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  1. - Top - End - #1
    Ettin in the Playground
     
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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
    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)

    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 marks’ abilities are extraordinary in nature, although a few are supernatural in origin. Most marks’ 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-marked’s 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-marked’s mark abilities and some class abilities depend on initiator level, a war-marked’s 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.

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    Last edited by Cieyrin; 2015-03-19 at 08:43 PM.
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  2. - Top - End - #2
    Ettin in the Playground
     
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    Default Re: [D&D 3.5] The War-Marked, Reloaded (CC 3.0)

    War Marks

    Weapon Marks
    Spoiler
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    A War-Marked with both the Mark of the Anvil and Mark of the Tempest

    Mark of the Shooting Star:
    In campaign settings where it is appropriate, this mark may also apply to guns.
    Shape: (Ex) You can make attacks of opportunity with a bow or crossbow. You threaten out to a range of 5 feet per 2 initiator levels with any bow or crossbow you wield.
    Name: (Ex) You do not provoke attacks of opportunity when you fire a bow or crossbow.
    Essence: (Ex) You double the range limit for any special ranged attacks or bonuses to ranged attacks (such as precision damage, Point Blank Shot, or the area you threaten with a bow).

    Mark of the Anvil:
    Shape: (Ex)
    When wielding a hammer or axe, you ignore hardness when attacking objects, and can shatter a [Force] effect by dealing 60 points of damage to it with a melee attack or full attack action.
    Name: (Ex) Once per round, you can designate one of your attacks with a hammer or axe made this round to be a Anvil Strike. This attack forces the enemy to make a Fortitude save (DC 10 + 1/2 your initiator level + your Strength modifier) or be dazed for 1 round.
    Essence: (Ex) Once per round, you can force an opponent hit by your hammer or axe blow to make a Fortitude save (DC 10 + 1/2 your initiator level + your Strength modifier) or have all movement modes halved for the next round and be affected as per a dimensional anchor spell for 1 round.

    Mark of the Einhander:
    Shape: (Ex)
    While wielding a single one-handed sword in one hand, you receive all benefits of wielding it in both hands. If you wield multiple one-handed swords, select one at the beginning of the day for this ability to affect. This effect does not qualify the affected weapon for the benefits of the Doppelsöldner Mark.
    Name: (Ex) While wielding a weapon affected by the Shape ability, you gain a +10ft untyped bonus to all movement modes that you already possess except burrowing. You gain an additional +5ft bonus for every 5 initiator levels you possess.
    Essence: (Ex) While wielding a weapon affected by the Shape ability, you can spend a standard action to ready a full-round action (instead of a standard action) IL/8 times per encounter.

    Mark of the Chain
    Shape: (Ex)
    You gain proficiency with the spiked chain and the kusari-gama. If you already have proficiency, you gain the benefits of Weapon Focus in the spiked chain and kusari-gama.
    Name: (Ex) If an opponent successfully resists your trip attempt, you gain a +1 bonus per 4 initiator levels on your next trip attempt against that target.
    Essence: (Ex) Once per round, you can force any opponent hit by your spiked chain or kusari-gami to make a Reflex save (DC 10 + 1/2 your initiator level + your Strength modifier) or be affected as per the slow spell for until the end of your next turn. This is an (Ex) status effect. The touch attack from a trip attempt counts as a "hit" for the purposes of this ability.

    Mark of the Twin-Blade
    Shape: (Ex)
    You may opt to make an attack at any point during your move action. You may do this once a turn. At IL 12, you may do it twice per turn, but only once per move action. This functions only with double weapons. If you wield more than one double weapon, it applies only to one.
    Name: (Ex) You make an attack with each weapon head at your full attack bonus during a standard action attack or attacks made with the Shape ability. This functions only with double weapons. If you wield more than one double weapon, it applies only to one.
    Essence: (Ex) You may add half of your move speed to the damage on any attacks taken with the Shape ability, to a limit of 2 damage per initiator level. This damage is not subject to any multipliers from any source.

    Mark of the Bola
    Shape: (Ex)
    When you use a bola to make either a standard attack or a full attack action, you gain one extra attack with a bola at your highest attack bonus.
    Name: (Su) Rather than enchant a specific bola, you may opt to carry the enchantments as runes across your body. These enchantments apply to any bola you use. Rules are otherwise the same.
    Essence: (Ex) If you succeed on a trip attempt with the first bola in a volley, you may opt to use the next attack in the volley as a Devastating Snare attempt. Both bolas are destroyed in the process, regardless of success. If the second attack hits, the target can only get up by spending a full-round action to disentangle itself from the bolas. This effect is not negated by freedom of movement or similar effects.

    Mark of the Hoplite
    Shape: (Ex)
    You can wield any spear of your size in one hand if you wield a buckler, light shield, or heavy shield with your other hand. Any spear that you wield this way counts as a two-handed weapon for purposes of calculating damage.
    Name: (Ex) If a enemy charges into a space you threaten, you may make an attack of opportunity. This attack of opportunity does damage as if it was set against a charge.
    Essence: (Ex) As an instantaneous action usable IL/8 times per round, you can make an attack with your shield to deflect a weapon or touch attack targeting you or an adjacent ally. You use your full attack bonus for this attack roll, plus your shield bonus to AC. The result of your attack roll replaces AC to determine the result of the incoming attack.

    Mark of the Doppelsöldner:
    Select a single martial or exotic two-handed sword you are proficient with. This weapon is now your favored weapon. This selection may not be changed.
    Shape: (Ex) Any opponent you attack with your favored weapon is severely distracted, even if the attack missed. Attacks against allies other than you made by this enemy suffer a 20% miss chance for one round. This condition can be triggered multiple times per round, but doesn't stack on any single opponent.
    Jolting Blow (Name): (Ex) While power attacking at a -8 or greater penalty, if you successfully land two or more consecutive attacks in a single round with your favored weapon, your opponent is automatically shaken for two rounds. This condition stacks with other fear effects, excluding those caused by additional Jolting Blows. Fear-immune enemies may still be Shaken, but effects do not stack further. The duration for Jolting Blow is calculated by the most recent Jolting Blow which affected its target.
    Essence: (Ex) If you are wielding your favored weapon, foes suffering from the shaken condition or a more severe fear effect take double damage from your physical attacks.
    Minimum IL of 10

    Mark of the Tempest:
    Shape: (Ex)
    You treat all wielded weapons as one-handed weapons for purposes of strength bonuses and Power Attack and derivative effects, even if it is a light weapon for purposes of calculating attack bonuses. This applies only in beneficial cases.
    Name: (Ex) You can make a single attack with each weapon you wield as a standard action.
    Essence: (Ex) Your blades move so quickly that they offer you some measure of protection. You gain concealment (20% miss chance) while wielding two or more weapons.

