Innis Cabal
2007-04-30, 04:34 PM
This ia a project to create a ranged version of the discplies found in the Tome of Battle. I present to you the Arrow Mind and the Hussars.
The Arrow Mind
{table]Level|B.A.B|Fort Save|Ref Save|Will Save|Special|Maneuvers Know/Readied|Stances
1st|+0|+0|+2|+2|Zen of Archery, Discipline Focus(weapon focus)|6/4|1
2nd|+1|+0|+3|+3|Become the Void|7/4|2
3rd|+2|+1|+3|+3|-|8/5|2
4th|+3|+1|+4|+4|Fleet of Foot|9/5|2
5th|+3|+1|+4|+4|Double Draw|10/6|3
6th|+4|+2|+5|+5|-|11/6|3
7th|+5|+2|+5|+5|Eyes of the Owl|12/7|3
8th|+6/+1|+2|+5|+6|Discipline Focus(Insightful Strike)|13/7|3
9th|+6/+1|+3|+6|+6|Mind of Wind|14/7|4
10th|+7/+2|+3|+7|+7|-|15/8|4
11th|+8/+3|+3|+7|+7|-|16/8|4
12th|+9/+4|+4|+8|+8|Mettle|17/8|4
13th|+10/+5|+4|+8|+8|Mind of Wind+2|18/9|5|4
14th|+10/+5|+4|+9|+9|Fleet of Foot(40)|19/9|5|4
15th|+11/+6/+1|+5|+9|+9|Disciple Focus(Defensive Stance)|20/10|5|4
16th|+12/+7/+2|+5|+10|+10|-|21/10|5|4
17th|+13/+8/+3|+5|+10|+10|Mind of Wind+3|22/10|5
18th|+13/+8/+3|+6|+11|+11|-|23/11|5
19th|+14/+9/+4|+6|+11|+11|Break the Sky|24/11|5
20th|+15/+10/+5|+6|+12|+12|Mind of Wind+4|25/12|6[/table]
Abilities: Wisdom is the key ability for the Arrow Mind, affecting his abilities and increasing his senses. Dexterity and constitution will affect his battle performance, while intelligence grants him more skill points
Alignment: Any
Hit Die: d6
Class Skills: Balance, Climb, Concentration, Craft, Intimidate, Jump, Knowledge (History), Knowledge (Local), Listen, Martial Lore, Move Silently, Profession, Spot, Search, Tumble
Skill Points at 1st level: (6+ Int modifier) X 4
Skill Points at Each Additional Level: 6 + Int Modifier
Weapon and Armor Proficiency: An arrow mind is proficient with the composite long and short bow, charkram, throwing dagger, throwing axe, light hammer, short spear, javelin, light crossbow and hand crossbow. An Arrow Mind is proficient with light armor.
Maneuvers and Stances: An Arrow Mind gains and readies maneuvers as a Swordsage. An Arrow Mind gains maneuvers and stances as a Swordsage. Arrow Minds have access to the Fleet Foot, Soaring Dragon, and Sapphire Storm disciples
Zen of Archery: At level 1, an Arrow Mind gains Zen archery, even if she does not meet the prerequisites.
Discipline Focus(Ex): As an Arrow Mind, your power comes from focus and determination. At first level, and again at level 8 and 15, may choose a discipline she knows and has a maneuver or stance from, and gain a unique ability. This ability is identical to the Swordsage’s ability.
Become the Storm(Su): At 2nd level your mind is as clear and piercing as the path of an arrow, giving you insight into war and defense. You gain an AC bonus equal to your wisdom modifier so long as you are not encumbered and wearing armor heavier then light.
Fleet of Foot(Ex): At 4th level the Arrow Mind has learned that speed and agility are more advantageous on the battle field. So long as she is wearing light armor and is unencumbered, she may move up to 20 feet more in a single round. This ability improves at 14th level, gaining an additional 40 feet of movement per turn.
Double Draw(Ex): The Arrow Mind has learned to string two arrows, or throw two daggers at the same time. At 5th level the Arrow Mind can, as a full round action, attack twice with her highest base attack bonus.
Eye of the Owl(Su): At 7th level, the Arrow Minds eyes have become adept at picking objects out at night and in poorly lit conditions. Here after an Arrow Mind gains darkvision up to 200 feet. If you possessed darkvision before gaining this ability you choose the better version.
Mind of Wind(Su): At 9th level, the Arrow Mind pulls her bow tighter, tightens her muscles more, and with a single breath releases her weapon. At 9th level, and again at 13th, 17th, and 20th level, any ranged attack you successfully deal damage deals an additional one points of piercing damage.
