 3.

A paladin's selection of spells known is very limited. At 4th level, he learns 2 first level spells of his choice. At every other paladin level, he leans more spells, as shown on the table below. Upon reaching 8th level, and at every subsequent 4th level, he may chose to learn a new paladin spell in place of one he already knows. The new spell must be the same as that of the spell being exhanged.

Paladins meditate or pray for their spells. Each paladin must choose a time at which he must spend 1 hour each day in quiet contemplation or supplication to regain his daily allotment of spells. Time spent resting has no effect on whether he can retrieve spells.

Spells known
{table=head]Level|0 lv|1st|2nd|3rd|4th
1st|2|—|—|—|—
2nd|2|—|—|—|—
3rd|3|—|—|—|—
4th|3|2|—|—|—
5th|4|2|—|—|—
6th|4|3|—|—|—
7th|5|3|—|—|—
8th|5|4|2|—|—
9th|5|4|2|—|—
10th|5|5|3|—|—
11th|5|5|3|2|—
12th|5|5|4|2|—
13th|5|5|4|3|—
14th|5|5|5|3|2
15th|5|5|5|4|2
16th|5|5|5|4|3
17th|5|5|5|5|3
18th|5|5|5|5|4
19th|5|5|5|5|4
20th|5|5|5|5|5[/table]

Special Mount: Upon reaching 5th level, a paladin gains the service of an unusually intelligent, strong, and loyal steed to serve his in his crusade against evil. This mount is usually a heavy warhorse (for a Medium paladin) or a warpony (for a Small paladin).

As a full-round action, a paladin may magically call his mount from the celestial realms in which it resides. This ability is the equivalent of a spell of a level equal to one-third the paladin’s level. The mount immediately appears adjacent to the paladin and remains until dismissed (a free action). The mount is the same creature each time it is summoned, though the paladin may release a particular mount from service.

While on the celestial planes, the mount heals damage at a rate of (paladin level) hit points/hour. Ability damage heals at a rate of (the paladin’s Charisma modifier) points/hour, and negative levels heal at a rate of one/hour. All other status conditions are healed in an hour. The mount also appears wearing or carrying any gear it had when it was last dismissed. Calling a mount is a conjuration (calling) effect.

Should the paladin’s mount die, it immediately disappears, leaving behind any equipment it was carrying. It can be summoned again after one week, minus a number of days equal to the paladin’s Charisma modifier, however. During this period, the paladin takes a -1 penalty on attack and weapon damage rolls.

In addition, the paladin gains Mounted Combat as a bonus feat, even if he doesn't meet the prerequisites.

A Hero Never Sleeps (Ex): Beginning at 6th level, you never becomes fatigued or exhausted, and you don't need to sleep, trance, or otherwise rest your body to remain in fighting condition. You gain immunity to magical sleep effects.

Saint’s Touch (Sp): Beginning at 7th level, your touch can cure many afflictions.

You may spend 10 points from his Lay on Hands pool to cure disease, poison, or paralysis.
You may spend 5 points to use lesser restoration as a spell-like ability with a caster level equal to his paladin level
You may spend 20 points to use restoration as a spell-like ability with a caster level equal to his paladin level
You may spend 25 points to cure any condition that would be affected by Heal
You may spend 50 points to use greater restoration as a spell-like ability with a caster level equal to his paladin level


Prudent Healing (Su): At 8th level, when using Lay on Hands to heal, you may do so as a move action, rather than a standard action.

Favored of God (Sp): At 9th level, you can use divination as a spell-like ability once per day.

Hero’s Sacrifice (Ex): At 10th level, a paladin learns another maneuver. They may never exchange it for a a different maneuver.


Hero's Sacrifice
Devoted Spirit (Counter)
Level: Paladin 5
Initiation Action: Immediate
Range: Personal
Target: One ally within (Strength times 5) feet

If an ally within (Strength times 5) feet is targeted by an attack or spell, you may push them out of the way and take the attack for them. You move in a straight line, provoking attacks of opportunity and enter the ally’s square. The ally is shifted one square in a direction of your choice, and you are the new target of the effect.

Battle Casting: Beginning at 11th level, you may expend a readied maneuver to cast a spell of an equal or lower level as a swift action. The maneuver may be recovered normally. The spell still counts against spells per day.