    Mark of Tooth and Claw:
    Shape: (Ex)
    You gain two claw attacks dealing 1d6 damage each, assuming medium size. These scale as normal with your size, and are usable as primary natural attacks. If you already have claw attacks, they now deal damage as if they were sized for a creature one size larger. These claws can be extended or retracted as a free action, and do not impede normal manipulation of objects.
    Name: (Su) Your natural weapons may be enchanted as a manufactured weapon. These enchantments fade if this mark is lost for any reason, but return when it is regained.
    Essence: (Su) Up to four of your natural weapons gain the Wounding property.
    Minimum IL 9

    Mark of the Slinging Stone:
    Shape (Ex):
    You gain proficiency with all exotic slings, sling-stones, and bullets. Furthermore, you are able to reload slings as a free action.
    Name (Ex): You may perform power shots with slings. Whenever you attack with a sling, you may take a penalty to your attack in exchange for a damage bonus. For every point of attack penalty, you deal an additional 1 point of damage on a successful attack. This attack penalty may not exceed your base attack bonus.
    Essence (Ex): Once per round, when you attack with a sling, any creature that takes damage from the attack must succeed on a fortitude save or be stunned for one round. The DC for this save is equal to 10 + 1/2 of the damage dealt.

    Ideal Marks
    Spoiler
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    Fear a War-Marked with the Mark of Fury. You wouldn't like him when he's angry.

    Mark of the Hunt
    Shape: (Ex)
    You gain touchsight, as the power, out to 15 feet. You may track via touchsight as though tracking by scent.
    Name: (Ex) As a full-round action, you can fire a flare projectile from a ranged weapon, either as a line along the weapon's range, or aimed directly at a creature. If fired as a line, the area with 30 feet of the trajectory glows for 1 minute, fully revealing any creatures within. If the arrow is aimed at a creature, it must make a Will save (DC 10 + 1/2 initiator level + Dex modifier) if struck, or be blinded for 1d6 rounds.
    Essence: (Su) By spending five rounds studying a area of up to 400 square feet and making a successful Survival check, you can discern the destination of a [teleportation] effect that took place in that area up to 1 day per 4 initiator levels ago. Your knowledge of the destination is as detailed as the location revealed by a discern location spell. The DC of the Survival check is equal to the caster level of the [teleportation] effect that you are attempting to track.

    Mark of the Dreaming
    Shape: (Su)
    You and up to IL/2 allies may opt to form a telepathic bond, allowing communication at any range except across planar barriers. This does not qualify you for the Mindsight feat.
    Name: (Ex) Up to IL/2 minutes a day, split up any way you desire, you may ignore normal gravity and orientation, allowing you to walk up walls, run over water, climb clouds, and achieve similar feats. You may opt to exhaust this benefit at double the normal rate to temporarily gain a fly speed equal to your fastest movement speed with perfect maneuverability.
    Essence: (Ex) You are constantly affected as per see invisibility, and any weapon you wield becomes a dream-like version of itself that is a [Force] effect, suffering no miss chance against incorporeality, no matter the source. This include effects such as gaseous form.

    Mark of the Fall
    Shape: (Ex)
    You get a +4 bonus to all trip attempts.
    Name: (Ex) You count as having +20' reach for purposes of trip attempts.
    Essence: (Su) Once per day per initiator level, you may make a Gesture of Denial attempt instead of a normal trip. It is resolved as per as a standard trip attempt except that if successful, this ability reduces all forms of movement possessed by the targeted foe to 0, until she spends a move action (which provokes an Attack of Opportunity) to end this effect. While this effect persists, any attack made against this target receives a +4 bonus, and anyone under the effect of this ability may not perform ranged attacks (except with a crossbow).

    Mark of Fury
    Shape: (Ex)
    You gain a +2 bonus to strength and constitution.
    Name: (Ex) You gain Pounce, as per the Ex ability of the Dire Lion. This is usable twice per encounter and one additional time per 9 initiator levels.
    Essence: (Su) IL/7 times per day as an immediate action, you can call an appropriate symbol of your might to surround you and make your presence clear. This is a 40 foot burst that has three effects. First, all enemies in the area must make Will saves to avoid being sickened for IL/5 rounds. Second, enemies and objects must make fortitude saves or be Blown Away. Finally, for each saving throw an enemy fails, you gain 5 temporary HP. The save DC is 10+IL/2+Str Modifier.

    Mark of Glory
    Shape: (Ex)
    If you or an ally within 30 feet of you drops an opponent of your CR -4 or higher, you gain a morale bonus equal to your IL/2 on damage rolls until the end of your next turn. As an immediate action, you can share half that bonus with all allies within 30 feet of you. This ability is not cumulative.
    Name: (Ex) You gain a permanent +3 untyped bonus to Charisma.
    Essence: (Ex) IL/8 times per day as a swift action, you can give all allies within 30 feet the benefits of a weapon or ideal mark you possess, as though per Gift of the Chosen. Unlike the Gift of the Chosen ability, you retain the benefits of the shared mark and this ability lasts for 1 round per 4 initiator levels. If you share a (Su) ability, this ability becomes (Su) as well.
    Minimum IL 9
    Special: You cannot share this mark via this ability.

    Mark of the Grasp:
    Shape: (Su)
    Any opponent you grapple is considered IL/4 sizes smaller for all purposes related to grappling.
    Minimum IL 4, becomes (Ex) at IL 10
    Name: (Ex) Freedom of movement, as the spell, for a number of rounds per day equal to your Initiator Level. Activating this ability is an Instantaneous action. The rounds do not need to be consecutive. Each use of this ability uses up at least one round from your remaining daily amount.
    Minimum IL 8
    Essence: (Ex) Suppress freedom of movement and similar effects of any type other than extraordinary or natural as a immediate action for 2d4 rounds. This is usable IL/4 times daily, rounded down. You must have LoE to the target of this effect to activate it.
    Minimum IL 9

    Mark of Loyalty
    Shape: (Ex)
    If an ally within your current weapon reach is the target of an attack roll or targeted spell, you can divert the attack to yourself as an immediate action. You suffer all effects of the attack as if it were directed toward you, although you can make any saving throws the attack allows and any immunities or resistances you possess against the attack apply in full. A given war-marked may apply this only once per given effect.
    Name: (Ex) If you use the Shape ability above, you gain a bonus equal to 1/2 your initiator level on attack and damage rolls until the end of your next turn against the creature or object that initiated the attack.
    Essence: (Su) If you use the Shape ability above, all numerical effects of the attack you sustain are halved.

