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View Full Version : Ancestral Soul [ToB Discipline]



Gralamin
2007-11-28, 08:05 PM
Some warriors honor the gods. Others honor their ancestors. The Ancestral Soul discipline is for those who pay respects to their ancestors instead of serving a god.

Alternate Class Feature [hr]
Soul-bound Sword
The fury of a crusader is well known, but some prefer to take an even riskier path.
Class: Crusader
Level: 1st
Replaces: If you select the Soul-bound Sword class feature, you do not gain the Furious Counterstrike ability. You also do not have access to the Devoted Spirit Discipline.
Benefit: You gain access to the Ancestral Soul Discipline. In addition, you may designate a weapon in your possession as your Bound Weapon. You may only have up to one Bound Weapon per hand at a time, and you may break the connection to your current weapon by paying respect to the weapon for a week, and then immediately choosing another. You may not use unarmed strike or natural weapons as Bound weapons, and you may not use them to activate Ancestral Soul maneuvers.
Every encounter, you gain an amount of break points equal to your Initiator Level/4 (Round down, minimum 1). These points may be used in conjunction with your Ancestral Sword stances instead of risking breaking your weapon. You may only use break points with your bound weapon.
In addition, Steely Resolve may grant you extra Break Points depending on how much damage is in the Delayed Damage Pool. These points last until the end of your turn.
{table=head]Delayed Damage[br]Pool Points|Break Point Bonus
1-9|+1
10-14|+2
15-19|+3
20-24|+4
25-29|+5
30+|+6[/table]

Ancestral Soul Feats [hr]
Ancestral Blade
By revering your ancestors and the weapons left to you, your soul has been strengthened.
Prerequisite: One Ancestral Soul Stance
Benefit: If you wield a Bound Ancestral Soul weapon, it gains an additional Break point.

Reverence
Your soul and blade are connected in ways others cannot understand.
Prerequisite: Ancestral Blade, base attack bonus +10, two Ancestral Soul maneuvers.
Benefit: The Reverence tactical feat enables the use of the following options:
Soul Surge: To use this option, you must take a move action after attacking a creature to pay respects. Doing so provokes attacks of opportunity. You heal an amount equal to double your character level.
Manifest: To use this option you must take a full round action that deals 10 hit points of damage. The blood shed onto your weapons from this action enables you to manifest an ancestral spirit to protect yourself. (See Ancestral Spirit creature entry for more information.) You may only have one Ancestral Spirit at a time, and it lasts for 5 rounds.
Soulripper: To use this option, you must take a standard action to make an attack. The opponent must make a DC 25 fortitude save, or die. You must make a DC 25 will save or your weapon breaks (you may also spend 4 Break points to stop the weapon from breaking.)

Ancestral Soul [hr]
Respect, veneration, and honor are the key beliefs of those who follow Ancestral Soul. Ancestral Soul harnesses the user’s and their ancestor’s spiritual strength and channels it through the blade. This Discipline includes the ability to deal massive amounts of damage, to heal oneself, and the ability to summon an ancestral spirit.
Knowledge (History) is the key skill for Ancestral Soul. Ancestral Soul associated weapons include the Bastard Sword (or Katana), longspear, greatsword, and the Halberd.

Maneuver and Stance List*
*names currently come from Final Fantasy Tactics Samurai class. If you can think of better names, let me know. [hr]
1st Level
Ancestral Drive: Boost - +10 ft bonus to speed if in light or less armor. +5 if in medium or heaver.
Ashura: Strike - If strike is successful, heal 2 hit points.
Spirit Break: Stance - deal extra 1d6 damage per attack, but weapon may break.
Kotetsu: Strike - Attack ignores Damage Reduction.

2nd Level
Bizen Osafune: Strike - Cause Spellcaster to lose prepared spell.
White Edge: Counter - Increase AC by 4 against melee attack.

3rd Level
Murasame: Strike - Successful attack allows you to heal 2d6 +1/initiator level. Attack deals extra 1d6 damage.
Sakura Sword: Boost? - Weapon may act as a dancing weapon for up to 5 rounds, with a chance of breaking each round.
Soul Clash Stance - Deal extra 3d6 damage per attack, but weapon may break.

4th Level
Heaven's Cloud: Strike - Successful attack deals 2d6 extra damage, and slows enemy.
Spirit Sword: Boost - Weapon becomes ghost touch for 5 rounds.

5th Level
Kiyomori: Strike - Successful attack grants you a ghostly shield and enhanced armor.
Murderous Bone Cut: Counter - Block attack, and counter attack with double max damage. Must be near death to use.

