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    Default [D&D 3.5] The War-Marked, Reloaded (CC 3.0)

    For your viewing pleasure, as requested by Doc Roc, I present the reformatted version of...

    EDIT: Special Thanks to Jarian for finishing the War-Marked for us. It's appreciated.

    The War-Marked




    "The War-Marked were a strange bunch, old friend. They passed into history long ago, but the influences of their bizarre fusion of totemic powers and martial traditions can still be seen in isolated places across the planes. They were titans, in their era. Legend has it that they fought great wars on even footing with the arcanists, once. But legend is just fancy given the gravitas of antiquity. So odd that you come to me now, in my desert and my caravan, with such a question. All this makes me wonder... why do you ask? Why come so far to bother an old sage in the twilight of his career?"

    GAME RULE INFORMATION
    War-Marked's have the following game statistics.
    Abilities: What ability scores are important to an individual war-marked truly depends on what marks they pursue. A majority of war-marked will want a high Strength or Dexterity, depending on their preferred engagement distance. A good Constitution is always a welcome choice regardless of mark pursued and mental ability scores can fluctuate in importance, again depending on what marks are chosen.
    Alignment: Any
    Hit Die: d10
    Starting Age: As Fighter
    Starting Gold: As Fighter.

    Class Skills
    The War-Marked's class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Craft (Int), Concentration (Con), Intimidate (Cha), Jump (Str), Knowledge(Martial Lore) (Int), Knowledge(Local) (Int), Listen (Wis), Profession (Wis), Psicraft (Int), Ride (Dex), Spot (Wis), Spellcraft (Int), Tumble (Dex) and Use Psionic Device (Cha).

    Skill Points at First Level: (4 + Int modifier) x 4
    Skill Points at Each Additional Level: 4 + Int modifier

    War-Marked
    {table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

    1st|
    +1
    |
    +2
    |
    +0
    |
    +0
    |Weapon Mark

    2nd|
    +2
    |
    +3
    |
    +0
    |
    +0
    |Bonus Feat (General)

    3rd|
    +3
    |
    +3
    |
    +1
    |
    +1
    |Unlocking of the Name

    4th|
    +4
    |
    +4
    |
    +1
    |
    +1
    |Bonus Feat (Fighter)

    5th|
    +5
    |
    +4
    |
    +1
    |
    +1
    |Ideal Mark

    6th|
    +6/+1
    |
    +5
    |
    +2
    |
    +2
    |Moment of Succor

    7th|
    +7/+2
    |
    +5
    |
    +2
    |
    +2
    |Unlocking of the Essence

    8th|
    +8/+3
    |
    +6
    |
    +2
    |
    +2
    |Bonus Feat (General)

    9th|
    +9/+4
    |
    +6
    |
    +3
    |
    +3
    |Aspect of the Chosen, Ascent of the Marked

    10th|
    +10/+5
    |
    +7
    |
    +3
    |
    +3
    |Gift of the Chosen

    11th|
    +11/+6/+1
    |
    +7
    |
    +3
    |
    +3
    |Bonus Feat (Fighter, Floating (8th))

    12th|
    +12/+7/+2
    |
    +8
    |
    +4
    |
    +4
    |Ascent of the Chosen: Outsider Mark

    13th|
    +13/+8/+3
    |
    +8
    |
    +4
    |
    +4
    |Unlocking the Truth

    14th|
    +14/+9/+4
    |
    +9
    |
    +4
    |
    +4
    |Bonus Feat (General, Floating)

    15th|
    +15/+10/+5
    |
    +9
    |
    +5
    |
    +5
    |Moment of Puissance

    16th|
    +16/+11/+6/+1
    |
    +10
    |
    +5
    |
    +5
    |Zeal of the Chosen

    17th|
    +17/+12/+7/+2
    |
    +10
    |
    +5
    |
    +5
    |Bonus Feat (Fighter), Mark of the Archetype

    18th|
    +18/+13/+8/+3
    |
    +11
    |
    +6
    |
    +6
    |Unlocking the Myth

    19th|
    +19/+14/+9/+4
    |
    +11
    |
    +6
    |
    +6
    |Becoming the Exemplar

    20th|
    +20/+15/+10/+5
    |
    +12
    |
    +6
    |
    +6
    |Ascent of the Legend, Bonus Feat (Fighter)[/table]

    Class Features
    All of the following are class features of the War-Marked.

    Weapon and Armor Proficiencies: A war-marked is proficient with all simple and martial weapons and with all armor (heavy, medium, and light) and shields (including tower shields). Depending on the chosen mark, a war-marked may acquire further weapon proficiencies.