    Mark of The Craven
    Shape: (Ex)
    If you attack a flat-footed opponent, you deal an extra 4 points of damage + 1 per two IL on each attack you make. This damage is considered precision damage.
    Name: (Ex) Any opponent you flank must make a Will save (DC 10 + 1/2 initiator level + your CHA modifier) in order to attack you rather than the ally.
    Essence: (Su) An opponent who is denied Dex when you damage him is considered denied Dex for IL/5 rounds. This may affect up to IL/5 opponents at a time.

    Mark of Justice
    Shape: (Ex)
    Once per encounter, as an immediate action, you can pronounce judgment on a creature who does damage to you or to one of your allies. You gain an insight bonus equal to your initiator level on damage rolls against that creature for the rest of the encounter.
    Name: (Ex) When you pronounce judgment on a creature, you may ignore any form of Damage Reduction that the creature possesses for the rest of the encounter.
    Essence: (Su) Once per encounter per four initiator levels, as an instantaneous action, you cause all hit point damage to you from a given spell, effect, or attack to be inflicted on the creature responsible for the attack. You still take whatever damage you would have taken.

    Mark of Perseverance:
    Shape:
    Rolling a 1 on a saving throw is no longer an automatic failure.
    Name: When doing so would benefit you, use your constitution modifier instead of the relevant ability modifier when determining your saving throw totals.
    Essence: Add your Constitution modifier to you AC instead of your Dex modifier. This bonus functions while armored.

    Mark of the Forge
    Select a single martial or exotic weapon you are proficient with. This weapon is now your favored weapon. This selection may not be changed.
    Shape: (Su) Any weapon you wield for more than one round twists and bends itself into an instance of your favored weapon, if you desire it. This maintains all now-legal enchantments on the weapon, but drops any properties inherent in the weapon itself. This ability only affects manufactured weapons, and has no effect on improvised weapons, ammunition, and ends when you no longer hold or carry the weapon.
    Name: (Su) As a standard action, you may toss a smithy hammer at a given point in space to trigger a 20 foot burst of Forge Fire dealing damage equal to two points per IL. The hammer is entirely consumed. At IL 10, this becomes a swift action. At IL 15, this becomes a free action you may take once per turn.
    Essence: (Su) Weapons wielded by allies within thirty feet of you gain a temporary enchantment that affects them as though they possessed an enhancement bonus equal to IL/3.

    Mark of Valor
    Shape: (Ex)
    You are immune to fear effects.
    Name: (Ex) When using power attack you may instead opt to take the penalty to your armor class instead of attack bonus so long as you are making a full attack.
    Essence: (Su) Your mark empowers yourself and allies, drawing out each individual's personal strength and turning it into a tangible power. Allies within 30ft + 5 feet per 4 IL get a bonus to saving throws equal to your Charisma modifier which does not stack with divine grace.

    Magical Beast Marks
    Spoiler
    Show

    One War-Marked is bad. Two is worse. Especially when they have different Magical Beast Marks, to multiply your problems.

    Mark of the Blink Dog
    Exalted Only
    Shape: (Su)
    Once per day per three initiator levels, you may spend a move action to switch places with an ally within 30'. Effects that stop line of effect prevent this switch. You may activate this ability as per an instantaneous action once a day.
    Name: (Su) The mark-bearer gains use of blink, as the spell, with a caster level equal to initiator level, and can evoke or end the effect as a instantaneous action.
    Minimum IL 10
    Essence: (Su) The mark-bearer can dimension door, as the spell (caster level 10th), once per round as a free action. The ability affects only the mark-bearer and his or her equipment. He or she never appears within a solid object and can act immediately after teleporting.

    Mark of the Centaur:
    Shape: (Ex)
    Your are permanently treated as though under the effects of the spell freedom of movement.
    Name: (Ex) You may Power Attack with ranged weapons.
    Essence: (Ex) Enemies struck by your arrows suffer a 50% miss chance on all of their attack rolls for IL/4 rounds.

    Mark of the Displacer Beast
    Shape: (Ex)
    The character gains two tentacles, protruding from their shoulders. The tentacles do 1d6 +STR damage and have the same reach as the character. They may be retracted or extended as a free action, burbling like molten toffee. If you hit a single target with both tentacle attacks, you deal 2d6 bonus damage + 1.5 times your Strength modifier.
    Name: (Ex) For every 2 Initiator levels, you gain a stacking 4% miss chance from displacement. This miss chance applies to single target spells.
    Essence: (Su) The character may invoke the Packlord Bloat ability as an swift action once per day per seven initiator levels. Flesh twists and grows distended for six rounds. The character gains +4 Strength, +4 Constitution, becomes lawful evil and gains the [evil] subtype. Two additional tentacles sprout from the character's shoulders. All tentacles gain an additional ten feet of reach, and each pair may rend separately. Uses stack.

    Mark of the Winter Wolf:
    Shape: (Ex)
    The character gains a bite attack that deals 1d8 + STR (Melee) and two claw attacks that deal 1d6 + STR (Melee). If in a given round the character strikes the enemy with two of the three granted natural weapons then the enemy is Entangled as frost from the character's attacks clings to the limbs of their foe. If you already possessed of a bite or claws as natural weapons increase their damage by one size category.
    Name: (Ex) When the character hits with the bite attack they may immediately attempt to trip their opponent (+8 Check Modifier) without making a touch attack or provoking attacks of opportunity. If the attempt fails, the opponent cannot react to trip the character.
    Essence: (Su) The character gains the ability to breath cold. As a standard action, the creature may create a Cone of Frost that affects all targets within 10ft + 5ft/4 IL Cone. The frigid breath does 10 plus twice your initiator level in cold damage and slows affected targets as per the spell. A reflex save of DC 10 + 1/2 your initiator level + your constitution modifier negates the slow. This ability has a recharge time of two rounds, and may be augmented with meta-breath feats.