6th Level
Muramasa: Strike - Successful attack allows you to summon an ancestral spirit to aid you.
Soul Fusion: Stance - Attacks deal an extra 5d6 points of damage. Additionally, you become incorporeal. Weapon may break.

7th level
Ancestral Weapon: Boost - Weapon is treated as if it was +5 for fives round.
Kikuichimonji: Strike - Attack damages all enemies in 120 ft line.
Pure White Edge: Counter - Increase AC by attack roll against all attacks.

8th level
Masamune: Strike - Attack deals +6d8 damage, and heals you 10d8 over 5 rounds
Undying Soul: Stance - Attacks deal an extra 6d6 points of damage. Additionally, you may increase the chance of your weapon breaking to avoid damage.

9th level
Kirichiradenshokuken: Strike - Attack deals +15d6 damage and effects everything in a 30 ft burst.

Maneuver and Stance Description[hr]
Ancestral Drive
Ancestral Soul (Boost)
Level: Crusader 1
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: 5 rounds

You feel the vigor of your ancestors enter your body.

This maneuver increases your movement speed. If you are unarmed or in light armor, your speed increases by 10ft, while if you are in medium or heavy armor, your speed only increases by 5 ft. Dwarves (and creatures that have similar abilities) speed always increases by 10 ft.

Ancestral Weapon
Ancestral Soul (Boost)
Level: Crusader 7
Initiation Action: 1 swift action
Prerequisites: One Ancestral Soul Maneuver.
Range: Personal
Target: One weapon
Duration: 5 rounds

There is a slight noise in the air, as your weapon starts to slightly vibrate.

Any weapon on you may be targeted with this maneuver. For the next five rounds it is treated as if it has an enhancement bonus of +5. This maneuver has a high chance of breaking a weapon, and at the end of the effect you must make a DC 30 will save, or the weapon breaks (alternatively, you may spend 5 Break points). This is a supernatural ability.

Ashura
Ancestral Soul (Strike)
Class: Crusader 1
Initiation Action: 1 Standard action
Range: Melee attack
Target: You

Your blade slashes your foe, and the smell of blood revitalizes you.

As part of initiating this strike, you must make a successful melee attack. This foe must pose a threat to you or an ally in some direct immediate way. If your attack hits, you or an ally within 10 ft of you heal 2 hit points.

Bizen Osafune
Ancestral Soul (Strike)
Class: Crusader 2
Prerequisite: One Ancestral Soul Maneuver
Initiation Action: 1 Standard action
Range: Melee attack
Target: One creature

Your weapon glows a slight black color, and has it hits your opponent, he feels searing pain in his mind.

As part of this maneuver you make a single melee attack. If the attack hits and your opponent is a spell caster of some kind, then he or she must make a DC 12 + Charisma modifier will save, or lose a spell/spell slot of their highest level currently prepared/with spell slots left. This is a supernatural ability.

Heaven’s Cloud
Ancestral Soul (Strike)
Class: Crusader 4
Prerequisite: One Ancestral Soul Maneuver
Initiation Action: 1 Standard action
Range: Melee attack
Target: One Creature
Duration: 1 minute

The hilt of your blade slams into the opponents gut, and suddenly he seems to slow.

As part of this maneuver you must make a single melee attack. If the attack hits deal an additional 2d6 points of damage. In addition, the enemy must make a DC 14+Charisma modifier save, or be slowed as per the spell. This is a supernatural ability.

Kikuichimonji
Ancestral Soul (Strike)
Class: Crusader 7
Prerequisite: Two Ancestral Soul Maneuvers
Initiation Action: 1 Full round action
Range: 120 ft line
Target: All creatures in a 120 ft line

As you slam your weapon into the enemy, the force keeps going causing the air to inflict more wounds on others.

As part of this maneuver make a single melee attack. If the attack hits, that creature takes damage as normal, as do all creatures in a 120 ft line from the creature. All creatures behind the target are entitled to a DC 17+Cha mod Reflex save for half.

Kirichiradenshokuken
Ancestral Soul (Strike)
Class: Crusader 9
Prerequisite: Two Ancestral Soul Maneuvers
Initiation Action: 1 Full round action
Range: 30 ft burst
Target: All creatures in a 30 ft burst

Your weapon seems to glow with energy as you slam it into the ground. The ground becomes awash with spirits who claw at your foes.

As part of this maneuver, Roll attack damage as normal with an additional 15d6 damage. This damage affects all creatures within 30 ft. Creatures are entitled a DC 19+charisma modifier Reflex save for Half damage. You must make a DC 35 Will save (or spend 6 Break points), or your weapon will break This is a supernatural ability.

