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    Default The Codex of War - A Spiritual Successor to The Warrior's Way (NEEDS FEEDBACK!)

    The Codex of War
    The Tome of Battle - Digitally Remastered




    The world of Dungeons & Dragons is filled with characters who pursue the warrior's way. Barbarians destroy their foes in the heat of berserk frenzies. Paladins rely on virtue and courage as they smite the wicked. Fighters master an array of maneuvers and techniques to overcome the monsters they encounter. It is the Fighter that explores and studies battle in its purest form, striving for perfection of his craft. Relying on skill of arms alone, rather than explosions of rage or investments of divine power, the Fighter's fighting style is peerless in the theater of war. Through discipline and determination, through knowledge, practice, and study, any character can dabble in fighting styles. A master of any style is capable of performing superhuman martial exploits and may sometimes transcend the natural world.

    The Codex of War is meant to be much more than just a re-presentation of the rules found in the Tome of Battle. Before I'd gotten my eager hands on my copy of the Tome of Battle I had expected it to be a refinement, revision, and improvement of combat in general for D&D 3.5. What I received instead was something unexpected and enjoyable, but not quite the same thing. With my "digital remastering" of the Tome of Battle, the Codex of War aims more loftily toward that goal of fully re-rendering and improving the mechanics of D&D combat, which includes classes, feats, and Fighting Styles.

    Base Attack Bonus: Redefined
    A character's Base Attack Bonus means much more than just a number added to attack rolls. More even than the extra attacks gained at values +6, +11, and +16. Just as spellcasters access higher levels of spells as their caster levels increase, so too are fighting characters given access to higher levels of maneuvers as their Base Attack Bonus increases.

    Later in this work information and rules detailing various Fighting Styles and their accompanying maneuvers and stances can be found. As a character's Base Attack Bonus increases, more of this material becomes available to it and in more powerful packages. See A Quick Primer of Fighting Styles below for more information.

    At Base Attack Bonus +1, all characters are able to learn 1st level maneuvers (though they do not do so automatically). For every two points of Base Attack Bonus a character earns beyond that, he or she is able to learn maneuvers of a higher level. For example, a character with Base Attack Bonus +9 is able to learn 5th level maneuvers.

    Furthermore, the "full attack action" is a thing of the past. A character may take all attacks entitled to him or her from Base Attack Bonus (as well as extra attacks from class features such as Flurry of Blows or spells such as Haste) anytime he or she uses the attack action or the charge action.

    Changes to Combat Rules
    Coming Soon!

    A Quick Primer on Fighting Styles
    The Codex of War describes rules for martial exploits which redefines the concepts of Base Attack Bonus, Style feats, and fighting characters of all types. Here are some of the salient terms and facts you will need to be familiar with as you parse the rest of the material.

    Fighting Style: A Fighting Style is a family or school of maneuvers that share some common philosophy or effect. There are several Fighting Styles (such as Desert Wind, Devoted Spirit, Diamond Mind, Iron Heart, Setting Sun, Shadow Hand, Stone Dragon, Tiger Claw, and White Raven) and DMs are encouraged to work with their players to develop new Fighting Styles.

    Maneuver: A maneuver is a specific, one-shot effect initiated by a character. In this way, a maneuver can be compared functionally to a spell; however maneuvers are not usually used up over the course of an adventuring day the way spells are. Any character with knowledge of one or more maneuvers begins each new encounter with all such maneuvers ready to use. When a character initiates a maneuver, it is temporarily expended until such time as he is able to perform a special action required to recover his maneuvers. The type of action necessary varies based on the Fighting Style that the maneuver belongs to.

    There are three basic types of maneuvers - Boosts, Counters, and Strikes. In addition, each Fighting Style has a single Stance associated with it.

    A Boost augments the initiating character's abilities in some manner. For example, a character studying the Desert Wind Fighting Style is able to use a Boost that wreathes his weapon in flame to deal extra fire damage on a successful hit.

    A Counter is an immediate action that allows the initiating character to foil an enemy's actions. For example, practitioners of the Setting Sun Fighting Style are capable of using a Counter to avoid a foe's charge by stepping aside.

    A Strike is a special attack that often deals additional damage and/or carries a special effect. For example, using a Strike from the Stone Dragon Fighting Style can allow the initiating character to smash through the toughest hides and through walls alike!

    Stance: Each Fighting Style has an associated Stance, a particular pose or method of movement, that grants a character passive benefits. For example, the Stance of the White Raven Fighting Style is a slow, confident stride that inspires courage in one's allies and fear in one's enemies. Unlike other maneuvers, most stances can remain in effect for an indefinite time. All Stances of Fighting Styles a character knows are available to him or her at all times. A character can adopt a Stance, or change from one Stance to another, as a swift action. A character may simply end a Stance (without entering another) as a free action.

    Initiate: A character that uses a maneuver is said to have initiated it. So instead of casting a spell, or manifesting a psionic power, a character initiates a maneuver.

    Key Skill: Every Fighting Style is tied to a skill, such as Balance, Concentration, or Jump. Sometimes key skills come into play in the initiation of maneuver, but mostly they represent the ideals around which a Fighting Style is centered. Practitioners of a given Fighting Style add its key skill to their list of class skills and gain a bonus to checks using that skill that increases as they learn more maneuvers of the same Fighting Style.

    Associated Weapons: Every Fighting Style has a list of Associated Weapons, one or more which must be wielded by an initiator to enter that style's Stance and to initiate any of that style's maneuvers.

    Fighting Classes: Revisited
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    The Barbarian
    A work in progress...
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    Alignment: Any
    Hit Die: 1d12

    {table=head]Level|BAB|Fort|Ref|Will|Special |
    Natural Armor
    |
    Speed Bonus

    1st|+1|+2|+0|+0|Fast Movement, Rage, Unarmed Strike|
    +0
    |
    +5ft

    2nd|+2|+3|+0|+0|Damage Resistance|
    +0
    |
    +5ft

    3rd|+3|+3|+1|+1|AC Bonus|
    +0
    |
    +10ft

    4th|+4|+4|+1|+1|Improved Rage|
    +0
    |
    +10ft

    5th|+5|+4|+1|+1|Woodland Stride|
    +1
    |
    +10ft

    6th|+6/+1|+5|+2|+2|Rage Power|
    +1
    |
    +10ft

    7th|+7/+2|+5|+2|+2|Sickness Immunity|
    +1
    |
    +15ft

    8th|+8/+3|+6|+2|+2|Improved Rage|
    +1
    |
    +15ft

    9th|+9/+4|+6|+3|+3|Mental Toughness|
    +1
    |
    +15ft

    10th|+10/+5|+7|+3|+3|Rage Power|
    +2
    |
    +15ft

    11th|+11/+6/+1|+7|+3|+3|Fast Healing|
    +2
    |
    +20ft

    12th|+12/+7/+2|+8|+4|+4|Improved Rage|
    +2
    |
    +20ft

    13th|+13/+8/+3|+8|+4|+4|- - - -|
    +2
    |
    +20ft

    14th|+14/+9/+4|+9|+4|+4|Rage Power|
    +2
    |
    +20ft

    15th|+15/+10/+5|+9|+5|+5|Venom Immunity|
    +3
    |
    +25ft

    16th|+16/+11/+6/+1|+10|+5|+5|Improved Rage|
    +3
    |
    +25ft

    17th|+17/+12/+7/+2|+10|+5|+5|- - - -|
    +3
    |
    +25ft

    18th|+18/+13/+8/+3|+11|+6|+6|Rage Power|
    +3
    |
    +25ft

    19th|+19/+14/+9/+4|+11|+6|+6|Regeneration|
    +3
    |
    +30ft

    20th|+20/+15/+10/+5|+12|+6|+6|Improved Rage, Deathless Rage|
    +4
    |
    +30ft
    [/table]

    Class Skills (4 + Int modifier): Climb, Craft, Escape Artist, Handle Animal, Heal, Hide, Intimidate, Jump, Knowledge (Dungeoneering), Knowledge (Geography), Knowledge (Nature), Listen, Move Silently, Ride, Spot, Survival, Swim, and Use Rope.

    Weapon and Armor Proficiency
    A Barbarian is proficient with all simple and martial weapons as well as the Net. A Barbarian is proficient with light armor and small shields.

    Fast Movement (Ex): A Barbarian moves faster than characters of other classes, gaining a bonus to his base land speed as shown in the table above.

    Rage (Ex): As a free action, a Barbarian that is neither Fatigued nor Exhausted may enter a state of Rage with effects that vary by character. At 1st level choose any two of Strength, Dexterity, or Constitution. When the Barbarian flies into a Rage, each of the chosen scores is increased by +4 until his Rage ends.

    • If the Barbarian chooses Strength, then when he Rages, he is treated as one size category larger for the purposes of special attacks such as Grab and Overrun as well as for determining the size of weapons he may wield. He does not actually change size, so he does not gain any other bonuses.
      [br]
    • If the Barbarian chooses Dexterity, then when he Rages, he may make an additional attack at his highest base attack bonus during any attack action he takes. If he does, all of his attacks in that action suffer a -2 penalty to their attack rolls.
      [br]
    • If the Barbarian chooses Constitution, then when he Rages he gains a bonus to Will saving throws equal to his Constitution modifier.


    A Barbarian may only Rage for a number of rounds each day equal to 4 + his Constitution modifier + his class level. When a Barbarian's Constitution modifier is temporarily increases (such as by entering Rage, or benefiting from a Bear's Endurance spell) he does not gain an extra rounds of Rage per day. While Raging, a Barbarian cannot perform any activities that require patience or concentration. After his Rage ends, a Barbarian is Fatigued for a number of rounds equal to twice the number of rounds spent Raging. A Barbarian may exit Rage as a free action, even if it isn't his turn.

    Unarmed Strike (Ex): A 1st level Barbarian gains the Improved Unarmed Strike feat as a bonus feat.

    Damage Resistance (Ex): Starting at 2nd level, when a Barbarian is dealt damage from any attack or spell, regardless of the type of that damage, or the nature of the attack, reduce that damage by ½ his class level, rounded down.

    Damage Resistance even protects a Barbarian from untyped damage such as a Warlock's Eldritch Blast, damage that results directly from divine power such as half the damage dealt by a Cleric's Flame Strike spell, or other such esoteric energies.

    This class feature does not stack with other forms of damage mitigation, such as Damage Reduction or Energy Resistance.

    AC Bonus (Ex): Starting at 3rd level, a Barbarian gains a natural armor bonus to AC equal to his Constitution modifier as long as he wears light or no armor. This natural armor bonus increases as he gains levels starting at 5th level and at every five levels thereafter.

    Improved Rage (Ex or Su): Starting at 4th level, a Barbarian's Rage gains some measure of improvement, adding greater bonuses to his ability scores, or offering a new bonus or ability. Choose an ability from the following list at 4th level and at every fourth class level thereafter. These abilities only apply during the Barbarian's Rage.

    Abilities
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    These are a work in progress and very much incomplete.

    Barbarian Level 4th
    • Ability Boost (Ex) - While you Rage your Str, Dex, or Con increases by additional +2. May be taken multiple times.
    • Animal Fury (Su) - Change Unarmed Strike into Bite or Claws.
    • Athletic Rage (Ex) - Add ½ Barbarian level to all Climb, Jump, and Swim checks.
    • Chaos Totem, Least (Su) - Add ½ Barbarian level to Escape Artist checks and gain bonus to AC against Lawful creatures.
    • Elemental Totem, Least (Su) - Gain minor Elemental traits of Air, Earth, Fire, or Water Elemental.
    • Intimidating Rage (Ex) - Demoralize Opponents within 30ft when you enter Rage, extend Intimidation duration.
    • Primal Vitality (Ex) - Receive maximum healing, automatically stabilize when below 0 HP.
    • Superstitious Rage (Ex) - Gain bonus to AC, saves against magic.
    • Wild Hunt (Ex) - Gain Track and Scent while raging.


    Barbarian Level 8th
    • Chaos Totem, Lesser (Su) - Attacks considered Chaotic, gain bonus to attacks and saves against Lawful creatures.
    • Elemental Totem, Lesser (Su) - Gain Elemental attacks, bonus to attacks against opposing Elementals.
    • Fearless Rage (Ex) - Become immune to fear effects.


    Barbarian Level 12th
    • Chaos Totem, Greater (Su) - Confuse and deal extra damage to Lawful creatures.
    • Elemental Totem, Greater (Su) - Deal extra elemental damage, Critical attacks cause splash damage.
    • Relentless Stride (Ex) - Benefit from Freedom of Movement effect while you Rage.
    • Spell Eater (Su) - Successful save against magic grants Temp HP.
    • Superstitious Wrath (Ex) - Stagger and deal extra damage Aberrations, Constructs, Undead, and Outsiders.


    Barbarian Level 16th
    • Chaos Totem, True (Su) - Change forms while you Rage.
    • Elemental Totem, True (Su) - Become an Elemental while you Rage.
    • Mindless Rage (Su) - Ignore Mind-Afflicting effects while you Rage.



    Woodland Stride (Ex): As Druid. 5th level.

    Rage Power (Ex or Su): Starting at 6th level, a Barbarian develops a special skill or perhaps a supernatural ability that he must spend rounds of his Rage per day to activate. Choose a power from the following list at 6th level and at every fourth class level thereafter:

    Powers
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    These are a work in progress and very much incomplete.

    Barbarian Level 6th (Cost: 3 Rounds)
    • Boastful Taunt (Ex) - Demoralize Opponent also causes foe to attack you.
    • Favored by Spirits (Su) - Take d20 roll with +1d6 bonus.
    • Fell Blow (Ex) - Make successful attack into a Critical attack.
    • Flesh Wound (Ex) - Turn lethal damage from attack into non-lethal damage.


    Barbarian Level 10th (Cost: 5 Rounds)
    • Earthsplitter, Lesser (Ex) - Shockwave knocks creatures prone.
    • Fell Blow, Improved (Ex) - Critical attack causes bleeding wound.
    • Renewed Vigor (Ex) - Regain hit points.


    Barbarian Level 14th (Cost: 7 Rounds)
    • Earthsplitter (Ex) - Create difficult terrain.
    • Fell Blow, Greater (Ex) - Critical attack causes bleeding and ability damage.
    • Renewed Vitality (Ex) - Regain hit points and ability damage.
    • Roused Anger (Ex) - Enter Rage even while Fatigued, Exhausted, or Unconscious.
    • Spell Smasher (Su) - Make Sunder attack against magical effect.


    Barbarian Level 18th (Cost: 9 Rounds)
    • Earthsplitter, Greater (Ex) - Generate Earthquake effect.
    • Fell Blow, Mighty (Ex) - Kill or Destroy a foe outright.
    • Renewed Life (Su) - Negate [Death] effect, regain hit points, ability damage, and remove negative levels.




    Sickness Immunity (Ex): Starting at 7th level, a Barbarian is immune to the Sickened and Nauseated conditions and is immune to all natural Diseases (though he is still subject to supernatural Diseases).

    Mental Toughness (Ex): Starting at 9th level, a Barbarian gains Spell Resistance equal to his class level + 15 against all Mind-Affecting spells and spell-like abilities. He may raise or lower this Resistance as a free action (even if it isn't his turn).

    Fast Healing (Ex): Starting at 11th level, a Barbarian gains Fast Healing 1.

    13th Level Feature (Ex or Su): Hrmm...

    Venom Immunity (Ex): Starting at 15th level, a Barbarian is immune to all poisons.

    17th Level Feature (Ex or Su): Hrmm...

    Regeneration (Su): Starting at 19th level, a Barbarian gains Regeneration 1/acid. He may use this ability to reattach severed limbs.

    If the Barbarian is a living creature, then his Regeneration is also overcome by negative energy. If the Barbarian is an undead creature, then his Regeneration is also overcome by positive energy. If the Barbarian is neither living nor dead, then he does not gain Regeneration; however, his Fast Healing increases to equal to his Constitution modifier.

    Deathless Rage (Su): Starting at 20th level, a raging Barbarian cannot be killed (or destroyed) from hit point damage. He may continue to fight on when reduced to 0 or fewer hit points, and even past -10 hit points, at no penalty as long as he has rounds of Rage to spend. Each round spent between 0 and -10 hit points costs two out of the Barbarian's rounds per day, while each round spent below -10 hit points costs him three rounds.


    The Fighter
    A work in progress...

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    Alignment: Any
    Hit Die: 1d10

    {table=head]Level|BAB|Fort|Ref|Will|Special

    1st|+1|+2|+1|+1|Bonus Feat, Warrior's Aptitude

    2nd|+2|+3|+1|+1|Advanced Training +1

    3rd|+3|+3|+2|+2|Bonus Feat

    4th|+4|+4|+2|+2|Tactical Awareness

    5th|+5|+4|+3|+3|Bonus Feat

    6th|+6/+1|+5|+3|+3|Advanced Training +2

    7th|+7/+2|+5|+3|+3|Bonus Feat

    8th|+8/+3|+6|+4|+4|Strategic Advantage

    9th|+9/+4|+6|+4|+4|Bonus Feat

    10th|+10/+5|+7|+5|+5|Advanced Training +3

    11th|+11/+6/+1|+7|+5|+5|Bonus Feat

    12th|+12/+7/+2|+8|+6|+6|Field Commander

    13th|+13/+8/+3|+8|+6|+6|Bonus Feat

    14th|+14/+9/+4|+9|+6|+6|Advanced Training +4

    15th|+15/+10/+5|+9|+7|+7|Bonus Feat

    16th|+16/+11/+6/+1|+10|+7|+7|Peerless Insight

    17th|+17/+12/+7/+2|+10|+8|+8|Bonus Feat

    18th|+18/+13/+8/+3|+11|+8|+8|Advanced Training +5

    19th|+19/+14/+9/+4|+11|+8|+8|Bonus Feat

    20th|+20/+15/+10/+5|+12|+9|+9|Lord of War
    [/table]

    Class Skills (6 + Int modifier): Appraise, Balance, Climb, Craft, Diplomacy, Disable Device, Gather Information, Handle Animal, Heal, Hide, Intimidate, Jump, Knowledge (Any), Listen, Move Silently, Perform (Weapon Drill), Profession, Ride, Search, Sense Motive, Spot, Survival, Swim, and Use Magic Device.

    Weapon & Armor Proficiency
    A Fighter is proficient with all weapons, all armors, and all shields (including Tower Shields and including Exotic weapons, armors, and shields).

    Bonus Feats
    At 1st level, and at every two Fighter class levels thereafter, a Fighter gains a bonus feat in addition to the feats that all characters get as a function of their character level. These bonus feats must be selected from those listed as fighter bonus feats.

    After 8 hours of rest, a Fighter can choose to learn new bonus feats from the list of fighter bonus feats in place of bonus feats he has already learned. In effect, the Fighter loses any number of old bonus feats in exchange for new ones that he meets the prerequisites for. However, a Fighter cannot swap feats in such a way that his prerequisites (for other feats or for prestige classes, etc) would no longer be satisfied.

    Warrior's Aptitude (Ex): A Fighter may, after a 5 minute rest, apply the benefits of a single feat he has that normally works only with a specific weapon, armor, or shield, to a new weapon, armor, or shield, as appropriate.

    Advanced Training (Ex): Starting at 2nd level, the Fighter can select one group of weapons, armors, or shields, as noted below.
    • When a Fighter chooses to train with a group of weapons he gains a +1 bonus to attack and damage rolls with those weapons, to the saving throw DC of saves elicited by attacks made with those weapons, as well as to all opposed checks made during special attacks with those weapons (such Disarm or Trip).
      [br]
    • When a Fighter chooses to train with a group of armors he gains a +1 bonus to AC with those armors, increases the Max Dex Bonus of those armors by 1, and reduces the armor check penalty of those armors by 1.
      [br]
    • When a Fighter chooses to train with a group of shields he gains a +1 bonus to AC with those shields and adds 1 point of that shield's AC bonus to his Touch AC, to Reflex saves made to avoid damage, and to checks he makes to resist special attacks (such as Bull Rush or Grapple).

    Every four levels thereafter (6th, 10th, and so on), a Fighter becomes further trained in another group. In addition, the bonuses granted by previous groups increase by +1 each. For example, when a fighter reaches 6th level, he receives a +1 bonus with one group and a +2 bonus with the group he selected at 2nd level. Bonuses granted from overlapping groups do not stack, only the highest applies.

    Weapon, armor, and shield groups do not include exotic weapons, exotic armors, or exotic shields. A Fighter may choose to train with exotic equipment, but he gains training in only a single exotic weapon, armor, or shield each time, rather than in a whole group.

    Advanced Training Groups
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    Weapon groups - Axes, Basic Weapons, Bows, Claw Weapons, Crossbows, Druid Weapons, Flails, Heavy Blades, Light Blades, Maces and Clubs, Monk Weapons, Picks and Hammers, Polearms, Slings and Thrown Weapons, and Spears and Lances.