    Mark of the Phase Spider
    Shape: (Ex)
    You can climb on walls and ceilings, as the spider walk spell, for 1 minute per initiator level each day, split up as desired.
    Name: (Su) You can shift to the Ethereal Plane or back as a move action IL times/day. While there, your move speed is doubled rather than halved.
    Essence: (Su) You can use the Name ability of this mark as either a swift or a move action (your choice), and can do so at will.
    Minimum IL 12

    Mark of the Dragon
    Shape: (Ex)
    You gain a natural armor bonus equal to 1/3 of your initiator level and select a breed of dragon who will from then on be tied to your mark and its abilities. The chosen dragon may be any of the standard Chromatic or Metallic breeds.
    Name: (Ex) You may select one of two features:
    • Scaled wings matching your chosen breed of dragon sprout from your back, granting you a fly speed equal to 30ft+5ft/2IL (Average maneuverability). If you possess multiple movement speeds, use the highest speed instead.
    • You gain Energy Resistance equal to 6 per 5 IL.

    Essence: (Su) You gain a breath weapon of an identical element and shape to the breath that may be used as a standard action every 1d6 rounds. Your breath weapon's range is equal to that of a dragon of your size category, this range increases to that of a dragon one size category larger than your base size by 1 category per 5 IL. The damage inflicted by your breath weapon is elemental damage of the same type as the breath weapon of your chosen dragon equal to 1d6/IL with a reflex save for half damage with a save DC of IL + Constitution Modifier.

    Aberration Marks
    Spoiler
    Show

    A War-Marked with the Mark of the Eye Tyrant is not to be toyed with or taken lightly.

    Mark of the Depths:
    Shape: (Ex)
    All enemies within your reach are affected as per grease, with the reflex save being 10+IL/2+Int modifier, and the balance check DC being 10+IL/2.
    Name: (Ex) You gain a bonus equal to 1/5 your initiator level on saves against spells and spell-like abilities. The effects of incoming hostile spells possessed of a single target or area of effect are delayed by one round within the confines of your reach.
    Essence: (Su) Once per day per five initiator levels, you can manifest psionic dominate as a psi-like ability with a manifester level equal to your initiator level. You can expend a use of this ability as an immediate action to automatically counter or dispel a [Mind-Affecting] effect targeting you or a creature within 30 feet. If you are somehow unaware of the effect and have at least 1 use of this ability available, it is expended automatically and the effect fails.

    Mark of the Elder Brain:
    Shape: (Ex)
    You gain telepathy out to 120 feet.
    Name: (Ex) You can sense the location, type, and mental capacity of any creature with a mind within 120 feet. This ability functions exactly like the Mindsight feat from Lords of Madness.
    Essence: (Su) You gain a bonus to Will saves equal to 1/2 your initiator level. Any time you succeed on a Will save, the creature who forced the Will save takes 1d6 damage/IL and is stunned for 1 round. A successful Will save (DC 10 + 1/2 your IL + your Intelligence modifier) halves the damage and negates the stun.

    Mark of the Lash:
    Shape: (Ex)
    Your reach and grapple modifier both increase as if you were two sizes larger than normal.
    Name: (Ex) In response to an attack roll, the casting of a spell, or usage of a spell-like ability, as an immediate action, you can make an Interrupt Attempt.
    Make a ranged touch attack with range equal to your melee reach + 30 feet. If your attack succeeds, the action to which you responded is foiled and wasted with no other effect. If the target is entitled to any other attacks or actions, those are not affected. This ability has a one-round cooldown.
    Essence: (Su) You are permanently hasted, as the spell. This does not interact with the Swiftblade PrC.

    Mark of the Eye Tyrant:
    Shape: (Ex)
    Your body is infused with aberrant energy, freeing you from the pull of gravity. You gain a fly speed (with good maneuverability) equal to your base land speed. If you already have a fly speed, it improves by 30 feet and your maneuverability improves by one step.
    Name: (Su) Select a spell of 4th level or lower from the sorcerer/wizard list. As a standard action, you can use it as a (Sp) ability once per encounter. Your caster level is equal to your initiator level, and this does not provoke attacks of opportunity.
    Essence: (Su) You can use Antimagic Ray IL/6 times per day as per the central eye ability of the beholder.

    Mark of the Dharculus:
    Shape: (Ex)
    You are treated as if you have cover against melee attacks: +4 AC and +2 REF saves. 1 + IL/8 times per day, you may gain full cover on a 180 degree arc as an immediate action. This lasts for the duration of the current turn.
    Name: (Ex) Once per day/4 IL, you may make one melee attack into a Touch attack. You must declare this attack before rolling to hit.
    Minimum IL 9
    Essence: (Su) For a total of 4 rounds split up as desired each day, each melee attack you make in a round gets a cumulative +2 Circumstance bonus to hit for every successful melee attack you made that preceded it in that round. This bonus caps at 1/2 your initiator level.

    Outsider Marks
    Spoiler
    Show

    A bearer of the Mark of the Baatezu, this War-Marked is at the steps to his final pinnacle of power.

    Mark of the Movanic
    Shape: (Ex)
    Gain feathered wings and a fly speed of 90 feet with good maneuverability.
    Name: (Ex) IL/8 times per round, as an Instantaneous action, you may deflect a ray, ranged attack or a single target spell whose range entry is not Touch or Personal. The attack or spell is deflected away harmlessly.
    Essence: (Su) Once per encounter, you may consider any one of your d20 rolls to be a natural 20. This is an instantaneous action that requires no conscious effort on your part but must be done before the result of the roll is known.
    Truth: (Su) IL/6 per day, instead of deflecting away the spell harmlessly using the Name ability, you may instead turn it on its original caster.

    Mark of the Shadow
    Shape: (Ex)
    You gain Improved Evasion, as a Rogue, and a +2 luck bonus to all saving throws. Hide and Move Silently are added to your class skill list for War-Marked.
    Name: (Ex) As a move action, you can activate the Hide skill regardless of whether you are in cover or being observed. You gain a bonus of 1/5 your IL on the Hide check. You cannot use this ability in full daylight or within the area of a daylight spell.
    Essence: (Ex) You gain Fast Healing 1 (+IL/4). This stacks additively with all other fast healing abilities gained.
    Truth: (Su) You may become incorporeal as an immediate action for IL/2 rounds per day, split up as per desired. This ability only functions in conditions other than full daylight or the daylight spell. While incorporeal, all fast healing is doubled.

