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    Apr 2010
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    Default Re: [D&D 3.5] The War-Marked, Reloaded (CC 3.0)

    Oh heck, I've already done this much, no sense waiting for a reply.


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

    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.







    Archetype Marks
    Spoiler
    Show
    Mark of the Inevitable (Law)
    Truth: (Su) The war-marked emanates an imperceptible aura out to 100 feet. Any creature that attempts to enter or exit this aura with a teleportation effect has their arrival delayed by one round. The war-marked instinctively knows where a creature affected by this aura will arrive, and may act accordingly. The affected creature is unaware of this delay. The war-marked may choose to allow any creature he wishes to not be delayed by this aura.
    Legend: (Su) The war-marked may opt to travel with a creature affected by the Truth ability of this mark, arriving at the creature's precise ending location. The creature is still delayed for one round after the war-marked arrives.

    Mark of the Infernal (Evil)
    Truth: (Su) Upon gaining this ability, the war-marked chooses one natural or manufactured weapon it possesses. Whenever the war-marked hits with this weapon, the subject of the attack loses one of its highest-level prepared spells or spell slots for the day that has not yet been used. If the victim has no prepared spells or unused spell slots (either because they have been exhausted or because the victim is not a spellcaster), the attack instead deals 2 points of Intelligence damage. If the subject is a manifester, the attack instead removes power points equal to the victim's manifester level, or deals intelligence damage if no power points remain to be lost.
    Legend: (Su) Whenever the war-marked is affected by a spell cast by a particular spellcaster (whether he resists its effects entirely or not), he is thereafter immune to that spell when cast by that spellcaster. This is not spell resistance, but something stronger, granting immunity even to spells that do not allow for spell resistance.

    Mark of the Slaad Lord (Chaotic)
    Truth: (Su) As a free action, the war-marked may surround themselves with an aura of roiling arcane energy. While this aura is active, anyone within 20 feet of the war-marked at the end of the war-marked's turn takes 6d6 arcane damage. Suppressing this aura is a free action.

    In addition, once per encounter as a free action, the war-marked may declare a melee attack to be an arcane strike. If the attack hits, it deals 5 arcane damage per initiator level (Will save DC 10 + ½ initiator level + Str modifier for half) in addition to the normal damage. Any creature slain by this attack is reduced to a pile of ash, as if destroyed by the disintegrate spell.

    Arcane damage is considered acid, cold, electric, and fire damage at the same time. It is checked against the lowest resistance of the four types, ignoring immunities and weaknesses unless the creature has only immunities and weaknesses, in which case it is checked against a weakness.
    Legend: (Ex) The war-marked's mind divides into two distinct portions, each capable of controlling her body should the other become incapacitated. One mind can direct the war-marked's body while the other engages in a completely unrelated mental activity, such as casting a spell with only vocal components, or manifesting a power or using a spell-like ability. This ability does not allow the war-marked to cast more spells or spell-like abilities in a round than they would normally be able to.

    The war-marked is treated as two independent creatures for the purpose of targeting them with a mind-affecting effect. An effect that affects only one target can affect one of the war-marked's minds, but not both. If one of the war-marked's minds is incapacitated or affected in some way, it loses its bonus mental actions. If the war-marked is subjected to a mind-affecting effect that can affect two or more creatures at once, each of their two minds saves separately and is affected separately.

    As long as one of the war-marked's minds remains unaffected by a particular effect, the affected mind gains a new saving throw each round to shake off the effect. If both minds are affected by the same effect, the war-marked is affected normally.

    Mark of the Solar (Good)
    Truth: (Su) The war-marked gains the Protective Aura and Tongues abilities inherent to the Angel type, along with immunity to acid and cold damage.
    Legend: (Su) As a standard action, the war-marked may create an ephemeral copy of a wielded, manufactured melee weapon. This copy floats near to the war-marked at all times, and makes the same attacks using the same bonuses whenever the war-marked attacks (roll to determine the success of these attacks separately) as if it were held by the war-marked. This weapon has all of the special properties of the copied weapon, but does not inflict other effects with its attacks (such as the effects of many marks, or an initiator's strike manuevers, and so forth). Should the copied weapon leave the war-marked's grasp at any time, the spectral copy vanishes instantly.


    Legendary Marks
    Spoiler
    Show

    Few are the creatures that can rival the might of a war-marked with the Mark of Elemental Fury.

    Mark of the Archmage
    Legend: (Su) Upon obtaining this mark, the war-marked selects spells from the Wizard's spell list whose total combined levels do not exceed 20. The selected spells can be of a spell level no higher than 7. The war-marked may use each of these spells once per day as spell-like abilities, with a caster level equal to their initiator level.

