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    Default Philosopher Militant [3.5 PrC, PEACH]

    Philosopher Militant

    The path of the warrior is a broad path, with many twists and detours. Among the many who follow these tracks, a fair number rely on their wits for much of their ability, deriving devastating attacks from their mental agility as much as from their physical might. Some of these warriors apply themselves to both study and practice in equal parts, but a rare few devote themselves entirely to honing the mind as a tool to manipulate the body. These are the philosophers militant, although they are not an order as such, and there is as much difference between philosophers militant as there is between other intellectuals.

    Prerequisites
    To qualify to become a philosopher militant, a character must meet all of the following criteria.
    Base Attack Bonus: +8
    Skills:Knowledge (any two) 13 ranks
    Feats: Skill Focus (Any Intelligence-based skill)
    Maneuvers: Ability to initiate at least one 4th-level maneuver

    Hit die: d8
    Skill points: 2 + Int modifier per level
    Class skills: The philosopher militant possesses all skills as class skills.

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

    1|+1|+0|+0|+2|Intellectual Stance

    2|+2|+0|+0|+3|Sagacious Blow

    3|+3|+1|+1|+3|Broad Studies

    4|+4|+1|+1|+4|Cogent Grace

    5|+5|+1|+1|+4|Cogent Defense

    6|+6|+2|+2|+5|Broad Studies

    7|+7|+2|+2|+5|Sagacious Aim

    8|+8|+2|+2|+6|Sagacious Speed

    9|+9|+3|+3|+6|Cogent Resilience

    10|+10|+3|+3|+7|Broad Study, Awesome By Analysis[/table]

    {table=head]Level|Maneuvers Known|Maneuvers Readied|Stances Known

    1|1|0|0

    2|0|0|0

    3|1|1|0

    4|0|0|0

    5|1|0|1

    6|0|1|0

    7|1|0|0

    8|0|0|0

    9|1|1|0

    10|0|0|1[/table]

    Class Features
    All of the following are class features of the philosopher militant.

    Weapon and Armor proficiencies: A philosopher militant gains no new weapon or armor proficiencies.

    Maneuvers: At each odd-numbered level, you gain a new maneuver known from the Diamond Mind, Iron Heart, Stone Dragon, Tiger Claw or White Raven discipline (but see Broad Studies below). You must meet a maneuver’s prerequisites to learn it. You add your philosopher militant class level to your initiator level from other classes to determine your total initiator level and highest level maneuver known. At 3rd, 6th, and 9th levels, you gain an additional maneuver readied. At fifth and tenth levels, you gain a new stance known.

    Intellectual Stance (Ex): A philosopher militant gains a special stance known. This stance is known from first level onward. On exiting this stance, the philosopher militant may immediately make any Knowledge check against a DC of 30. If they succeed, they may reenter this stance as a free action next round, and they may recover one martial maneuver.

    Sagacious Blow (Ex): A philosopher militant of at least second level may add their Intelligence modifier instead of their Strength modifier to weapon damage as long as they are in the intellectual stance.

    Broad Studies (Ex): A philosopher militant of second level adds any one martial discipline to the list of martial disciplines that they may learn. They may immediately retrain up to their intelligence modifier maneuvers to maneuvers of this discipline, although they must still meet the prerequisites for all maneuvers that they know. The philosopher militant adds another available school and may retrain similarly at sixth and tenth level. The philosopher militant retains access to schools acquired through this ability for the purpose of gaining maneuvers known from other classes.

    Cogent Grace (Ex): A philosopher militant of at least 3rd level adds their Intelligence modifier to all saving throws instead of Constitution, Dexterity or Wisdom as long as they are in the intellectual stance.

    Cogent Defense (Ex): A philosopher militant of at least fourth level may add their Intelligence modifier instead of their Dexterity modifier to their armor class as long as they are in the intellectual stance.

    Sagacious Aim (Ex): A philosopher militant of sixth level or higher may add their Intelligence modifier instead of their Strength or Dexterity modifier to attack rolls as long as they are in the intellectual stance.

    Sagacious Speed (Ex): A philosopher militant of at least seventh level may add their Intelligence modifier instead of their Dexterity modifier to initiative checks as long as they are in the intellectual stance.

