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Thealtruistorc
2014-07-09, 08:15 PM
Tome of Battle is among most underutilized systems in 3.5, which is a shames as one can do a lot with it. Stances and Maneuvers, when used right, grant a level of battlefield versatility that almost rivals magic and psionics, so I have decided to give them some magic item types that grant them some of the implementations and usability of those two systems. Here is what I came up with (pricing is still being worked on)

Martial Pictograph

A Martial Pictograph is an image that infuses one with a select bit of martial knowledge. A Martial Pictograph can be used only once. It allows the reader to assume a stance of up to 3rd level and gain its benefits for one hour or until dismissed.
The character reading the Martial Pictograph doesn’t get to make any decisions about the effect —the character who created it has already done so. The reader is effectively the initiator of the stance (though the Martial Pictograph indicates the initiator level, the reader still controls the effect).
A typical Martial Pictograph is a small tablet made of stone or clay with several images and characters drawn on it, which glow briefly when activated. The tablet is anywhere between 6 and 12 inches tall and between 4 and 6 inches wide. It has an AC of 11, 10 hit point, hardness 5, and a break DC of 14. It is also possible to scribe a martial pictograph onto a weapon, shield, or piece of armor, though no one piece of equipment can contain more than two pictographs.
Activation: Reading a Martial Pictograph requires no special skill. The user studies the image for a moment and wills the item to activate. Reading the script is a swift action, and the stance takes effect immediately.


Martial Insignia

A Martial Insignia is a badge, patch, or coat of arms that contains a single maneuver. Each Insignia has 50 charges when created, and each charge expended allows the user to use the insignia’s maneuver one time. An insignia with no charges is nothing more than a nonmagical badge.
A Martial Insignia is a symbol or image that is displayed by the user, often in the form of a badge or symbol on their clothing. They are usually made of metal, though can be created out of most any substance. A typical Martial Insignia has AC 10, 8 hit points, hardness 10, and a break DC of 20.
Activation: Activating a maneuver from and insignia uses the same type of action as performing the maneuver, and never provokes an attack of opportunity. To activate an insignia, a character must be holding it or wearing it somewhere on their body (you may place an insignia on your shield or armor) and must make a DC 20 Martial Lore Check. On a success, the character performs the maneuver.


Martial Tattoo

A martial tattoo is in many ways similar to a martial insignia, except that the mark is inked into the user’s body rather than displayed on an object. A Martial Tattoo contains 50 charges upon creation. When all 50 charges are expended, the tattoo vanishes. Each Tattoo contains a single stance, which can be assumed as a swift action by expending a single charge. To activate a tattoo, a character must make a DC 20 Martial Lore check, activating the stance on a success. A character can have up to three Martial Tattoos on his body at any time.


Martial Tome

A Martial Tome is an enchanted book that contains a variety of martial maneuvers and stances. Like a Martial Insignia or Tattoo, a Martial Tome can be used to activate stances or maneuvers by expending charges. A tome has 50 charges when created.
A typical tome is a somewhat large book. Tomes may be bound in leather or sometimes metal, and often have gems inlaid in their binding. The pages contain a variety of pictographs and writings, which hold magical power. A tome has AC 8, 20 hit points, hardness 5, and a break DC of 24.
Activation: Initiating a stance or maneuver from a tome takes the same action as initiating the maneuver or stance normally. To activate a martial tome, a character must hold it in at least one hand (or whatever passes for a hand, for nonhumanoid creatures) and make a DC 20 Martial Lore check, initiating the chosen stance or maneuver on a success.


And of course, all these item creation feats means that there is going to have to be somebody who can put them to good use.

Martial Artificer

The body is weapon that in the right hands can be almost as potent as magic. By becoming master of their own body, a warrior can unleash powers that they never even knew they had. Martial Disciples have developed their entire fighting style around this concept, and there are some among them who wish to delve even deeper in the mysteries of martial arts. Martial Artificers, as they are called, study and build upon the complex styles of Martial Adepts, becoming the paragon of physical versatility and might.

Hit Die: The Martial Artificer uses d10s to determine his HP

BAB: A Martial Artificer’s BAB is equal to his class level, as a fighter’s.

Class Skills: The Martial Artificer loses Knowledge (Arcane), Spellcraft, and Use Magic Device as class skills, and instead gains Martial Lore as a class skill

Weapon and Armor Proficiency: Martial Artificers gain proficiency with all simple and martial weapons as well as all armor and shields

Artisan Bonus: A Martial Artificer gains a +2 bonus to Martial Lore checks to activate an item of a kind they have the prerequisite item creation feat for. This replaces the normal benefit of Artisan Bonus

Infusions: A martial artificer’s infusion list remains the same, but references to spells are replaced with references to maneuvers. For example, spell storing item becomes maneuver storing item.

Disable Trap: Martial Artificers do not gain the disable trap class feature

Item Creation: A martial artificer cannot emulate spells to create magic items. Instead, he is capable of emulating stances or maneuvers from any discipline. The martial Artificer must make a Martial Lore check (DC 20 + Initiator Level)
For the purpose of meeting item prerequisites, the artificer’s initiator and caster levels equal his artificer level +2.

Feats: A martial artificer does not gain the standard artificer item creation feats. Many are replaced by martial item creation feats, as indicated by the following list:

Scribe Scroll---Scribe Martial Script
Brew Potion---Etch Martial Pictograph*
Craft Wondrous Item---Craft Wondrous Item
Craft Magic Arms and Armor---Craft Magic Arms and Armor
Craft Wand---Scribe Martial Insignia*
Craft Rod---Scribe Martial Tattoo*
Craft Staff---Scribe Martial Tome*
Forge Ring---Forge Ring

In addition, Martial Artificers may select from the following bonus feats instead of the normal artificer bonus feats: Attune Magical Weapon, Exceptional Artisan, Extra Rings, Extraordinary Artisan, Legendary Artisan, and any feat that a fighter may select for one of their fighter bonus feats.

Martial Improvisation: Starting at 7th level, a Martial Artificer may expend two charges from two martial trigger items (Insignias, Tattoos, or Tomes) to activate two maneuvers at the same time as a full-round action. You can only perform up to one maneuver that requires a full-round action to initiate. This ability replaces Metamagic Spell Trigger.

Improved Martial Improvisation: Starting at 11th level, a Martial Artificer may expend additional charges from martial trigger items to perform as many triggered maneuvers as he can attacks given his BAB. This is a full-round action, and it requires expending a number of charges from each item equal to the total number of maneuvers initiated. You are still not allowed to perform more than one that requires a full-round action. This ability replaces metamagic spell completion.

Skill Mastery: Starting at 13th level, a Martial Artificer gains the ability to take 10 on Martial Lore checks instead of gaining the normal benefit.