    Armor groups include - Light Armors, Medium Armors, and Heavy Armors.

    Shield groups include - Small Shields, and Large Shields.


    Alternatively, instead of picking a new group to train with, a Fighter can learn special abilities from the list given below. Each special ability the Fighter learns still increases the bonuses of previously chosen groups by +1.

    Special Abilities
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    These are still very much a work in progress.

    Armored Agility (Ex): Requires Light Armor Training +1. For every +1 of your Light Armor Training you also gain a +1 bonus to saving throws against any effect that would cease, hinder, or restrict your movement.
    Brawler (Ex): Requires Close Weapons Training +1. Enemies cannot move out of one or more of your threatened squares without provoking opportunity attacks.
    Crackshot (Ex): Requires Crossbow Training +1. You may add the higher of your Int or Wis bonuses (if any) to your damage roll on a successful Crossbow attack against an opponent that is denied its Dex bonus to AC.
    Crackshot, Greater (Ex): Requires Crackshot; Crackshot, Improved; Crossbow Training +4. Whenever you attack a creature with a Crossbow using a contingent action, a readied action, or an opportunity attack, if the attack hits it is a Critical hit regardless of your d20 roll.
    Crackshot, Improved (Ex): Requires Crackshot; Crossbow Training +2. Whenever you attack a creature with a Crossbow using a contingent action, a readied action, or an opportunity attack, that creature is denied its Dex bonus to AC against your attack.
    Fortification (Ex): Requires Armor Training +1. For every +1 of your Armor Training you have a 10% chance of turning a Critical hit into a normal one.
    Fortification, Improved (Ex): Requires Fortification; Armor Training +3. For every +1 of your Armor Training you have a 20% chance of turning a Critical hit into a normal one.
    Hawkeye (Ex): Requires Bow Training +1. For every +1 of your Bow Training bonus gain a +2 bonus to Spot checks and add 5ft to the range increment for any Bow you attack with.
    Improved Critical (Ex): Requires Weapon Training +3. You score a critical hit with this group of weapons on a d20 roll of 19 or 20.
    Into the Fray (Ex): Requires Weapons Training +1; Light Armor Training +1. Whenever you move at least 10ft before making an attack with a weapon from your Weapon Training group, each +1 bonus to damage that attack would get is replaced by 1d6 extra damage on that attack.
    Lore Warden (Ex): Requires Monk Weapons Training +1. Add your Wisdom bonus (if any) to all Knowledge checks and not just Knowledge (Geography) and Knowledge (History) checks. As long as you wear light or no armor and carry no shield, you also add your Wisdom bonus to your AC.
    Maneuver Mastery (Ex): Requires Combat Expertise; Lore Warden; Monk Weapons Training +2. The bonus from your Combat Expertise feat increases to twice your Monk Weapons Training bonus.
    Pack Mule, Heavy (Ex): Requires Heavy Armor Training +3. You suffer no penalties for carrying a Heavy load.
    Pack Mule, Medium (Ex): Requires Medium Armor Training +1. You suffer no penalties for carrying a Medium load.
    Safeshot (Ex): Requires Hawkeye; Bow Training +2. You do not provoke opportunity attacks for firing a Bow.
    Up Close & Personal (Ex): Requires Brawler; Close Weapons Training +2. For every +1 of your Close Weapons Training bonus enemies adjacent to you suffer a -1 penalty to attack rolls and a -2 penalty on Listen and Spot checks when attacking or seeking creatures other than you.

    Many more to come...


    Tactical Awareness (Ex): Starting at 4th level, a Fighter adds his Intelligence bonus (if any) to all Listen and Spot checks he makes, his Wisdom bonus (if any) to all Knowledge (Geography) and Knowledge (History) checks he makes, and adds the higher of his Intelligence or Wisdom bonuses (if any) to Initiative checks he makes.

    Strategic Advantage (Ex): Starting at 8th level, a number of times per day equal to his Intelligence bonus or his Wisdom bonus, whichever is higher (minimum 1/day), the Fighter may spend 5 minutes in preparation to ready a contingent action. Contingent actions are like readied actions (PHB 160) except that you may take them at any time in the next 24 hours and after you take a contingent action your initiative count does not change.

    Field Commander (Ex): Starting at 12th level, by expending a use of his Strategic Advantage for the day and a swift or immediate action, a Fighter may grant an ally within 10ft an extra move action which can (and must) be taken immediately. The Fighter counts as his own ally for this purpose.

    Additionally, when he uses Strategic Advantage to ready a contingent action, he may speak with an ally (who must be present during the whole 5 minutes of preparation), specifying conditions under which that ally takes the contingent action, rather than himself. This contingent action, performed by the ally, may be an action that the ally is capable of performing.

    Peerless Insight (Ex): Starting at 16th level, a Fighter may use the Aid Another action from any distance and without making an attack roll as long as the intended ally can see and hear the Fighter. When the Fighter flanks with an ally or uses the Aid Another action he adds the higher of his Intelligence or Wisdom bonuses (if any) to the bonus he provides.

    Additionally, other creatures cannot flank the Fighter or receive the benefits of the Aid Another action against the Fighter, unless any such creature has a higher Base Attack Bonus than him.

    Lord of War (Ex): A 20th level Fighter surpasses the skill of lesser warriors with ease and is not surprised, flat-footed, or subject to critical hits or death effects from other creatures unless they possess a higher Base Attack Bonus than him.

    He is immune to any Divination, Calling, and Transmutation effects that he wishes to be. Divinations do not reveal any information about him that he doesn't wish to be revealed, nor can they detect him.


    The Paladin
    A work in progress...

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    Alignment: Lawful Good
    Hit Die: 1d8

    {table=head]Level|BAB|Fort|Ref|Will|Special |1st|2nd|3rd|4th|5th

    1st|+1|+2|+0|+0|Aura of Good, Detect Evil, Smite Evil|—|—|—|—|—

    2nd|+2|+3|+0|+0|Battle Blessing, Divine Health|0|—|—|—|—

    3rd|+3|+3|+1|+1|Smiting Spells|1|—|—|—|—

    4th|+4|+4|+1|+1|Aura of Courage|1|—|—|—|—

    5th|+5|+4|+1|+1|Divine Bond|2|—|—|—|—

    6th|+6/+1|+5|+2|+2|Knight's Challenge|2|1|—|—|—

    7th|+7/+2|+5|+2|+2|Aura of Resolve|2|2|—|—|—

    8th|+8/+3|+6|+2|+2|Divine Bond|3|2|—|—|—

    9th|+9/+4|+6|+3|+3|Divine Grace|3|2|—|—|—

    10th|+10/+5|+7|+3|+3|Aura of Faith|3|3|1|—|—

    11th|+11/+6/+1|+7|+3|+3|Divine Bond|3|3|2|—|—

    12th|+12/+7/+2|+8|+4|+4|Daunting Challenge|3|3|2|—|—

    13th|+13/+8/+3|+8|+4|+4|Aura of Justice|3|3|3|—|—

    14th|+14/+9/+4|+9|+4|+4|Divine Bond|3|3|3|1|—

    15th|+15/+10/+5|+9|+5|+5|Impetuous Endurance|3|3|3|2|—

    16th|+16/+11/+6/+1|+10|+5|+5|Aura of Righteousness|3|3|3|3|—

    17th|+17/+12/+7/+2|+10|+5|+5|Divine Bond|3|3|3|3|—

    18th|+18/+13/+8/+3|+11|+6|+6|Banishing Challenge|3|3|3|3|1

    19th|+19/+14/+9/+4|+11|+6|+6|Aura of Salvation|3|3|3|3|2

    20th|+20/+15/+10/+5|+12|+6|+6|Divine Bond|3|3|3|3|3
    [/table]

    Class Skills (4 + Int modifier): Concentration, Craft, Decipher Script, Diplomacy, Gather Information, Handle Animal, Heal, Intimidate, Jump, Knowledge (History), Knowledge (Nobility), Knowledge (Religion), Listen, Ride, Sense Motive, Spot, and Swim.

    Weapon and Armor Proficiency
    A Paladin is proficient with all simple and martial weapons as well as the Bastard Sword. A Paladin is proficient with light, medium, and heavy armors as well as with small and large shields (including Tower Shields).

    The Knight's Code
    A Paladin fights not only to defeat her foes but to prove her honor, demonstrate her skill, and win renown across the land. The stories that arise from a Paladin's deeds are just as important to her as the deeds themselves. A Paladin wishes to uphold the solidarity of law and hopes that her example encourages others to lead righteous lives. Beyond this, a Paladin hopes to win glory and challenge herself and others.

    The knight's code focuses on fair play: A victory achieved through pure skill is more difficult, and hence wins more glory, than one achieved through trickery or guile. By following the knight's code, a Paladin holds herself to a higher standard than she does others.

    • A Paladin does not gain Circumstance bonuses on attack rolls. She may still perform actions that grant allies these bonuses (such as setting a flanking position), but she forgoes her own bonus. A Paladin can choose to keep her bonus, but doing so violates her code of honor (see below).
      [br]
    • A Paladin never deals lethal damage against a creature that is denied its Dexterity bonus to AC or against a prone creature. She can strike such a creature, but only with attacks that deal nonlethal damage.
      [br]
    • A Paladin never cheats, lies, or steals.


    If a Paladin violates any part of this code, she loses the benefits of her Aura of Good, Detect Evil, and Smite Evil class features for 1 hour as well as one prepared spell of the highest level of spells she has prepared (see below). If she has no further prepared spells when she violates the code, she takes a -2 penalty on attack rolls and saves for the rest of that day. This penalty can stack. A Paladin's betrayal of her code of conduct undermines the foundation of confidence and honor that drives her forward.

    Aura of Good (Su): A Paladin radiates an aura of the same strength as a Good-aligned Cleric.

    Detect Evil (Su): A Paladin is able to detect the presence or absence of Evil-aligned auras. This ability functions as if she were constantly casting the Detect Evil spell, but she cannot determine the number of evil auras, the power of any evil auras, or direction to or location of any evil auras.

    This ability reveals information about a 60ft spherical-radius around the Paladin rather than a 60ft cone. This ability reveals all of its information without the Paladin's need for concentration, without her spending any actions, and on every round of the day, so long as the Paladin herself is conscious.

    Smite Evil (Ex): A Paladin's righteous fervor allows her to attack evil foes more fiercely, allowing her to add her Charisma modifier to attack and damage rolls when attacking any Evil-aligned creature.

    Spellcasting
    A Paladin begins casting divine spells at 2nd level, drawn from the Paladin Spell List (given below), and has a caster level equal to her class level. She must prepare her spells after a time of prayer (or personal reflection) in the same way that a Cleric does, but the save DCs of her spells are 10 + ½ Paladin level + Charisma modifier. In order to cast a spell from her spell list, the Paladin must have a Charisma score equal to 10 + spell level.

    Paladin Spell List
    Spoiler
    Show

    This spell list is FAR from complete and I could use your help in fleshing it out!

    1st Level - Command, Cure Light Wounds, Divine Favor, Protection from Chaos/Evil, Remove Fear, Sanctuary, Shield of Faith, Shocking Grasp

    2nd Level - Bear's Endurance, Bull's Strength, Consecrate, Cure Moderate Wounds, Daylight, Delay Poison, Eagle's Splendor, Lesser Restoration, Remove Paralysis, Resist Energy, Shield Other, Status, Zone of Truth

    3rd Level - Bestow Curse, Cure Serious Wounds, Dispel Magic, Lesser Planar Ally, Magic Circle Against Chaos/Evil, Protection from Energy, Remove Blindness/Curse/Deafness/Disease,

    4th Level - Air Walk, Cure Critical Wounds, Death Ward, Dimensional Anchor, Dismissal, Holy Sword, Neutralize Poison, Planar Ally, Restoration, Spell Immunity,

    5th Level - Break Enchantment, Dispel Chaos/Evil, Greater Command, Greater Planar Ally, Hallow, Heal, True Seeing



    Battle Blessing (Ex): A 2nd level Paladin is able to cast any Personal or Touch range spell from the Paladin Spell List as a swift action as long as she casts the spell on herself, a willing creature, or an item held or worn by a willing creature.

    Divine Health (Su): Starting at 2nd level, a Paladin taps into a well of divine power that can regenerate damage dealt to her and can be used to heal others. She has a pool of healing points, with a maximum reserve up to her Paladin level Χ her Charisma modifier, which is automatically filled after 8 hours of rest. Anytime she loses hit points, if she has points of healing left in her pool, then she may subtract any number of them rather than lose those hit points. Anytime she regains hit points, for any reason, she may instead choose to add that many points to her healing pool.

    As a standard action, a Paladin may sacrifice any number of points of healing from her pool and touch a creature to cure that creature of an equal amount of hit point damage. This is a positive energy effect and thus can be used to damage Undead creatures.

    A Paladin with points of healing left in her pool that is brought to fewer than 0 hit points automatically stabilizes. This does not subtract any points from her healing pool.

    Smiting Spells (Ex): A Paladin of 3rd level and higher may spontaneously the benefit of the Smiting Spell feat to any touch-range spells she casts from the Paladin Spell List without adjusting the spell slot or the casting time required to cast those spells.

    Aura of Courage (Su): Starting at 4th level, each ally within 30ft of the Paladin (including the Paladin herself) gains a new saving throw against any Fear effect they are suffering from at the start of his or her turn. This ability does not grant a saving throw against effects that did not allow one in the first place.

    This ability functions only while the paladin is conscious, not if she is unconscious or dead.

    Divine Bond (Su): A 5th level Paladin chooses either to bond with her allies, with his equipment, or with the outer planes. A Paladin that bonds with her allies is able to sacrifice points from her Divine Health pool to assist them. A Paladin that bonds with her equipment adds sacred enhancements to her items. A Paladin that bonds with the outer planes gains the service of a holy companion. Each of these paths is described in more detail below.

    Spoiler
    Show

    Divine Bond (Allies)
    A Paladin that has bonded with her allies has access to special effects at 5th level and every three levels thereafter that she may use anytime she heals an ally via her Divine Health class feature. Each such effect requires that the Paladin expend a specific number of points from her healing pool, but does not diminish the amount of hit points regained by the recipient ally.

    At 5th level, the Paladin can select one of the following any time she heals an ally and spends at least 5 points of Divine Health: Remove Fatigued, Remove Shaken, Remove Sickened.

    At 8th level, the Paladin can select one of the following any time she heals an ally and spends at least 10 points of Divine Health: Remove Blindness, Remove Deafness, Remove Disease, Remove Paralysis.

    At 11th level, the Paladin can select one of the following any time she heals an ally and spends at least 15 points of Divine Health: Remove Staggered, Remove Dazed, Remove Poison, Remove Stunned.

    At 14th level, the Paladin can select one of the following any time she heals an ally and spends at least 20 points of Divine Health: Remove Curse, Remove Exhausted, Remove Frightened, Remove Nauseated.

    At 17th level, the Paladin can select one of the following any time she heals an ally and spends at least 25 points of Divine Health: ...

    At 20th level, the Paladin can select one of the following any time she heals an ally and spends at least 30 points of Divine Health: ...

    Divine Bond (Equipment)
    A Paladin that has bonded with her equipment gains access to a floating +1 enhancement bonus at 5th level, that she may apply to either any weapon she wields, any armor she wears, or any shield she holds. This enhancement bonus increases by +1 at every third level after 5th and stacks with any enhancement bonuses the Paladin's items already possess.

    The Paladin applies this bonus whenever she prays to prepare her spells and may change the designation of the bonus each day between weapons, armors, or shields (or even divide the bonus between weapons, armors, and shields). She may forgo any amount of enhancement bonus in order to add magical properties of equivalent value to her weapons, armors, or shields, as she sees fit. In order to benefit from a magical property in this way, the item in question must first be magical itself and possess at least a +1 enhancement bonus.

    At 5th level, the Paladin may apply the following magical properties to weapons, armors, or shields (as appropriate): Arrow Catching, Bashing, Blinding, Light Fortification, Defending, Flaming, Frost, Shock, Ghost Touch, or Merciful.

    At 8th level, the Paladin may apply the following magical properties to weapons, armors, or shields (as appropriate): Animated, Arrow Deflection, Spell Resistance (13), Axiomatic, Flaming Burst, Icy Burst, Holy, or Shocking Burst.

    At 11th level, the Paladin may apply the following magical properties to weapons, armors, or shields (as appropriate): Invulnerability (DR 5/magic), Moderate Fortification, Spell Resistance (15), or Speed.

    At 14th level, the Paladin may apply the following magical properties to weapons, armors, or shields (as appropriate): Great Invulnerability (DR 10/magic), Spell Resistance (17), Brilliant Energy, or Dancing.

    At 17th level, the Paladin may apply the following magical properties to weapons, armors, or shields (as appropriate): Great Invulnerability (DR 15/magic), Heavy Fortification, Negating, Reflecting, or Spell Resistance (19).

    At 20th level, the Paladin may apply the following magical properties to weapons, armors, or shields (as appropriate): Acid Warding, Cold Warding, Fire Warding, Great Invulnerability (DR 5/epic), Great Spell Resistance (21), Infinite Arrow Deflection, Lightning Warding, Axiomatic Power, Distant Shot, Fiery Blast, Holy Power, Icy Blast, Lightning Blast, or Unerring Accuracy (applies to melee weapons as well).

    Divine Bond (Planar)
    A Paladin that has bonded with the outer planes is able to summon forth assistance from Good-aligned parts of the multiverse. As a full-round action, the Paladin may call out to her divine patrons in order to summon one of the following creatures to her aid:

    At 5th level a Paladin may call either a Celestial Black Bear, a Celestial Heavy Warhorse, a Celestial Hippogriff, or a Lantern Archon.

    At 8th level a Paladin may call either a Celestial Brown Bear, a Celestial Griffon, or a Hound Archon.

    At 11th level a Paladin may call either a Celestial Elephant, a Celestial ...

    At 14th level a Paladin may call either a Lammasu, or a Very Young Gold Dragon.

    At 17th level a Paladin may call a Celestial Roc, a Couatl, or

    At 20th level a Paladin may call a CR 12.

    Any creature summoned in this manner serves the Paladin indefinitely, or until it is killed; however, the Paladin may only bear the service of one such creature at a time. She may dismiss a creature summoned in this way as a free action, sending it back to its home plane.

    If a creature summoned in this way is killed, the Paladin is unable to summon a new companion for 30 days or until she gains a level, whichever comes first. During this period, she suffers a -2 penalty to attack rolls and saves.


    Knight's Challenge (Ex): Starting at 6th level, a Paladin may, as a swift action, designate an opponent that she has line of sight and line of effect to. The designated creature must have an Intelligence score of 3 or higher and must be both able to see and hear her.

    For remainder of the encounter, the Paladin gains a bonus to attack and damage rolls against the designated creature as if it were an Evil-aligned creature, and the designated creature must succeed on a Will save (DC 10 + 1/2 Paladin level + Charisma modifier) to avoid being compelled to abide by the Knight's Code (see above) and spending its turns attempting to close to melee range to attack only the Paladin with exclusively melee attacks. Such is the nature of this challenge that a Lawful creature suffers a -5 penalty to saving throws against its effects. This is a non-magical compulsion effect.

    If a creature other than the Paladin deals damage to the designated creature during those rounds, or if the Paladin ends her turn and has not attacked the designated creature with a melee attack, then the designated creature is entitled to an additional Will save to break this effect at the start of its next turn.

    A Paladin may only issue a Knight's Challenge once per encounter, and a creature cannot be designated via Knight's Challenge more than once in a 24-hour period.

    Aura of Resolve (Su): Starting at 7th level, each ally within 30ft of the Paladin (including the Paladin herself) gains a new saving throw against any Charm or Compulsion effect they are suffering from at the start of his or her turn. This ability does not grant a saving throw against effects that did not allow one in the first place.

    This ability functions only while the paladin is conscious, not if she is unconscious or dead.

    Divine Grace (Su): Starting at 9th level, if the Paladin's Charisma modifier is higher than the normal ability modifier, then she adds it to her saving throw instead of the normal ability modifier (Constitution is the normal modifier for Fortitude saves, Dexterity is the normal modifier for Reflex saves, and Wisdom is the normal modifier for Will saves).

    Aura of Faith (Su): Starting at 10th level, the attacks of each ally within 30ft of the Paladin (including the Paladin herself) are treated as good-aligned for the purposes of overcoming Damage Reduction.

    This ability functions only while the Paladin is conscious, not if she is unconscious or dead.

    Daunting Challenge (Ex): Starting at 12th level, whenever a Paladin designates a creature using his Knight's Challenge or Divine Challenge abilities, if that creature fails its Will save, then it is Shaken for the duration of the effect.