Holy Weapon (Su): Beginning at 12th level, any weapon a you wield is treated as though it had the Holy weapon enhancement property. It loses this bonus one round after leaving your hands. If it already had the Holy enchantment, it instead deals an extra d6 of damage against evil creatures.

A Hero Never Dies (Ex): At 13th level, you become immune to all death spells, magical death effects, energy drain, and any negative energy effects, as though you were continually affected by a death ward spell.

Improved Smiting: Beginning at 14th level, the bonuses from your Smite Evil maneuver apply to all attacks you make until the beginning of your next turn.

Banishing Smite: At 15th level, a paladin learns a third maneuver. They may never exchange it for a a different maneuver.


Banishing Smite
Devoted Spirit (Strike)
Level: Paladin 8
Initiation Action: Standard
Range: Melee
Target: One outsider

As part of initiating this strike, you must make a successful melee attack against an outsider with the [Evil] subtype. The outsider must make a Will save with a DC equal to 10 + 1/2 Paladin level + your Charisma modifier or be forced back to its own plane for a year and a day.

If the target is already on its home plane, this strike instead inflicts 1d6 damage per paladin level, with a Will save for half damage. This damage is pure divine energy, and it is not subject to spell resistance or damage reduction


Effortless Healing (Ex): Beginning at 16th level, you may use his Lay on Hands ability to heal as a swift action.

Faith in the Fallen (Sp): At 17th level, a paladin’s faith can transcend the bonds of death. Once per day, as a standard action that provokes attacks of opportunity, you may pay 200 experience and expend a refill of his Lay on Hands pool to bring a creature back from the dead, as long as they have been dead for no more than (Charisma) rounds. In all other respects, this ability functions as the revivify spell from the Spell Compendium, with a caster level equal to your paladin level.

Alternately, you may pay 1,000 experience and all uses of lay on hands for one day to use True Resurrection as a spell-like ability, with a caster level equal to his paladin level.

Bulwark of Faith (Ex): At 18th level, a paladin learns a third and final maneuver.


Bulwark of Faith
Devoted Spirit (Counter)
Level: Paladin 9
Initiation Action: Immediate
Range: Personal
Target: All adjacent allies

At 18th level, you may shelter all adjacent creatures of his size or smaller from the effects of any spell or effect affecting an area that allows a reflex save for a partial effect. You must voluntarily fail his Reflex save to use this ability, but shielded allies are not affected by the effect.


Perfection on Earth (Su): At 19th level, a paladin has transcended the limits of his human form. Your type changes to Outsider (native), you gains damage reduction 10/--, immunity to acid, cold, and electricity, spell resistance equal to your paladin level +12, and 60ft darkvison. (Unlike other types of spell resistance, you can allow any spell he chooses to bypass his resistance).

Alternately, if the Book of Exalted Deeds is available, you can acquire the benefits of the Saint template instead of the above benefits. However, unlike the normal template, you only loses the benefits if you lose your paladin abilities (see Ex-Paladins, below). You regain the template when you atone.

Death Before Dishonor (Ex):At 20th level, not even death can stop a paladin. If an effect would kill you, whether through hit point damage (in this case only, death is defined as negative hit points), ability damage, level drain, or anything else, you may delay the effect for 1d6 rounds. The DM rolls this check behind the screen- neither the paladin nor his player knows how long he has left to act.

During this time, you gain a morale bonus to attack, damage, saving throws and skill checks equal to your Charisma score. Your special paladin maneuvers may be used at will, without needing to be readied or recovered. Furthermore, you are considered invulnerable to all effects during this state- you takes no damage from attacks, aren’t affected by spells, and are unaffected by difficult or damaging terrain. This invulnerability extends to effects used by allies or the paladin himself-- you cannot be healed, cannot be buffed, and cannot be stopped.

After the duration of this ability expires, you take the full effect of whatever attack or spell provoked this state. However, if your efforts directly saved the life of another sentient being, he drops to -9 hit points instead. Simply defeating threatening foes isn’t enough to qualify- you must stop an attack that would have killed an ally, heal an friend back to consciousness from negative HP, use your Faith in the Fallen ability, carry a fallen comrade back to safety, or a similar such deed.

