ENTRY REQUIREMENTS
Base Attack Bonus: +6
Skills: Intimidate 12 ranks
Feats: Combat Expertise, Improved Trip
Martial Maneuvers: Must be able to ready at least three maneuvers, one of which must be 3rd level or higher.
Special: Must participate in (and survive) an Ashen Hunt organized against a creature of at the supplicant's challenge rating.
9th level entry so I expect something good from it. Also Trip suggests a battlefield controller. Crusader entry is the most probable due to intimidate tied to Devoted Spirit, however the other 2 initiators would fit just as easy. Lastly I really enjoyed the "not so fluff" requirement, it has a presence in my campaigns too.
Sidebar: Ashen Hunt
Spoiler
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The Ashen Hunt is one of the oldest traditions of the Duchy; at its heart, it is a test to confirm how willing the candidate is to kill for the Duchy's beliefs and how self-reliant they are. The supplicant is brought out to some natural environment, stripped naked, and painted with specially prepared blue, black, and green pigments. They are then handed a ritually blessed +1 screaming alchemically silvered longsword and asked how many others they wish to take on the hunt with them. The supplicant is told well beforehand that the more help they take, the greater the foe it is that they will face.
Regardless of the amount of aid the supplicant chooses (all of them equipped and painted as the supplicant is), the Hunt is then on - the participants hound a creature, usually captured beforehand and released for this purpose, through the environment of the Hunt. When they finally bring it down, the real test begins - the supplicant is told they must extract some part of the creature and escape back to where the Hunt started alive, without letting any of the Dukes slay them. For their part, most Dukes choose to deal nonlethal damage during this test in order to make it easier on the supplicant, but it's not required and shouldn't be expected. If the supplicant makes it back alive, they are bestowed with a ritual kiss, and the power of the Duchy settles upon them like the gentle caress of Autumn and Death Herself.
Class Skills
The Duke of the Last Light's class skills (and the key ability for each skill) are: Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Intimidate (Cha), Jump (Str), Knowledge (Arcana) (Int), Knowledge (the Planes) (Int), Knowledge (Religion) (Int), Martial Lore (Int), Ride (Dex)
Skills Points at Each Level: 4 + Intelligence Modifier
Skills are Ok for a front liner BC, however the list could be richer. (perception skills should be part of any fighting class)
Hit Dice: d10
{table=head]
Level|
Base Attack Bonus|
Fort Save|
Ref Save|
Will Save|
Special|
Maneuver Learned|
Maneuvers Readied
1st|
+1
|
+0
|
+2
|
+2
|Rising Moon Style|Harvest Moon Strike|0
2nd|
+2
|
+0
|
+3
|
+3
|Veve of Samedi's Mask|Touch of the Ague|0
3rd|
+3
|
+1
|
+3
|
+3
|Falling Leaves Stance|Witch's Intuition|1
4th|
+4
|
+1
|
+4
|
+4
|Glyph of Nuit's Embrace|Crescent Moon Reap|0
5th|
+5
|
+1
|
+4
|
+4
|Crashing Stars Style|Mien of the Baba Yaga|0
6th|
+6
|
+2
|
+5
|
+5
|Kanji of Oni's Fury|Rally to Daybreak|0
7th|
+7
|
+2
|
+5
|
+5
|Dance of the Reaping Scythe|Strike of the Last Breath|1[/table]
Weapon Proficiencies: The Duke of the Last Light gains no new weapon or armor proficiencies. Many of the Duke of the Last Light's abilities require that she be holding a weapon in one hand and nothing at all in the other (or others, as the case may be with creatures that have more than one hand); sigils created by her class features do not interfere with the use of these abilities, and do not prevent her from using the hand holding the sigil within it should she so desire.
Medium attack bonus with a d10 is kinda strange. No good fortitude is troubling for a front liner since many debilitating effects are touch attacks (I expect to see a slay living at this level) or delivered via injury (poison/disease/energy drain). Since the class gives other good benefits, I suggest dropping the HD to d8 and adding a class feature that strengthens their fortitude save.