    Aura of Justice (Su): Starting at 13th level, each ally within 30ft of the Paladin adds her Charisma bonus (if any) to attack and damage rolls when attacking Evil-aligned creatures.

    This ability does not function if the Paladin herself has lost the benefit of her Smite Evil feature (see The Knight's Code above). If the Paladin is unconscious or dead, then allies within 30ft of her add their own Charisma bonuses (if any) to attack and damage rolls when attacking Evil-aligned creatures for 1 minute thereafter.

    Impetuous Endurance (Ex): Starting at 15th level, a Paladin no longer automatically fails saving throws on a roll of 1.

    Aura of Righteousness (Su): Starting at 16th level, each ally within 30ft of the Paladin (including the Paladin herself) gains DR 5/evil.

    This ability functions only while the Paladin is conscious, not if she is unconscious or dead.

    Banishing Challenge (Su): Starting at 18th level, whenever a Paladin designates a creature using her Knight's Challenge feature, if that creature fails its Will save by 5 or more, then it is Panicked for 3d6 Χ 10 minutes, turning and fleeing rather than attempting to engage the Paladin. Extraplanar creatures that fail their saves in this way are forced back to their home plane as the Dismissal spell.

    Aura of Salvation (Su): Starting at 19th level, whenever the Paladin hits an Evil-aligned creature with an attack, each ally within 30ft of the Paladin (including the Paladin herself) regains hit points equal to the Paladin's Charisma modifier.

    Last edited by Ziegander; 2012-09-19 at 05:38 PM.
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  2. - Top - End - #2
    Ogre in the Playground
     
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    Default Re: Ground-Up Tome of Battle Rewrite - A Spiritual Successor to The Warrior's Way

    Reserved for Feats.

    Alertness1
    Prerequisites: Listen 4 ranks, Spot 4 ranks
    Benefit: You gain a +2 bonus to Listen and Spot checks. You may draw a weapon as a free action, even if it's not your turn. While you are Flat-footed you do not lose your Dexterity bonus to AC (if any) and may make opportunity attacks and take immediate actions.
    Normal: Drawing a weapon is either a move action or must be done during a move action and must be done on your turn. While you are Flat-footed you cannot make opportunity attacks or take immediate actions.
    Special: For non-Codex material, the Alertness feat is treated as the Quick Draw feat for the purposes of meeting prerequisites.

    Combat Expertise1
    Prerequisites: Int 13 or Wis 13, Fighter level 1st
    Benefit: You gain a +2 bonus on all attack rolls and opposed checks you make as part of a special attack (Disarm, Feint, Grab, Overrun, Sunder, or Trip), whether you are attempting the attack or defending against it. Furthermore, whenever you succeed at a special attack, the defending creature provokes an opportunity attack from you.
    Special: In order to succeed at a Grab special attack you must succeed on an attached Hold, Pull, or Push attempt.

    Expert's Defense1
    Prerequisites: Int 13 or Wis 13, Fighter level 5th
    Benefit: Creatures provoke opportunity attacks from you when they attempt to Disarm, Feint, Grab, Overrun, or Trip you, and when they attempt to Sunder an item you are holding. If your opportunity attack hits, then the provoking creature's action automatically fails.
    Normal: A creature doesn't provoke an opportunity attack for attempting any of the above special attacks.

    Combat Reflexes1
    Prerequisites: Base Attack Bonus +6, Dex 15
    Benefit: You are entitled to make a number of opportunity attacks each round equal to the number of attacks you are entitled to make in an attack action, to a maximum of 1 per point of your Dexterity bonus (minimum 1).

    These opportunity attacks are made at the same attack bonus as attacks you make during an attack action. For example, your first opportunity attack is made at your highest attack bonus, while later opportunity attacks you make in the round suffer a cumulative -5 penalty to their attack rolls.

    When a creature provokes an opportunity attack from you, you may take any number of these attacks as you wish.

    Normal: Characters may make one opportunity attack each round at your highest attack bonus.
    Special: The Haste spell grants you an additional opportunity attack each round at your highest attack bonus.

    Combat Training
    Prerequisites: Proficiency with all simple weapons
    Benefit: Choose one of your classes that has a Poor Base Attack Bonus progression (+1/two levels). Your Base Attack Bonus progression for all levels in that class increases from Poor to Average (+3/four levels).

    Deadly Aim1
    Prerequisites: Base Attack Bonus +1, Dex 13
    Benefit: Whenever you make a ranged attack, you may suffer a -2 penalty to that attack roll to deal 1d6 extra damage if the attack hits.
    Special: For every two points of Base Attack Bonus you possess beyond +1 you may suffer a further -2 penalty in order to deal an additional d6 of damage with this feat. For example, a character with Base Attack Bonus +5 could suffer a penalty up to -6 in order to deal 3d6 extra damage with any melee attack he or she makes.

    Deep Impact1
    Prerequisites: Str 13
    Benefit: When you miss with an attack by 5 or less you deal half damage with any weapon, not just [Heavy] weapons. If you wield a [Heavy] weapon and miss with an attack you deal half damage even when you miss by more than 5.

    Diehard
    Prerequisites: Con 15, Character level 6th, Endurance
    Benefit: You are neither Disabled nor Unconscious when reduced to 0 or fewer hit points, and your delayed damage is delayed until the end of the encounter and not until the beginning of your next turn.

    Endurance
    Prerequisites: Con 13
    Benefit: You gain a +2 bonus to all Constitution-based checks and to Fortitude saves. Furthermore, you possess a Delayed Damage pool that increases with your Character Level as shown in the table below:

    {table=head]Character Level|Delayed Damage
    1st to 4th|5
    5th to 8th|10
    9th to 12th|15
    10th to 16th|20
    17th and higher|25
    [/table]
    Whenever you are dealt damage, a portion of that damage, up to your Delayed Damage pool, is delayed until the start of your next turn.

    Furious Counterstrike1
    Prerequisites: Base Attack Bonus +1, Con 13, Endurance
    Benefit: For every 5 points of damage you've taken that is delayed you gain a +1 bonus to attack and damage rolls.

    Graceful Strike1
    Prerequisites: Dex 13
    Benefit: You may apply your Dexterity modifier to attack rolls rather than your Strength modifier with any weapon, not just [Finesse] weapons. If you wield a [Finesse] weapon you may also apply your Dexterity modifier to damage rather than your Strength modifier.

    Improved Combat Training
    Prerequisites: Proficiency with all simple weapons, Proficiency with all martial weapons
    Benefit: Choose one of your classes that has an Average Base Attack Bonus progression (+3/four levels). Your Base Attack Bonus progression for all levels in that class increases from Average to Good (+1/level).

    Improved Unarmed Strike
    Prerequisites: None
    Benefit: Your Unarmed Strike is a martial weapon that deals more damage than normal based on your Base Attack Bonus, as shown in the table below:

    {table=head]Base Attack Bonus|Damage
    +0 to +4|1d4
    +5 to +9|1d6
    +10 to +14|1d8
    +15 to +19|1d10
    +20 and higher|1d12
    [/table]
    The values shown are for Medium-sized creatures. Adjust up or down depending on your size.
    Normal: A creature's Unarmed Strike is a simple weapon that deals 1d3 damage and does not provoke attacks of opportunity.

    Know Thy Enemy1
    Prerequisites: Any three Knowledge skills 5 ranks, One Knowledge skill 10 ranks, Fighter level 7th, Weapon Training +1
    Benefit: Whenever you succeed at a Knowledge check to identify a creature's abilities and weaknesses you double your Weapon Training bonuses against that creature for the duration of the encounter.

    Martial Weapon Proficiency
    Prerequisites: Proficiency with all simple weapons
    Benefit: You are proficient with all martial weapons.

    Power Attack1
    Prerequisites: Base Attack Bonus +1, Str 13
    Benefit: Whenever you make a melee attack, you may suffer a -2 penalty to that attack roll to deal 1d6 extra damage if the attack hits.
    Special: For every two points of Base Attack Bonus you possess beyond +1 you may suffer a further -2 penalty in order to deal an additional d6 of damage with this feat. For example, a character with Base Attack Bonus +5 could suffer a penalty up to -6 in order to deal 3d6 extra damage with any melee attack he or she makes.

    Precise Shot1
    Prerequisites: Base Attack Bonus +6, Dex 15
    Benefit: Whenever you make a ranged attack you reduce your target's Cover bonuses to AC by up to 4, Concealment miss chance by up to 20%, and resistance to Critical Hits by 25%.

    Simple Weapon Proficiency
    Prerequisites: None
    Benefit: You are proficient with all simple weapons.

    Stand Still1
    Prerequisites: Base Attack Bonus +3
    Benefit: Whenever you hit a creature with an attack of opportunity, that creature is Checked for 1 round (a flying creature Checked in this way moves 0 feet).

    Style Training1 [STYLE]
    Prerequisites: Base Attack Bonus +1
    Benefit: Choose any one Fighting Style. Add that Style's Key Skill to your list of class skills and learn any two maneuvers of that Style that you meet the prerequisites for. You gain a bonus to checks with that Style's Key Skill equal to the number of maneuvers you know from the Fighting Style.
    Special: You may take this feat any number of times. Each time you take it beyond the first you may either choose a new Fighting Style or learn two new maneuvers from a Fighting Style you have already chosen.

    Toughness
    Prerequisites: Con 13
    Benefit: Choose one size of Hit Dice you possess. You gain an additional Hit Dice of that size and all Hit Dice you possess of that size increase in size by one step (to a Maximum of d12), increasing your Hit Points accordingly. If your Hit Dice are d12s already, then you gain +1 Hit Point per Hit Dice of that size you possess.
    Special: You may take this feat any number of times.

    Weapon Focus1 [STYLE]
    Prerequisites: Base Attack Bonus +1
    Benefit: Choose a single weapon that you are proficient with. You gain a +1 bonus to attack rolls you make with that weapon, and to the saving throw DC of any save elicited by an attack made with that weapon. You treat the chosen weapon as an associated weapon for all Fighting Styles.
    Special: You may take this feat any number of times. Each time you take it beyond the first, choose a different weapon.

    Weapon Mastery1 [STYLE]
    Prerequisites: Base Attack Bonus +11, Weapon Focus, Weapon Specialization
    Benefit: When you use the attack action with a weapon you chose when you took the Weapon Focus feat you may make an extra attack with that weapon at your highest Base Attack Bonus. Each successful attack you make in a round with that weapon grants you a +1 dodge bonus to AC and causes your next attacks with that weapon to deal 1d6 extra damage until the start of your next turn.
    Special: You may take this feat any number of times. Each time you take it beyond the first, choose a different weapon.

    Weapon Specialization1 [STYLE]
    Prerequisites: Base Attack Bonus +6, Weapon Focus
    Benefit: You gain a +2 bonus to attack and damage rolls with a weapon you chose when you took the Weapon Focus feat, to opposed checks made with special attacks using that weapon (such as Disarm or Trip), and to the saving throw DC of any save elicited by an attack made using that weapon. These bonuses do not stack with those granted by the Weapon Focus feat.
    Special: You may take this feat any number of times. Each time you take it beyond the first, choose a different weapon.

    Weapon Supremacy1 [STYLE]
    Prerequisites: Base Attack Bonus +16, Weapon Focus, Weapon Mastery, Weapon Specialization
    Benefit: This feat grants you the following benefits:
    • You cannot be Disarmed of a weapon you chose when you took the Weapon Focus feat.
      [br]
    • Once per round you may re-roll an attack made with that weapon taking the better of the two rolls.
      [br]
    • Once per round, when you make an attack that elicits a saving throw using that weapon, you may force the defending creature to re-roll that save taking the worse of the two rolls.
      [br]
    • You gain a +3 bonus to attack and damage rolls with that weapon, to opposed checks made with special attacks using that weapon (such as Disarm or Trip), and to the saving throw DC of any save elicited by an attack made using that weapon. These bonuses do not stack with those granted by the Weapon Focus or Weapon Specialization feat.

    Special: You may take this feat any number of times. Each time you take it beyond the first, choose a different weapon.

    1 - These feats are Fighter Bonus Feats.
    Last edited by Ziegander; 2012-09-17 at 08:52 PM.
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  3. - Top - End - #3
    Ogre in the Playground
     
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    Default Re: Ground-Up Tome of Battle Rewrite - A Spiritual Successor to The Warrior's Way

    Fighting Styles


    Recovering Maneuvers: When a character performs the special action detailed in the description for each Fighting Style he or she recovers all of his or her maneuvers of the appropriate style. Characters also recover all of their maneuvers (of any styles they possess) after a 5 minute rest.

    Desert Wind
    Key Skill: Tumble
    Associated Weapons: Dagger, Dart, Falchion, Flail, Handaxe, Light Hammer, Light Mace, Light Pick, Scimitar, Sickle, Sling, Shortspear, and Throwing Axe.
    Saving Throws: The Saving Throw DC for any effect generated by a Desert Wind maneuver or its Stance is equal to 10 + 1/2 initiator's Base Attack Bonus + the higher of the initiator's Dexterity or Wisdom modifiers.

    Speed and mobility are hallmarks of the Desert Wind fighting style. Desert Wind maneuvers often involve blinding flurries of blows, quick charges, and agile footwork. Many of the maneuvers of this fighting style draw supernatural inspiration from the desert allowing their initiator to scour foes with gouts of flame and blasts of hot air.

    To recover maneuvers of the Desert Wind fighting style a character must successfully use the Tumble skill to avoid an attack of opportunity and follow that with a successful basic attack against any creature it threatens.

    Stance: Any character that knows at least one Desert Wind maneuver may enter the Desert Wind stance. While you are in this stance, you gain all of the following benefits depending on the highest level and number of Desert Wind maneuvers you know:

    One or more Desert Wind maneuvers
    You have Fire Resistance equal to 4 + your Base Attack Bonus.

    Four or more Desert Wind maneuvers, one of which is 3rd level or higher.
    During any round in which you move 10ft or more, whenever a creature hits you with a melee attack, that creature suffers 2d6 fire damage plus 1d6 additional fire damage for every four points of Base Attack Bonus you possess after +5 (up to 5d6 at Base Attack Bonus +17).

    This is a supernatural effect.

    Six or more Desert Wind maneuvers, one of which is 5th level or higher.
    You gain a variable fly speed with average maneuverability that you may only use by making a Tumble check. When you wish to fly, first roll your Tumble check. Use the result of that check, rounded down to the nearest increment of 5, as your fly speed for the round. As long as you are already in the air you may hover there as a move action with a DC 20 Tumble check, otherwise you slowly fall to the ground as with the Feather Fall spell.

    This is a supernatural effect.

    Eight or more Desert Wind maneuvers, one of which is 7th level or higher.
    You are immune to Fire damage and whenever you move 10ft or more in a round, for every 10ft you moved that round, you gain a 5% miss chance against attacks to a maximum of 50% miss chance (doubled against ranged attacks to a maximum of 100% miss chance). This miss chance doesn't stack with other miss chances you have, such as from concealment or from a Blink spell.

    Maneuvers List
    Spoiler
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    1st Level
    • Favorable Wind [Boost] - Gain +10 to speed, move without provoking attacks of opportunity.
    • Flurry of Blows [Strike] - Make two attacks, suffer -2 penalty to attack rolls.
    • Heat of Battle [Counter] - Touch attack against foe that misses you, cause Fatigue.


    2nd Level
    • Burning Blade [Boost] - Your attacks deal 1d6 extra fire damage for 1 round.
    • Blistering Flourish [Strike] - Your attack may blind or distract foes.
    • Zephyr Dance [Counter] - Gain a +4 bonus to AC or a +4 bonus to a single Reflex save against damage.


    3rd Level
    • Meteoric Charge [Strike] - Charge deals extra fire damage to struck foe and to creatures within 10ft.
    • Searing Wind [Strike] - Successful attack leaves foe Blown Away, may cause fire damage.


    4th Level
    • Blazing Speed [Boost] - Gain +30ft bonus to speed, leave trail of fire behind you.
    • Dunedrake's Flame [Strike] - Attack with Breath Weapon, deal 7d8 fire damage.


    5th Level
    • Fan the Flames [Strike] - Make two attacks, deal fire damage to all nearby creatures.
    • Flickering Flame [Counter] - Teleport adjacent to foe that moves away from you.


    6th Level
    • Scorching Sirocco [Strike] - With each successful attack, move and attack another foe. Deal 6d6 extra fire damage.
    • Searing Blade [Boost] - Your attacks deal 2d6 extra fire damage for 1 round.


    7th Level
    • Oppressive Heat [Counter] - Touch attack against foe that misses you, 8d6 fire damage and cause Exhaustion.
    • Red Dragon's Flame [Strike] - Attack with Breath Weapon, deal 13d10 fire damage.


    8th Level
    • Rising Phoenix [Counter] - Rise from negative hit points to 1 hit point, deal 10d6 fire damage to nearby creatures.
    • Sandstorm [Boost] - Gain +60ft to speed, move through occupied squares, create Severe Wind or Tornado.


    9th Level
    • Inferno Blast [Strike] - Successful weapon attack triggers a massive explosion of fire.



    Devoted Spirit
    Key Skill: Intimidate
    Associated Weapons: Bastard Sword (or Katana), Flail, Greatclub, Greatsword, Heavy Mace, Heavy Shield, Lance, Longsword, Maul, Morningstar, and Warhammer.
    Saving Throws: The Saving Throw DC for any effect generated by a Devoted Spirit maneuver or its Stance is equal to 10 + 1/2 initiator's Base Attack Bonus + the higher of the initiator's Strength or Charisma modifiers.

    Faith, piety, purity of body and of mind - these are the wellsprings of a warrior's true power. Devoted Spirit initiators harness their spiritual strength and zealous devotion. This fighting style allows initiators to cut down creatures that oppose their ideologies with baneful energies, and to remain fighting long after a more mundane warrior would have succumbed to injury.

    To recover maneuvers of the Devoted Spirit fighting style a character must make an attack that reduces a creature of opposing alignment from more than ½ its maximum hit points to ½ or fewer or from more than 0 hit points or to 0 or fewer.

    Stance: Any character that knows at least one Devoted Spirit maneuver may enter the Devoted Spirit stance. While you are in this stance, you gain all of the following benefits depending on the highest level and number of Devoted Spirit maneuvers you know:

    One or more Devoted Spirit maneuvers.
    Creatures within your melee reach suffer a penalty to attack rolls against your allies (not including yourself) equal to ½ your Base Attack Bonus (minimum -2).

    Four or more Devoted Spirit maneuvers, one of which is 3rd level or higher.
    Any creature you hit with a melee attack that performs any action on its next turn other than a melee attack against you provokes an attack of opportunity from you for that action (even if that action is a 5ft step free action or the Withdraw action). Your attack is made before the enemy gets to take that action.

    Six or more Devoted Spirit maneuvers, one of which is 5th level or higher.
    You suffer no penalty to AC when you charge, you may charge through difficult terrain and through allies' spaces, and you do not provoke attacks of opportunity for movement when you charge. Also, whenever you charge, you gain a +2 bonus to AC and saving throws that lasts until the start of your next turn.

    Eight or more Devoted Spirit maneuvers, one of which is 7th level or higher.
    You are not Staggered at 0 hit points and whenever an attack would reduce you to fewer than 0 hit points you may make a Fortitude save with a DC equal to your negative hit point total. If this save is successful you remain alive and conscious at 0 hit points. Each Fortitude saving throw you make in this way beyond the first suffers a cumulative -2 penalty. This penalty resets if you are able to get 8 hours of rest.

    Maneuvers List
    Spoiler
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    1st Level
    • Iron Guard's Glare [Boost] - Gain +5 bonus to your next Demoralize Opponent check.
    • Shield Block [Counter] - Add your Shield Bonus to the AC of an ally within reach.
    • Vanguard's Strike [Strike] - Successful attack grants allies +4 bonus to attack rolls.


    2nd Level
    • Crusader's Cause [Boost] - For 1 round, each time you hit with an attack, heal 1d6 hit points.
    • Foehammer [Strike] - Deal extra damage based on alignment.
    • Sheltering Shield [Counter] - Interpose your shield between incoming ranged attack.


    3rd Level
    • Revitalizing Strike [Strike] - A successful attack allows you to recover from various maladies.
    • Staredown [Boost] - For 1 round gain Gaze attack that Immobilizes foes.


    4th Level
    • Empowered Strike [Strike] - Attack deals double damage, you are Fatigued afterward.
    • Tangle of Steel [Strike] - Attack each foe within reach, Entangle struck foes.


    5th Level
    • Daunting Sneer [Counter] - Attacking foe is Shaken.
    • Greater Foehammer [Strike] - Overcome DR based on alignment. Deal 6d6 extra damage.