The Paladin's Mount

In addition to possessing the Celestial template, a paladin’s mount is superior to a normal mount of its kind, and has special powers, as described below.

The standard mount for a Medium paladin is a heavy warhorse, and the standard mount for a Small paladin is a warpony. Another kind of mount, such as a riding dog (for a halfling paladin) or a Large shark (for a paladin in an aquatic campaign) may be allowed as well.

A paladin’s mount is treated as a magical beast, not an animal, for the purpose of all effects that depend on its type (including bonus hit die, base attack bonus, and so on).

{table=head]Paladin Level|Bonus HD|Natural Armor Adj.|Str Adj.|Int|Special
5th-7th|+2|+4|+1|6|Empathic link, improved evasion, share spells, share saving throws, Mounted Combat
8th-10th|+4|+6|+2|7|Improved speed
11th-14th|+6|+8|+3|8|Flight
15th-20th|+8|+10|+4|9|Spell resistance[/table]

Paladin’s Mount Basics: Use the base statistics for a creature of the mount’s kind, but make changes to take into account the attributes and characteristics summarized on the table and described below.

Empathic Link (Su): The paladin has an empathic link with her mount out to a distance of up to 1 mile. The paladin cannot see through the mount’s eyes, but they can communicate empathically. Note that even intelligent mounts see the world differently from humans, so misunderstandings are always possible. Because of this empathic link, the paladin has the same connection to an item or place that her mount does, just as with a master and his familiar.

Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage, a mount takes no damage if it makes a successful saving throw and half damage if the saving throw fails.

Share Spells: At the paladin’s option, she may have any spell (but not any spell-like ability) she casts on herself also affect her mount. The mount must be within 5 feet at the time of casting to receive the benefit. If the spell or effect has a duration other than instantaneous, it stops affecting the mount if it moves farther than 5 feet away and will not affect the mount again even if it returns to the paladin before the duration expires. Additionally, the paladin may cast a spell with a target of "You" on her mount (as a touch range spell) instead of on herself. A paladin and her mount can share spells even if the spells normally do not affect creatures of the mount’s type (magical beast).

Share Saving Throws: For each of its saving throws, the mount uses its own base save bonus or the paladin’s, whichever is higher. The mount applies its own ability modifiers to saves, and it doesn’t share any other bonuses on saves that the master might have.

Improved Speed (Ex): The mount’s speed increases by 10 feet.

Flight (Ex): The mount grows a pair of wings, granting it a 100ft fly speed with good maneuverability. If it already possessed a fly speed, it gains a 30ft bonus to fly speed and its maneuverability increases by one step.

Spell Resistance (Ex): A mount’s spell resistance equals its master’s paladin level + 5. To affect the mount with a spell, a spellcaster must get a result on a caster level check (1d20 + caster level) that equals or exceeds the mount’s spell resistance. Unlike other types of spell resistance, he may chose to allow any spell he wishes to penetrate his resistance, and is smart enough to recognize beneficial spells.


The Paladin's Code and Ex-Paladins

All paladins follow a code of conduct, although the exact code varies from order to order and from paladin to paladin. Most codes cover the following points:


Honesty- a paladin does not attempt to lie, cheat, or mislead others.
Courage- a paladin does not flee from battle, or hide from the consequences of his actions.
Mercy- a paladin does not kill the helpless or torture the fallen. Whenever possible, he gives aid to those he meets, regardless of race or creed.
Loyalty- a paladin does not betray those he considers his allies, regardless of temptations that may be laid against him.
Humility- a paladin does not intentionally set himself up to be a higher moral authority, nor does he attempt to impose his views on others. His role is to be a shining example, to lead others, rather than drag them kicking and screaming.


And so on. He does not immediately fall for breaking his code— and indeed, most paladins are wise enough to know that there are grey areas in morality. It’s better to fool a man than to have to kill him. Sometimes, it’s not feasible to take a prisoner, or more merciful to provide a swift death to an injured foe. There are times when killing is the most appropriate form of justice. Occasionally, one must work with unsavory types for the greater good. (See also this thread (http://www.giantitp.com/forums/showthread.php?t=34312))

Ex-Paladins:
A paladin falls when he commits an truly evil act— unnecessary murder, the enslavement of another being, and so on. He cannot fall for actions he is forced to perform, or for situations where he was misguided— only a consciously evil choice can cause him to fall.