Maneuvers: At first level (and each level thereafter), the Duke of the Last Light learns a new maneuver as shown on the table above (so a first level Duke leans Harvest Moon Strike, then learns Touch of Ague at second level, and so on). Each time the Duke learns a new maneuver from this class, she selects a discipline from amongst any of the disciplines from which she knows at least one maneuver; her new maneuver is treated as being from that discipline for all purposes (including, but not limited to, meeting prerequisites for learning new maneuvers and applying the effects of her feats and/or class features). Once made, this choice cannot be changed, but the Duke is free to choose a different discipline to associate with each maneuver she learns from this class if she so desires.
What is the initiator level for these maneuvers? He doesn't advance the I.L. for his other maneuvers in a 1:1 basis, then again few ToB PrC's do that.
At third and seventh level, the Duke may ready an additional maneuver, if applicable.
Maneuvers gained through this class cannot be unlearned in favor of another maneuver, even if she would normally have the opportunity to do so (such as by gaining her fourth level of Warblade).
Limiting but understandable since only a swordsage gains a maneuver every level. Very strong for a crusader.
Maneuvers gained through this class are considered supernatural abilities. However, the Duke may initiate them within an
antimagic field, though at additional cost – each maneuver so initiated requires her to snuff out a light source at least the size and intensity of a candle (this is a free action that becomes a normal part of using the maneuver). The light source so extinguished or destroyed is rendered inert, and will never shed light again, even if lit aflame or enchanted.
You must really hate AMF :smallamused: A candle costs a copper piece so it going wasted its not even noticeable. I can't comment since I never use AMF as a DM because they are -forgive my frustration- a pain in the ass to be utilized properly.
Rising Moon Style (Ex): The Dukes of the Last Light favor a one-handed fighting style augmented by magical power drawn from their connection to shadow, frost, and death. At first level, the Duke gains Improved Disarm as a bonus feat and increases the damage of all weapons she wields by one die step, provided she holds a weapon in one hand and nothing at all in the other. Additionally, whenever the Duke would have the chance to make an attack of opportunity she may instead choose to recover a single maneuver.
Einhander weapon style. Nice buff and needed, the extra feat solidifies his role. However it really cripples him since I have no knowledge of one handed weapons that have reach. If I am playing a crusader is the recovered maneuver also granted to me?
Veve of Samedi's Mask (Su): At second level, the Duke begins to inherit the supernatural fighting style common to her brothers and sisters. As a swift action, the Duke forms a sigil in her free hand that lasts for a number of rounds equal to her class level plus her Wisdom modifier; while this sigil is active, the Duke's fear effects function against any non-mindless creature, regardless of that creature's immunities.
Uses per day or similar mechanic? Also I suggest that this ability can't work to creatures with 4 or more HD than you, else you can fear lock anyone with intimidate optimization + Imperious Command.
Falling Leaves Stance (Ex): At third level, the Duke of Last Light learns the Falling Leaves Stance. When the Duke of Last Light is in the Falling Leaves Stance (which is treated in all ways as a fifth level martial stance, including requiring a swift action to enter into it and being able to maintain only one stance at a time), she may make an additional melee attack at her highest base attack bonus whenever she successfully initiates one of her strikes, provided she holds a weapon in one hand and nothing at all in the other. Additional attacks generated by this maneuver don't gain the benefits of the strike the Duke initiated and must be directed at the victim of her strike, though they may still benefit from other effects (such as boosts) upon her.
Possible conflict with his last ability or with Steel Wind and co. , in that he initiates strikes to all affected enemies, then he deals an additional attack to all of them. A nice little trick, not worried if it works that way.
Glyph of Nuit's Embrace (Su): At fourth level, the Duke of Last Light learns to create an additional supernatural sigil in her free hand, allowing her to draw upon the powers of night to shield herself from sight and harm. As a swift action, she creates a sigil in her free hand that lasts for a number of rounds equal to her class level plus her Wisdom modifier (if she has one or more other sigils active, they blend together to form a new, combined sign); while this sigil is active, the Duke benefits from a 40% miss chance on all attacks made against her and a +4 deflection modifier to her armor class as tendrils of starry light wrap around her, surrounding her in a twilight haze.