    6th Level
    • Glorious Charge [Strike] - Charge deals 8d6 extra damage, additional effects based on alignment.
    • Righteous Cause [Boost] - For 1 round, each time you hit with an attack, heal 2d6 hit points.


    7th Level
    • Rallying Strike [Strike] - Successful attack helps you and your allies recover.
    • Shield Counter [Counter] - Shield Bash negates foe's action.


    8th Level
    • Blessed Quest [Boost] - For 1 round roll twice and take the better results.
    • Divine Assault [Strike] - Attack deals quadruple damage, you are Exhausted afterward.


    9th Level
    • Strike of Infinite Piety [Strike] - Attack brings doom to foes and salvation to your allies.




    Diamond Mind
    Key Skill: Autohypnosis
    Associated Weapons: Bastard Sword (Katana), Dagger, Hand Crossbow, Heavy Crossbow, Kukri, Light Crossbow, Longsword, Rapier, Scimitar, Shortsword, and Two-Bladed Sword.
    Saving Throws: The Saving Throw DC for any effect generated by a Diamond Mind maneuver or its Stance is equal to 10 + 1/2 initiator's Base Attack Bonus + the higher of the initiator's Dexterity or Intelligence modifiers.

    True quickness lies in the mind, not in the body. An initiator of the Diamond Mind fighting style seeks to hone its perceptions and discipline its thoughts to act in slivers of time so narrow that others cannot even perceive them. As a result of this meditation of the mind, the initiator learns to protect his body with his mind - an enemy defeated in the mind is inevitably defeated in body as well.

    To recover maneuvers of the Diamond Mind fighting style a character must spend the round neither succeeding with or being successfully affected by any attacks. The character's maneuvers are recovered at the end of any such round, and are recovered even during rounds that the character attempted attacks as long as those attacks failed.

    An attack is any effect that requires an attack roll or elicits a saving throw. An attack is successful if the attack roll is successful or if the elicited saving throw fails.

    Stance: Any character that knows at least one Diamond Mind maneuver may enter the Diamond Mind stance. While you are in this stance, you gain all of the following benefits depending on the highest level and number of Diamond Mind maneuvers you know:

    One or more Diamond Mind maneuvers
    You gain a +1 bonus to Initiative and a +1 dodge bonus to AC and Reflex saves. These bonuses increase by your Base Attack Bonus.

    Four or more Diamond Mind maneuvers, one of which is 3rd level or higher.
    Whenever a foe misses you with an attack you gain an additional move action that you may take any time before the end of your next turn (including immediately).

    Six or more Diamond Mind maneuvers, one of which is 5th level or higher.
    Whenever a foe provokes an opportunity attack from you, you may, instead, take any move or standard action that you wish. If you do, that action still counts as one of your opportunity attacks for the round.

    Eight or more Diamond Mind maneuvers, one of which is 7th level or higher.
    Taking an immediate action does not cause you to lose your next turn's swift action. You gain an additional action each round, either an extra swift action on your turn or an extra immediate action when it isn't your turn. You may take only one of these additional actions each round (in addition to your normal actions).

    Maneuvers List
    Spoiler
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    1st Level
    • Duel of Wits [Boost] - Gain bonuses vs specified foe, suffer penalties against others.
    • Mind Over Body [Counter] - Use Autohypnosis check in place of Fortitude save.
    • Sapphire Blade Cancel [Strike] - Opponent flat-footed, deal +1d6 damage. Can be used as opportunity attack.


    2nd Level
    • Action Before Thought [Counter] - Use Autohypnosis check in place of Reflex save.
    • Least Timeslice [Boost] - Ready a move action.
    • Sapphire Razor [Strike] - Your next weapon attack is a touch attack.


    3rd Level
    • Insightful Strike [Strike] - Use Autohypnosis check in place of weapon damage roll.
    • Moment of Perfect Clarity [Counter] - Use Autohypnosis check in place of Will save.


    4th Level
    • Emerald Blade Cancel [Strike] - Opponent flat-footed, deal +4d6 damage and 1d4 Int, Wis, or Cha damage. Can be used as opportunity attack.
    • Quick Recovery [Counter] - Remove mind-affecting conditions.


    5th Level
    • Disrupting Blow [Strike] - Struck foe is unable to act for 1 round. Can be used as opportunity attack.
    • Practiced Timeslice [Boost] - Ready a standard action.


    6th Level
    • Greater Insightful Strike [Strike] - Use double Autohypnosis check in place of weapon damage roll.
    • Moment of Alacrity [Boost] - Gain +20 bonus to Initiative.


    7th Level
    • Ruby Blade Cancel [Strike] - Opponent flat-footed, deal +8d6 damage and 1d8 Int, Wis, and Cha damage. Can be used as opportunity attack.
    • Quicksilver Motion [Counter] - Take a move action.


    8th Level
    • Avalanche of Blades [Strike] - Make a full attack. For each attack that hits, make an additional attack at the same attack bonus.
    • Greater Timeslice [Boost] - Ready a full-round action.


    9th Level
    • Diamond Stasis Strike [Strike] - Freeze opponent in time.




    Iron Heart
    Key Skill: Perform (Weapon Drill)
    Associated Weapons: All.
    Saving Throws: The Saving Throw DC for any effect generated by an Iron Heart maneuver or its Stance is equal to 10 + 1/2 initiator's Base Attack Bonus + the higher of the initiator's Strength, Dexterity, Intelligence, or Wisdom modifiers.

    Absolute mastery of warfare is the goal of the Iron Heart fighting style. Through unending practice and ceaseless study, the Iron Heart initiator achieves superhuman skill with weaponry. Iron Heart maneuvers are demonstrations of uncanny martial skill that weave unforgiving patterns of steel to dizzy, confuse, and ultimately kill with no recourse.

    To recover maneuvers of the Iron Heart fighting style a character must follow a successful basic attack with a harmless flourish of its weapon (a swift action).

    Stance: Any character that knows at least one Iron Heart maneuver may enter the Iron Heart stance. While you are in this stance, you gain all of the following benefits depending on the highest level and number of Iron Heart maneuvers you know:

    One or more Iron Heart maneuvers
    You gain a +1 bonus to opportunity attack and damage rolls and to AC against opportunity attacks. These bonuses increase by your Base Attack Bonus.

    Four or more Iron Heart maneuvers, one of which is 3rd level or higher.
    You gain a +10ft bonus to speed and deal extra damage with your attacks equal to ½ your Base Attack Bonus during any round in which you move 20ft or more.

    Six or more Iron Heart maneuvers, one of which is 5th level or higher.
    You increase your reach, either by 5ft, or as if you had grown one size category, whichever grants you greater reach. Moreover, you may fire a ranged weapon at one further range increment and you reduce all ranged increment penalties on ranged attacks you make by 2.

    Eight or more Iron Heart maneuvers, one of which is 7th level or higher.
    You may not be attacked (which includes being the target of spells or effects which elicit a saving throw) by an enemy that does not first succeed at a Will saving throw.

    Maneuvers List
    Spoiler
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    1st Level
    • Counterattack [Counter] - Make an opportunity attack against creature that attacks you.
    • Iron Expertise [Boost] - Gain a +2 bonus on your next Disarm, Grab, Overrun, Sunder, or Trip attempt.
    • Steel Wind [Strike] - Make one attack roll, attack two adjacent enemies.


    2nd Level
    • Hamstring [Strike] - Attack reduces creature's speed by half.
    • Iron Surge [Boost] - Next attack gets +5 to attack and damage.
    • Perfect Parry [Counter] - Use Perform (Weapon Drill) check in place of AC.


    3rd Level
    • Hold the Line [Counter] - Make opportunity attack against a creature that enters your threatened area. Double damage against charging creature.
    • Stunning Blow [Strike] - Attack deals 2d6 extra damage, stuns foe.


    4th Level
    • Steel Surge [Boost] - Next attack gets +10 to attack, +15 to damage.
    • Metal Storm [Strike] - Make one attack roll, attack each creature you threaten.


    5th Level
    • Bladetrap [Counter] - Make opportunity attack as Sunder attempt with a +4 bonus and 8d6 extra damage.
    • Iron Perfection [Strike] - Attack automatically hits, deals maximum damage.


    6th Level
    • Mithral Surge [Boost] - Next attack gets +15 to attack, +25 to damage.
    • Wounding Blow [Strike] - Attack deals 8d6 extra damage, foe suffers -6 penalty to Strength and is sickened.


    7th Level
    • Iron Curtain [Counter] - Use Perform (Weapon Drill) check in place of saving throw.
    • Mithral Hurricane [Strike] - Make one attack roll, move and attack many foes, deal more damage as you move.


    8th Level
    • Adamantine Surge [Boost] - Next attack gets +20 to attack, +35 to damage.
    • Finishing Blow [Strike] - Attack deals increasing damage to and may instantly slay wounded foes.


    9th Level
    • Strike of Grey Mortality [Strike] - Attack deals +100 damage, paralyzes, stuns, sickens, and weakens foe.



    Spoiler
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    Stance: Any character that knows at least one | maneuver may enter the | stance. While you are in this stance, you gain all of the following benefits depending on the highest level and number of | maneuvers you know:

    One or more | maneuvers


    Four or more | maneuvers, one of which is 3rd level or higher.


    Six or more | maneuvers, one of which is 5th level or higher.


    Eight or more | maneuvers, one of which is 7th level or higher.


    Setting Sun
    Key Skill: Spot
    Associated Weapons: ... Nunchaku, Scimitar, Sling, Quarterstaff and Unarmed Strike.
    Saving Throws: The Saving Throw DC for any effect generated by a Setting Sun maneuver or its Stance is equal to 10 + 1/2 initiator's Base Attack Bonus + the higher of the initiator's Dexterity or Wisdom modifiers.

    Shadow Hand
    Key Skill: Sleight of Hand
    Associated Weapons: Dagger, Dart, Hand Crossbow, Heavy Crossbow, Light Crossbow, Sai, Sickle, Shortbow, Shortsword, Shuriken, Sling, and Unarmed Strike.
    Saving Throws: The Saving Throw DC for any effect generated by a Shadow Hand maneuver or its Stance is equal to 10 + 1/2 initiator's Base Attack Bonus + the higher of the initiator's Dexterity or Charisma modifiers.

    Stone Dragon
    Key Skill: Balance
    Associated Weapons: Greatsword, Greataxe, Heavy Mace, Heavy Pick, Light Pick, and...
    Saving Throws: The Saving Throw DC for any effect generated by a Stone Dragon maneuver or its Stance is equal to 10 + 1/2 initiator's Base Attack Bonus + the higher of the initiator's Strength or Wisdom modifiers.

    Tiger Claw
    Key Skill: Jump
    Associated Weapons: Dagger, Greataxe, Handaxe, Heavy Pick, Light Pick, Sickle, Shortspear, Throwing Axe, Trident, and Unarmed Strike.
    Saving Throws: The Saving Throw DC for any effect generated by a Tiger Claw maneuver or its Stance is equal to 10 + 1/2 initiator's Base Attack Bonus + the higher of the initiator's Strength or Dexterity modifiers.

    Stance: Any character that knows at least one Tiger Claw maneuver may enter the Tiger Claw stance. While you are in this stance, you gain all of the following benefits depending on the highest level and number of Tiger Claw maneuvers you know:

    One or more Tiger Claw maneuvers
    You gain the Scent special ability and Tremorsense out to 5ft per point of your Base Attack Bonus.

    Four or more Tiger Claw maneuvers, one of which is 3rd level or higher.
    For each successful hit made this round against a creature you attack you gain a +2 bonus to attack rolls and deal 1d6 extra damage.

    Six or more Tiger Claw maneuvers, one of which is 5th level or higher.


    Eight or more Tiger Claw maneuvers, one of which is 7th level or higher.


    White Raven
    Key Skill: Diplomacy
    Associated Weapons: Battleaxe, Greatsword, Halberd, Heavy Shield, Light Shield, Longbow, Longsword, Shortbow, Tower Shield, and Warhammer.
    Saving Throws: The Saving Throw DC for any effect generated by a White Raven maneuver or its Stance is equal to 10 + 1/2 initiator's Base Attack Bonus + the higher of the initiator's Intelligence or Charisma modifiers.

    More to come...
    Last edited by Ziegander; 2012-09-15 at 11:11 AM.
    The Lorewarden's Lair: My new blog. Stop by and read some stories, comic book scripts, and more! Also on Blogger!

    Homebrew


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    Special Thanks: Kymme! You and your awesome avatarist skills have made me a Lore Warden in addition to King of Fighter Fixes!

  4. - Top - End - #4
    Ogre in the Playground
     
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    Oct 2008
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    Pabrygg Keep
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    Default Re: Ground-Up Tome of Battle Rewrite - A Spiritual Successor to The Warrior's Way

    Maneuvers: Full Descriptions

    1st-Level Maneuvers
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    Maneuver Name
    Discipline (Type) Lv
    Prerequisites:
    Initiation Action:
    Range:
    Target:
    Duration:

    Flavor blurb.

    Rules text.

    Counterattack
    Iron Heart (Counter) Lv 1
    Prerequisites: Fighter level 1st
    Initiation Action: Immediate
    Range: Weapon
    Target: One creature
    Duration: Instantaneous

    Initiate this maneuver when a creature attacks you to make an Opportunity Attack against that creature at the same time as the creature's attack.

    Duel of Wits
    Diamond Mind (Boost) Lv 1
    Prerequisites: BAB +1
    Initiation Action: Swift
    Range: 30ft
    Target: One creature
    Duration: 1 minute (see text)

    You gain a +2 bonus to attack rolls and AC against the targeted creature, but against all other creatures you are Flat-Footed and suffer a -4 penalty to Listen and Spot checks. This maneuver lasts either until the targeted creature hits you with an attack, or until you dismiss it as a free action (to a maximum duration of 1 minute).

    Favorable Wind
    Desert Wind (Boost) 1
    Prerequisites: BAB +1
    Initiation Action: Swift
    Range: Personal
    Target: Self
    Duration: 1 round

    Until the start of your next turn you enjoy a +10ft bonus to your land speed and may move out of threatened squares without provoking attacks of opportunity.

    Flurry of Blows
    Desert Wind (Strike) 1
    Prerequisites: BAB +1
    Initiation Action: Standard
    Range: Weapon
    Target: One or two creatures
    Duration: Instantaneous

    Make two weapon attacks at your highest attack bonus in a single standard action. You may target two different creatures with these attacks or just one. Both of these attacks suffer a -2 penalty to their attack rolls, but any other attacks you make in the round do not.

    Heat of Battle
    Desert Wind (Counter) 1
    Prerequisites: BAB +1
    Initiation Action: Immediate
    Range: Melee Touch
    Target: One creature
    Duration: 1 minute
    Saving Throw: Fortitude negates

    Initiate this maneuver after a foe misses you with a melee attack to make a melee touch attack against that foe. If your touch attack hits, then the touched foe must succeed at a Fortitude save or be Fatigued for 1 minute.

    Iron Expertise
    Iron Heart (Boost) Lv 1
    Prerequisites: Fighter Level 1st
    Initiation Action: Swift
    Range: Personal
    Target: Self
    Duration: 1 round

    Until the start of your next turn, the next opposed check you make using a Special Attack (Disarm, Feint, Grab, Overrun, Sunder, or Trip) gains a +2 bonus.

    Iron Guard's Glare
    Devoted Spirit (Boost) 1
    Prerequisites: BAB +1
    Initiation Action: Swift
    Range: Personal
    Target: You
    Duration: 1 round

    Until the start of your next turn, the next Intimidate check you make using the Demoralize Opponent option gains a +5 bonus.

    Moment of Perfect Clarity
    Diamond Mind (Counter) Lv 1
    Prerequisites: BAB +1
    Initiation Action: Immediate
    Range: Personal
    Target: You
    Duration: Instantaneous

    Initiate this maneuver any time you would be required to make a Will save. Make an Autohypnosis check instead of the Will save and use the result of that check to determine the save's success. Unlike with normal skill checks, a result of natural 1 on your Autohypnosis check is an automatic failure.

    Sapphire Blade Cancel
    Diamond Mind (Strike) Lv 1
    Prerequisites: BAB +1
    Initiation Action: Standard (see text)
    Range: Weapon
    Target: One creature
    Duration: Instantaneous

    Make an Autohypnosis check vs a DC equal to the target's AC and then a weapon attack. If the Autohypnosis check succeeds, then the target is flat-footed for your attack, and your attack deals 1d6 extra damage if it hits. If the Autohypnosis check fails, then your attack roll suffers a -2 penalty.

    This maneuver may be used in place of an opportunity attack.

    Shield Block
    Devoted Spirit (Counter) 1
    Prerequisites: BAB +1, Shield Proficiency
    Initiation Action: Immediate
    Range: Melee reach
    Target: One ally
    Duration: Instantaneous

    Initiate this maneuver when an ally within your melee reach is the target of an attack, but before you know the result of that attack. That ally gains a bonus to AC against that attack equal to your Shield Bonus to AC even if that ally already carries a shield.

    Steel Wind
    Iron Heart (Strike) Lv 1
    Prerequisites: Fighter Level 1st
    Initiation Action: Standard
    Range: Weapon
    Target: Two creatures
    Duration: Instantaneous

    Make a weapon attack. Use the result of that attack roll to hit two creatures that are adjacent to each other as if you had made an attack against each of them.

    Vanguard Strike
    Devoted Spirit (Strike) 1
    Prerequisites: BAB +1
    Initiation Action: Standard (see text)
    Range: Weapon
    Target: One creature
    Duration: 1 round

    Make a weapon attack. If your attack hits, then allies within 30ft gain a +4 bonus to their attack rolls against the struck creature. You may charge with this maneuver if you make a melee weapon attack. If you do, the initiation action changes to Full Round.


    2nd-Level Maneuvers
    Spoiler
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    Action Before Thought
    Diamond Mind (Counter) Lv 2
    Prerequisites: BAB +3
    Initiation Action: Immediate
    Range: Personal
    Target: You
    Duration: Instantaneous

    Initiate this maneuver any time you would be required to make a Reflex save. Make an Autohypnosis check instead of the Reflex save and use the result of that check to determine the save's success. Unlike with normal skill checks, a result of natural 1 on your Autohypnosis check is an automatic failure.

    Burning Blade
    Desert Wind (Boost) 2
    Prerequisites: BAB +3
    Initiation Action: Swift
    Range: Touch
    Target: Weapon Touched
    Duration: 1 round

    Until the start of your next turn you deal 1d6 extra fire damage with the touched weapon + 1 fire damage per point of your Base Attack Bonus (max 1d6 + 5).

    This is a supernatural effect.

    Blistering Flourish
    Desert Wind (Strike) 2
    Prerequisites: BAB +3
    Initiation Action: Standard
    Range: Weapon
    Target: One creature
    Duration: 1 round
    Saving Throw: Reflex negates

    Make a weapon attack. Even if that attack misses all creatures adjacent to you (but not including you) must succeed at a Reflex save to avoid losing their Dexterity bonus to AC and suffering a -4 penalty to Spot checks for 1 round. If your attack hits and the struck creature fails its Reflex save then, instead, it is Blinded for 1 round.

    Crusader's Cause
    Devoted Spirit (Boost) 2
    Prerequisites: BAB +3
    Initiation Action: Swift
    Range: Personal
    Target: You
    Duration: 1 round

    Until the start of your next turn each successful attack you make heals you or an ally within 30ft 1d6 hit points + 1 hit point per point of your Base Attack Bonus (max 1d6 + 5).

    This is a supernatural effect.

    Foehammer
    Devoted Spirit (Strike) 2
    Prerequisites: BAB +3
    Initiation Action: Standard
    Range: Weapon
    Target: One creature
    Duration: Instantaneous

    Make a weapon attack. If it hits a creature with at least one portion of its alignment opposed to at least one portion of your alignment (for example Chaos is opposed to Law), then it deals 2d6 additional damage.

    Hamstring
    Iron Heart (Strike) Lv 2
    Prerequisites: Fighter Level 3rd
    Initiation Action: Standard
    Range: Weapon
    Target: One creature
    Duration: 24 hours
    Saving Throw: Reflex partial (see text)

    Make a weapon attack. If your attack hits and the struck creature fails a Reflex save, then that creature's speed is reduced by ½ for 24 hours. The creature's speed can be returned to normal before that time if it regains the hit points lost by your attack or if it receives a successful Heal check (DC equal to this maneuver's Reflex save DC). Such a Heal check requires 10 minutes of work. Multiple applications of this maneuver do not stack.

    Iron Surge
    Iron Heart (Boost) Lv 2
    Prerequisites: Fighter Level 3rd
    Initiation Action: Swift
    Range: Personal
    Target: Self
    Duration: 1 round

    Until the start of your next turn, the next attack you make gains a +5 bonus to attack and damage rolls.