Kiyomori
Ancestral Soul (Strike)
Class: Crusader 5
Prerequisite: One Ancestral Soul Maneuvers
Initiation Action: 1 standard Action
Range: Melee Attack
Target: One Creature
Duration: 1 minute

Your weapon glows with a ghostly energy. As it hits the opponent it seems to spread and cover you.

As part of this maneuver make a single melee attack. Success indicates the maneuver is successful, and you gain a shield bonus to AC (As per the Shield Spell), as well as making any armor you are wearing +4 for the duration of the effect. If you are not wearing armor, then you instead gain +4 Natural armor for the duration of the effect.
Your weapon maintains this field, and at the end of the duration, you must make a DC 25 will save, or your weapon breaks (alternatively, you may spend 4 break points). This is a supernatural ability.

Kotestu
Ancestral Soul (Strike)
Class: Crusader 1
Initiation Action: 1 standard Action
Range: Melee Attack
Target: One Creature

A slight shine appears on your weapon, as it slips under the scales of your opponents.

As part of this maneuver make a single melee attack. Success indicates the maneuver is successful, and your attack is unaffected by damage reduction.

Masamune
Ancestral Soul (Strike)
Class: Crusader 8
Initiation Action: 1 standard Action
Range: Melee Attack
Target: One Creature
Duration: 5 rounds

Your weapon suddenly glows brilliantly and slices your enemy in twain.

As part of this maneuver make a single melee attack. Success indicates the maneuver is successful, and your attack deals an extra 6d8 points of damage. In addition, you heal 2d8 damage each round for the duration of the ability. This is a supernatural ability.

Marasame
Ancestral Soul (Strike)
Class: Crusader 3
Initiation Action: 1 standard Action
Range: Melee Attack
Target: One Creature

Your weapon gains a sparkling quality, and rips into your opponent.

As part of this maneuver make a single melee attack. Success indicates the maneuver is successful, and your attack deals an extra 1d6 points of damage. In addition, you heal 2d6 damage each round for the duration of the ability. This is a supernatural ability.

Muramasa
Ancestral Soul (Strike)
Class: Crusader 6
Prerequisite: 2 Ancestral Soul Maneuvers
Initiation Action: 1 standard Action
Range: Melee Attack
Target: One Creature
Duration: One minute

As you hit your enemy, a burst of energy travels from your weapon to another square.

As part of this maneuver make a single melee attack. Success indicates the maneuver is successful, and you summon an Ancestral Spirit (See Monster Section). This has a chance of breaking your weapon, and you must succeed on a DC 15 will save (or use 2 break points). This is a supernatural ability.

Murderous Bone Cut
Ancestral Soul (Counter)
Class: Crusader 5
Prerequisite: 1 Ancestral Soul Maneuver
Initiation Action: 1 immediate action
Range: Melee Attack
Target: One Creature

Your bloody slight sees a vague shape coming at you, and for a second, its all clear. Next thing you know, he’s dead.

This maneuver requires you to of lost at least 90% of your hit points for you to use it. As part of this maneuver, negate an enemy within reach’s attack, and make an attack roll with an additional +5 to hit. If successful, you deal maximum amount of damage for your attack, and you double the damage.

Pure White Edge
Ancestral Soul (Counter)
Class: Crusader 7
Prerequisite: 1 Ancestral Soul Maneuver
Initiation Action: 1 immediate action
Range: Melee Attack
Target: One Creature
Duration: One round

Your swift parrying leaves your enemies bewildered.

As part of this maneuver, make an attack roll. For the rest of the round, your AC is granted a competence bonus equal to your attack total.

Sakura Sword
Ancestral Soul (Boost?)
Class: Crusader 3
Prerequisite: 1 Ancestral Soul Maneuver
Initiation Action: 1 Swift action
Range: Melee Attack
Target: One Creature
Duration: 5 rounds

Your sword floats through the air, directed by an unseen hand.

For each round you wish to keep this maneuver going (max 5), you must use your swift action for the round. Your weapon acts as a Dancing weapon. In addition, your weapon gets perilously close to breaking, you must make a DC 15 will save each round or the weapon breaks (alternatively, you may spend 2 Break Points). This is a supernatural ability.

Soul Clash
Ancestral Soul (Stance)
Class: Crusader 3
Prerequisite: 1 Ancestral Soul Maneuver
Initiation Action: 1 Swift action
Range: Personal
Target: You
Duration: Stance

You channel conflicting torrents of energy into your blade, causing it to glow violently.

While in this stance, all damage you do is increased by 3d6. However, you must make a DC 15 will save every round (or spend 2 break points) or your weapon will break.