How is the miss chance penetrated? Sight based (I strongly suspect it), from teleportation effect, incorporeality or something entirely unique? Also uses per day?
Crashing Stars Style (Ex): A Duke of fifth level and higher is a master of the one-handed fighting style her order favors; she gains Improved Feint as a bonus feat. Additionally, whenever the Duke initiates a boost or strike she may move up to thirty feet (with any movement mode available to her) as a free action once per round that is part of the boost and/or strike, either before or after she initiates the maneuver in question. If the boost or strike in question already causes or requires the Duke to move or charge (such as Shadow Jaunt), she instead increases the amount of movement granted by the maneuver by up to thirty feet or increases the distance of her charge by up to thirty feet, as appropriate.
Is that bonus movement impaired by movement impairing effects? (such as moving with stealth or tumbling.) Otherwise a good ability if you are prepared to deal with the incoming AoO :smallamused:
Kanji of Oni's Fury (Su): At sixth level, the Duke learns her final sigil, one of elemental rage and fury. As a swift action, she creates a sigil in her free hand that lasts for a number of rounds equal to her class level plus her Wisdom modifier (if she has one or more other sigils active, they blend together to form a new, combined sign); when she activates this sigil, she chooses acid, cold, electricity or fire. As long as the sigil is active, her melee attacks deal an additional 4d6 points of damage from the chosen energy type as both the sigil and her weapon blaze with elemental power.
Again uses per day? Not bad and versatile.
Dance of the Reaping Scythe (Ex): The pinnacle of the Duke's fighting arts, the Dance of the Reaping Scythe is a terror to behold on the battlefield. Once per encounter, as a full-round action, the Duke selects and expends one of her readied strikes, then initiates the expended strike against any opponents within her reach that she chooses to attack.
The strike selected for Dance of the Reaping Scythe must normally apply to only one target (for example, she cannot initiate Steel Wind using Dance of the Reaping Scythe). Maneuvers initiated with Dance of the Reaping Scythe count as only one maneuver for the purposes of resolving Martial Lore checks and the movement granted by the Duke's Crashing Stars Style.
No problems here
New Maneuvers
Spoiler
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The Duke of the Last Light learns the following maneuvers as indicated on the table above:
Harvest Moon Strike [Strike]
Level: 4th level maneuver
Initiation Action: One Standard Action
Range: Melee Attack
Target: One creature
Wrapping yourself in a quiet stillness, you afflict your victim with the debilitating madness of the rising blood moon.
The full moon is said to drive men mad, and the blood moon of the harvest is even more powerful. With this strike, the Duke of the Last Light afflicts this lunacy upon her foes. When you initiate this strike, make a melee attack. If you hit, you deal normal weapon damage and your victim must succeed at a Will save (DC 14 + your Wisdom modifier) or suffer a -4 morale penalty on attack rolls, damage rolls, skill checks, armor class and initiative for a number of rounds equal to your class level. This is a mind-affecting, fear effect.
Ok
Touch of the Ague [Counter]
Level: 4th level maneuver
Initiation Action: One Immediate action
Range: Melee touch attack
Target: Creature touched
With a casual touch, you wrack your victim with the debilitating illness of Autumn's descent, afflicting both mind and body.
Autumn brings with it the chill and sickness as the year itself starts to die, and with a casual touch the Duke of Last Light inflicts it upon her victim. When you initiate this maneuver, make a melee touch attack. If you hit, your victim must succeed at a Fortitude save (DC 14 + your Wisdom modifier) or suffer a 40% miss chance on all of their attacks, as well as a -2 penalty on Fortitude and Will saves for a number of rounds equal to your class level. Spells and abilities that cure disease remove these penalties.
Ok, but what is an Ague? Also where is that miss chance based?
Witch's Intuition [Counter]
Level: 5th level maneuver
Initiation Action: One Immediate action
Range: Personal
Target: You
Acting with the prescience of a witch, you foresee the failure of your own strike and reposition to attack with even deadlier force.