    Least Timeslice
    Discipline (Boost) Lv 2
    Prerequisites: BAB +3
    Initiation Action: Swift
    Range: Personal
    Target: You
    Duration: 1 round

    This maneuver allows you to Ready a move action by spending a swift action. Normally that would cost you a standard action. This Readied move action follows all the standard rules for Readied actions.

    This is a supernatural ability.

    Perfect Parry
    Iron Heart (Counter) Lv 2
    Prerequisites: Fighter Level 3rd
    Initiation Action: Immediate
    Range: Personal
    Target: Self
    Duration: Instantaneous

    Initiate this maneuver whenever a creature attacks you and make a Perform (Weapon Drill) check. Substitute the result of the check for your AC against that creature's attack.

    Sapphire Razor
    Diamond Mind (Strike) Lv 2
    Prerequisites: BAB +3
    Initiation Action: Standard
    Range: Weapon
    Target: One creature
    Duration: Instantaneous

    Make a weapon attack, but resolve the attack against your opponent's Touch AC, ignoring armor bonuses and natural armor bonuses.

    Sheltering Shield
    Devoted Spirit (Counter) 2
    Prerequisites: BAB +3, Shield Proficiency
    Initiation Action: Immediate
    Range: Melee Reach
    Target: You or One Ally
    Duration: Instantaneous

    Initiate this maneuver whenever you or an ally within your melee reach are the target of a ranged attack. If you are carrying a shield, then the ranged attack is automatically blocked so that you take no damage from it. This maneuver blocks even unusually massive ranged weapons (such as a Giant's thrown rock) and ranged spell attacks.

    Zephyr Dance
    Desert Wind (Counter) 2
    Prerequisites: BAB +3
    Initiation Action: Immediate
    Range: Personal
    Target: Self
    Duration: Instantaneous

    You may initiate this maneuver after you know the result of an opponent's attack roll, or after you know the result of a Reflex save of your own, to gain either a +4 dodge bonus to AC against an attack or a +4 dodge bonus to a Reflex save you make to avoid damage. Compare either your new AC against the opponent's attack roll, or your new saving throw result against the effect's save DC to determine the outcome. Any bonuses gained through this maneuver apply only against a single attack or effect.

    This is a supernatural effect.


    3rd-Level Maneuvers
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    Hold the Line
    Iron Heart (Counter) Lv 3
    Prerequisites: Fighter Level 5th, two Iron Heart maneuvers
    Initiation Action: Immediate
    Range: Weapon
    Target: One creature
    Duration: Instantaneous

    Initiate this maneuver when a creature enters your threatened area to make an Opportunity Attack against that creature. If that creature is using the Charge action against you, your Opportunity Attack deals double damage.

    Insightful Strike
    Diamond Mind (Strike) Lv 3
    Prerequisites: BAB +5, two Diamond Mind maneuvers
    Initiation Action: Standard
    Range: Weapon
    Target: One creature
    Duration: Instantaneous

    Make a weapon attack. If it hits, in place of the normal damage roll, make an Autohypnosis check and use the result of that check as the total damage your attack deals. Normal modifiers to your damage roll do not apply (such as your Strength modifier or Inspire Courage), but modifiers to your Autohypnosis check do (such as your Wisdom modifier or special items). If your weapon has special properties that add damage to your attacks (such as Flaming or Holy), those apply normally.

    Meteoric Charge
    Desert Wind (Strike) 3
    Prerequisites: BAB +5, two Desert Wind maneuvers
    Initiation Action: Full Round
    Range: Varies (see text)
    Target: One Creature (see text)
    Duration: Instantaneous
    Saving Throw: Reflex halves

    Make a charge attack. If your attack hits it deals 5d6 fire damage to the struck creature (in addition to normal melee attack damage) and to all creatures within 10ft of the struck creature (not including yourself). Creatures that succeed at a Reflex save suffer only half the fire damage.

    This is a supernatural effect.

    Mind Over Body
    Diamond Mind (Counter) Lv 3
    Prerequisites: BAB +5, two Diamond Mind maneuvers
    Initiation Action: Immediate
    Range: Personal
    Target: You
    Duration: Instantaneous

    Initiate this maneuver any time you would be required to make a Fortitude save. Make an Autohypnosis check instead of the Fortitude save and use the result of that check to determine the save's success. Unlike with normal skill checks, a result of natural 1 on your Autohypnosis check is an automatic failure.

    Revitalizing Strike
    Devoted Spirit (Strike) 3
    Prerequisites: BAB +5, two Devoted Spirit maneuvers
    Initiation Action: Standard
    Range: Weapon
    Target: One creature
    Duration: Instantaneous

    Make a weapon attack. You may initiate this maneuver and make this attack even if you would ordinarily be unable to take a standard action. If it hits, then you may remove any one of the following conditions from yourself: Blinded, Confused, Deafened, Fascinated, Fatigued, Shaken, Sickened, Staggered, or Stunned. You are also cured of 1d4 points of temporary ability damage to one of your ability scores.

    This is a supernatural effect.

    Searing Wind
    Desert Wind (Strike) 3
    Prerequisites: BAB +5, two Desert Wind maneuvers
    Initiation Action: Standard
    Range: Weapon
    Target: One creature
    Duration: Instantaneous
    Saving Throw: Fortitude negates

    Make a weapon attack. If it hits, and the struck foe fails a Fortitude save, then the struck foe is Blown Away. That creature suffers 1 point of fire damage for every 10ft it is blown, in addition to the nonlethal damage it is dealt. Creatures more than one size category larger than your cannot be Blown Away by this maneuver.

    This is a supernatural effect.

    Staredown
    Devoted Spirit (Boost) 3
    Prerequisites: BAB +5, two Devoted Spirit maneuvers
    Initiation Action: Swift
    Range: Personal
    Target: You
    Duration: 1 round
    Saving Throw: Will negates

    Until the start of your next turn you gain a Gaze attack which never affects your allies. Enemies that fails their Will saves against your Gaze attack are Immobilized for 1 round.

    Stunning Blow
    Iron Heart (Strike) Lv 3
    Prerequisites: Fighter Level 5th, two Iron Heart maneuvers
    Initiation Action: Standard
    Range: Weapon
    Target: One creature
    Duration: 1 round
    Saving Throw: Fort partial (see text)

    Make a weapon attack. If the attack hits it deals 2d6 extra damage and the struck creature is Stunned for 1 round unless it succeeds on a Fortitude save.


    4th-Level Maneuvers
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    Blazing Speed
    Desert Wind (Boost) 4
    Prerequisites: BAB +7, two Desert Wind maneuvers (one of which must be 2nd level or higher)
    Initiation Action: Swift
    Range: Personal
    Target: Self
    Duration: 1 minute (see text)
    Saving Throw: Reflex negates (see text)

    Until the start of your next turn you enjoy a +30ft bonus to your speed, and every square you exit is filled with flames which persist for 1 minute. A creature that begins its turn in or that enters one of those squares is dealt 1d6 fire damage. The fire will ignite flammable objects as well as any creature that ends its turn in a burning square if that creature fails a Reflex save.

    This is a supernatural effect.

    Dunedrake's Flame
    Desert Wind (Strike) 4
    Prerequisites: BAB +7, two Desert Wind maneuvers (one of which must be 2nd level or higher)
    Initiation Action: Standard
    Area: 30ft cone starting at your space
    Duration: Instantaneous
    Saving Throw: Reflex halves

    Creatures caught in the cone-shaped area of your Breath Weapon suffer 7d8 fire damage. A creature that succeeds at a Reflex save suffers only half damage. Objects in the area also suffer damage and flammable objects and materials catch fire.

    This is a supernatural effect.

    Emerald Blade Cancel
    Diamond Mind (Strike) Lv 4
    Prerequisites: BAB +7, two Diamond Mind maneuvers (one of which must be 2nd level or higher)
    Initiation Action: Standard
    Range: Weapon
    Target: One creature
    Duration: Instantaneous
    Saving Throw: Will partial (see text)

    Make an Autohypnosis check vs a DC equal to the target's AC and then a weapon attack. If the Autohypnosis check succeeds, then the target is flat-footed for your attack, your attack deals 4d6 extra damage if it hits, and the struck foe suffers 1d4 Int, Wis, or Cha damage (your choice) unless it succeeds on a Will save. If the Autohypnosis check fails, then your attack roll suffers a -2 penalty.

    This maneuver may be used in place of an opportunity attack.

    Empowered Strike
    Devoted Spirit (Strike) 4
    Prerequisites: BAB +7, two Devoted Spirit maneuvers (one of which must be 2nd level or higher)
    Initiation Action: Standard
    Range: Weapon
    Target: One Creature
    Duration: Instantaneous (see text)

    Make a weapon attack. If that attack hits it deals double damage, but you are Fatigued afterward until you are able to get 5 minutes of rest.

    This is a supernatural effect.

    Metal Storm
    Iron Heart (Strike) Lv 4
    Prerequisites: Fighter level 7th, two Iron Heart maneuvers (one of which must be 2nd level or higher)
    Initiation Action: Standard
    Range: Weapon
    Target: Varies (see text)
    Duration: Instantaneous

    Make a weapon attack. Use the result of that attack roll to hit any number of creatures that you threaten as if you had made an attack against each of those creatures.

    Quick Recovery
    Diamond Mind (Counter) Lv 4
    Prerequisites: BAB +7, two Diamond Mind maneuvers (one of which must be 2nd level or higher)
    Initiation Action: Immediate
    Range: Personal
    Target: You
    Duration: Instantaneous

    Remove one of the following conditions: Confused, Cowering, Dazed, Fascinated, Frightened, Panicked, or Shaken.

    Tangle of Steel
    Devoted Spirit (Strike) 4
    Prerequisites: BAB +7, two Devoted Spirit maneuvers (one of which must be 2nd level or higher)
    Initiation Action: Standard
    Range: Melee Reach
    Target: One or more creatures
    Duration: 1 minute
    Saving Throw: Reflex negates

    Make a melee weapon attack against any number of creatures within your reach. Any foe struck by one of these attacks must succeed at a Reflex save to avoid being Entangled for 1 minute. You may charge with this maneuver, attacking creatures within reach at the end of your movement. If you do, the initiation action changes to Full Round and none of your attacks gain a +2 bonus to their attack roll.

    Steel Surge
    Iron Heart (Boost) Lv 4
    Prerequisites: Fighter Level 7th
    Initiation Action: Swift
    Range: Personal
    Target: Self
    Duration: 1 round

    Until the start of your next turn, the next attack you make gains a +10 bonus to its attack roll and a +15 bonus to its damage roll.


    5th-Level Maneuvers
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    Bladetrap
    Iron Heart (Counter) Lv 5
    Prerequisites: Fighter level 9th, two Iron Heart maneuvers (one of which must be 2nd level or higher)
    Initiation Action: Immediate
    Range: Weapon
    Target: One weapon or natural weapon (see text)
    Duration: Instantaneous

    Initiate this maneuver when a creature attacks you to make an Opportunity Attack against that creature that resolves before the creature's attack. Your Opportunity Attack must be a Sunder attack against the attacking creature's weapon or natural weapon, but it gains a +4 bonus to the attack roll and deals 8d6 extra damage. If your Opportunity Attack destroys the attacking creature's weapon (or kills the attacking creature), then that creature's attack automatically fails.

    Daunting Sneer
    Devoted Spirit (Counter) 5
    Prerequisites: BAB +9, two Devoted Spirit maneuvers (one of which must be 2nd level or higher)
    Initiation Action: Immediate
    Range: Medium (100ft + 10ft/BAB)
    Target: One creature
    Duration: 1 round or 1 minute (see text)
    Saving Throw: Will partial

    Initiate this maneuver after a foe within range successfully hits you with an attack. Your opponent must then make a Will save. If this save fails, then the opponent is Frightened for 1 round, then Shaken or 1 minute. If this save succeeds, then the opponent is merely Shaken for 1 round.

    Disrupting Blow
    Diamond Mind (Strike) Lv 5
    Prerequisites: BAB +9, two Diamond Mind maneuvers (one of which must 2nd level or higher)
    Initiation Action: Standard (see text)
    Range: Weapon
    Target: One creature
    Duration: 1 round
    Saving Throw: Will negates

    Make a weapon attack. If it hits and the target fails a Will save, then the struck creature is unable to take actions for 1 round, including attacks of opportunity.

    This maneuver may be used in place of an opportunity attack. If it is, the attack hits, and the target fails its save, then the action that provoked the opportunity attack is interrupted and automatically fails.

    Fan the Flames
    Desert Wind (Strike) 5
    Prerequisites: BAB +9, two Desert Wind maneuvers (one of which must be 2nd level or higher)
    Initiation Action: Standard
    Range: Weapon
    Target: One or Two Creatures (see text)
    Duration: Instantaneous
    Saving Throw: Reflex halves

    Make two weapon attacks at your highest attack bonus in a single standard action. You may target two different creatures with these attacks or just one. If you made melee attacks, then creatures within 10ft of you suffer 8d6 fire damage. If you made ranged attacks, then creatures within 5ft of the projectile's path suffer 8d6 fire damage. A creature that succeeds at a Reflex save suffers only half this fire damage.

    This is a supernatural effect.

    Flickering Flame
    Desert Wind (Counter) 5
    Prerequisites: BAB +9, two Desert Wind maneuvers (one of which must be 2nd level or higher)
    Initiation Action: Immediate
    Range: Medium (100ft + 10ft/BAB)
    Target: You
    Duration: Instantaneous

    Initiate this maneuver immediately after a creature leaves your melee reach to appear instantly in any space within that creature's melee reach. You cannot use this maneuver to move into a space that is occupied by a creature or object.

    This is a supernatural effect.

    Greater Foehammer
    Devoted Spirit (Strike) 5
    Prerequisites: BAB +9, two Devoted Spirit maneuvers (one of which must be 2nd level or higher)
    Initiation Action: Standard
    Range: Weapon
    Target: One creature
    Duration: Instantaneous

    Make a weapon attack. If it hits a creature with at least one portion of its alignment opposed to at least one portion of your alignment (for example Chaos is opposed to Law), then it deals 6d6 additional damage and overcomes any Damage Reduction or Regeneration the creature may have.

    This is a supernatural effect.

    Iron Perfection
    Iron Heart (Strike) Lv 5
    Prerequisites: Fighter level 9th, two Iron Heart maneuvers (one of which must be 2nd level or higher)
    Initiation Action: Standard
    Range: Weapon
    Target: One creature
    Duration: Instantaneous

    Make a weapon attack. That attack automatically hits and deals maximum damage. Roll an attack roll to determine if the attack is a critical hit (you still hit if this attack roll is a natural 1).

    Practiced Timeslice
    Diamond Mind (Boost) Lv 5
    Prerequisites: BAB +9, two Diamond Mind manevuers (one of which must be 2nd level or higher)
    Initiation Action: Swift
    Range: Personal
    Target: You
    Duration: 1 round

    This maneuver functions exactly like Least Timeslice, except that you may Ready a move action or a standard action.

    This is a supernatural effect.


    6th-Level Maneuvers
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    Glorious Charge
    Devoted Spirit (Strike) 6
    Prerequisites: BAB +11, two Devoted Spirit maneuvers (one of which must be 3rd level or higher)
    Initiation Action: Standard
    Range: Melee
    Target: One creature
    Duration: Varies (see text)
    Saving Throw: Will partial

    Make a charge attack. If the attack hits a creature with at least one portion of its alignment opposed to at least one portion of your alignment (for example Chaos is opposed to Law), then it deals 8d6 additional damage and the struck creature must succeed on a Will save to avoid one of the following effects:

    • If the struck creature is Chaotic, then it is Dazed for 1 round.
    • If the struck creature is Evil, then it is Blinded for 1d4 rounds.
    • If the struck creature is Good, then it is Sickened for 1 minute.
    • If the struck creature is Lawful, then it is Confused for 1 minute.


    This maneuver only ever inflicts one condition upon a struck creature. Should a struck creature have potential to suffer one of two conditions, you choose which it must avoid with a successful Will save.

    This is a supernatural effect.

    Greater Insightful Strike
    Diamond Mind (Strike) Lv 6
    Prerequisites: BAB +11, two Diamond Mind maneuvers (one of which must be 3rd level or higher)
    Initiation Action: Standard
    Range: Weapon
    Target: One creature
    Duration: Instantaneous

    This maneuver functions exactly as Insightful Strike except that you use double the result of your Autohypnosis check in place of your weapon damage roll.

    Mithral Surge
    Iron Heart (Boost) Lv 6
    Prerequisites: Fighter level 11th, two Iron Heart maneuvers (one of which must be at least 3rd level or higher)
    Initiation Action: Swift
    Range: Personal
    Target: Self
    Duration: 1 round

    Until the start of your next turn, the next attack you make gains a +15 bonus to its attack roll and a +25 bonus to its damage roll.

    Moment of Alacrity
    Diamond Mind (Boost) Lv 6
    Prerequisites: BAB +11, two Diamond Mind maneuvers (at least one of which must be 3rd level or higher)
    Initiation Action: Swift (see text)
    Range: Personal
    Target: You
    Duration: Instantaneous

    When you initiate this maneuver your place in the initiative order improves by 20, for the rest of the encounter, and the position you take your turn in the round changes accordingly.

    You may instead initiate this maneuver as you roll initiative at the start of combat, but before you have acted. If you do, you gain a +20 bonus to your Initiative check and lose your first turn's swift action.

    Righteous Cause
    Devoted Spirit (Boost) 6
    Prerequisites: BAB +11, two Devoted Spirit maneuvers (one of which must be 3rd level or higher)
    Initiation Action: Swift
    Range: Personal
    Target: You
    Duration: 1 round

    Until the start of your next turn each successful attack you make heals you or an ally within 30ft 2d6 hit points + 1 hit point per point of your Base Attack Bonus (max 2d6 + 15).

    This is a supernatural effect.

    Scorching Sirocco
    Desert Wind (Strike) 6
    Prerequisites: BAB +11, two Desert Wind maneuvers (one of which must be 3rd level or higher)
    Initiation Action: Standard
    Range: Weapon
    Target: At least one creature (see text)
    Duration: Instantaneous

    Make a weapon attack. If it hits you may move up to half your speed and make another weapon attack. If this attack hits you may move up to half your speed and make another weapon attack, continuing in this pattern until you have missed. All attacks you make using this maneuver are at your highest attack bonus and deal 5d6 extra fire damage. You cannot attack a creature that you have already attacked when you use this maneuver. Each time you successfully hit a creature with this maneuver, for each successful hit prior, you deal 1d6 additional fire damage and may push that creature 5ft in any non-vertical direction.

    This is a supernatural effect.

    Searing Blade
    Desert Wind (Boost) 6
    Prerequisites: BAB +11, two Desert Wind maneuvers (one of which must be 3rd level or higher)
    Initiation Action: Swift
    Range: Touch
    Target: Weapon Touched
    Duration: 1 round

    Until the start of your next turn you deal 2d6 extra fire damage with the touched weapon + 1 fire damage per point of your Base Attack Bonus (max 2d6 + 15).

    This is a supernatural effect.

    Wounding Blow
    Iron Heart (Strike) Lv 6
    Prerequisites: Fighter level 11th, two Iron Heart maneuvers (one of which must be 3rd level or higher)
    Initiation Action: Standard
    Range: Weapon
    Target: One creature
    Duration: 1 minute
    Saving Throw: Fort partial (see text)

    Make a weapon attack. If the attack hits it deals 8d6 extra damage and the struck creature must make a Fortitude save. If this save fails, then the creature suffers a -6 penalty to Strength and is Sickened for 1 minute. Multiple applications of this maneuver do not stack.


    7th-Level Maneuvers
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    Iron Curtain
    Iron Heart (Counter) Lv 7
    Prerequisites: Fighter level 13th, four Iron Heart maneuvers (one of which must be 3rd level or higher)
    Initiation Action: Immediate
    Range: Personal
    Target: Self
    Duration: Instantaneous

    Initiate this maneuver whenever you would be required to make a saving throw. Make a Perform (Weapon Drill) check instead of the normal save and use the result of that check to determine the save's success. As normal with skill checks, a result of natural 1 on this Perform (Weapon Drill) check is not an automatic failure.

    Mithral Hurricane
    Iron Heart (Strike) Lv 7
    Prerequisites: Fighter level 13th, four Iron Heart maneuvers (one of which must be 3rd level or higher)
    Initiation Action: Full Round
    Range: Weapon
    Target: Varies (see text)
    Duration: Instantaneous
    Saving Throw: Reflex partial (see text)

    Make a weapon attack, then move up to twice your speed. Use the result of that attack roll to hit any number of creatures that you threaten during your movement as if you had made an attack against each of those creatures. For every 10ft you move when you initiate this maneuver your attack deals 1d6 extra damage (max 10d6, Reflex half).