    Mark of the Baatezu
    Shape: (Ex)
    You gain darkvision 100 feet and can see in magical darkness. You also gain the effects of true seeing with a range of 100 feet.
    Name: (Ex) Your natural and weapon attacks inflict a virulent poison on your foes. Whenever you hit someone, they must make a Fortitude save (DC 10 + 1/2 your initiator level + your Constitution modifier) or be poisoned. Initial damage is 1d6 to Strength or Dexterity, or 1d4 to Constitution (pick one ability); secondary damage is the same damage to the same ability.
    Essence: (Ex) You are immune to fire and all poisons, and resist acid and cold 5/4 IL. If you are already immune to poison, the save DCs for any poisons that you are naturally able to inflict increase by 1 per 3 initiator levels. This includes the poison from the Name ability of this mark.
    Truth: (Ex) Iron weapons you wield gain the wounding property while you wield them. If they already possess the wounding property, they do one additional point of constitution damage.

    Mark of the Yugoloth
    Shape: (Ex)
    Bluff is always a class skill while you possess this mark.
    Name: (Ex) Your natural armor increases by 5+IL/2.
    Essence: (Su) Your natural armor acts as per a deflection bonus.
    Truth: (Su) The marked becomes immune to all mind-affecting spells and effects, in addition to [Scrying] effects.

    Mark of the Demodand
    Shape: (Ex)
    Attacks you make ignore the first 20% of any miss chance, such that a miss chance of 25% from concealment would instead impose a 5% miss chance on your attacks.
    Name: (Su) Critical Hits scored against you have a 25% chance of being reduced to normal damage, as if by the Light Fortification armor ability. This overlaps (does not stack with) other abilities that reduce the odds of a critical.
    Essence: (Ex) Any opponent you hit in melee must make a Fort Save (DC 10 + IL) or be slowed for a number of rounds equal to the base die type of your weapon, halved and rounded down.
    Truth: (Su) Once per day, an opponent you hit in melee is forced into the Windowless Cell version of a force cage.

    Mark of the Lumi:
    Shape: (Ex)
    You gain Fast Healing equal to your IL/8. This fast healing can "over-heal" you, adding temporary hp up to 20% of your total HP.
    Name: (Su) You gain a flight speed of 50 feet (perfect maneuverability). If you already have flight from an extraordinary or racial ability, you may opt to switch between that ability and an augmented form of that ability with perfect maneuverability and a ten-foot speed increase. The augmented form is a supernatural ability.
    Essence: (Ex) You gain a +4 bonus to Constitution.
    Truth: (Su) Your conduit to the Positive Energy Plane goes both ways. At will, as a standard action, you can return life force to the Positive Energy Plane from wherever you are fighting. Choose a number of your own hit points (to a maximum of half your hit points) to sacrifice. Up to 1 enemy per 4 initiator levels, within thirty feet, takes 1d6 damage per 5 hit points you sacrifice. This caps at 2d6 per initiator level. Each enemy is entitled to a Fortitude save (DC 10 + 1/2 your IL + your Constitution modifier); a successful save halves the damage.
    The HP damage you take cannot be obviated, but can be healed normally. This ability has a two-round cooldown.

    Archetype Marks
    Spoiler
    Show

    Bound by the Mark of the Inevitable, this war-marked is ordered perfection and brings it to the conflicts he seeks to settle.

    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 Cieyrin; 2015-03-29 at 01:47 PM.
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    Gnome Gun Mage avatar by NEO|Phyte
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    Damn you Cieyrin! Cieyrin!!!!!read as Khaaaaan!

    My badges! :D
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    Default Re: [D&D 3.5] The War-Marked, Reloaded (CC 3.0)

    Unfinished & Additional Material, Notes, etc.

    Forge Fire:
    Fluff:
    Cultures throughout the history of the realms have their own legends regarding Forge Fire. For some it is the ultimate expression of wrath, a state in which the mind and, through it, the soul becomes so consumed with fury that the metaphorical fire within burns as a tangible and devastating external force. In other cultures, Forge Fire is among the highest spiritual arts. It is the embodiment of the soul's need to create made manifest through long hours of mental and spiritual discipline and fiery passion on the part of the wielder, a view supported by many Dwarves.
    Crunch: Forge Fire ignores fire resistance and similar effects and is even able to damage creatures normally immune to fire. Creatures with the cold subtype take double damage from Forge Fire.

    Instantaneous action:
    A free action that may be used when flat-footed and\or when it is not your turn. Taking an instantaneous action does not count for determining if you are flat-footed or not.

    Mark of the Dagger:
    Shape (Ex):
    While wielding a light weapon, you may use your Dexterity modifier as a bonus on melee damage instead of your strength modifier, if your Dexterity modifier is greater. In addition, permanently add Bluff, Hide, and Move Silently to your list of class skills.
    Name (Ex): While wielding a light weapon, in any round in which you successfully Feint a foe, further attacks you make that foe are resolved as touch attacks.
    Essence (??): ??

    Mark of the Quadrone
    Shape:
    (Su) You share in a collective unconscious with your allies. Allies are no longer surprised individually unless all of you are surprised.
    Name (??):
    Essence (??):
    Truth (??):


    Mark of the <Boring Inevitable>
    Shape (??):
    Fly Speed.
    Name (??): Anticipate Teleport
    Essence (??): You may hitchhike on any ability that is affected by your anticipate teleport.
    Truth (??):

    Mark of the Arrow Demon
    Shape (??):
    Name (??):
    Essence (??):
    Truth (??):


    Mark of the Valkyrie
    Shape (??):
    Large feathered wings grow from your back granting you a fly speed (Good Maneuverability) of 60ft. or your highest movement speed, use the better value.
    Name (??):
    Essence (??):
    Truth (??):
    As a standard action once per round you may make a single attack against an enemy at your highest Attack Bonus. If this attack hits, bolts of lightning surge from the point of your blow striking all enemies within 30ft. for an amount of lightning damage equal to the damage dealt by your original strike.