Mettle(Ex): At 12th level, the tenacity and training, the Arrow mind learns to shake off potentially harmful mental and physical affects. If you succeed on a fortitude or will save that would produce a lesser effect with a successful save, you instead suffer no ill effects.
Break the Sky(Ex): At 19th level, range is no longer a function for the Arrow Mind. They have learned to use the wind and their own focus to propel their arrows or weapons further. So long as the Arrow Mind has sight to her opponent, she may attack them, even if the weapon would not allow it.
The Hussars
{table]Level|B.A.B|Fort Save|Ref Save|Will Save|Special|Maneuvers Know/Readied|Stances
1st|+1|+2|+2|+0|Favored Enemy, Wild Empathy|5/5(2)|1
2nd|+2|+3|+3|+0|Evasion, Hunt Like the Animal 1/day|5/5(2)|2
3rd|+3|+3|+3|+1|Woodland Stride, Track|6/5(2)|2
4th|+4|+4|+4|+1|Returning Surge|6/5(2)|2
5th|+5|+4|+4|+1|-|7/5(2)|2
6th|+6/+1|+5|+5|+2|Hunt Like the Animal 2/day|7/5(2)|2
7th|+7/+2|+5|+5|+2|-|8/5(2)|2
8th|+8/+3|+6|+6|+2|Favored Enemy|8/5(2)|3
9th|+9/+4|+6|+6|+3|Camouflage, Hunt Like the Animal 3/day|9/5(2)|3
10th|+10/+5|+7|+7|+3|One with Nature|9/6(3)|3
11th|+11/+6|+7|+7|+3|Shadow on the Warpath|10/6(3)|3
12th|+12/+7|+8|+8|+4|Hunt Like the Animal 4/day|10/6(3)|3
13th|+13/+8|+8|+8|+4|-|11/6(3)|3
14th|+14/+9|+9|+9|+4|Improved Returning Surge|11/6(3)|4|
15th|+15/+10/+5|+9|+9|+5|-|12/6(3)|4
16th|+16/+11/+6/+1|+10|+10|+5|Favored Enemy, Hunt Like the Animal 5/day|12/6(3)|4
17th|+17/+12/+7/+2|+10|+10|+5|-|13/6(3)|4
18th|+18/+13/+8/+3|+11|+11|+6|Commune|13/6(3)|4
19th|+19/+14/+9/+4|+11|+11|+6|Cyclone Surge, Hunt Like the Animal 6/day|14/6(3)|4
20th|+20/+15/+10/+5|+12|+12|+6|Improved Shadow on the Warpath|14/7(4)|4[/table]
Abilities: Dexterity, Constitution and Wisdom are all important for the Hussars as they directly affect his abilities. Strength is the next important ability for the Hussars, allowing him to carry more and inflict more damage with his attacks.
Alignment: Any neutral
Hit Die: d8
Class Skills: Balance, Climb, Concentration, Craft, Heal, Hide, Intimidate, Jump, Knowledge (Nature), Listen, Martial Lore, Move Silently, Search, Spot, Sense Motive, Swim, Tumble
Skill Points at 1st level: (6+ Int Modifier) X4
Skill Points at Each Additional Level: 6 + Int modifier
Weapon and Armor Proficiency: A Hussars is proficient with all simple weapons, axe (throwing), light hammer, charkram, and bladed boomerang, trident, and composite long and short bow. A Hussars is proficient with light and medium armor and is not proficient with shields
Maneuvers and Stances: A Hussars gains maneuver and readies maneuvers as a Crusader. A Hussar gains maneuvers and stances as a Crusader. Hussars have access to Fleet Foot, Graceful Cyclone, and Soaring Dragon disciplines
Favored Enemy: At 1st level a Hussars may select a type of creature from among those given on Table 3-4:Ranger Favored Enemies. This ability is identical to a ranger Favored Enemy ability. A Hussars can choose another favored enemy at 8th, and again at 16th level.
Wild Empathy: A Hussars spends much of his time in nature, and has learned to speak to the animals and pass by them unharmed. This ability is identical to the rangers Wild Empathy ability.
Evasion: At 2nd level, a Hussars gains evasion as a rouge. Unlike the rogue this ability functions in medium armor.
Hunt like an Animal: A Hussar learns to hunt like the animal’s he spends to much of his life with and begins to better understand guerrilla warfare, becoming a dreaded foe against the armies of his foes. At 2nd level the Hussars channels his primal energy into a ferocious battle cry and becomes more feral. In this state, the Hussars gains a +2 to his dexterity and wisdom, a +4 to his spot, search, hide, move silently, and intimidate checks. His base movement speed also improves by 20 feet while wearing light or medium armor. This ability lasts a minute plus his constitution modifier. After the affect ends he is fatigued.