    Cogent Resilience (Ex):
    Whenever a philosopher militant of at least ninth level succeeds on a saving throw to achieve a partial effect that was affected by their cogent grace ability, they suffer no ill effects from it.

    Awesome By Analysis (Ex): A philosopher militant who has achieved tenth level may, as a move action once per encounter, gain the ability to use their Intelligence modifier added to their Strength, Dexterity or Constitution modifier instead of their Strength, Dexterity or Constitution modifier respectively for a number of rounds equal to their Intelligence modifier divided by 2. The philosopher militant must be in the Intellectual Stance to use this ability.
    Last edited by Fortuna; 2010-03-19 at 02:05 PM.
    If I creep into your house in the dead of night and strangle you while you sleep, you probably messed up your grammar.

    I'm always extremely careful to hedge myself against absolute statements.

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    Default Re: Philosopher Militant [3.5 PrC, PEACH]

    Uh....

    Bump?
    If I creep into your house in the dead of night and strangle you while you sleep, you probably messed up your grammar.

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    Default Re: Philosopher Militant [3.5 PrC, PEACH]

    Interesting concept. I'm not sure I like the execution, though.

    The gist of this class is that you gain this ability Intellectual Stance, which boils down to trading out the ability to be in a stance to gain the ability to recover a maneuver with a Knowledge check. Every other ability you get is usable only while in this intellectual stance. If you were to rewrite the class such that Intellectual Stance became "Martial Acumen: As a free action once per round, the Philosopher Militant may recover a single maneuver if he succeeds on a DC 30 Knowledge check" and removed reference to the Intellectual stance, literally the only difference would be that the Philosopher Militant would now be able to gain the benefits from a stance.

    When martial PrCs give a unique stance, it's generally something that reinforces a particular fighting style but is not necessary--the JPM doesn't have to stay in the Mystic Phoenix stance to retain its class abilities, for instance. The benefits from the class aren't good enough to require preventing use of another stance, so I would personally change Intellectual Stance to do something on its own, make the maneuver recovery aspect a separate ability, and remove reference to Intellectual Stance from the other abilities.
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    Default Re: Philosopher Militant [3.5 PrC, PEACH]

    Quote Originally Posted by Random_person View Post
    The path of the warrior is a broad path, with many twists and detours. Among the many who follow these tracks a fair number rely on their wits for much of their ability, deriving devastating attacks from their mental agility as much as from their physical might. Some of these warriors apply themselves to both study and practice in equal parts, and a rare few devote themselves entirely to honing the mind as a tool to manipulate the body. These are the philosophers militant, although they are not an order as such, and there is as much difference between philosophers militant as there is between other intellectuals.
    Put a comma after "tracks."

    Prerequisites
    To qualify to become a philosopher militant, a character must meet all of the following criteria.
    Base Attack Bonus: +8
    Skills: Any two Knowledges 13 ranks
    Feats: Skill Focus (Any Intelligence-based skill)
    Maneuvers: Ability to initiate at least one 4th level maneuver
    Alright. It requires level ten with BAB +8. That shuts out most classes, considering another prerequisite is two Knowledge skills. Change "Any two Knowledges 13 ranks" to "Knowledge (any two) 13 ranks." The feat is harsh as well, but not as harsh as it could be. The 4th-level maneuver requirement is pretty restrictive as well. Put a hyphen after 4th.

    Hit die: d8
    Skill points: 2 + Int modifier per level
    Class skills: The philosopher militant possesses all skills as class skills.
    Huh. Low skill points but all skills as class skills? That's unique. Moderate hit points--probably lower hit dice that those of the class you used to qualify for this one.

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

    1|+1|+0|+0|+2|Intellectual Stance

    2|+2|+0|+0|+3|Sagacious Blow

    3|+3|+1|+1|+3|Broad Studies

    4|+4|+1|+1|+4|Cogent Grace

    5|+5|+1|+1|+4|Sagacious Aim

    6|+6|+2|+2|+5|Broad Studies

    7|+7|+2|+2|+5|Cogent Defense

    8|+8|+2|+2|+6|Sagacious Speed

    9|+9|+3|+3|+6|Cogent Resilience

    10|+10|+3|+3|+7|Broad Study, Awesome By Analysis[/table]
    Note that having a ten-level class will make anyone entering 20th level when they finish this off, minimum. Make sure it's worth it.