    Mark of the Xorn
    Shape (??):
    gain earthglide equal to base speed and tremorsense 5ft per 2/IL
    Name (??): as a swift action you may create a wall of stone as per the spell IL times a day, this wall must be touching the ground.
    Essence (??): Reverse gravity (IL=CL) 3/IL a day
    Truth (??): 2/IL times a day you may force 1 target to "fall" towards a certain point of your choosing for IL rounds, the target can take standard actions as normal but is considered to be in free fall regardless of movement abilities, and if it hits a solid surface will take falling damage as normal, if they reach the point they cannot leave that square until the effect ends, but may otherwise act normally.

    Dead Marks: Where things that wouldn't work go
    Use or revise at your own risk

    Failure Notes:

    Generally, this is cool, but it didn't fit where it was, and the numbers need some loving care. Until it gets a mark for it to call home, it's going to stay here.

    Name: (Ex) For every 5 points of non-magical BaB you possess, you may fire an additional arrow or crossbow bolt when making a full attack. When using this ability. all attacks additional attacks you make in the round incur a -8 penalty to AB. At IL 10, this becomes a -6, at IL 15 this becomes a -4, and at IL 20 this becomes a -2.

    Mark of the Unraveler
    Mark type: Outsider
    Failure notes:

    Far too spammable. Impossible to preserve the flavor of the mark without really nerfing it or pounding down a tonne of work. We opted to cut it for now, seeing as I've seen it proc 20+ times a turn. That's just too many many times, considering you aren't immune till you fail the first save and it's difficult to make the ordering of effects clear without serious labor.

    Unlike most marks, the unraveler does just two things, offering a more powerful option in exchange for a smaller suite of choices. This is also because unravelers have effectively only two iconic abilities.
    Essence: (Ex) Select an energy type, excluding force. You are now immune to that damage type. If you would already be immune, it instead heals you for half the damage that was prevented whenever you would take damage.
    Truth: (Su) Any creature struck by the Marked's natural or manufactured weapons begins to separate into its component elements. A creature must make a DC 10 + 1/2 your initiator level + your constitution modifier will save or immediately takes 2d8 points of damage and unless a creature manages to control the effect (see below), it unravels over the course of 5 rounds, until it has decomposed into a few pounds of minerals and a pool of liquid. At which point, he's dead, Jim.
    A victim can try to hold together by attempting a DC 10 + 1/2 your initiator level + your constitution modifier will save. On a failure, the victim can still repeat this check each round until successful. A success ends the effect and renders the creature immune for twenty-four hours.
    Each round the victim spends decomposing, he takes an additional 2d8 points of damage. A decomposing character feels searing pain so strong that the victim cannot act coherently. The victim cannot cast spells, manifest psionic powers, or use magic items, and he attacks blindly, unable to distinguish friend from foe (–4 penalty on attack rolls and a 50% miss chance, regardless of the attack roll).

    Ideograph
    * Disables
    1. This is very likely fatal in and of itself
    * Causes Death
    1. Non-standard source, hard to prevent.
    2. Is effectively a SoD
    * Powerful
    1. Worth Three Abilities.
    * Scary
    1. Persistently procs
    2. Causes you to shake apart

    Stage Diagram
    :Any Attack:
    * Hit
    V
    Proc
    1. Pass Save, effect ends
    2. Fail Save
    * Take Damage
    * Effect begins
    1. Pass Save, effect ends
    2. Fail save:
    o Take damage
    o Disabled for round
    o If failed K saves, die horribly
    3. If disabled:
    o Can't try to end the effect with your own magic
    o Can't react to other incoming abilities.
    4. Loop to 1, 5 times.
    Last edited by Cieyrin; 2011-03-14 at 10:21 PM.
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    Default Re: [D&D 3.5] The War-Marked, Reloaded (CC 3.0)

    Perhaps I am a silly person for asking this, but how can you get bonus feats at 17th and 20th level if the class only has 14 levels?
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    Default Re: [D&D 3.5] The War-Marked, Reloaded (CC 3.0)

    Quote Originally Posted by jiriku View Post
    Perhaps I am a silly person for asking this, but how can you get bonus feats at 17th and 20th level if the class only has 14 levels?
    The class is designed as a 20 level class, there's only material up to 14th currently, though. When further material is created to cover those levels, I'll extend to those levels.
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    Default Re: [D&D 3.5] The War-Marked, Reloaded (CC 3.0)

    Can't tell you how much I appreciate this.
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    Default Re: [D&D 3.5] The War-Marked, Reloaded (CC 3.0)

    Alright, everything currently made is up. Question, oggle, use, comment, what have you.
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    Default Re: [D&D 3.5] The War-Marked, Reloaded (CC 3.0)

    This is absolutely beautiful.

    Since you mention that your initiator level stacks for the first instance of multi-classing, maybe a mark that gives use of some abilities based on the nine disciplines could be used? That would be awesome.
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    Default Re: [D&D 3.5] The War-Marked, Reloaded (CC 3.0)

    Quote Originally Posted by unosarta View Post
    This is absolutely beautiful.

    Since you mention that your initiator level stacks for the first instance of multi-classing, maybe a mark that gives use of some abilities based on the nine disciplines could be used? That would be awesome.
    I'd really love to do that, but that would mean making this closed-source non-publishable. I'm really sensitive to rights concerns, and WotC is very litigious about stuff. That said, this is designed to be used at least in part with ErrantX's superb Libram project, so we might eventually write some stuff that more explicitly knits the two together.

    I'm also really glad you like it. This is, in a sense, the project that launched Legend. It's not part of the corpus of Legend anymore, to my endless sorrow, and as a result, never got that much attention except for use in the Test of Spite. I think this reformatting is really phenomenal, and I'm super grateful.
    Last edited by Doc Roc; 2011-03-14 at 10:47 PM.
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    Default Re: [D&D 3.5] The War-Marked, Reloaded (CC 3.0)

    I am trying to think of some other things that marks could be based on:
    • Regular animals
    • Elements
    • Schools of magic?
    • Combat styles (Archer, Centurion, Hoplite, Berserker, etc)
    • It'd be kinda cool to have a mark for every creature type



    Quote Originally Posted by Doc Roc View Post
    I'd really love to do that, but that would mean making this closed-source non-publishable. I'm really sensitive to rights concerns, and WotC is very litigious about stuff. That said, this is designed to be used at least in part with ErrantX's superb Libram project, so we might eventually write some stuff that more explicitly knits the two together.
    Ah, unfortunate but completely understandable. I would love to see the two combined (Black Heron + Outsider Marks = awesome).