    Marks: Marks are preset packages of abilities, primarily passive in nature, but often with a single active ability per Mark. Almost all of the marksí abilities are extraordinary in nature, although a few are supernatural in origin. Most marksí abilities depend on initiator level for various purposes, such as determining the saving throw DC, duration, between others; each mark has its own description. A mark is composed usually of three special abilities, although some marks may have up to four special abilities. These abilities are usually Shapes, Names and Essences. Outsider and Archetype Marks have a fourth aspect, called the Truth. Archetype and Legendary Marks have a fifth and final aspect, Legend.
    • Shape: This aspect of the Mark is accessible as soon as you get the mark.
    • Name: This aspect is unlocked for a war-marked at third level.
    • Essence: This aspect is unlocked for a war-marked as seventh level.
    • Truth: This aspect is unlocked for a war-marked at thirteenth level.
    • Legend: This aspect is unlocked for a war-marked at eighteenth level.

    At 1st level, a war-marked gains a weapon mark, followed by an ideal mark at fifth level. At ninth level, a war-marked picks either a magical beast mark or an aberration mark. At 12th level, the war-marked selects a single outsider mark. At 17th level, the war-marked selects a single archetype mark. Finally, at 20th, the war-marked receives their final mark, the legendary mark.
    1. Weapon Marks: These marks grant abilities relative to the use of a specific set of weapons. This represents the preferred combat technique of the war-marked.
    2. Ideal Marks: These marks grant abilities related to ideals both big and small. This mark represents the war-markedís convictions and the path it follows.
    3. Magical Beast Marks: These marks grant abilities drawn from beasts infused with magic power, such as the blink dog and the winter wolf. This mark, along with the Aberration marks, represents the physical creature with which the war-marked identifies with.
    4. Aberration Marks: These marks grant abilities drawn from creatures that defy the norm, such as the aboleth and the beholder. This mark, along with the Magical Beast marks, represents the physical creature with which the war-marked identifies with.
    5. Outsider Marks: These marks draw abilities from the physical representations of the Outer Planes. This mark represents the power to which every war-marked strives to achieve. Some of these marks are limited to specific alignments only.
    6. Archetype Marks: Stepping beyond even outsiders, archetype marks allows the war-marked to exemplify one of the alignment extremes. You can't select an archetype for which your alignment conflicts with.
    7. Legendary Marks: The epitome to which every war-marked strives, these marks represent unlocking the maximum potential that exists for a mortal. They all achieve different effects but they're equally powerful and awe inspiring.

    Again, at 1st level, a war-marked has access only to the shape ability of its mark. At further levels, a war-marked gains the ability to use the name and essence abilities of its chosen marks (see Unlocking of the Name and Unlocking of the Essence, below).

    Initiator Level: Since most of the war-markedís mark abilities and some class abilities depend on initiator level, a war-markedís initiator level is equal to its class level plus half the class levels in other classes, with one exception. If a war-marked multiclasses into a martial adept class, it may treat its war-marked levels as class levels for purposes of determining the initiator level (and thus, maneuvers known), but only for the first instance of multiclass. For example, if a fourth level war-marked gains a level in warblade, its initiator level for both war-marked and warblade would be 5; if afterwards, the fourth level war-marked/first level warblade gains two levels of swordsage, its initiator level for both war-marked and warblade would be 6, while its initiator level for swordsage would be 4.

    Bonus Feats: At 2nd level, and at every sixth level afterwards (except 20th level), a war-marked gets a bonus feat. The war-marked may choose from any feat, so as long as it meets the prerequisites.

    At 4th level, and again at 11th, 17th, and 20th level, a war-marked gains another set of bonus feats, but these are limited to the list of feats that can be chosen by fighters. These feats are in addition to the bonus feats mentioned above.

    At 11th level, you may change your chosen feat for 8th level once per day; at 14th level, you gain an extra bonus feat, which can also be changed once per day. Both of these feats can be changed after 8 hours of rest, and the change takes two minutes of concentrated effort but requires no movement or outward exertion. At the end of the two minute period, the war-marked loses the feat currently granted by the floating feat slot, and may then select any other feat that he or she qualifies for. If at any point, qualifications cease to be met then the war-marked loses the benefit of the floating feat until he or she either qualifies again or can change his or her floating feat to a valid selection by the method described above.

    Unlocking of the Name (Ex): At 3rd level, a war-marked gains the ability to use the name ability of its marks, both from the already known marks as well as any new marks it gains.

    Moment of Succor (Ex): At 4th level, a war-marked acquires a measure of resistance over dangerous mental afflictions. Once per encounter, plus one additional time per ten initiator levels, you may delay the effects of a failed Will save by one round. Effects may be delayed more than once.

    Unlocking of the Essence (Ex): At 7th level, a war-marked gains the ability to use the essence ability of its marks, both from the already known marks as well as any new marks it gains.

    Ascent of the Marked (Su): At 9th, the war-marked may select either a Magical Beast mark, or an Aberration mark.

