PDA

View Full Version : D&D 3.x Class Path of war Archetype(s)



Guard
2014-05-27, 08:41 AM
Path of war. Don't I love it. Thing is, I like the actual Monk class better than the Stalker, so I tought I'd make an archetype that makes the monk a martial artist.

Martial Monk
The Martial Monk is an archetype of the Monk class.

Class Features
The Martial Monk has the following class features.

Class Skills
The Martial Monk gains Heal(Wis) as a class skill.

Maneuvers: A Martial Monk begins his career with knowledge of six martial maneuvers. The disciplines available to him are Broken Blade, Steel Serpent, Thrashing Dragon, and Veiled Moon. Once he knows a maneuver, he must ready it before he can use it (see Maneuvers Readied, below). A maneuver usable by Martial Monk is considered an extraordinary ability unless otherwise noted in its description. His maneuvers are not affected by spell resistance, and he does not provoke attacks of opportunity when he initiates one. He learns additional maneuvers at higher levels, as shown above. The Martial Monk must meet a maneuver’s prerequisite to learn it. Upon reaching 4th level, and at every even numbered Martial Monk level after that, he can choose to learn a new maneuver in place of one he already knows. In effect, the Martial Monk loses the old maneuver in exchange for the new one. The Martial Monk need not replace the old maneuver with a maneuver of the same level. He can choose a new maneuver of any level he likes, as long as he observes his restriction on the highest-level maneuvers he knows. The Martial Monk can swap only a single maneuver at any given level. A Martial Monk's primary initiator attribute modifier is Wisdom.

This ability replaces Flurry of Blows.

Maneuvers Readied: A Martial Monk can ready four of his six starting maneuvers, but as he advances in level and learns more maneuvers, he must choose which maneuvers to ready. He readies his maneuvers by meditating and focusing his ki for 10 minutes. The maneuvers he chooses remain readied until he decides to repeat this again and change them. Martial Monks do not need to sleep or be well rested to ready their maneuvers; any time he spends 10 minutes in meditation, he can change his readied maneuvers. He may not ready any individual maneuver more than once. He begins an encounter with all readied maneuvers unexpended, regardless of how many times he may have already used them since he chose them. When the Martial Monk initiates a maneuver, he expends it for the current encounter, so each of his readied maneuvers can be used once per encounter (until they are recovered, see below). Martial Monks may recover their maneuvers in one of two ways. The Martial Monk may recover his Wisdom modifier in expended maneuvers (min of 2) as a full round action, centering his spirit to realign his perceptions of the battle and his place in it. When recovering his maneuvers as a full round action, he may add a +4 insight bonus to his Armor Class as his ki defends his form while he centers himself. Alternatively, he may expend a Ki point as a swift action in order to recover a single expended maneuver.

Stances Known: Martial Monks begin play with knowledge of one stance from any discipline open to Martial Monks. At the indicated levels, the Martial Monk selects an additional new stance. Unlike maneuvers, stances are not expended and he does not have to ready them. All the stances he knows are available to him at all times, and he can change the stance he is currently using as a swift action. A stance is an extraordinary ability unless otherwise stated in the stance description. Unlike with maneuver, the Martial Monk cannot learn a new stance at higher levels in place of one he already knows.

Ki pool: A martial monk gains this ability at first level, although he does not gain the ability to increase his speed or armor class before fourth level, nor does his unarmed strikes count as magical for the purpose of overcoming damage reduction before fourth level.
A martial monk never gets the ability to make additional attacks by spending Ki points.

For maneuvers known and readied, and stances known by level, refer to the Stalker table in Path of War.


Obviously, it's not entirely balanced with the monk. That's fine. I think I'm going to make something similar to this for Barbarians, fighters, rangers, rogues, paladins, cavaliers and gunslingers.

This wasn't the most innovative thing to do, mostly copying stuff from PoW, but I like it.'

Here's one more.

Martial Fighter
The Martial Fighter is an archetype of the Fighter Class.

Class Features
The Martial Fighter has the following class features.

Class Skills
The Martial Fighter gains the discipline skills of his chosen disciplines as class skills.