Woodland Stride: To better aid his allies and friends, the Hussars learns to move through underbrush and other similar terrain and leave no trace. This ability is identical to the druids Woodland Stride
Track: At 3rd level, a Hussars gains the track feat for free, even if he does not meet the prerequisites.
Returning Surge: At 4th level the Hussars uses his boundless and primal fury to strike out with a single thrown weapon, making it arc through the air, returning to his hand. A Hussars may apply power attack to his thrown weapons and may take a full round action to make one of his weapons return to his hand so long as he remains in the square from which he threw the weapon, this full round action provokes an attack of opportunity. This ability improves at 14th, allowing the Hussars to focus his returning ability to two thrown weapons
Camouflage(Ex): At 9th a Hussars can use any natural terrain with his hide check even if it does not grant concealment.
One with Nature(Ex): At 10th through weeks in the wild, the Hussars has learned to live off the land, eating foods that many find inedible. The Hussars gains immunity to nonmagical diseases and poisons as well as being able to eat dead flesh and other organic materials other races could not digest.
Shadow on the Warpath(Sp): As you stalk your prey, you learn that the fear they have for you spurs you on and the stories you hear on cold nights around their fires only fuels your divine gift. At 11th level, you can become incorporeal once per day. While in this form you appear as a vengeful and terrifying animal/human hybrid that fills your enemy’s with dread. All enemies that see you must make a will save whose DC equals 10 + charisma modifier + your class level. Any opponent that fails this save run screaming in terror. Any opponent that succeeds this save can not be affected by your terror form for 24 hours. At 20th level, any who fail their will save against fear must make a second fortitude save or die. This ability is a fear and death affect.
Commune(Sp): Once a week, at level 18 on, a Hussars can cast commune as a favored soul equal to his level.
Cyclone Surge(Su): At 19th level, the Hussars has finally mastered his ability to launch attacks with more power and strength. He may throw up to his constitution modifier in thrown weapons in a single round using his lowest base attack bonus in a cone that extends to the edge of the weapons range. He may apply power attack on these attacks, and may throw up to three weapons in such a way that they arc through the air and return to the position you stood in when you threw them. This ability takes a full round action that provokes an attack of opportunity.
The Arrow Mind
{table]Level|B.A.B|Fort Save|Ref Save|Will Save|Special|Maneuvers Know/Readied|Stances
1st|+0|+0|+2|+2|Zen of Archery, Discipline Focus(weapon focus)|6/4|1
2nd|+1|+0|+3|+3|Become the Void|7/4|2
3rd|+2|+1|+3|+3|-|8/5|2
4th|+3|+1|+4|+4|Fleet of Foot|9/5|2
5th|+3|+1|+4|+4|Double Draw|10/6|3
6th|+4|+2|+5|+5|-|11/6|3
7th|+5|+2|+5|+5|Eyes of the Owl|12/7|3
8th|+6/+1|+2|+5|+6|Discipline Focus(Insightful Strike)|13/7|3
9th|+6/+1|+3|+6|+6|Mind of Wind|14/7|4
10th|+7/+2|+3|+7|+7|-|15/8|4
11th|+8/+3|+3|+7|+7|-|16/8|4
12th|+9/+4|+4|+8|+8|Mettle|17/8|4
13th|+10/+5|+4|+8|+8|Mind of Wind+2|18/9|5|4
14th|+10/+5|+4|+9|+9|Fleet of Foot(40)|19/9|5|4
15th|+11/+6/+1|+5|+9|+9|Disciple Focus(Defensive Stance)|20/10|5|4
16th|+12/+7/+2|+5|+10|+10|-|21/10|5|4
17th|+13/+8/+3|+5|+10|+10|Mind of Wind+3|22/10|5
18th|+13/+8/+3|+6|+11|+11|-|23/11|5
19th|+14/+9/+4|+6|+11|+11|Break the Sky|24/11|5
20th|+15/+10/+5|+6|+12|+12|Mind of Wind+4|25/12|6[/table]
Abilities: Wisdom is the key ability for the Arrow Mind, affecting his abilities and increasing his senses. Dexterity and constitution will affect his battle performance, while intelligence grants him more skill points
Alignment: Any
Hit Die: d6
Class Skills: Balance, Climb, Concentration, Craft, Intimidate, Jump, Knowledge (History), Knowledge (Local), Listen, Martial Lore, Move Silently, Profession, Spot, Search, Tumble
Skill Points at 1st level: (6+ Int modifier) X 4
Skill Points at Each Additional Level: 6 + Int Modifier
Weapon and Armor Proficiency: An arrow mind is proficient with the composite long and short bow, charkram, throwing dagger, throwing axe, light hammer, short spear, javelin, light crossbow and hand crossbow. An Arrow Mind is proficient with light armor.