You may initiate this maneuver after you have rolled an attack, but before you know the results. If you do, you may choose to re-roll the attack roll; the results of the second roll stand. If your target is currently under a fear effect, you gain a +4 insight bonus to your new attack roll and, if you hit, deal an additional 2d6 points of damage.
Ok
Crescent Moon Reap [Strike]
Level: 5th level maneuver
Initiation Action: One Standard action
Range: Melee attack
Target: One creature
Striking a hideous blow, your initial wound spreads into a flaying infection, ripping muscle away from bone with sickening force.
The sickle moon, named after the harvest tool that cuts down crops, ending their lives. The Crescent Moon Reap is a technique that draws upon its terrible power, flaying its victims alive. When you initiate this strike, make a melee attack. If you hit, you deal normal weapon damage and your victim must succeed at a Fortitude save (DC 15 + your Wisdom modifier) or suffer four points of strength damage. Additionally, for a number of rounds equal to your Wisdom modifier, any time the victim who failed his save suffers bludgeoning, piercing or slashing damage they must attempt another Fortitude save (same DC) or suffer four points of strength damage. If at any point the victim succeeds at one of these Fortitude saves, the effect ends.
Needs an once per round restriction to the times the strength damage can be applied, else it is pretty much a save or die, which for a 5th level maneuver it is pretty strong.
Mien of the Baba Yaga [Strike]
Level: 6th level maneuver
Initiation Action: One Standard action
Range: Melee attack
Target: One creature
A hideous blow infects your foe with fear, driving them mad with their innermost nightmares.
Sometimes all you really need to do is unleash your victim's own demons upon them; when you initiate this strike, make a melee attack. If you hit, you deal normal weapon damage and your victim suffers visions of their worst fears that overwhelm their mind, dealing them 1d8+1 points of Intelligence, Wisdom, and Charisma damage (DC 16 + your Wisdom modifier half).
As long as your victim still suffers from ability damage afflicted by this ability, they are treated as though suffering from a fear effect.
What does the last sentence mean? Can the damage be removed or suppressed with a fear removing effect? What scale is the fear effect? (shaken, panick, frightened)
Rally to Daybreak [Type]
Level: 6th level maneuver
Initiation Action: One Swift action
Area: Thirty-foot radius burst
Target: Allied creatures in burst
Supernatural power enhancing your words, you rally the courage of yourself and your allies, aiding them in throwing off hostile intent.
Autumn is the season of terror, and of necessity it is also the season when the truly courageous are separated from the merely confident. When you initiate this maneuver, you call out loudly to your allies (a silenced or otherwise speech-incapable Duke cannot initiate this maneuver unless they have another means of communicating to their allies, such as telepathy). You and any allied creatures within a thirty-foot radius burst may make new saving throws against any and all undesired effects that permit them; if any given saving throw is successful, it completely removes the undesired effect. Additionally, you and your allies within the burst become immune to fear until the end of the encounter.
If Rally to Daybreak is initiated at night, the immunity to fear instead lasts until the sun next rises or sets upon the location where it was initiated.
Forgot its type, although it seems like a boost. What if the maneuver is initiated in locales without sun? (Plane of shadow, some layers of the abyss)
Strike of the Last Breath [Strike]
Level: 7th level maneuver
Initiation Action: One Standard action
Range: Melee attack
Target: One creature
With the merest fraction of Death's power, you draw the life out of your foe, leaving him easy pickings.
Being strong isn't relevant if your enemy can make you so weak that you cannot resist him, and the ultimate expression of the Dukes' connection with Death taps into this idea. When you initiate this strike, make a melee attack. If you hit, you deal normal weapon damage plus 1d6 points of constitution damage. Your victim must immediately succeed at a Fortitude save (DC 17 + your Wisdom modifier) or become exhausted, as well as suffering a -4 morale penalty to Will saves and skill checks until the end of the encounter.
Ok, but I think Harvest moon strike is stronger.