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    dspeyer's Avatar

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    The Martial Prodigy

    some people don't need to be taught

    BAB: full
    Good Saves: fort and ref
    Skill Points: 4+int
    Class Skills: all
    Schools: Diamond Mind, Iron Heart, Setting Sun, Stone Dragon, White Raven, Falcon's Eye, Iron Rain, Chthonic Serpent, Maula Kae, Piercing Point, Steel Mountain, Oncoming Storm, Broken Blade
    Readied Maneuvers: class level plus 2

    As a martial prodigy, you need not learn maneuvers. You work them out from first principles as needed. It takes you five minutes of thought and practice to replace one of your readied maneuvers or one hour to replace all of them. When picking new maneuvers, select from the above schools, the below special maneuvers, or custom maneuvers of comparable power with DM's approval. Once a maneuver is readied, you may use it all you like -- it is never expended. You can ready a stance like any other maneuver, in which case you can switch to it as a free action. You can also switch to a stance you have not readied in one minute of practice without effecting your readied maneuvers.

    Additional maneuvers:

    Time Slows Down:
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    Diamond Mind (Boost)
    Level: 3
    Action: swift

    Take a free move action


    Time Crawls:
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    Diamond Mind (Boost)
    Level: 5
    Action: swift

    Take a free standard action



    Time Stands Still (improved):
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    Diamond Mind (Boost)
    Level: 9
    Action: swift

    Take a free move and standard action, or a free full-round action



    Ricochet:
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    Falcon's Eye (Strike)
    Level: 3
    Action: Standard

    Make a ranged attack normally. If it hits, attack another target with the ricochet (or the arrow coming out the back, or blood-spatter-to-the-eye, or whatever mechanism pleases you). Continue making attacks until one misses. Each takes a cumulative -1 penalty.


    Knock Silly:
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    Stone Dragon (Strike)
    Level: 3
    Action: Standard

    Make an attack with a bludgeoning weapon at a -5 penalty. If it succeeds, the target must make a will save (dc damage dealt) or be knocked silly for one round. A creature that is knocked silly takes no actions, and believes anything he is told regardless of evidence. After 1 minute, the victim can make an new will save (same dc) if he encounters contradictory evidence. After 1 hour, he can reexamine his belief normally.


    Natural Leaper:
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    Tiger Claw (Stance)
    Level: 3

    While in this stance, you may leap up to 500ft in the air as a free action, take a standard action while at the peak of your jump, and take no damage for falling back down.


    Awesome Leap:
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    Tiger Claw (Other)
    Level: 5
    Action: Standard

    You may jump to any point on the surface of the world provided you know the distance and direction. You may carry up to twice your weight in equipment or passengers. While you take no damage, whatever you land on takes 10d6 bludgeoning and 1d6 fire. Mobile creatures can avoid you with a dc 10 reflex save.


    Preposterous Leap:
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    Tiger Claw (Other)
    Level: 7
    Action: Standard

    Like awesome leap, but you can land on another plane.


    Instant Response:
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    Iron Heart (Counter)
    Level: 5
    Action: Immediate

    When combat begins, you may jump to the top of the initiative order.
    Last edited by dspeyer; 2011-10-27 at 08:41 PM.
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