A fallen paladin loses all supernatural and spell-like class abilities until he atones. This is not as simple as casting the spell— his own deeds caused him to fall, and his own deeds are the only things that can make things right. If he follows his code and general acts in a lawful good manner for one month (or until he levels up, whichever comes first), then he may cast an atonement spell, as normal. Or, if he performs a truly heroic deed, he is instantly forgiven, and has his class features restored.

A paladin who decides that his convictions have well and truly shifted may trade in his paladin levels for crusader levels.

Djinn_in_Tonic
2013-02-26, 03:25 PM
Looks fine, but I'd flesh out some abilities for higher level paladins: looking at a table that front-loaded and yet that sparse at the later levels is just visually awkward. :smalltongue:

ngilop
2013-02-26, 03:33 PM
I have to agree about the sparse ness of the paladin, give them aura of resolve at 7th-10th level and somewhere around 12th-15th let them have a perma holy aura up. and let them have the old 2nd ed aura that dispelled hostile magic from an evil source within their aura of courage.

as for a cool capstone maybe give them the non-stat benefits of the celestial template.

also id love to see you work on the rogue and the ranger.. especially the rogue :)

Grod_The_Giant
2013-02-26, 04:23 PM
I have to agree about the sparse ness of the paladin, give them aura of resolve at 7th-10th level and somewhere around 12th-15th let them have a perma holy aura up. and let them have the old 2nd ed aura that dispelled hostile magic from an evil source within their aura of courage.

as for a cool capstone maybe give them the non-stat benefits of the celestial template.

also id love to see you work on the rogue and the ranger.. especially the rogue :)

Hmm, guess I can steal some more stuff from my old paladin fix. And... Ranger (http://www.giantitp.com/forums/showthread.php?p=14192508#post14192508)and Rogue (http://www.giantitp.com/forums/showthread.php?t=259254) fixes, you said?

Grod_The_Giant
2013-02-26, 05:23 PM
Phew, OK! Added some stuff from older fixes to the Fighter, Monk, and Paladin. The fighter gets a martial bardic knowledge; the monk gets some huge skill bonuses and gets a lot better at combat maneuvers; and the paladin gets a metric crapton. I'm a bit worried it's gotten too good, to be honest.

Accepting suggestions of those dead levels.

Just to Browse
2013-02-27, 02:21 AM
Your closing italics code in the description of fighter maneuver recovery is missing a left bracket.

NotScaryBats
2013-02-27, 02:29 AM
I love your Quivering Palm -- that's freakin' cool.

BAM!
"You will die five days from now"
*Walks away*

Djinn_in_Tonic
2013-02-27, 02:35 AM
Careful with the Paladin's recovery method. Is it intentional that a missed Smite maneuver (thus expending the prepared Smite attempt) lock the Paladin out from both his Smite ability and his maneuver recovery until he takes a full-round action to prepare Smite again?

It just seems odd that a successful Smite recovers maneuvers, yet Smite is itself a maneuver.

Grod_The_Giant
2013-02-27, 11:31 AM
I love your Quivering Palm -- that's freakin' cool.

BAM!
"You will die five days from now"
*Walks away*
Thanks. That's always what it felt like it was supposed to be, rather than the silly "I hit you and then I will you to die later!" that it is by RAW. (Also, this is a closer simulation of the classic five-point palm exploding heart technique (http://www.youtube.com/watch?v=zrigaQbUvZQ).)


Careful with the Paladin's recovery method. Is it intentional that a missed Smite maneuver (thus expending the prepared Smite attempt) lock the Paladin out from both his Smite ability and his maneuver recovery until he takes a full-round action to prepare Smite again?

It just seems odd that a successful Smite recovers maneuvers, yet Smite is itself a maneuver.
Whoops-- forgot to change that when I turned smite into a maneuver. That should be fixed now.

Also, I went ahead and filled in all the crap I glossed over before.

ngilop
2013-02-27, 01:52 PM
I have one thing to add to the fighter to not make it warblade light

at 7-10th level allow the fighter to take a full attack action as a standard action.

also your ranger/rogue have nothing at all to do with ToB fixes... Im not sure why you linked those.