    {table=head]Level|Maneuvers Known|Maneuvers Readied|Stances Known

    1|1|0|0

    2|0|0|0

    3|1|1|0

    4|0|0|0

    5|1|0|1

    6|0|1|0

    7|1|0|0

    8|0|0|0

    9|1|1|0

    10|0|0|1[/table]
    Sure.

    Class Features
    All of the following are class features of the philosopher militant.

    Weapon and Armor proficiencies: A philosopher militant gains no new weapon or armor proficiencies.
    Alright.

    Maneuvers: At each odd-numbered level, you gain a new maneuver known from the Diamond Mind, Iron Heart, Stone Dragon, Tiger Claw or White Raven discipline (but see Broad Studies below). You must meet a maneuver’s prerequisites to learn it. You add your whole philosopher militant class level to your initiator level from other classes to determine your total initiator level and highest level maneuver known. At 3rd, 6th, and 9th levels, you gain an additional maneuver readied. At fifth and tenth levels, you gain a new stance known.
    "Your whole...level?" Are you expecting no one to take it past the first level?

    Intellectual Stance (Ex): A philosopher militant gains a special stance known. This stance is known from first level onward. On exiting this stance, the philosopher militant may immediately make any Knowledge check against a DC of 30. If they succeed, they may reenter this stance as a free action next round, and they may recover one martial maneuver.
    This seems pretty worthless so far. Hopefully it gets upgraded or something. A flat DC of 30 for a Knowledge check is "really tough." Any reason you made it a flat DC?

    Sagacious Blow (Ex): A philosopher militant of at least second level may add their Intelligence modifier instead of their Strength modifier to weapon damage as long as they are in the Intellectual Stance.
    Nice, but restricted to a single stance that isn't any good on its own. This could probably be moved down to first level.

    Broad Studies (Ex): A philosopher militant of second level adds any one martial discipline to the list of martial disciplines that they may learn. They may immediately retrain up to their intelligence modifier maneuvers to maneuvers of this discipline, although they must still meet the prerequisites for all maneuvers that they know. The philosopher militant adds another available school and may retrain similarly at sixth and tenth level. The philosopher militant retains access to schools acquired through this ability for the purpose of gaining maneuvers known from other classes.
    This is pretty powerful. Nowhere does it say you can't retrain low-level maneuvers to be higher level maneuvers. This leaves you with far more higher-level maneuvers than most any other martial combatant. It might be worth dipping into the class for this at higher levels (able to have higher Intelligence and higher-level maneuvers available)...or any level.

    Cogent Grace (Ex): A philosopher militant of at least 3rd level adds their Intelligence modifier to all saving throws instead of Constitution, Dexterity or Wisdom as long as they are in the Intellectual Stance.
    Nice boost. Intellectual stance (Don't capitalize the stance name.) is getting better...possibly worth forgoing other stances, but since you'll be 13th level (minimum), you'll be missing out on 6th-level stances (no 7th-level stances unless homebrew is available). There are some really good crusader stances that level. 5th-level stances aren't bad either. Extra damage and saves from Intelligence is nice, but not quite the best at this level--especially if homebrew is available.

    Sagacious Aim (Ex): A philosopher militant of fourth level or higher may add their Intelligence modifier instead of their Strength or Dexterity modifier to attack rolls as long as they are in the Intellectual Stance.
    Nice. That's a good boost to add, making the stance better than before; it's probably worth using now over plenty of homebrew stances and most Tome of Battle stances.

    Cogent Defense (Ex): A philosopher militant of at least sixth level may add their Intelligence modifier instead of their Dexterity modifier to their armor class as long as they are in the Intellectual Stance.
    A nice boost, but I would put this before the attack bonus since that's...better.

    Sagacious Speed (Ex): A philosopher militant of at least seventh level may add their Intelligence modifier instead of their Dexterity modifier to initiaative checks as long as they are in the Intellectual Stance.
    Initiative is spelled wrong.