    Oppressive Heat
    Desert Wind (Counter) 7
    Prerequisites: BAB +13, four Desert Wind maneuvers (one of which must be 3rd level or higher)
    Initiation Action: Immediate
    Range: Melee Touch
    Target: One Creature
    Duration: 1 minute
    Saving Throw: Fortitude partial

    Initiate this maneuver after a foe misses you with a melee attack to make a melee touch attack against that foe. If your touch attack hits, then the touched foe suffers 8d6 fire damage and must succeed at a Fortitude save or be Exhausted for 1 minute. Even on a successful save the foe is Fatigued for 1 round.

    This is a supernatural effect.

    Rallying Strike
    Devoted Spirit (Strike) 7
    Prerequisites: BAB +13, four Devoted Spirit maneuvers (one of which must be 3rd level or higher)
    Initiation Action: Standard
    Range: Weapon
    Target: One creature
    Duration: Instantaneous

    Make a weapon attack. You may initiate this maneuver and make this attack even if you would ordinarily be unable to take a standard action. If it hits, it deals 3d6 extra damage, and all conditions are removed from you and allies within 30ft. You and allies within 30ft are also cured of all temporary ability damage. You may charge with this maneuver if you make a melee weapon attack. If you do, the initiation action changes to Full Round.

    This is a supernatural effect.

    Red Dragon's Flame
    Desert Wind (Strike) 7
    Prerequisites: BAB +13, four Desert Wind maneuvers (one of which must be 3rd level or higher)
    Initiation Action: Standard
    Area: 60ft cone starting at your space
    Duration: 1 minute
    Saving Throw: Reflex partial

    Creatures and objects caught in the cone-shaped area of your Breath Weapon suffer 13d10 fire damage. A creature that succeeds at a Reflex save avoids being caught on fire and suffers only half damage. A creature that fails its Reflex save catches fire. Flammable objects and materials in the area catch fire.

    This is a supernatural effect.

    Ruby Blade Cancel
    Diamond Mind (Strike) Lv 7
    Prerequisites: BAB +13, four Diamond Mind maneuvers (one of which must be 3rd level or higher)
    Initiation Action: Standard
    Range: Weapon
    Target: One creature
    Duration: Instantaneous
    Saving Throw: Will partial (see text)

    Make an Autohypnosis check vs a DC equal to the target's AC and then a weapon attack. If the Autohypnosis check succeeds, then the target is flat-footed for your attack, your attack deals 8d6 extra damage if it hits, and the struck foe suffers 1d8 Int, Wis, and Cha damage unless it succeeds on a Will save. If the Autohypnosis check fails, then your attack roll suffers a -2 penalty.

    This maneuver may be used in place of an opportunity attack.

    Quicksilver Motion
    Diamond Mind (Counter) Lv 7
    Prerequisites: BAB +13, four Diamond Mind maneuvers (one of which must be 3rd level or higher)
    Initiation Action: Immediate (see text)
    Range: Personal
    Target: You
    Duration: Instantaneous

    Initiate this maneuver to take a move action as an immediate action. You may initiate this maneuver as a swift action on your turn instead, if you prefer. Any movement you take as part of this move action does not provoke attacks of opportunity.

    Shield Counter
    Devoted Spirit (Counter) 7
    Prerequisites: BAB +13, Shield Proficiency, four Devoted Spirit maneuvers (one of which must be 3rd level or higher)
    Initiation Action: Immediate
    Range: Melee reach
    Target: One creature
    Duration: Instantaneous

    Initiate this maneuver to make a Shield Bash attack as an immediate action when a foe within your melee reach attempts any move, standard, or full round action. If the Shield Bash hits it deals 2d6 extra damage and whatever action the foe was attempting automatically fails.


    8th-Level Maneuvers
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    Adamantine Surge
    Iron Heart (Boost) Lv 8
    Prerequisites: Fighter level 15th, four Iron Heart maneuvers (one of which must be 4th level or higher)
    Initiation Action: Swift
    Range: Personal
    Target: Self
    Duration: 1 round

    Until the start of your next turn, the next attack you make gains a +20 bonus to its attack roll and a +35 bonus to its damage roll.

    Avalanche of Blades
    Diamond Mind (Strike) Lv 8
    Prerequisites: BAB +15, four Diamond Mind maneuvers (one of which must be 4th level or higher)
    Initiation Action: Standard
    Range: Weapon
    Target: See text
    Duration: Instantaneous

    Take an attack action and make any number of weapon attacks up to the maximum your Base Attack Bonus allows. For each attack in that action that hits you may make an additional attack at the same attack bonus. None of your attacks need to be made against the same creature. This maneuver doesn't grant additional attacks for successful hits beyond those from the initial attack action.

    Blessed Quest
    Devoted Spirit (Boost) 8
    Prerequisites: BAB +15, four Devoted Spirit maneuvers (one of which must be 4th level or higher)
    Initiation Action: Swift
    Range: Personal
    Area: Close Emanation (25ft + 5ft/two BAB)
    Duration: 1 round

    Until the start of your next turn, you and each ally within this maneuver's area gain a +2 bonus to all d20 rolls and you roll twice and take the better result for each d20 dice roll you make.

    This is a supernatural effect.

    Divine Assault
    Devoted Spirit (Strike) 8
    Prerequisites: BAB +15, four Devoted Spirit maneuvers (one of which must be 4th level or higher)
    Initiation Action: Standard
    Range: Weapon
    Target: One creature
    Duration: Instantaneous (see text)

    Make a weapon attack. If it hits it deals quadruple damage, but you are Exhausted afterward until you are able to get 1 hour of rest and Fatigued until you are able to get 8 hours of rest.

    This is a supernatural effect.

    Finishing Blow
    Iron Heart (Strike) Lv 8
    Prerequisites: Fighter level 15th, four Iron Heart maneuvers (one of which must be 4th level)
    Initiation Action: Standard
    Range: Weapon
    Target: One creature
    Duration: Instantaneous
    Saving Throw: Reflex partial

    Make a weapon attack. If the attack hits a creature with fewer than its maximum hit points, then it deals 10d6 extra damage. If the attack hits a creature with fewer than ½ its maximum hit point, then that creature is immediately killed (or destroyed) if it fails its Reflex save.

    A creature killed (or destroyed) by this maneuver, whether by damage or from a failed saving throw, cannot be brought back to life (or reanimated) except by Wish or Miracle.

    Greater Timeslice
    Diamond Mind (Boost) Lv 8
    Prerequisites: BAB +15, four Diamond Mind maneuvers (one of which must be 4th level or higher)
    Initiation Action: Swift
    Range: Personal
    Target: You
    Duration: 1 round

    This maneuver functions exactly as Least Timeslice except that it allows you to Ready a full-round action, something that characters normally cannot do using the Ready special action. Otherwise, this Readied full-round action follows all of the normal rules for Readied actions. You may also use this maneuver to Ready a move action, or a standard action, if you prefer.

    This is a supernatural effect.

    Rising Phoenix
    Desert Wind (Counter) 8
    Prerequisites: BAB +15, four Desert Wind maneuvers (one of which must be 4th level or higher)
    Initiation Action: Immediate
    Range: Personal
    Target: You
    Duration: Instantaneous
    Saving Throw: Reflex halves

    Initiate this maneuver whenever you are reduced to fewer than 0 hit points but greater than -10 hit points to return, standing on your feet, to a number of hit points equal to ½ your Base Attack Bonus and relieved of all Conditions. Adjacent creatures suffer 10d6 fire damage (Reflex half). You may initiate this maneuver even when you ordinarily would not be entitled to any actions (such as while unconscious).

    This is a supernatural effect.

    Sandstorm
    Desert Wind (Boost) 8
    Prerequisites: BAB +15, four Desert Wind maneuvers (one of which must be 4th level or higher)
    Initiation Action: Swift
    Range: Personal
    Target: You
    Duration: 1 round (see text)

    Until the start of your next turn you enjoy a +60ft bonus to your speed. In that time you may move through squares occupied by creatures (even those occupied by enemies) and you do not provoke attacks of opportunity for movement. In the path of your movement you create Severe Wind that lasts for 1 round, and if your movement encloses any circular radius area, you create a Tornado of equal radius under your control that lasts for 1 minute (wind effects found here).

    This is a supernatural effect.


    9th-Level Maneuvers
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    Diamond Stasis Strike
    Diamond Mind (Strike) Lv 9
    Prerequisites: BAB +17, six Diamond Mind manevuers (one of which must be 5th level or higher)
    Initiation Action: Standard
    Range: Weapon
    Target: One creature
    Duration: 1 minute
    Saving Throw: Will partial (see text)

    Make a weapon attack. If it hits, it deals 10d6 additional damage and the target must succeed on a Will save to avoid being frozen in time for 1 minute. During that time it is unable to act or move (even if it would ordinarily be forced to move) and suffers 1d6 damage per round, but it is immune to all other damage, attacks, and effects (including being exempt from area and ongoing effects), even natural circumstances like wind or flames. Ongoing effects currently affecting the creature, or originating from the creature, are suppressed for that minute. Even if it succeeds, the target is Slowed for 1 minute, as the spell.

    This is a supernatural effect.

    Inferno Blast
    Desert Wind (Strike) 9
    Prerequisites: BAB +17, six Desert Wind maneuvers (one of which must be 5th level or higher)
    Initiation Action: Standard
    Range: Weapon
    Target: One creature (see text)
    Duration: One minute (see text)
    Saving Throw: Reflex partial/Fortitude negates (see text)

    Make a weapon attack. If it hits, then in a 60ft radius burst centered on the target creatures and objects (excluding you) are dealt 50 fire damage, 25 force damage, and 25 negative energy damage. Any creature that fails its Reflex save does not apply its resistances to this damage and is Blown Away toward the closest edge of the blast radius. A successful save does not reduce the damage dealt directly, but it does prevent a creature from being Blown Away and allows that creature to apply its resistances (if any) to the damage.

    The radius of the blast is unhinged, rendering the area difficult terrain (instantaneously). Small quantities of liquids, like potions or even streams, evaporate in a flash, while larger quantities are corrupted as if by a Black Dragon's Corrupt Water supernatural ability. Flammable materials in the area catch fire, but creatures and objects do not. This maneuver deals full damage to objects.

    For the next minute, any living creature that ends its turn within the radius of this maneuver's effect (excluding you) must succeed at a Fortitude save to avoid gaining a Negative Level. Any creature that has successfully saved against this effect is immune for the rest of the duration. An Undead creature that ends it turn there gains 5 temporary hit points that stack with themselves and last for 24 hours.

    This is a supernatural effect.

    Strike of Grey Mortality
    Iron Heart (Strike) Lv 9
    Prerequisites: Fighter level 17th, six Iron Heart maneuvers (one of which must be 5th level or higher)
    Initiation Action: Standard
    Range: Weapon
    Target: One creature
    Duration: See text
    Saving Throw: Fort partial (see text)

    Make a weapon attack with a +100 bonus to the damage roll. If your attack hits, then the struck creature is Paralyzed (permanently) unless it succeeds on a Fortitude save. Even the creature's save is successful, it is Stunned for 1 round, and for 1 minute it is Sickened and suffers a -6 penalty to Strength.

    Strike of Infinite Piety
    Devoted Spirit (Strike) 9
    Prerequisites: BAB +17, six Devoted Spirit maneuvers (one of which must be 5th level or higher)
    Initiation Action: Standard
    Range: Weapon
    Target: One creature (see text)
    Duration: 1 minute
    Saving Throw: Will partial

    Make a weapon attack. If it hits it deals 10d6 additional damage and each foe within 30ft of the struck creature (including the struck creature) with at least one portion of its alignment opposed to at least one portion of your alignment suffers 5d6 damage and must make a Will save. Foes whose saves succeed are Shaken for 1 minute. Foes whose saves fail are subject to one of the following effects, based on their alignment:

    • A Chaotic foe is Petrified for 1 minute.
    • An Evil foe is Blinded and Frightened for 1 minute.
    • A Good foe is Nauseated for 1 minute and suffers 1d4 Con damage.
    • A Lawful foe is Confused for 1 minute and suffers 1d8 Wis damage.


    Allies within 30ft (including yourself) gain Fast Healing 5 and are immune to death effects for 1 minute.

    This maneuver only ever inflicts one of the above effects upon a struck creature. Should a creature have potential to suffer one of effects, you choose which it must avoid with a successful Will save.

    This is a supernatural effect.
    Last edited by Ziegander; 2012-09-23 at 12:57 PM.
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    Default Re: Ground-Up Tome of Battle Rewrite - A Spiritual Successor to The Warrior's Way

    Reserved for Fighting Styles.
    Last edited by Ziegander; 2012-09-02 at 06:08 PM.
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    Default Re: Ground-Up Tome of Battle Rewrite - A Spiritual Successor to The Warrior's Way

    Reserved for Revised Equipment & Magic Properties.

    Off-Hand, Main-Hand, and Two-Handed weapons
    This designation is a measure of how much effort it takes to wield a weapon in combat. It indicates whether a weapon, when wielded by a character of the weapon’s size category, can be wielded in a character's off-hand or if it must be wielded in the main-hand or in two hands.

    Characters add their full ability score bonus to damage (if any) when wielding a weapon of any type, even when wielding a weapon in their off-hand. Characters wielding a weapon in two hands do not gain a bonus to damage rolls.

    These weapons are marked with the [Off-Hand], [Main-Hand], or [Two-Handed] descriptors. Weapons marked with the [Off-Hand] descriptor can be wielded in the main-hand, but weapons marked with the [Main-Hand] descriptor cannot be wielded in the [Off-Hand].

    Heavy Weapons
    A weapon marked with the [Heavy] descriptor deals half damage even when the character wielding it misses with an attack as long as the attack missed by 5 or less.

    Finesse Weapons
    A melee weapon marked with the [Finesse] descriptor allows its wielder to apply his or her Dexterity modifier rather than his or her Strength modifier to attack rolls made with it, but not damage rolls. He or she may still apply his or her Strength modifier to attack rolls with a [Finesse] weapon when and if they choose.

    (A link for my future reference: http://www.giantitp.com/forums/showthread.php?t=255304)

    Light Armor
    • Woven Armor: +1 AC, No Max Dex, No ACP, No Spell Failure, 3 lbs, 5gp
    • Leather Armor: +2 AC, Max Dex +8, ACP -1, 5% Spell Failure, 6 lbs, 10gp
    • Studded Leather: +3 AC, Max Dex +7, ACP -1, 5% Spell Failure, 10 lbs, 25gp
    • Chain Shirt: +4 AC, Max Dex +6, ACP -2, 10% Spell Failure, 15 lbs, 75gp


    Medium Armor
    • Lamellar Armor: +4 AC, Max Dex +5, ACP -3, 15% Spell Failure, 20 lbs, 50gp
    • Breastplate: +5 AC, Max Dex +5, ACP -2, 10% Spell Failure, 25 lbs, 150gp
    • Chain Mail: +6 AC, Max Dex +4, ACP -3, 15% Spell Failure, 35 lbs, 250gp
    • Scale Mail: +7 AC, Max Dex +3, ACP -3, 15% Spell Failure, 25 lbs, 400gp


    Heavy Armor
    • Splint Mail: +7 AC, Max Dex +2, ACP -4, 20% Spell Failure, 45 lbs, 300gp
    • Field Plate: +8 AC, Max Dex +2, ACP -4, 20% Spell Failure, 30 lbs, 700gp
    • Banded Mail: +9 AC, Max Dex +1, ACP -4, 20% Spell Failure, 35 lbs, 1200gp
    • Full Plate: +10 AC, Max Dex +0, ACP -5, 25% Spell Failure, 45 lbs, 2000gp


    Shields
    • Buckler/Bracer: Half Cover (+2)1, No Concealment, No ACP, No Spell Failure, 1 lb, 100gp
    • Small Shield: Half Cover (+2), Half Concealment (10%)2, ACP -1, Spell Failure 5%, 4 lbs, 5gp (Wood)/12gp (Steel)
    • Large Shield: Cover (+4), Concealment (20%), ACP -2, Spell Failure 10%, 9 lbs, 15gp (Wood)/40gp (Steel)
    • Tower Shield: Cover (+4)3, Total Concealment (50%), ACP -5, Spell Failure 25%, 25 lbs, 75gp (Wood)/500gp (Steel)


    1 - The Cover granted by a shield can stack with other sources of Cover to grant "Improved Cover," but it cannot be used, by itself, to Hide.
    2 - The Concealment granted by a shield applies only against ranged attacks and cannot be used to Hide.
    3 - A Tower Shield can be used to grant Total Cover for 1 round at the cost of a move action. Although your Tower Shield grants you Total Cover, stopping most creatures from attacking you, a creature may still attack your Tower Shield.

    Masterwork Equipment
    Adding the Masterwork quality to a weapon or armor gives it an enhancement bonus (to attack and damage for weapons; to AC and max dex for armor) and costs extra GP as follows:

    +1 - 1000gp
    +2 - 6000gp
    +3 - 13000gp
    +4 - 24000gp
    +5 - 35000gp

    For each +1 enhancement bonus, increase the Craft DC of a given weapon or armor by 4. Crafting Masterwork items requires only as much additional time over their normal counterparts as 1/10 the GP value of the enhancement bonus.

    Masterwork equipment also has a number of enchant slots equal to the enhancement bonus, for example, a +3 Longsword would have three enchant slots.

    Masterwork weapons, despite having an enhancement bonus to attack and damage rolls, are not magic weapons and do not overcome DR/magic. Likewise, they cannot hurt incorporeal creatures.

    Masterwork armor also reduces the armor check penalty of the worn armor by an amount equal to the enhancement bonus.

    Magic Equipment
    Magical properties may be added to any masterwork weapon or armor, taking up one of the item's enchant slots for each property added, by spending an amount of gold equal to the the property's effective enhancement bonus. Magical properties may be suppressed by a Dispel Magic effect (check each property separately), or removed entirely by a Break Enchantment effect (1 casting for each property).

    A weapon or armor with one or more magical properties is considered a magic item. Any effect generated by a magic weapon property is considered a spell-like ability and is subject to Spell Resistance. The wielder of a magic weapon checks against SR using his character level as his effective caster level, or his actual caster level, whichever is higher.

    The wielder of a magic weapon checks SR only once for each property. If he successfully penetrates a creature's SR, his property always effects that creature. If he fails to penetrate a creature's SR, his property never effects that creature.

    To add a magical property to a weapon or armor a character must possess the Craft Magic Arms & Armor feat.

    There is no ceiling to the total effective enhancement bonus an item may have (typically non-Epic characters aren't allowed to have items better than +10, but that doesn't apply to these rules).

    Magical Properties
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    Energy Resistance
    Type: Armor or Shield
    Price: +1 bonus
    Create: Caster level 3, Resist Energy
    Effect: When you add this property to an armor choose a type of energy (Acid, Cold, Electricity, Fire, Force, Negative, Positive, etc). An item with this property grants its wearer Resistance 5 + wearer's level (max 10) against that type of energy.
    Special: This property may be added to an item more than once. Each time it is added beyond the first, choose a new energy type.

    Energy Resistance, Improved
    Type: Armor or Shield
    Price: +2 bonus
    Create: Caster level 7, Resist Energy
    Effect: When you add this property to an armor choose a type of energy (Acid, Cold, Electricity, Fire, Force, Negative, Positive, etc). An item with this property grants its wearer Resistance 10 + wearer's level (max 20) against that type of energy.
    Special: This property may be added to an item more than once. Each time it is added beyond the first, choose a new energy type.

    Energy Resistance, Greater
    Type: Armor or Shield
    Price: +3 bonus
    Create: Caster level 11, Resist Energy
    Effect: When you add this property to an armor choose a type of energy (Acid, Cold, Electricity, Fire, Force, Negative, Positive, etc). An item with this property grants its wearer Resistance 15 + wearer's level against that type of energy.
    Special: This property may be added to an item more than once. Each time it is added beyond the first, choose a new energy type.

    Energy Immunity
    Type: Armor or Shield
    Price: +5 bonus
    Create: Caster level 15, Energy Immunity
    Effect: When you add this property to an armor choose a type of energy (Acid, Cold, Electricity, Fire, Force, Negative, Positive, etc). An item with this property grants its wearer Immunity to the chosen energy type (without also inflicting any vulnerability that may normally be associated with that Immunity).
    Special: This property may be added to an item more than once. Each time it is added beyond the first, choose a new energy type.

    Arrow Catching
    Type: Shield
    Price: +1 bonus
    Create: Caster level 3, Entropic Shield
    Effect: A shield with this property automatically blocks the first successful ranged attack made against the wielder each round as a free action. This property has no effect against unusual projectiles such as siege weapons or ray attacks.