    The war-marked may ignore any materials or foci normally required for the spells they select as spell-like abilities, provided they cost no more than 100 gp each. If the material or focal component for a spell exceeds this price, the war-marked must supply it or lose experience points equal to one-fifth the total gp cost of the missing foci and components to use the spell-like ability. The war-marked must pay any experience point cost a selected spell would normally have to use it as a spell-like ability.

    In addition, once per round the war-marked may attempt to counterspell a spell being cast by a creature that she has line of sight and line of effect to as an instantaneous action. The war-marked makes an initiator level check (1d20+initiator level) vs a DC of 5 + the caster level of the spell being cast. If her check equals or exceeds this DC, the spell is counterspelled and the caster may not cast another spell until the start of its next turn.

    Mark of the Divine
    Legend: (Su) Upon obtaining this mark, the war-marked selects spells from the Cleric's spell list whose total combined levels do not exceed 20. The selected spells can be of a spell level no higher than 7. The war-marked may use each of these spells once per day as spell-like abilities, with a caster level equal to their initiator level.

    The war-marked may ignore any materials or foci normally required for the spells they select as spell-like abilities, provided they cost no more than 100 gp each. If the material or focal component for a spell exceeds this price, the war-marked must supply it or lose experience points equal to one-fifth the total gp cost of the missing foci and components to use the spell-like ability. The war-marked must pay any experience point cost a selected spell would normally have to use it as a spell-like ability.

    In addition, the war-marked gains immunity to ability damage, ability drain, and energy drain.

    Mark of Elemental Fury
    Legend: (Su) The war-marked gains immunity to acid, cold, electric, fire, and sonic damage.

    In addition, after rolling for damage with a physical weapon but before determining the effectiveness of damage reduction or resistances, the war-marked may divide the damage dealt by her attack between these five damage types and the physical damage type dealt by her weapon, if appropriate, as they wish.


    Mark of the Eternal Hero
    Legend: (Ex) All supernatural or spell-like abilities granted by the war-marked's class levels or marks become extraordinary effects. Among other things, this means that they continue to function normally in antimagic fields or dead magic zones. Any saving throws or spell resistance inherent to these altered effects remains.

    In addition, once per day when the war-marked would be reduced to 0 hp or lower, they may voluntarily receive two negative levels as an instantaneous action to first be healed for an amount equal to half their initiator level times their Constitution modifier. These negative levels persist for one hour unless removed prematurely.

    The war-marked also gains an additional per-encounter use of their Moment of Succor and Moment of Puissance abilities.

    Mark of the Mythic Shadow
    Legend: (Su) Upon obtaining this mark, the war-marked gains the ability to become invisible (as the greater invisibility spell) at will as a swift action. Any creature attempting to detect or gather information about the war-marked with divination effects must succeed on a caster level check, DC 11 + initiator level, or gain no benefit from their spell with regards to the war-marked (as such, a see invisibility spell that failed this check would reveal all other invisible creatures, but not the war-marked, while a legend lore spell would simply reveal nothing of use.) This check is made secretly, and the caster is not aware of its success or failure.

    Mark of the Savant
    Legend: (Ex) Upon obtaining this mark, the war-marked instantly gains all knowledge skills and spellcraft as class skills, and is forevermore treated as if he possessed maximum ranks in those skills for his hit dice.

    In addition, the war-marked lowers the difficulty class for all skill usages (including epic skill usages) of the following skills by the listed amount.

    Balance: The difficulty class of all Balance checks is lowered by 60.
    Climb: The difficulty class of all Climb checks is lowered by 60.
    Disable Device: The difficulty class of all Disable Device checks is lowered by 60.
    Escape Artist: The difficulty class of all Escape Artist checks not made to escape a grapple are lowered by 80.
    Listen: The difficulty class of all Listen checks is lowered by 40.
    Spellcraft: The difficulty class of all Spellcraft checks is lowered by 30.
    Tumble: The difficulty class of all Tumble checks not made to avoid an attack of opportunity are lowered by 60.

    Mark of the Time Lord
    Legend: (Su) Upon obtaining this mark, the war-marked gains immunity to any spells that affect time (such as slow or temporal stasis) and may freely act within the virtual rounds of any time stop or temporal acceleration used within one mile of himself, even if he is not aware of the caster when such an effect is used.

    In addition, once per encounter the war-marked may use the time duplicate epic spell as a swift action supernatural ability.
    Last edited by Jarian; 2011-04-02 at 01:25 PM.
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