    Quote Originally Posted by Doc Roc View Post
    I'm also really glad you like it. This is, in a sense, the project that launched Legend. It's not part of the corpus of Legend anymore, to my endless sorrow, and as a result, never got that much attention except for use in the Test of Spite. I think this reformatting is really phenomenal, and I'm super grateful.
    Yeah, I would love to play this class as a character. They are so wonderfully versatile when compared to standard melee characters.
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    Quote Originally Posted by Lix Lorn View Post
    NOTHING is simple. NO EXCEPTIONS. No, not even that.

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

    Any possibility of a genie based outsider mark?
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    Default Re: [D&D 3.5] The War-Marked, Reloaded (CC 3.0)

    Definitely! I won't be able to work on W-M for a while, but it was always a community project. If you draft a Genie mark, I will help with it.


    As part of the CC license, I'm promising that you can use it any way or where you want, you can rip material out or paste material on. This is ours now, not mine.
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    Default Re: [D&D 3.5] The War-Marked, Reloaded (CC 3.0)

    Quote Originally Posted by unosarta View Post
    I am trying to think of some other things that marks could be based on:
    • Regular animals
    • Elements
    • Schools of magic?
    • Combat styles (Archer, Centurion, Hoplite, Berserker, etc)
    • It'd be kinda cool to have a mark for every creature type
    For animals, Tooth and Claw is a pretty basic version of an animal-type mark, though I could see more Weapon marks emulating specific animals. Some of the Ideals, like Fury, covers some of that, too.

    Elements I could see as fitting in with Ideals or Outsiders, depending on the power we're talking about.

    Combat Styles is what Weapon marks are already, as well as some of the Ideals. Archer is Shooting Star, Slinging Stone and Centaur, Centurion could be covered by Einhander, Glory and Loyalty, Hoplite is (understandably ) Hoplite, Berserker is Fury, etc.

    Magic I'm not really seeing merge in that well without either making it too powerful or too nerfed and doesn't really fit the theme. If you could detail more of what you'd like to see for that, perhaps I could have a better idea of how it might fit in with the current scheme or be opened up. I'm understandably leery, you realize, given how much of a fiasco Arcane Swordsage tends to be.

    I could definitely see other creatures having their own marks, though they'd have to be lined up with our current power levels and defined. I mean, what kind of marks would we have for Ooze or Plant, really, that's both interesting to play with and balanced with probably Aberration or Magical Beast? Not saying it couldn't be done, it just needs some thought. We already mimic a lot of creature abilities with Weapon and Ideals, so it'd take a bit of work to make something both different and flavorful.
    Last edited by Cieyrin; 2011-03-15 at 01:07 PM.
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    Default Re: [D&D 3.5] The War-Marked, Reloaded (CC 3.0)

    Mark of the Djinni
    Shape: (Ex) Gain a fly speed of 60 feet with perfect maneuverability.
    (While this appears as wisps emanating from your lower anatomy there are no wings or other visible methods of flight
    Name: (Ex)? Gain Telepathy with 100ft range
    Essence: (Su) 1/Day You can become a whirlwind as per the Djinni ability
    Truth: (Sp) You can use the spell Invisibility (Self Only) at will.

    These are my initial thoughts.
    Last edited by togapika; 2011-03-15 at 01:33 PM.
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    Default Re: [D&D 3.5] The War-Marked, Reloaded (CC 3.0)

    Quote Originally Posted by togapika View Post
    Mark of the Djinni
    Shape: (Ex) Gain a fly speed of 60 feet with perfect maneuverability.
    (While this appears as wisps emanating from your lower anatomy there are no wings or other visible methods of flight
    Name: (Ex)? Gain Telepathy with 100ft range
    Essence: (Su) 1/Day You can become a whirlwind as per the Djinni ability
    Truth: (Sp) You can use the spell Invisibility (Self Only) at will.

    These are my initial thoughts.
    The flight sounds more supernatural to me than Extraordinary, given Extraordinary flight usually involves wings. I'd put in Air Mastery as well.

    Your telepathy is a tad weaker than what Mark of the Elder Brain provides, so we'd want to buff that, like giving additional abilities, or change it up to something bit more on par.

    I like the essence ability, though perhaps making it once per encounter would be good.

    Truth...could probably do for some buffing as well, like always-on Invis that you can end or begin again as a free action.

    Just a couple of my thoughts for putting it up with the other Outsider marks. Now, I need to make a couple formatting corrections I just noticed I flubbed up...
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    Default Re: [D&D 3.5] The War-Marked, Reloaded (CC 3.0)

    Really glad you guys like it. I think it is still allowed in the Never Ending Dungeon, by the way.
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    Default Re: [D&D 3.5] The War-Marked, Reloaded (CC 3.0)

    OK, I'm looking at adapting some of these marks to another purpose, and I have a balance concern about Mark of the Shooting Star.

    The shape ability seems highly abusable. At low levels, sure, it's just the equivalent of threatening with a sword or polearm, but at higher levels, especially when the essence ability kicks in and doubles your threat range, your reach is...terrifying. I mean, like 70' at 14th level. Now, I'm not so concerned about the extra attacks. Damage is damage, and an arrow is hardly an AoE after all (except when it is, of course). But when this is combined with feats like Large and In Charge or Stand Still, you can completely immobilize every creature that you can hit. Or combined with Mage Slayer...oh god.

    Now, since this was written in the context of early Legend development, maybe the decision had already been made not to include those feats, so the combos weren't a concern. Or maybe I'm just stuck thinking that melee can't have nice things? Does anyone else have a thought about this?
    Last edited by jiriku; 2011-03-24 at 02:45 PM.
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    Default Re: [D&D 3.5] The War-Marked, Reloaded (CC 3.0)

    Quote Originally Posted by jiriku View Post
    OK, I'm looking at adapting some of these marks to another purpose, and I have a balance concern about Mark of the Shooting Star.

    The shape ability seems highly abusable. At low levels, sure, it's just the equivalent of threatening with a sword or polearm, but at higher levels, especially when the essence ability kicks in and doubles your threat range, your reach is...terrifying. I mean, like 70' at 14th level. Now, I'm not so concerned about the extra attacks. Damage is damage, and an arrow is hardly an AoE after all (except when it is, of course). But when this is combined with feats like Large and In Charge or Stand Still, you can completely immobilize every creature that you can hit. Or combined with Mage Slayer...oh god.