Maneuvers and Stances: An Arrow Mind gains and readies maneuvers as a Swordsage. An Arrow Mind gains maneuvers and stances as a Swordsage. Arrow Minds have access to the Fleet Foot, Soaring Dragon, and Sapphire Storm disciples
Zen of Archery: At level 1, an Arrow Mind gains Zen archery, even if she does not meet the prerequisites.
Discipline Focus(Ex): As an Arrow Mind, your power comes from focus and determination. At first level, and again at level 8 and 15, may choose a discipline she knows and has a maneuver or stance from, and gain a unique ability. This ability is identical to the Swordsage’s ability.
Become the Storm(Su): At 2nd level your mind is as clear and piercing as the path of an arrow, giving you insight into war and defense. You gain an AC bonus equal to your wisdom modifier so long as you are not encumbered and wearing armor heavier then light.
Fleet of Foot(Ex): At 4th level the Arrow Mind has learned that speed and agility are more advantageous on the battle field. So long as she is wearing light armor and is unencumbered, she may move up to 20 feet more in a single round. This ability improves at 14th level, gaining an additional 40 feet of movement per turn.
Double Draw(Ex): The Arrow Mind has learned to string two arrows, or throw two daggers at the same time. At 5th level the Arrow Mind can, as a full round action, attack twice with her highest base attack bonus.
Eye of the Owl(Su): At 7th level, the Arrow Minds eyes have become adept at picking objects out at night and in poorly lit conditions. Here after an Arrow Mind gains darkvision up to 200 feet. If you possessed darkvision before gaining this ability you choose the better version.
Mind of Wind(Su): At 9th level, the Arrow Mind pulls her bow tighter, tightens her muscles more, and with a single breath releases her weapon. At 9th level, and again at 13th, 17th, and 20th level, any ranged attack you successfully deal damage deals an additional one points of piercing damage.
Mettle(Ex): At 12th level, the tenacity and training, the Arrow mind learns to shake off potentially harmful mental and physical affects. If you succeed on a fortitude or will save that would produce a lesser effect with a successful save, you instead suffer no ill effects.
Break the Sky(Ex): At 19th level, range is no longer a function for the Arrow Mind. They have learned to use the wind and their own focus to propel their arrows or weapons further. So long as the Arrow Mind has sight to her opponent, she may attack them, even if the weapon would not allow it.
The Hussars
{table]Level|B.A.B|Fort Save|Ref Save|Will Save|Special|Maneuvers Know/Readied|Stances
1st|+1|+2|+2|+0|Favored Enemy, Wild Empathy|5/5(2)|1
2nd|+2|+3|+3|+0|Evasion, Hunt Like the Animal 1/day|5/5(2)|2
3rd|+3|+3|+3|+1|Woodland Stride, Track|6/5(2)|2
4th|+4|+4|+4|+1|Returning Surge|6/5(2)|2
5th|+5|+4|+4|+1|-|7/5(2)|2
6th|+6/+1|+5|+5|+2|Hunt Like the Animal 2/day|7/5(2)|2
7th|+7/+2|+5|+5|+2|-|8/5(2)|2
8th|+8/+3|+6|+6|+2|Favored Enemy|8/5(2)|3
9th|+9/+4|+6|+6|+3|Camouflage, Hunt Like the Animal 3/day|9/5(2)|3
10th|+10/+5|+7|+7|+3|One with Nature|9/6(3)|3
11th|+11/+6|+7|+7|+3|Shadow on the Warpath|10/6(3)|3
12th|+12/+7|+8|+8|+4|Hunt Like the Animal 4/day|10/6(3)|3
13th|+13/+8|+8|+8|+4|-|11/6(3)|3
14th|+14/+9|+9|+9|+4|Improved Returning Surge|11/6(3)|4|
15th|+15/+10/+5|+9|+9|+5|-|12/6(3)|4
16th|+16/+11/+6/+1|+10|+10|+5|Favored Enemy, Hunt Like the Animal 5/day|12/6(3)|4
17th|+17/+12/+7/+2|+10|+10|+5|-|13/6(3)|4
18th|+18/+13/+8/+3|+11|+11|+6|Commune|13/6(3)|4
19th|+19/+14/+9/+4|+11|+11|+6|Cyclone Surge, Hunt Like the Animal 6/day|14/6(3)|4
20th|+20/+15/+10/+5|+12|+12|+6|Improved Shadow on the Warpath|14/7(4)|4[/table]
Abilities: Dexterity, Constitution and Wisdom are all important for the Hussars as they directly affect his abilities. Strength is the next important ability for the Hussars, allowing him to carry more and inflict more damage with his attacks.