    Aspect of the Chosen (Su): Also at 9th level, a war-marked awakens its latent psychic potential, albeit on a very limited scale. The war-marked may spend a moment of quiet meditation to reorganize itself, honing its strengths and severing its weaknesses. Once per month, a war-marked may duplicate the effect of a psychic reformation psionic power, by spending 10 minutes in meditation. A war-marked does not need to spend experience points when it uses this ability.

    Gift of the Chosen (Su): At 10th level, a war-marked grants a fellow warrior a measure of its own power, allowing it to excel where otherwise it would perish. Once per day, a mark may be lent to a single specific willing target. The duration of this effect is 12 hours or until revoked. Only the most recently borrowed mark is effective and while the mark is lent, the original owner has no access to it. The granted mark uses the initiator level of the original owner where relevant.

    Ascent of the Chosen (Su): At 12th level, a war-marked gains an Outsider mark.

    Unlocking the Truth (Ex): At 13th level, a war-marked gains the ability to use the truth ability of its marks, both from the already known marks as well as any new marks it gains.

    Moment of Puissance (Ex): At 15th level, the war-marked's strength of body can be used to accomplish incredible feats. Once per encounter, plus one additional time per ten initiator levels, you may treat a saving throw required by an attack or effect used against you as if it were a Fortitude save. In addition, you may delay the effects of a failed Fortitude save by one round. These are separate effects, and as such each consume a use of this ability.

    Zeal of the Chosen (Ex): The war-marked is a force to be controlled by no other being. At 16th level, the war-marked gains immunity to charm and compulsion effects. In addition, once per day as a standard action, the war-marked may instantly end a charm or compulsion effect currently affecting an ally within line of sight, or undo the effect of a mind-altering effect (such as the mindrape spell), restoring her ally's mind to its original state.

    Mark of the Archetype (Ex): At 17th level, the war-marked gains an Archetype Mark. You may select any mark that does not conflict with your alignment. Neutral alignment components do not conflict with either extreme.

    Unlocking the Myth (Ex): At 18th level, the war-marked gains the ability to use the Legend ability of its marks, both from the already known marks as well as any new marks it gains.

    Becoming the Exemplar (Su): At 19th level, the war-marked takes on further aspects of their chosen archetype. This ability has varying effects based on the selected Archetype Mark, as follows.

    Mark of the Inevitable: You gain damage reduction 15/chaotic, spell resistance equal to your HD + 12, immunity to critical hits, and immunity to paralysis, sleep, and stunning effects.

    Mark of the Infernal: You gain regeneration 10, which is bypassed by good-aligned weapons, as well as sacred and divine damage. You also gain damage reduction 15/good, and immunity to all disease, poison, and hostile polymorph effects.

    Mark of the Slaad Lord: You gain damage reduction 15/lawful, as well as immunity to any effect that would directly impair or impede your movement (such as an entangle or a flesh to stone spell, but not a shivering touch spell that reduced your dexterity to 0).

    Mark of the Solar: You gain regeneration 10, which is bypassed by evil-aligned weapons, as well as profane and vile damage. You also gain damage reduction 15/evil, and the ability to use heal as a spell-like ability with a caster level equal to your initiator level once per day.

    Ascent of the Legend (Ex): At 20th level, the war-marked gains their final mark, the Mark of the Legend.

    New Feats:

    Marks of War
    Minimum Initiator Level:
    6th.
    Benefit: You may select a weapon mark. A character may have only up to two weapon marks.
    Special: A Warblade may select this as a bonus feat as well as any class that normally receives Fighter Bonus Feats. This feat may be selected multiple times.

    Marks of Questing
    Minimum Initiator Level:
    9th.
    Benefit: You may select an ideal mark for which you qualify. A character may have only up to two ideal marks.
    Special: A Warblade may select this as a bonus feat as well as any class that normally receives Fighter Bonus Feats. This feat may be selected multiple times.

    Marks of Lore
    Prerequisites: Ascent of the Marked, Minimum Initiator Level of 14th
    Benefits: You gain either an aberration or magical beast mark.
    You may have only one instance of each type. This feat may not be taken multiple times.

    Unlocking The Name
    Minimum Initiator Level:
    6th
    Benefit: As per the War-Marked Class ability.
    Special: A Warblade may select this as a bonus feat as well as any class that normally receives Fighter Bonus Feats.

    Unlocking The Essence
    Minimum Initiator Level:
    12th
    Benefit: As per the War-Marked Class ability.
    Special: A Warblade may select this as a bonus feat as well as any class that normally receives Fighter Bonus Feats.

    Legal stuff: CC 3.0 by default, BSD Non-MIT by request
    Last edited by Cieyrin; 2011-11-24 at 12:06 AM.
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