    Now, since this was written in the context of early Legend development, maybe the decision had already been made not to include those feats, so the combos weren't a concern. Or maybe I'm just stuck thinking that melee can't have nice things? Does anyone else have a thought about this?
    All those things were intentional. Remember, this class was intended to single-handedly fix mundanes. And you WILL run out of AoOs, and you will miss.
    Last edited by Doc Roc; 2011-03-24 at 02:59 PM.
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    Default Re: [D&D 3.5] The War-Marked, Reloaded (CC 3.0)

    Quote Originally Posted by jiriku View Post
    OK, I'm looking at adapting some of these marks to another purpose, and I have a balance concern about Mark of the Shooting Star.

    The shape ability seems highly abusable. At low levels, sure, it's just the equivalent of threatening with a sword or polearm, but at higher levels, especially when the essence ability kicks in and doubles your threat range, your reach is...terrifying. I mean, like 70' at 14th level. Now, I'm not so concerned about the extra attacks. Damage is damage, and an arrow is hardly an AoE after all (except when it is, of course). But when this is combined with feats like Large and In Charge or Stand Still, you can completely immobilize every creature that you can hit. Or combined with Mage Slayer...oh god.

    Now, since this was written in the context of early Legend development, maybe the decision had already been made not to include those feats, so the combos weren't a concern. Or maybe I'm just stuck thinking that melee can't have nice things? Does anyone else have a thought about this?
    Valid concerns, I would say. The earliest this unlocks is at 7th level, for 30' of threatened area, which is comparable to an Expanded Psychic Warrior with a spiked chain, who is hitting at 30' of threatened area as well, which puts 'em pretty even. The War-Marked has to contend with the ranged weapon tree, so he's still a bit feat starved compared to the Psychic Warrior, so it may take a while to get at some of the toys the Psychic Warrior picks up a bit earlier. I'd call that a pretty even trade, as the War-Marked gets easier access to increased range while the Psychic Warrior has to work at it (Unnatural Reach, Deformity(Tall), etc.) but can also spread his feats a bit more about.
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    Default Re: [D&D 3.5] The War-Marked, Reloaded (CC 3.0)

    Shudder...what a brave new world we look upon.

    I guess where it's really catching me is that I'm looking at this from a DM's perspective and realizing that most stock monsters are just NOT prepared to deal with this. But then, stock monsters can't handle a sorcerer or wizard either, so I guess the mark isn't the underlying issue.
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    Default Re: [D&D 3.5] The War-Marked, Reloaded (CC 3.0)

    Regarding Mark of the Hoplite, should Instantaneous action be read as Immediate action?

    Also, small typo: the text of Unlocking of the Name states that it is gained at 2nd level, but the table and the Mark description both state that it is gained at 3rd level.
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    Default Re: [D&D 3.5] The War-Marked, Reloaded (CC 3.0)

    Quote Originally Posted by jiriku View Post
    Regarding Mark of the Hoplite, should Instantaneous action be read as Immediate action?

    Also, small typo: the text of Unlocking of the Name states that it is gained at 2nd level, but the table and the Mark description both state that it is gained at 3rd level.
    Instantaneous actions are a new action type detailed in the additional materials section, which I suppose I could link back to.

    Nice catch on the typo, I'll go fix that.
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    Default Re: [D&D 3.5] The War-Marked, Reloaded (CC 3.0)

    Absolutely loving this.

    Wanting to know: How close to finishing stuff up for levels 15 - 20 are you?
    Just finding my roots again.

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

    Quote Originally Posted by Cardea View Post
    Absolutely loving this.

    Wanting to know: How close to finishing stuff up for levels 15 - 20 are you?
    The Penny Dreadful team is currently focusing on getting Legend into a finished product, so War-Marked is a bit on the back burner for us. We are planning to come back to this at some point but, in the mean time, remember that the War-Marked is released as open source content under the Creative Commons license 3.0. Anyone can pick up from what was in the old Google docs (linked at the beginning of the thread), which has comments and suggestions on where to go with the War-Marked in later levels. If you or anyone else inspired enough to go forward with the work is willing, just remember to follow the Creative Commons guidelines and have fun with it.
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    Default Re: [D&D 3.5] The War-Marked, Reloaded (CC 3.0)

    Quote Originally Posted by Cardea View Post
    Absolutely loving this.

    Wanting to know: How close to finishing stuff up for levels 15 - 20 are you?
    At some point, I may place a bounty on finishing it. :)
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    Default Re: [D&D 3.5] The War-Marked, Reloaded (CC 3.0)

    Doc, I don't know if you're at all familiar with my homebrew, but if you are, would you say my general take on estimated power level is roughly on par with that of the War-Marked?

    If so, I'm tempted to finish the class progression and tidy up the unfinished material.
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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.
    My forum avatars appear to have decomposed in my absence. C'est la vie.
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  28. - Top - End - #28
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    Default Re: [D&D 3.5] The War-Marked, Reloaded (CC 3.0)

    I don't know what to say. Thank you so much.
    Holy **** that is awesome. More detailed feedback soon, but I'm going to go ahead and explicitly grant you a BSD Non-MIT license, and one to Cieyran as well. Feel free to publish this at some point.
    Last edited by Doc Roc; 2011-03-30 at 10:11 PM.
    Lagren: I took Livers Need Not Apply, only reflavoured.
    DocRoc: to?
    Lagren: So whenever Harry wisecracks, he regains HP.

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

    I accept payment via paypal or cashier's check.

    Alternately, a little credit blurb would be nice.

    Once I finish the Legendary marks I'll see about reformatting the rest to keep it standardized.
    My forum avatars appear to have decomposed in my absence. C'est la vie.
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    If you use any of my homebrew, or even if you just have a strong opinion on it, please let me know. Feedback is always useful.

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

    Quote Originally Posted by Jarian View Post
    I accept payment via paypal or cashier's check.

    Alternately, a little credit blurb would be nice.

    Once I finish the Legendary marks I'll see about reformatting the rest to keep it standardized.
    Given that a BSD license entails permission to publish commercially, I'd call that giving credit. :)
    Last edited by Doc Roc; 2011-03-30 at 10:20 PM.
    Lagren: I took Livers Need Not Apply, only reflavoured.
    DocRoc: to?
    Lagren: So whenever Harry wisecracks, he regains HP.

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