    Arrow Eater
    Type: Shield
    Price: +3 bonus
    Create: Caster level 7, Protection from Arrows
    Effect: A shield with this property automatically blocks the first successful ranged attack made against the wielder by each enemy, each round, as a free action. Furthermore, anytime an enemy within Medium range (100ft + 10ft/level) makes a ranged attack, the wielder of the shield may, as a free action, force that enemy to attack him (Will negates, DC 10 + 1/2 wielder level + wielder's Charisma modifier). This property has no effect against unusual projectiles such as siege weapons or ray attacks.

    Fortification
    Type: Armor
    Price: +3 bonus
    Create: Caster level 11, Stoneskin
    Effect: Armor with this property grants its wearer a 50% chance to avoid critical hits and precision damage (such as Skirmish, Sneak Attack, or Sudden Strike).

    Fortification, Greater
    Type: Armor
    Price: +5 bonus
    Create: Caster level 15, Iron Body
    Effect: Armor with this property grants its wearer Immunity to critical hits and precision damage (such as Skirmish, Sneak Attack, or Sudden Strike).

    Ghost Touch
    Type: Any
    Price: +1 bonus
    Create: Caster level 3, Bless
    Effect: An item with this property may be picked up, held, worn, and/or wielded by incorporeal or ethereal creatures. Ghost Touch equipment is equally effective against incorporeal and corporeal creatures, and ethereal and material creatures. A Ghost Touch item may pass harmlessly through solid objects or corporeal creatures at its wearer/wielder's whim.

    A weapon with this property suffers no chance to miss incorporeal creatures and extends into the ethereal plane like a force effect.

    Armor or shields with this property apply their bonus to AC against the attacks of incorporeal or ethereal creatures, and also against incorporeal touch attacks.

    Spell Resistance
    Type: Armor
    Price: +1 bonus
    Create: Caster level 3, Sanctuary
    Effect: Armor with this property grants its wearer SR 12 + 1/2 level.

    Spell Resistance, Improved
    Type: Armor
    Price: +3 bonus
    Create: Caster level 9, Spell Resistance
    Effect: Armor with this property grants its wearer SR 15 + level.

    Spell Immunity
    Type: Armor
    Price +5 bonus
    Create: Caster level 17, Greater Spell Immunity
    Effect: Armor with this property grants its wearer unconditional Spell Immunity. Unlike Spell Resistance, this Spell Immunity does interfere with the wearer's own spells, items, and abilities. This Immunity does not apply to the armor itself or its properties (including this property).

    Blinding
    Type: Weapon
    Price: +2 bonus
    Create: Caster level 7, Blindness/Deafness
    Effect: A weapon with this property can Blind creatures its wielder hits with an attack1 (Fort negates, DC 10 + 1/2 wielder level + wielder's Charisma modifier) for 5 rounds.

    Chromatic Surge
    Type: Weapon
    Price: +1 bonus
    Create: Caster level 3, Lesser Energy SurgePHB2
    Effect: When you add this property to a weapon choose Cold, Electricity, or Fire. A weapon with this property deals 1d6 additional damage of the chosen type of energy, +1 per wielder level (max 1d6+5).
    Special: This property may be added to an item more than once. Each time it is added beyond the first, choose a new energy type.

    Chromatic Surge, Improved
    Type: Weapon
    Price: +2 bonus
    Create: Caster level 7, Energy SurgePHB2
    Effect: When you add this property to a weapon choose Cold, Electricity, or Fire. A weapon with this property deals 2d6 additional damage of the chosen type of energy, +1 per wielder level (max 2d6+10).
    Special: This property may be added to an item more than once. Each time it is added beyond the first, choose a new energy type.

    Chromatic Surge, Greater
    Type: Weapon
    Price: +3 bonus
    Create: Caster level 13, Greater Energy SurgePHB2
    Effect: When you add this property to a weapon choose Cold, Electricity, or Fire. A weapon with this property deals 3d6 additional damage of the chosen type of energy, +1 per wielder level.
    Special: This property may be added to an item more than once. Each time it is added beyond the first, choose a new energy type.

    Ragnarok
    Type: Weapon
    Price: +5 bonus
    Create: Caster level 17, Disintegrate
    Effect: When you add this property to a weapon choose Cold, Electricity, or Fire. The wielder of a weapon with this property ignores Resistance to the chosen energy type up to a value equal to his level and treats Immunity to the chosen energy type as Resistance 35. Additionally, the weapon deals 4d6 additional damage of the chosen type of energy, +1 per wielder level.
    Special: This property may be added to an item more than once. Each time it is added beyond the first, choose a new energy type.

    Defending
    Type: Weapon
    Price: +1 bonus
    Create: Caster level 3, Shield of Faith
    Effect: A weapon with this property adds its enhancement bonus to AC as a Dodge bonus. This bonus applies even when the wielder is denied his Dexterity bonus to AC, but only applies while the weapon is in hand. This property may only be added to a light or one-handed melee weapon.

    Disruption
    Type: Weapon
    Price: +4 bonus
    Create: Caster level 13, Disrupting Weapon
    Effect: A weapon with this property may destroy non-living creatures its wielder hits with an attack1 (Will negates, DC 10 + 1/2 wielder level + wielder's Charisma modifier). Even on a successful save the struck creature is dealt 2d6 additional damage, +1 per wielder level (max 2d6+10).

    Thundering
    Type: Weapon
    Price: +2 bonus
    Create: Caster level 7, Sound Burst
    Effect: A weapon with this property may Deafen creatures its wielder hits with an attack1 (Fort negates, DC 10 + 1/2 wielder level + wielder's Charisma modifier) for 5 rounds. Even on a successful save the struck creature is dealt 1d6 additional sonic damage, +1 per wielder level (max 1d6+5).

    Forceful
    Type: Weapon
    Price: +2 bonus
    Create: Caster level 9, Battering RamSC
    Effect: A weapon with this property may cause creatures its wielder hits with an attack1 to be Blown Away (Fort negates, DC 10 + 1/2 wielder level + wielder's Charisma modifier). Even on a successful save the struck creature is dealt 1d6 additional force damage, +1 per wielder level (max 1d6+5).

    Venomous
    Type: Weapon
    Price: +2 bonus
    Create: Caster level 11, Poison
    Effect: A weapon with this property may Poison creatures its wielder hits with an attack1 (Fort negates, DC 10 + 1/2 wielder level + wielder's Charisma modifier) causing 1d6 initial Strength damage and 1d6 secondary Constitution damage. Even on a successful save the struck creature is dealt 1d6 additional acid damage, +1 per wielder level (max 1d6+5). A creature cannot be Poisoned by this property more than once at a time.

    Sleepstriking
    Type: Weapon
    Price: +2 bonus
    Create: Caster level 9, Deep Slumber
    Effect: A weapon with this property may Fatigue creatures its wielder hits with an attack1 (Will negates, DC 10 + 1/2 wielder level + wielder's Charisma modifier) for 1 round. A Fatigued creature that fails this save is Exhausted for 1 round. An Exhausted creature that fails this save falls asleep as the Sleep spell (no HD limit) for 1 minute per wielder level.

    Stunning
    Type: Weapon
    Price: +3 bonus
    Create: Caster level 13, Symbol of Stunning
    Effect: A weapon with this property may Stun creatures its wielder hits with an attack1 (Will negates, DC 10 + 1/2 wielder level + wielder's Charisma modifier) for 1 round.

    Deathstroke
    Type: Weapon
    Price: +5 bonus
    Create: Caster level 17, Finger of Death
    Effect: A weapon with this property may instantly slay any living creature its wielder hits with an attack1 (Fort negates, DC 10 + 1/2 wielder level + wielder's Charisma modifier). This is a Death attack. Even on a successful save the struck creature is dealt 3d6 additional negative energy damage, +1 per wielder level.

    1 - The attack must deal at least 1 hit point damage to trigger a saving throw against the property's effect.
    Last edited by Ziegander; 2012-09-15 at 08:19 AM.
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    Default Re: Ground-Up Tome of Battle Rewrite - A Spiritual Successor to The Warrior's Way

    Reserved for Combat Revisions.

    Fighting With Two Weapons
    While wielding a weapon in your main-hand and a weapon in your off-hand, whenever you make an attack with the weapon in your main-hand you may also make an attack with the weapon in your off-hand at the same attack bonus (or vise versa). If you do, the attacks suffer a penalty to their attack rolls based on the descriptor of the weapon and the hand that it is in. This may be done a maximum number of times per round equal to your Dexterity bonus.

    A [Main-Hand] weapon used to attack in this way suffers a -2 penalty to its attack roll, an [Off-Hand] weapon used to attack in this way suffers a -2 penalty if wielded in the off-hand and no penalty if wielded in the main-hand.

    Grappling
    Grappling is now the purview of the Grab special attack. In place of a normal attack in any attack action, a character may attempt a Grab attack. This is a melee touch attack and does not provoke attacks of opportunity. If it succeeds, then, in the same action, the Grabbing character may attempt any of the following:

    • Hold
    • Pull
    • Push

    Hold is your traditional grappling maneuver, and if successful, then the held character cannot move for 1 round, unless you are also moved.

    Pull/Push are replacements for both Bull Rush and for forcing movement in a traditional grapple. If successful you move the Pulled/Pushed character in a desired direction. You may follow them if you wish, but only if you use your own move action.

    Hold, Pull, and Push are all resolved as opposed Strength checks. A creature must have at least one free hand (or similar appendage) to use the Grab special attack and all related options.

    Sunder
    You can use an attack to strike any item or piece of equipment a creature is holding or wearing, or even to destroy a creature's natural weapons, rather than strike the creature itself. To do this, simply make an attack roll against the object's AC (usually 10 + size modifier + wielder's Dexterity). A [Two-Handed] weapon gets a +2 bonus to this attack roll, while an [Off-Hand] weapon suffers a -2 penalty. This does not provoke opportunity attacks. If your attack roll succeeds, roll damage against the object, remembering to apply the object's Hardness (if any).

    If you attack a creature's worn armor, instead you make an attack roll against the creature's normal AC, but ignoring its armor bonus. If successful you deal damage to the worn armor (after Hardness). Half the damage you dealt to the armor is also dealt to the creature wearing it as bludgeoning damage.

    A Sunder attack against a natural weapon works slightly differently. Instead of attacking an object's AC, you attack the creature's standard AC and suffer a -4 penalty to your attack roll. A [Finesse] weapon gets a +2 bonus to this attack roll, while a [Heavy] weapon suffers an additional -2 penalty. If successful you deal damage both to the creature and to its weapon in equal amounts. If your attack misses, this provokes an opportunity attack from the creature whose natural weapon you attempted to Sunder.

    Natural Weapon Hit Points:

    {table=head]Creature Size|Hit Points
    Fine|
    1

    Diminutive|
    1

    Tiny|
    2

    Small|
    2

    Medium|
    4

    Large|
    8

    Huge|
    12

    Gargantuan|
    20

    Colossal|
    32
    [/table]
    Half of a creature's natural armor bonus is treated as the "effective Hardness" of any of that creature's natural weapons. Subtract a natural weapon's "effective Hardness" from the damage dealt to it to determine when and if you destroy the weapon.

    Size Modifiers
    (Not happy with this yet. Very much a work in progress.)
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    A creature's size modifier to AC also affects their Strength and Dexterity based opposed checks. Creatures with a negative size modifier to AC suffer than penalty to their opposed Dexterity-based checks, but also gain an equal bonus to their opposed Strength-based checks. Creatures with a positive size modifier to AC add that bonus to their opposed Dexterity-based checks, but also suffer an equal penalty to their opposed Strength-based checks.

    Fine creatures get a -8 size penalty to Strength, a +8 size bonus to Dexterity, and a +8 size bonus to Hide and Move Silently checks.

    Diminutive creatures get a -6 size penalty to Strength, a +6 size bonus to Dexterity, and a +6 size bonus to Hide and Move Silently checks.

    Tiny creatures get a -4 size penalty to Strength, a +4 size bonus to Dexterity, and a +4 size bonus to Hide and Move Silently checks.

    Small creatures get a -2 size penalty to Strength, a +2 size bonus to Dexterity, and a +2 size bonus to Hide and Move Silently checks.

    Large creatures get a +2 size bonus to Strength, a -2 size penalty to Dexterity, a -2 size penalty to Hide and Move Silently checks, and a bonus Toughness feat.

    Huge creatures get a +4 size bonus to Strength, a -4 size penalty to Dexterity, a -4 size penalty to Hide and Move Silently checks, and two bonus Toughness feats.

    Gargantuan creatures get a +6 size bonus to Strength, a -6 size penalty to Dexterity, a -6 size penalty to Hide and Move Silently checks, and three bonus Toughness feats.

    Colossal creatures get a +8 size bonus to Strength, a -8 size penalty to Dexterity, a -8 size penalty to Hide and Move Silently checks, and four bonus Toughness feats.
    Last edited by Ziegander; 2012-09-15 at 09:44 AM.
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    Default Re: Ground-Up Tome of Battle Rewrite - A Spiritual Successor to The Warrior's Way

    Reserved for additional options.
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    Default Re: Ground-Up Tome of Battle Rewrite - A Spiritual Successor to The Warrior's Way

    Reserved just in case.
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    Default Re: Ground-Up Tome of Battle Rewrite - A Spiritual Successor to The Warrior's Way

    Hit Dice, Creature Level, and Assorted Bonuses
    HD no longer carries any special weight as far as a creature's basic chassis, or Effective Character Level for that matter. A creature can have 30 HD and still be a 1st level Character, theoretically speaking. Total HD has no effect on a creature's Base Attack Bonus, Base Save Bonuses, or Skill Points per level.

    Creature Level is the better indication of a creature's basic chassis, and combined with character class (or racial class, as the case may be), gives a creature it's basic chassis bonuses.

    For example, an Ogre is a 3rd level creature with "Medium" Base Attack Bonus (+3/4 per levels), "Good" Base Fort Bonus (+2 at 1st level + 1/2 levels), "Poor" Base Ref Bonus (+1/3 levels), "Poor" Base Will Bonus (+1/3 levels), and "Poor" Skill Points Per Level (2 + Int per level). It has 4 HD, 3 of which were obtained through its racial class, the fourth because of its Toughness feat. Its total HD have no effect on its Creature Level or its base bonuses or skill points.

    Another example (this one with changes made because of the new rules): a Tendriculos is a 6th level creature with 8 HD (6 of which were obtained through its racial class, the last two because of its Toughness feats), and "Poor" BAB, "Medium" Fort, "Poor" Ref, "Poor" Will, and "Poor" Skill Points Per Level. This gives it a Base Attack Bonus of +3, a Base Fort Bonus of +3, a Base Reflex Bonus of +2, a Base Will Bonus of +2, and 6 skill points (-4 Int modifier, minimum 1 skill point per level).

    ~~~

    The monster types/subtypes rules would need to be changed quite a bit, especially cosmetically, to fit these new rules, but I think the changes will make the game a lot more friendly to martial-type characters in the end. It also helps a DM to design monsters and encounters more easily, as these rules can serve as a replacement for Challenge Rating (or at least as as good guide to better inform encounter CR). A monster's Creature Level will balance out its core bonuses, and its HP doesn't matter as much. Now Undead and Constructs don't necessarily need to have inflated HD to be a threat, and big baddies with lots of HP aren't necessarily epic level Fighters either! Yay?

    Revised Creature Type Rules

    Aberration Type
    HD: 1d8
    Base Attack Bonus: Average
    Base Fort Save: Average
    Base Ref Save: Average
    Base Will Save: Good

    Racial Traits: Darkvision 60ft, Fortification (25%), Still Mind (50%).

    Class Skills (2 + Int): Even Aberrations that are Mindless get 2 skill points per level and have the following class skills - Balance, Climb, Escape Artist, Hide, Intimidate, Jump, Knowledge (Dungeoneering), Knowledge (The Planes), Listen, Move Silently, Spot, Survival, Swim, and Tumble.

    Animal Type
    HD: 1d6
    Base Attack Bonus: Average
    Base Fort Save: Good
    Base Ref Save: Good
    Base Will Save: Poor

    Racial Traits: Low-Light Vision, Scent.

    Class Skills (4 + Int): Balance, Climb, Escape Artist, Hide, Intimidate, Jump, Knowledge (Geography), Knowledge (Nature), Listen, Move Silently, Perform (Tricks), Profession, Search, Sense Motive, Spot, Survival, and Swim.

    Construct Type
    HD: 1d10
    Base Attack Bonus: Poor
    Base Fort Save: Poor
    Base Ref Save: Poor
    Base Will Save: Poor

    Racial Traits: Darkvision 60ft, Fortification (25%), Low-Light Vision, Non-Living (Immune to any effect that only affects living creatures). Constructs do not breathe, eat, or sleep and are immune to any effects that put the Construct to sleep or that require the Construct to breathe or eat.

    Class Skills (4 + Int): Any ten, chosen by the Construct's creator (or by the Construct itself if has no specific creator and if it is Intelligent enough to do so).

    Dragon Type
    HD: 1d10
    Base Attack Bonus: Average
    Base Fort Save: Good
    Base Ref Save: Poor
    Base Will Save: Good

    Racial Traits: Breath Weapon, Darkvision 120ft, Frightful Presence, Scent, Superior Low-Light Vision, Tongues, Tremorsense 60ft.

    Class Skills (6 + Int): Any four (unique to variety) + Appraise, Concentration, Craft, Decipher Script, Gather Information, Handle Animal, Intimidate, Jump, Knowledge (Any), Listen, Perform (Any), Profession, Search, Sense Motive, Spellcraft, Spot, Survival, and Use Magic Device.

    Elemental Type
    HD: 1d10
    Base Attack Bonus: Average
    Base Fort Save: Good
    Base Ref Save: Good
    Base Will Save: Good

    Racial Traits: Darkvision 120ft, Fortification (50%), Still Mind (50%), Superior Low-Light Vision, Tongues.

    Class Skills (4 + Int): Concentration, Craft, Disable Device, Gather Information, Handle Animal, Hide, Intimidate, Knowledge (Dungeoneering), Knowledge (Geography), Knowledge (History), Knowledge (Nature), Listen, Move Silently, Open Lock, Perform (Any), Profession, Search, Sense Motive, Spot, and Survival.

    Fey Type
    HD: 1d4
    Base Attack Bonus: Poor
    Base Fort Save: Poor
    Base Ref Save: Good
    Base Will Save: Good

    Racial Traits: Low-Light Vision.

    Class Skills (6 + Int): Appraise, Balance, Bluff, Climb, Concentration, Craft, Decipher Script, Diplomacy, Disguise, Escape Artist, Gather Information, Hide, Jump, Knowledge (Any), Listen, Move Silently, Perform (Any), Profession, Sense Motive, Sleight of Hand, Speak Language, Spellcraft, Swim, Tumble, and Use Magic Device.

    Humanoid Type
    HD: 1d4
    Base Attack Bonus: Poor
    Base Fort Save: Poor
    Base Ref Save: Poor
    Base Will Save: Poor

    Racial Traits: None.

    Class Skills (2 + Int): Climb, Craft, Handle Animal, Jump, Listen, Profession, Spot, and Swim.

    Ooze Type
    HD: 1d12
    Base Attack Bonus: Poor
    Base Fort Save: Good
    Base Ref Save: Poor
    Base Will Save: Poor

    Racial Traits: Blind, Blindsight 60ft, Fortification (50%). Oozes do not breathe or sleep and are immune to any effects that put the Ooze to sleep or that require the Ooze to breathe.

    Class Skills (2 + Int): None (Many Oozes are Mindless and do not get skill points or feats).

    Outsider Type
    HD: 1d6
    Base Attack Bonus: Average
    Base Fort Save: Average
    Base Ref Save: Average
    Base Will Save: Average

    Racial Traits: Darkvision 60ft, Fortification (25%), Still Mind (25%).

    Class Skills (6 + Int): Any twelve of the Outsider's choice + Knowledge (The Planes).

    Plant Type
    HD: 1d10
    Base Attack Bonus: Poor
    Base Fort Save: Good
    Base Ref Save: Poor
    Base Will Save: Good

    Racial Traits: Darkvision 60ft, Low-Light Vision, Fortification (25%), Photosynthesis (like Regeneration 1/cold or fire, but Plants require 1 hour in direct sunlight to convert nonlethal damage or to reattach parts of their body), Still Mind (50%).

    Class Skills (4 + Int): Balance, Climb, Concentration, Craft, Disable Device, Escape Artist, Handle Animal, Heal, Knowledge (Geography), Knowledge (History), Knowledge (Nature), Listen, Open Lock, Search, Sense Motive, Speak Language, Spot, and Survival.