    This should probably come earlier. At 17th level (minimum), this isn't exactly measuring up to other class features available, although, combined with the other abilities, it helps.


    Cogent Resilience (Ex):
    Whenever a philosopher militant of at least ninth level succeeds on a saving throw to achieve a partial effect that was affected by their Cogent Grace ability, they suffer no ill effects from it.
    Evasion and mettle combined? Nice bonus. Don't capitalize class feature names.

    Awesome By Analysis (Ex): A philosopher militant who has achieved tenth level may, as a move action once per encounter, gain the ability to use their Intelligence modifier added to their Strength, Dexterity or Constitution modifier instead of their Strength, Dexterity or Constitution modifier respectively for a number of rounds equal to their Intelligence modifier divided by 3. The philosopher militant must be in the Intellectual Stance to use this ability.
    This is pretty decent, although as a 20th-level capstone (minimum), it's kind of lackluster. Perhaps making it Intelligence modifier divided by two would help a little.

    Note that the philosopher militant won't be getting massive bonuses from awesome by analysis (probably) because they're so focused on Intelligence. They get attack, damage, AC, saves, and initiative from Intelligence, so there's no need for Strength or Dexterity (unless the militant is using a ranged weapon with a ranged homebrew discipline), and Constitution's usefulness is cut down somewhat. Because of that, the ability will probably only give them small boosts to each, plus bonuses to bull rushing, tripping, etc.

    So...why does the class get new stances if they're just going to be using intellectual stance the whole time (except for the first few levels)? Making some class features not based on one stance could help out a little.

    Overall, it's slightly interesting. All class features rely on a single stance that kind of sucks early on (but gets good later), but there are no active class features at all except for the move action to activate awesome by analysis, which then is passive.

    Also, to note, I've always thought of philosophers as wise, but Intelligence works too. Note that warblades get slightly better benefits from this class though. Perhaps letting any mental statistic be the main ability score wouldn't be a bad choice, although that is slightly more complicated.
    Homebrew
    Please feel free to PM me any thoughts on my homebrew (or comment in the thread if it's not too old).

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    Default Re: Philosopher Militant [3.5 PrC, PEACH]

    Thanks for the critique!

    Would it be overpowered to grant all of these class abilities without requiring the stance at all, to remove the stance, and to grant the power of the intellectual stance for free? Or does that just get too ridiculous? And can you suggest any replacement capstones, considering that as you said they will be primarily focused on Int?
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    Default Re: Philosopher Militant [3.5 PrC, PEACH]

    Quote Originally Posted by Random_person View Post
    Thanks for the critique!

    Would it be overpowered to grant all of these class abilities without requiring the stance at all, to remove the stance, and to grant the power of the intellectual stance for free? Or does that just get too ridiculous? And can you suggest any replacement capstones, considering that as you said they will be primarily focused on Int?
    Hmm...you're on the right path...it might get too strong then, though.

    My thoughts: Compare it to the factotum. They get inspiration points every encounter to spend on nice bonuses to damage, attack, skills, etc.

    Essentially, if you remove the stance requirement, you give this class a bunch of factotum class features without inspiration points.

    Perhaps someone else will have an idea of what to do with the class aside from that.
    Homebrew
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    Default Re: Philosopher Militant [3.5 PrC, PEACH]

    Quote Originally Posted by Random_person View Post
    Thanks for the critique!

    Would it be overpowered to grant all of these class abilities without requiring the stance at all, to remove the stance, and to grant the power of the intellectual stance for free? Or does that just get too ridiculous? And can you suggest any replacement capstones, considering that as you said they will be primarily focused on Int?
    Shouldn't be overpowered. The gist of them is to add Int to stuff instead of other mods; the factotum gets to add Int on top of other mods starting at level 1, and by the time they're of equivalent level the factotum should have enough inspiration points to do it fairly reliably.
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    Quote Originally Posted by abadguy View Post
    Darn you PoDL for making me care about a bunch of NPC Commoners!
    Quote Originally Posted by Chambers View Post
    I'm pretty sure turning Waterdeep into a sheet of glass wasn't the best win condition for that fight. We lived though!
    Quote Originally Posted by MaxiDuRaritry View Post
    Quote Originally Posted by PairO'DiceLost View Post
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