Alignment: Any neutral
Hit Die: d8
Class Skills: Balance, Climb, Concentration, Craft, Heal, Hide, Intimidate, Jump, Knowledge (Nature), Listen, Martial Lore, Move Silently, Search, Spot, Sense Motive, Swim, Tumble
Skill Points at 1st level: (6+ Int Modifier) X4
Skill Points at Each Additional Level: 6 + Int modifier
Weapon and Armor Proficiency: A Hussars is proficient with all simple weapons, axe (throwing), light hammer, charkram, and bladed boomerang, trident, and composite long and short bow. A Hussars is proficient with light and medium armor and is not proficient with shields
Maneuvers and Stances: A Hussars gains maneuver and readies maneuvers as a Crusader. A Hussar gains maneuvers and stances as a Crusader. Hussars have access to Fleet Foot, Graceful Cyclone, and Soaring Dragon disciplines
Favored Enemy: At 1st level a Hussars may select a type of creature from among those given on Table 3-4:Ranger Favored Enemies. This ability is identical to a ranger Favored Enemy ability. A Hussars can choose another favored enemy at 8th, and again at 16th level.
Wild Empathy: A Hussars spends much of his time in nature, and has learned to speak to the animals and pass by them unharmed. This ability is identical to the rangers Wild Empathy ability.
Evasion: At 2nd level, a Hussars gains evasion as a rouge. Unlike the rogue this ability functions in medium armor.
Hunt like an Animal: A Hussar learns to hunt like the animal’s he spends to much of his life with and begins to better understand guerrilla warfare, becoming a dreaded foe against the armies of his foes. At 2nd level the Hussars channels his primal energy into a ferocious battle cry and becomes more feral. In this state, the Hussars gains a +2 to his dexterity and wisdom, a +4 to his spot, search, hide, move silently, and intimidate checks. His base movement speed also improves by 20 feet while wearing light or medium armor. This ability lasts a minute plus his constitution modifier. After the affect ends he is fatigued.
Woodland Stride: To better aid his allies and friends, the Hussars learns to move through underbrush and other similar terrain and leave no trace. This ability is identical to the druids Woodland Stride
Track: At 3rd level, a Hussars gains the track feat for free, even if he does not meet the prerequisites.
Returning Surge: At 4th level the Hussars uses his boundless and primal fury to strike out with a single thrown weapon, making it arc through the air, returning to his hand. A Hussars may apply power attack to his thrown weapons and may take a full round action to make one of his weapons return to his hand so long as he remains in the square from which he threw the weapon, this full round action provokes an attack of opportunity. This ability improves at 14th, allowing the Hussars to focus his returning ability to two thrown weapons
Camouflage(Ex): At 9th a Hussars can use any natural terrain with his hide check even if it does not grant concealment.
One with Nature(Ex): At 10th through weeks in the wild, the Hussars has learned to live off the land, eating foods that many find inedible. The Hussars gains immunity to nonmagical diseases and poisons as well as being able to eat dead flesh and other organic materials other races could not digest.
Shadow on the Warpath(Sp): As you stalk your prey, you learn that the fear they have for you spurs you on and the stories you hear on cold nights around their fires only fuels your divine gift. At 11th level, you can become incorporeal once per day. While in this form you appear as a vengeful and terrifying animal/human hybrid that fills your enemy’s with dread. All enemies that see you must make a will save whose DC equals 10 + charisma modifier + your class level. Any opponent that fails this save run screaming in terror. Any opponent that succeeds this save can not be affected by your terror form for 24 hours. At 20th level, any who fail their will save against fear must make a second fortitude save or die. This ability is a fear and death affect.
Commune(Sp): Once a week, at level 18 on, a Hussars can cast commune as a favored soul equal to his level.
Cyclone Surge(Su): At 19th level, the Hussars has finally mastered his ability to launch attacks with more power and strength. He may throw up to his constitution modifier in thrown weapons in a single round using his lowest base attack bonus in a cone that extends to the edge of the weapons range. He may apply power attack on these attacks, and may throw up to three weapons in such a way that they arc through the air and return to the position you stood in when you threw them. This ability takes a full round action that provokes an attack of opportunity.