Grod_The_Giant
2013-02-27, 03:05 PM
I have one thing to add to the fighter to not make it warblade light

at 7-10th level allow the fighter to take a full attack action as a standard action.
It's a warblade replacer, not a companion-- you'll notice that he literally has all of the warblade's class abilities. He gets heavy armor, bows, more feats and a few flavorful extras in exchange for an inferior recovery mechanism and slightly smaller HD. I don't think he needs the full-attack-as-standard-action option, given the maneuvers.


also your ranger/rogue have nothing at all to do with ToB fixes... Im not sure why you linked those.
Oh, that's what you were talking about. That makes more sense. I can maybe see the ranger, though I hadn't planned to do anything with it. Part of the issue is that I don't know what schools I'd give him. Tiger Claw? Stone Dragon? None of them really fit. And part of it is that I just really like the fix I linked to earlier. I guess I could offer an ACF, trading skirmish for maneuvers...

The rogue, though, doesn't need ToB, methinks-- the class isn't so much about martial skill. I mean, Shadow Hand makes sense for them, I guess, and I could maybe see Diamond Mind, but that's about it. I suppose one could trade sneak attack for maneuvers...

ngilop
2013-02-27, 04:03 PM
well I think for the ranger one could do it like this Deseret Wind, Stone Dragon, Setting Sun, Tiger Claw and Iron Heart Dsciplines

whilst the rogue nets Desert Wind, Shadow Hand, Setting Sun, and Tiger Claw Disciplines

I just wholly blebie that letting the class that is suppoed to be the dominatn fighting class actually be allowd to do that, and letting make attacks as a standard action is right up that alley.

to me just getting menuvers is a poor excuse for not allowing teh Fighter to be a Fighter.

GunbladeKnight
2013-02-27, 04:14 PM
If you're looking for schools to fit the ranger/rogue, try here. (http://www.giantitp.com/forums/showthread.php?t=255468)

Ranger should definitely get the Iron Rain maneuvers. Rogue could do Wandering Eye. Giant's Grip works for monks.

Tiger Claw and Dancing Leaf works for both rangers and rogues. Desert Wind, Setting Sun, and Diamond Mind work for all three.

And Scarlet Rose works for bards, if you're so inclined.

Grod_The_Giant
2013-02-27, 10:11 PM
If you're looking for schools to fit the ranger/rogue, try here. (http://www.giantitp.com/forums/showthread.php?t=255468)
I'm aware that there are a lot of homebrew disciplines, many of them quite good, but... I dunno, I was trying to stay away from them here. Just a personal preference thing, I guess?


well I think for the ranger one could do it like this Deseret Wind, Stone Dragon, Setting Sun, Tiger Claw and Iron Heart Dsciplines

whilst the rogue nets Desert Wind, Shadow Hand, Setting Sun, and Tiger Claw Disciplines

I just wholly blebie that letting the class that is suppoed to be the dominatn fighting class actually be allowd to do that, and letting make attacks as a standard action is right up that alley.

to me just getting menuvers is a poor excuse for not allowing teh Fighter to be a Fighter.
Blebie?

In any case, here are some martial ACFs for the rogue and ranger:

Martial Rogue
Based on this fix (http://www.giantitp.com/forums/showthread.php?t=259254)
Lose: Sneak Attack, Improved Sneak Attack, Master Sneak Attack
Gain:

{table=head]Level |Maneuvers Known |Maneuvers Readied |Highest Level Maneuver |Stances Known
1st |2|2|1|1
2nd |2|2|1|1
3rd |3|2|2|1
4th |3|3|2|1
5th |4|3|3|2
6th |4|3|3|2
7th |5|3|4|2
8th |5|3|4|2
9th |6|3|5|2
10th |6|4|5|2
11th |7|4|6|3
12th |7|4|6|3
13th |8|4|7|3
14th |8|4|7|3
15th |9|5|8|3
16th |9|5|8|3
17th |10|5|9|3
18th |10|5|9|4
19th |11|5|9|4
20th |11|6|9|4[/table]

Maneuvers: You begin your career with knowledge of two martial maneuvers. The disciplines available to you are Diamond Mind and Shadow Hand.