Soul Fusion
Ancestral Soul (Stance)
Class: Crusader 5
Prerequisite: 1 Ancestral Soul Maneuver
Initiation Action: 1 Swift action
Range: Personal
Target: You
Duration: Stance

You adopt the stance of the soul, and fade to a more manageable viewpoint.

While in this stance, all damage you do is increased by 5d6. In addition, you are considered incorporeal for all purposes except to pass through walls. However, you must make a DC 25 will save every round (or spend 4 break points) or your weapon will break.

Spirit Break
Ancestral Soul (Stance)
Class: Crusader 1
Initiation Action: 1 Swift action
Range: Personal
Target: You
Duration: Stance

Your ancestors spirits flow through your blade, whispering advice in your ear.

While in this stance, all damage you do is increased by 1d6. However, you must make a DC 10 will save every round (or spend 1 break point) or your weapon will break.

Spirit Sword
Ancestral Soul (Boost)
Class: Crusader 4
Prerequisite: 1 Ancestral Soul Maneuver
Initiation Action: 1 Swift action
Range: Melee Attack
Target: One Creature
Duration: 5 rounds

Your weapon becomes translucent and passes through objects.

For the duration of this ability, your weapon becomes Ghost touch, and ignores Concealment.

Undying Soul
Ancestral Soul (Stance)
Class: Crusader 8
Prerequisite: 1 Ancestral Soul Maneuver
Initiation Action: 1 Swift action
Range: Personal
Target: You
Duration: Stance

You join with your ancestors, and become an force whose only weakness is its blade.

While in this stance, all damage you do is increased by 6d6. However, you must make a DC 25 will save every round (or spend 3 break points) or your weapon will break. In addition, at any time as a free action that may be used on your opponents turn, you may block a melee or ranged attacked. Doing so increases the Will save DC by 5 (or increases break point cost by 1). You may do this unlimited times per turn.

White Edge
Ancestral Soul (Counter)
Class: Crusader 2
Prerequisite: 1 Ancestral Soul Maneuver
Initiation Action: 1 immediate action
Range: Melee Attack
Target: One Creature
Duration: One round

Your swift parrying saves your life once more.

When this maneuver is activated, your AC gains a +4 competence bonus against melee attacks.

Gralamin
2007-11-28, 08:11 PM
Ancestral Spirit
Medium Undead (Incorporeal)
HD 10d12 (65 hp)
Speed 30 ft. (6 squares) flight (perfect)
Init: +7
AC 20 (+7 Dexterity, +3 Deflection); touch 20; flat-footed 13
BAB +5; Grp +5
Attack Siphoning touch +12 (Life Siphon 3d6)
Full-Attack Siphoning touch +12 (Life Siphon 3d6)
Space 5 ft.; Reach 5 ft.
Special Attacks Life Siphon, Spawn
Special Qualities Darkvision 60 ft, Immunity to all (mind-affecting effects, poison, sleep effects, paralysis, stunning, critical hits, nonlethal damage, ability drain, or energy drain disease, fatigue and exhaustion, Ability damage and death effects.), Servitude
Saves Fort +3 Ref +10 Will +11
Abilities Str -, Dex 24, Con -, Int -, Wis 18, Cha 16
Skills None
Feats None
Environment Any
Organization Singular
Challenge Rating 7
Treasure None
Alignment Neutral
Advancement -
Level Adjustment –

Life Siphon
This attack drains 3d6 hp from a creature, and gives it to another within 50 ft.

Spawn
If an ancestral spirit kills a creature with its Life siphon ability, then it will rise as a free Ancestral spirit in 1d4 days.

Servitude
This creature serves another, and will always try to protect them. All life siphoning will be directed at the target, and the Ancestral Spirit will target creatures attacking its master first. An ancestral spirit can not be controlled.

Guyr Adamantine
2007-11-29, 09:18 AM
This is really cool, keep the FFT names. At start, I jumped while reading the Reverence feat, but then I saw the prereqs...:smallredface:
Ancestral Blade should be available only in an Ancestral Soul stance.

More comments to come!

Gralamin
2007-11-29, 05:56 PM
This is really cool, keep the FFT names. At start, I jumped while reading the Reverence feat, but then I saw the prereqs...:smallredface:
Ancestral Blade should be available only in an Ancestral Soul stance.

More comments to come!

I was wondering about the stance thing, but I don't think its needed, as it only grants 1 point.

Keep the comments coming!

I'm also noting that the Manifest option has a limit of 1 creature at a time.

smart thog
2007-12-03, 01:13 PM
Whats with the possiblity of a weapon breaking? Can I pay the Break points after I fail a save? In the Undying soul stance what does blcoking refer to? Also, all of the oriental names take away the europouen feel of the game.