Maneuvers: A Martial Fighter begins his career with knowledge of five martial maneuvers. He choses three disciplines that are available to him. Once he knows a maneuver, he must ready it before he can use it (see Maneuvers Readied, below). A maneuver usable by Martial Fighter is considered an extraordinary ability unless otherwise noted in its description. His maneuvers are not affected by spell resistance, and he does not provoke attacks of opportunity when he initiates one. He learns additional maneuvers at higher levels, as shown above. The Martial Fighter must meet a maneuver’s prerequisite to learn it. Upon reaching 4th level, and at every even numbered Martial Fighter level after that, he can choose to learn a new maneuver in place of one he already knows. In effect, the Martial Fighter loses the old maneuver in exchange for the new one. The Martial Fighter need not replace the old maneuver with a maneuver of the same level. He can choose a new maneuver of any level he likes, as long as he observes his restriction on the highest-level maneuvers he knows. The Martial Fighter can swap only a single maneuver at any given level. A Martial Fighter may chose his own primary initiator modifier, either intelligence, charisma or wisdom.

Maneuvers Readied: A Martial Fighter can ready three of his five starting maneuvers, but as he advances in level and learns more maneuvers, he must choose which maneuvers to ready. He readies his maneuvers by spending 10 minutes training. The maneuvers he chooses remain readied until he decides to repeat this again and change them. Martial Fighters do not need to sleep or be well rested to ready their maneuvers; any time he spends 10 minutes training, he can change his readied maneuvers. He may not ready any individual maneuver more than once. He begins an encounter with all readied maneuvers unexpended, regardless of how many times he may have already used them since he chose them. When the Martial Fighter initiates a maneuver, he expends it for the current encounter, so each of his readied maneuvers can be used once per encounter (until they are recovered, see below). Martial Fighters may recover all expended maneuvers by spending a full-round action that does not provoke attack of opportunity. As part of the full-round action, the Martial Fighter may take one of the following actions: Make a single attack, this may not be any other standard action such as using Cleave or Vital Strike; Use total defense; Perform a combat maneuver, although he may not move as part of the maneuver, which makes him unable to initiate a grapple, reposition, or bull rush an enemy further than 5 feet; Lastly, he may draw a weapon and/or a shield.

Stances Known: A Martial Fighter begin play with knowledge of one stance from any of his three chosen disciplines. At the indicated levels, the Martial Fighter selects an additional new stance. Unlike maneuvers, stances are not expended and he does not have to ready them. All the stances he knows are available to him at all times, and he can change the stance he is currently using as a swift action. A stance is an extraordinary ability unless otherwise stated in the stance description. Unlike with maneuver, the Martial Fighter cannot learn a new stance at higher levels in place of one he already knows.

For maneuvers known and readied, and stances known by level, refer to the Warder table in Path of War.

The Martial Fighter loses the Weapon Training class feature; he need not choose a weapon he has weapon training with for his Weapon Mastery.

Guard
2014-05-27, 08:42 AM
Martial Ranger
Disciplines; Thrashing Dragon, Solar Wind, Steel Serpent. Ability to trade one discipline, in accordance with combat style.
Recovery; TBD.
Progression; Warder.
Tradeoff; Favored Enemy. ?Spells?
Main Stat; Wis.

Martial Paladin
Disciplines; Golden Lion, Iron Tortoise, Scarlet Throne.
Recovery mechanic; Gambits as per the Warlord.
Proggression; Warder.
Trade-off; Smite Evil. ?Spells?
Main Stat; Cha.

Martial Rogue
Disciplines; Solar Wind, Steel Serpent, Trashing Dragon, Veiled Moon.
Recovery Mechanic; TBD
Progression; Stalker.
Trade-off; Sneak Attack at levels 1, 7, 13 & 19.
Main stat; Int.

Martial Barbarian
Disciplines; Primal Fury, Scarlet Throne. Choice of Broken Blade, Iron Tortoise, Steel Serpent or Trashing Dragon.
Recovery Mechanic; Unique. Rage based?
Proggression; Warlord.
Trade-off; Str bonus while Raging.
Main Stat; Wis.

Martial Knight
Disciplines; Scarlet Throne, Iron Tortoise, Golden Lion, Primal Fury.
Recovery Mechanic; TBD
Proggression; Warlord
Trade-off; Challenge, Order.
Main Stat; Int.

Martial Gunslinger
Disciplines; Solar Wind, Steel Serpent & Veiled Moon. Solar Wind works for longarms, Steel Serpent for handguns and Veiled Moon for both.
Recovery; Standard action for one and Grit Based.
Proggression; Warlord.
Trade-off; Gun Training, Damage-increasing grit abilities.
Maint Stat; Wis.

Guard
2014-05-27, 08:43 AM
Reserved 2.

Guard
2014-05-27, 08:44 AM
Reserved 3.

Guard
2014-05-27, 08:45 AM
Reserved 4. Done reserving.