Once you know a maneuver, you must ready it before you can use it (see Maneuvers Readied, below). A maneuver usable by rogues is considered an extraordinary ability unless otherwise noted in its description. Your maneuvers are not affected by spell resistance, and you do not provoke attacks of opportunity when you initiate one.

You learn additional maneuvers at higher levels, as shown on Table 1–3. You must meet a maneuver’s prerequisite to learn it. See Table 3–1, page 39, to determine the highest-level maneuvers you can learn.

Upon reaching 4th level, and at every even-numbered rogue level after that (6th, 8th, 10th, and so on), you can choose to learn a new maneuver in place of one you already know. In effect, you lose the old maneuver in exchange for the new one. You can choose a new maneuver of any level you like, as long as you observe your restriction on the highest-level maneuvers you know; you need not replace the old maneuver with a maneuver of the same level. For example, upon reaching 10th level, you could trade in a single 1st-, 2nd-, 3rd- or 4th-level maneuver for a maneuver of 5th level or lower, as long as you meet the prerequisite of the new maneuver. You can swap only a single maneuver at any given level.

Maneuvers Readied: You can ready both of the maneuvers you know at 1st level, but as you advance in level and learn more maneuvers, you must choose which maneuvers to ready. You ready your maneuvers by exercising for 5 minutes. The maneuvers you choose remain readied until you decide to change them. You need not sleep or rest for any long period of time to ready your maneuvers; any time you spend 5 minutes in practice, you can change your readied maneuvers.

You begin an encounter with all your readied maneuvers unexpended, regardless of how many times you might have already used them since you chose them. When you initiate a maneuver, you expend it for the current encounter, so each of your readied maneuvers can be used once per encounter (until you recover them, as described below).

You may recover one maneuver by making a normal melee attack-- not a maneuver-- against a target who would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or a target you are flanking. Alternately, you may recover one expended maneuver as a swift action by spending an inspiration point. You cannot initiate a maneuver in the same round as you recover maneuvers, although you can still benefit from stances.

Stances Known: You begin play with knowledge of one 1st level stance from any discipline you have access to. At 5th, 11th, and 18th level, you can choose additional stances. Unlike maneuvers, stances are not expended, and you do not have to ready them. All the stances you know are available to you at all times, and you can change the stance you are currently using as a swift action. A stance is an extraordinary ability unless otherwise stated in the stance description.

Unlike with maneuvers, you cannot learn a new stance at higher levels in place of one you already know.


Martial Swashbuckler ACF for an ACF
Instead of losing Sneak Attack and its upgrades, lose Precise Strike, Combat Style, and Precise Barrage.

The disciplines you have access to are Diamond Mind-- using Bluff in place of Concentration checks as the key skill of the discipline, and for any maneuvers that use it-- Tiger Claw, and White Raven.

Use the following table:
{table=head]Level |Maneuvers Known |Maneuvers Readied |Highest Level Maneuver |Stances Known
1st |3|3|1|1
2nd |3|3|1|1
3rd |4|3|2|1
4th |4|4|2|1
5th |5|4|3|2
6th |5|4|3|2
7th |6|4|4|2
8th |6|4|4|2
9th |7|4|5|2
10th |7|5|5|2
11th |8|5|6|3
12th |8|5|6|3
13th |9|5|7|3
14th |9|5|7|3
15th |10|6|8|3
16th |10|6|8|3
17th |11|6|9|3
18th |11|6|9|4
19th |12|6|9|4
20th |12|7|9|4[/table]

You may recover one maneuver whenever you successfully use the feint option. Alternately, you may recover one expended maneuver as a swift action by spending an inspiration point. You cannot initiate a maneuver in the same round as you recover maneuvers, although you can still benefit from stances.



Martial Ranger
Based on this fix (http://www.giantitp.com/forums/showthread.php?p=14192508#post14192508)
Lose: Skirmish, Favored Targets, Walking Warrior
Modified: Favored Enemy (see below), Harrier of Gods
Gain:

{table=head]Level |Maneuvers Known |Maneuvers Readied |Highest Level Maneuver |Stances Known
1st |2|2|1|1
2nd |3|2|1|1
3rd |4|2|2|1
4th |4|3|2|2
5th |5|3|3|2
6th |5|3|3|2
7th |6|3|4|2
8th |6|3|4|2
9th |7|3|5|2
10th |7|4|5|3
11th |8|4|6|3
12th |8|4|6|3
13th |9|4|7|3
14th |9|4|7|3
15th |10|5|8|3
16th |10|5|8|4
17th |11|5|9|4
18th |11|5|9|4
19th |12|5|9|4
20th |12|6|9|4[/table]

Maneuvers: You begin your career with knowledge of two martial maneuvers. The disciplines available to you are Diamond Mind, Stone Dragon, and Tiger Claw.

Once you know a maneuver, you must ready it before you can use it (see Maneuvers Readied, below). A maneuver usable by fighters is considered an extraordinary ability unless otherwise noted in its description. Your maneuvers are not affected by spell resistance, and you do not provoke attacks of opportunity when you initiate one.

You learn additional maneuvers at higher levels, as shown on Table 1–3. You must meet a maneuver’s prerequisite to learn it. See Table 3–1, page 39, to determine the highest-level maneuvers you can learn.

Upon reaching 4th level, and at every even-numbered ranger level after that (6th, 8th, 10th, and so on), you can choose to learn a new maneuver in place of one you already know. In effect, you lose the old maneuver in exchange for the new one. You can choose a new maneuver of any level you like, as long as you observe your restriction on the highest-level maneuvers you know; you need not replace the old maneuver with a maneuver of the same level. For example, upon reaching 10th level, you could trade in a single 1st-, 2nd-, 3rd- or 4th-level maneuver for a maneuver of 5th level or lower, as long as you meet the prerequisite of the new maneuver. You can swap only a single maneuver at any given level.

Maneuvers Readied: You can ready both of the maneuvers you know at 1st level, but as you advance in level and learn more maneuvers, you must choose which maneuvers to ready. You ready your maneuvers by exercising for 5 minutes. The maneuvers you choose remain readied until you decide to exercise again and change them. You need not sleep or rest for any long period of time to ready your maneuvers; any time you spend 5 minutes in practice, you can change your readied maneuvers.

You begin an encounter with all your readied maneuvers unexpended, regardless of how many times you might have already used them since you chose them. When you initiate a maneuver, you expend it for the current encounter, so each of your readied maneuvers can be used once per encounter (until you recover them, as described below).

You can recover all expended maneuvers with a standard action. You cannot initiate a maneuver or change your stance while you are recovering your expended maneuvers, but you can remain in a stance in which you began your turn.

Stances Known: You begin play with knowledge of one 1st level stance from any discipline you have access to. At 4th, 10th, and 16th level, you can choose additional stances. Unlike maneuvers, stances are not expended, and you do not have to ready them. All the stances you know are available to you at all times, and you can change the stance you are currently using as a swift action. A stance is an extraordinary ability unless otherwise stated in the stance description.

Unlike with maneuvers, you cannot learn a new stance at higher levels in place of one you already know.

Favored Enemy-- At 1st level, you may select a type of creature from among those given on Table: Ranger Favored Enemies. You gain an insight bonus equal to one-fourth your ranger level to all attack rolls and skill checks made against your favored enemy. In addition, maneuvers which target one of your favored enemies are not considered expended.

At 5th level and every five levels thereafter, you may select an additional favored enemy from those given on the table.

Harrier of Gods (Ex): At 20th level, your skill in the hunt is a thing of legend. Once per day, you may designate a single target you can perceive as your quarry. You gain an insight bonus equal to one-half your ranger level to all attack rolls and skill checks made against your quarry, and all your attacks against them deal 5d6 extra damage.

In addition, you are aware of exactly where your quarry is, regardless of distance, planar boundaries, and anything short of direct divine intervention. Any attempts by your quarry to hide from you automatically fail, including both Hide and Move Silently checks.

You may only ever have a single quarry at a time. While you have a quarry, you do not gain any benefits from your favored enemy ability— all your attention is focused on your quarry.

If your quarry is a favored enemy, your insight bonus instead equals your ranger level, and all your attacks against them deal 10d6 extra damage, instead of 5d6.