    Undead Type
    HD: 1d8
    Base Attack Bonus: Poor
    Base Fort Save: Poor
    Base Ref Save: Poor
    Base Will Save: Good

    Racial Traits: Darkvision 60ft, Fortification (25%), Non-Living (Immune to any effect that only affects living creatures), Still Mind (50%). Undead do not breathe or sleep and are immune to any effects that put the Undead to sleep or that require the Undead to breathe.

    Class Skills (2 + Int): None (Many Undead are Mindless and do not gain skill points or feats).

    Vermin Type
    HD: 1d6
    Base Attack Bonus: Poor
    Base Fort Save: Poor
    Base Ref Save: Good
    Base Will Save: Good

    Racial Traits: Darkvision 60ft, Low-Light Vision, Still Mind (50%), Tremorsense 120ft.

    Class Skills (2 + Int): Even Vermin that are Mindless get 2 skill points per level and have the following class skills - Balance, Climb, Hide, Intimidate, Jump, Move Silently, Survival, and Swim.

    Types Not Appearing in this Film: Giant, Magical Beast, and Monstrous Humanoid. My thoughts here:

    1) The only difference between Magical Beasts and Animals is that Magical Beasts often have supernatural abilities and are allowed to have Intelligences higher than 3. Well, why not allow Animals to have Intelligences of whatever the creator wants, and add magic and toughness through templates or something?

    2) The only difference between Giants/Monstrous Humanoids and Humanoids is size and toughness. So... again, add the toughness through templates or whatever, and allow Humanoids to be of any size.

    Random Creature Conversion
    Nightmare
    Type/Level: Outsider 5
    Size: Large
    Hit Points: 45 (5d8 + 1d8 + 18)

    Base Attack Bonus: +3
    Base Fort Save: +3
    Base Ref Save: +3
    Base Will Save: +3

    Initiative: +4
    Armor Class: 21 (10 + 2 dex + 2 dodge + 8 natural - 1 size), Touch 13, Flat-Footed 17
    Saving Throws: Fort +6, Ref +7, Will +4
    Speed: 60ft (12 squares), or Fly 30ft (6 squares, Good maneuverability)

    Attacks: Unarmed Strike (Hooves) +6 melee or +4/+4 melee (1d4+4 plus 1d6 fire), Unarmed Strike (Bite) +6 (1d4+4)
    Space/Reach: 10ft/5ft.
    Special Features: Astral Projection, Darkvision 60ft, Etherealness, Flaming Hooves, Fortification (25%), Smoke, and Still Mind (25%).

    Abilities: Str 18, Dex 15, Con 16, Int 10, Wis 12, Cha 13
    Skills: Intimidate +9, Knowledge (The Planes) +8, Listen +9, Sense Motive +9, Spot +9, Survival +9
    Feats: ToughnessB, Lightning Reflexes, Run

    Environment: Any (except Consecrated areas).
    Organization: Solitary (or with Rider)
    Treasure: None (or Standard w/Rider)
    Alignment: Always Chaotic Evil
    Last edited by Ziegander; 2012-09-30 at 10:07 AM.
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    Default Re: Ground-Up Tome of Battle Rewrite - A Spiritual Successor to The Warrior's Way

    so, will fighting styles come from feats, or from specific classes? or are they to be assumed to come with a high base attack bonus?

    still, this looks very interesting, and was subscribed a minute after you started posting it.
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    Default Re: Ground-Up Tome of Battle Rewrite - A Spiritual Successor to The Warrior's Way

    Quote Originally Posted by bobthe6th View Post
    so, will fighting styles come from feats, or from specific classes? or are they to be assumed to come with a high base attack bonus?

    still, this looks very interesting, and was subscribed a minute after you started posting it.
    The system I am considering running with operates as follows:

    There is an "entry" feat for each Fighting Style which provides characters with the Stance associated with the Fighting Style, the Key Skill, and one or two 1st level maneuvers. From there, additional maneuvers will be learned via the Style Study feat (which requires the "entry" feat and will grant one or two maneuvers of any levels you currently qualify for).

    Base Attack Bonus is used in place of Initiator level for any of the qualification or level-dependent effects. So, a Barbarian that takes the Novice Desert Wind feat, for example, will gain the benefit of the Desert Wind Stance (whatever that will be), the Tumble skill (as well as some automatic minimum ranks), and one or two 1st level Desert Wind maneuvers. If he later (say at 6th level), takes the Style Study feat, choosing Desert Wind, he will be able to pick up any one or two Desert Wind maneuvers up to 3rd level (because of his +6 BAB).

    In this way, Fighters even before being rewritten, are undisputed masters of Fighting Styles, as they can use their bonus feats to pick up large swathes of Style feats and Style Studies for extra maneuvers.
    Last edited by Ziegander; 2012-08-15 at 05:02 PM.
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    Default Re: Ground-Up Tome of Battle Rewrite - A Spiritual Successor to The Warrior's Way

    Great work, especially with the new BAB rules. I do have a few things to say.

    First, are you going to give the re-worked PHB classes maneuvers? Are you going to do a re-work of the ToB classes, or just the PHB classes?

    Unarmed Strike (Ex): A Barbarian deals additional damage with his Unarmed Strike as outlined in the table above, and may deal lethal damage with his Unarmed Strike at his option. He is treated for all purposes as though he possessed the Improved Unarmed Strike feat (including the feat's benefit).
    Why not just give them improved unarmed strike as a bonus feat?

    Damage Resistance (Ex):
    I would hope that even levels are levels where you get new maneuvers, as otherwise they would be very boring on these levels. Also, could you clear up when it overlaps and when it doesn't?

    This ability acts simultaneously as Damage Reduction and Energy Resistance and does not stack with other forms of DR or ER, but overlaps (or is overlapped) on a case-by-case basis.
    Also, DR/10 seems a pretty boring capstone.

    ----------

    Paladin:

    Alignment: Any
    I assume this is a mistake.

    The Knight's Code
    A lot of players do not like codes, even if it doesn't really do much. They feel it restricts roleplay and tells them how to play there classes (or causes the DM to).The class feature only works to detriment and weaken the class. Perhaps you should get a bonus if you go a long time without breaking the code? Also, you could have a list of options of restrictions that a player could choose.

    A Paladin never strikes a flat-footed opponent. Instead, she allows her foes to ready themselves before attacking.

    This only reminds me of this.

    Knight's Challenge (Ex): ........For remainder of the encounter, the Paladin gains a bonus to attack and damage rolls against the designated creature as if it were an Evil-aligned creature,
    And if they are already evil?
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    Default Re: Ground-Up Tome of Battle Rewrite - A Spiritual Successor to The Warrior's Way

    seems that would entail re writing feats as a whole... as most classes will spend their 7 feats on this, or have to spend feats on required things(like power attack, or prestige feat taxes)... And mean anyone but a fighter gets cool things once per three levels, while the stuff progresses once every 2.

    wouldn't it be better to make the style and study feats progress based on BAB, so even with one feat and a full BAB you get cool things every other level. also, it would allow for a few non study feats in a build.
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    Default Re: Ground-Up Tome of Battle Rewrite - A Spiritual Successor to The Warrior's Way

    I quite like what I see so far, though I agree that capstones might be more interesting.

    Will you also do a monk/swordsage-like class? A lightly armoured master of many styles?

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    Default Re: Ground-Up Tome of Battle Rewrite - A Spiritual Successor to The Warrior's Way

    Is this in a way also meant to replace the Warrior's Way?
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    Default Re: Ground-Up Tome of Battle Rewrite - A Spiritual Successor to The Warrior's Way

    Quote Originally Posted by SheepInDisguise View Post
    First, are you going to give the re-worked PHB classes maneuvers?
    At this point in time, my stance on that is, no, none of them will inherently possess maneuvers. All maneuvers will be obtained via feats. More on that later.

    Are you going to do a re-work of the ToB classes, or just the PHB classes?
    I will only be re-working the Barbarian, the Fighter, and the Paladin for the time being.

    I would hope that even levels are levels where you get new maneuvers, as otherwise they would be very boring on these levels. Also, could you clear up when it overlaps and when it doesn't?
    I wasn't very clear on that was I? The intention is that, for example, if you were a 4th level Barbarian and had Damage Resistance 2/-- as well as Fire Resistance 5 and you were hit by an attack that dealt you 12 bludgeoning damage and 10 fire damage, your Damage Resistance 2/-- would reduce the bludgeoning by 2, but not the fire damage, because that part of your resistance is overlapped by your superior Fire Resistance. I should have probably just said that it doesn't stack with other forms of Damage Reduction and Energy Resistance you have.

    I assume this is a mistake.
    Yes. One that has been since edited.

    Also, you could have a list of options of restrictions that a player could choose.
    This seems like a good idea, but I'm not too good at coming up with these sorts of things (I just retrofitted these from the PHB2 Knight class). Perhaps someone could help me out here with "restriction options?"

    And if they are already evil?
    Then nothing especially awesome happens, other than they may fail the save and be forced to attack you and only you with only melee attacks. Still not too shabby.

    Quote Originally Posted by bobthe6th View Post
    seems that would entail re writing feats as a whole... as most classes will spend their 7 feats on this, or have to spend feats on required things(like power attack, or prestige feat taxes)... And mean anyone but a fighter gets cool things once per three levels, while the stuff progresses once every 2.
    Well:

    a) I do plan on doing some feat rewriting as I did in The Warrior's Way (perhaps with some more order and organization this time).

    b) Note that the new Barbarian is significantly cooler than the old Barbarian and enjoys modest upgrades in offense, defense, and utility. The Paladin will be similarly bumped in usability. They aren't "forced" to turn to maneuvers to be playable in their current renditions.

    c) The model I am currently planning is that the entry-level feat offers a Tome-style scaling Stance and a single 1st level maneuver. Beyond that Style Study grants any two maneuvers chosen from Styles that you have the initial entry feat for. So, consider, a Barbarian that spends all seven of his feats on Desert Wind has an awesome Stance AND 13 maneuvers known and 13 "maneuvers readied" (since in these rules you start each encounter with all known maneuvers available). He's spent all of his level feats to be a Barbarian/Warblade gestalt. That seems to be a fair trade-off to me.

    wouldn't it be better to make the style and study feats progress based on BAB, so even with one feat and a full BAB you get cool things every other level. also, it would allow for a few non study feats in a build.
    I have considered it, but it seems like too much power to give to any one feat. I don't want players taking the Desert Wind feat at 1st level and automatically obtaining Inferno Blast at BAB +17. One feat shouldn't scale that much, in my opinion.

    Quote Originally Posted by Eldan View Post
    Will you also do a monk/swordsage-like class? A lightly armoured master of many styles?
    That is unlikely, if only because the way I hope to design the Style feats and the Fighter class will, hopefully, allow the Fighter class to fill that niche. A properly built Fighter should work well lightly armored and will be capable of accumulating 30+ maneuvers known with ease.

    Quote Originally Posted by Morph Bark View Post
    Is this in a way also meant to replace the Warrior's Way?
    Not exactly. I suppose you can look at it like that, from a certain perspective. But this is built on entirely different design principles and goals.
    Last edited by Ziegander; 2012-08-15 at 06:17 PM.
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    Default Re: Ground-Up Tome of Battle Rewrite - A Spiritual Successor to The Warrior's Way

    You might perhaps wish to specify the Barbarian's mind blank as only protecting against hostile mind-affecting effects. Otherwise, he'd be unable to profit from quite a list of goodies that are also mind-affecting, like half the bard's buffs, which I don't think is the idea here.

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    Default Re: Ground-Up Tome of Battle Rewrite - A Spiritual Successor to The Warrior's Way

    Quote Originally Posted by Eldan View Post
    You might perhaps wish to specify the Barbarian's mind blank as only protecting against hostile mind-affecting effects. Otherwise, he'd be unable to profit from quite a list of goodies that are also mind-affecting, like half the bard's buffs, which I don't think is the idea here.
    Good point.
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    Default Re: Ground-Up Tome of Battle Rewrite - A Spiritual Successor to The Warrior's Way

    a) I do plan on doing some feat rewriting as I did in The Warrior's Way (perhaps with some more order and organization this time).
    they would have to be pretty badass, to match 2 maneuvers readied/known. as I said, you will be faced with the choice of a free gestalt, or some eh abilities. It means that between levels you won't have properly scaling between levels.

    b) Note that the new Barbarian is significantly cooler than the old Barbarian and enjoys modest upgrades in offense, defense, and utility. The Paladin will be similarly bumped in usability. They aren't "forced" to turn to maneuvers to be playable in their current renditions.
    yes, but it still needs power attack(that should be a class feature). which pushes manuvers to third level, baring a feat tax. manuvers are really cool, I don't see why they should be so limited

    c) The model I am currently planning is that the entry-level feat offers a Tome-style scaling Stance and a single 1st level maneuver. Beyond that Style Study grants any two maneuvers chosen from Styles that you have the initial entry feat for. So, consider, a Barbarian that spends all seven of his feats on Desert Wind has an awesome Stance AND 13 maneuvers known and 13 "maneuvers readied" (since in these rules you start each encounter with all known maneuvers available). He's spent all of his level feats to be a Barbarian/Warblade gestalt. That seems to be a fair trade-off to me.
    maneuvers are not known for scaling well, while a good feat should. the stance sounds ok ish...

    I have considered it, but it seems like too much power to give to any one feat. I don't want players taking the Desert Wind feat at 1st level and automatically obtaining Inferno Blast at BAB +17. One feat shouldn't scale that much, in my opinion.
    but then they take a feat at 18, you get it anyways.
    Last edited by bobthe6th; 2012-08-15 at 06:51 PM.
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    Default Re: Ground-Up Tome of Battle Rewrite - A Spiritual Successor to The Warrior's Way

    Quote Originally Posted by Ziegander View Post
    c) The model I am currently planning is that the entry-level feat offers a Tome-style scaling Stance and a single 1st level maneuver. Beyond that Style Study grants any two maneuvers chosen from Styles that you have the initial entry feat for. So, consider, a Barbarian that spends all seven of his feats on Desert Wind has an awesome Stance AND 13 maneuvers known and 13 "maneuvers readied" (since in these rules you start each encounter with all known maneuvers available). He's spent all of his level feats to be a Barbarian/Warblade gestalt. That seems to be a fair trade-off to me.
    That's nowhere near a Barbarian/Warblade gestalt. For one, the warblade gradually replaces their manuevers, meaning their 13 manuevers are probably all useful, rather than containing low level manuevers that aren't worth much. Being able to initiate a manuever with every attack probably removes this issue, but it does prevent them from being equivalent. Secondly, the warblade also has quite a few class features, some of which are really nice (having two stances at once? Yes please), and these don't come up.

    What this means is not that they need maneuvers - they can clearly operate without them. However, it does mean that they should probably get more maneuvers with the feat. This Barbarian/Warblade gestalt doesn't even have power attack, so that right there greatly reduces the utility of many of these manuevers.
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    Default Re: Ground-Up Tome of Battle Rewrite - A Spiritual Successor to The Warrior's Way

    Quote Originally Posted by bobthe6th View Post
    they would have to be pretty badass, to match 2 maneuvers readied/known.
    Well, we shall see.

    yes, but it still needs power attack(that should be a class feature).
    I'll consider writing Combat Expertise and Power Attack into the Base Attack Bonus revision as automatic options.

    maneuvers are not known for scaling well, while a good feat should. the stance sounds ok ish...
    Sorry, when I mentioned Tome-style scaling effects earlier, I realized only later that reference was entirely unclear in the context of this thread. What I meant was stuff like this.

    I've put up a couple of the "Training" feats which open up access to the higher level maneuvers. I think they're pretty awesome. Maybe way too awesome. Let me know what you think.

    but then they take a feat at 18, you get it anyways.
    That doesn't bother me so much, because at least then there's a two feat investment.

    Quote Originally Posted by Knaight View Post
    That's nowhere near a Barbarian/Warblade gestalt. For one, the warblade gradually replaces their manuevers, meaning their 13 manuevers are probably all useful, rather than containing low level manuevers that aren't worth much. Being able to initiate a manuever with every attack probably removes this issue, but it does prevent them from being equivalent. Secondly, the warblade also has quite a few class features, some of which are really nice (having two stances at once? Yes please), and these don't come up.
    Yes, I know it's not exactly equivalent to a Barbarian/Warblade gestalt. But it is roughly equivalent, so let's not get overly technical.

    What this means is not that they need maneuvers - they can clearly operate without them. However, it does mean that they should probably get more maneuvers with the feat. This Barbarian/Warblade gestalt doesn't even have power attack, so that right there greatly reduces the utility of many of these manuevers.
    What is all of this Power Attack worship about? The PHB Barbarian, Fighter, and Paladin "need" Power Attack, because all they can do is damage stuff, and without Power Attack they can't even do a meaningful amount of damage to stuff before they get torn to shreds by monsters that deal lots of damage with lots of attacks per round.

    Outside of core, the Barbarian, Fighter, and Paladin all get lots of interesting options, feats, ACFs, and other things that remove this "need" for Power Attack.

    A Warblade? A Warblade never needed Power Attack, much less a Barbarian/Warblade pseudo-gestalt. How does forgoing Power Attack diminish the utility of maneuvers?

    Anyway, I'm hoping to get feedback on the two Training feats I put up to see what people think of how they operate at the moment. If people hate them with a passion, then I should probably scrap that idea and go in another direction. If people think they're awesome, then I can go ahead and write the rest of them and get to some maneuver descriptions.
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    Default Re: Ground-Up Tome of Battle Rewrite - A Spiritual Successor to The Warrior's Way

    Quote Originally Posted by Ziegander View Post
    A Warblade? A Warblade never needed Power Attack, much less a Barbarian/Warblade pseudo-gestalt. How does forgoing Power Attack diminish the utility of maneuvers?
    Some maneuvers are immensely useful for landing a hit, but still need damage supplemented. If you're firing off a touch attack, you can power attach for a huge amount and still reliably hit - and there is a maneuver that strikes as a touch attack.
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    Default Re: Ground-Up Tome of Battle Rewrite - A Spiritual Successor to The Warrior's Way

    Quote Originally Posted by Knaight View Post
    Some maneuvers are immensely useful for landing a hit, but still need damage supplemented. If you're firing off a touch attack, you can power attach for a huge amount and still reliably hit - and there is a maneuver that strikes as a touch attack.
    And if you choose to take the Emerald Razor maneuver, and if I decide to leave it as a Strike, and if you think that you need to deal more damage with your Emerald Razor maneuver, then, maybe you should forgo one of the 6 feats you're spending on maneuvers to pick up the Power Attack feat.

    Are we seriously so wrapped up in the "melee without Power Attack is unplayable" mentality that you think a Barbarian charge-pouncing a guy with Strike of Perfect Clarity on his first attack, Finishing Move on his 2nd attack, Dazing Strike on his 3rd attack, and Disarming Strike on his 4th attack (all at full attack bonus) is losing ANY utility because he decided not to take Power Attack?
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    Default Re: Ground-Up Tome of Battle Rewrite - A Spiritual Successor to The Warrior's Way

    oh, you meant frank and K style... acceptable. those are good enough to chose between a scaling bonus or some manuvers.

    as for the feats... they are very nice. I mean very, very nice. They do give very cool options in combat, before you throw in maneuvers. I approve.
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    Default Re: Ground-Up Tome of Battle Rewrite - A Spiritual Successor to The Warrior's Way

    It would be more effort, but how about making more specific style feats?

    Make some 7-9 feats for every style, and have each feat give a strike, a boost, counter or stance, and some other more general benefit? That would solve a bit of the feat problem.

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    Default Re: Ground-Up Tome of Battle Rewrite - A Spiritual Successor to The Warrior's Way

    Suddenly gishes are awesome.

    Wizard 5/Fighter 1/Eldritch Knight 10/Abjurant Champion 3/Fighter 1

    Caster Level 17
    BAB 17

    9th level spells, 9th level maneuvers. I'm sure there are similar combo's for other casters.

    It's interesting, but you should be aware of the ramifications of making the initiator level something so (relatively) easy to boost.

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    Default Re: Ground-Up Tome of Battle Rewrite - A Spiritual Successor to The Warrior's Way

    Hm. That is a bit of a problem. Classes with high BAB and good class features, i.e. gishes, get everything this ToB system gets, plus spells.

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    Default Re: Ground-Up Tome of Battle Rewrite - A Spiritual Successor to The Warrior's Way

    I can't believe I'm going to say this, but I think this might even be more broken than spellcasting. I haven't done the math, but can you imagine using Time Stands Still, then using up to 8 strikes (maximum levels: 9, 8, 5, 3 for each set if you have a full BAB)? Depending on how the feats and the fighter class are worded, you might even be able to use 2 9th level strikes to do so. That sounds freaking ridiculous.

    Also, how does TWF work in this system?

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    Default Re: Ground-Up Tome of Battle Rewrite - A Spiritual Successor to The Warrior's Way

    Eh. Still not as broken as spells.

    Yes, you can kill any given enemy in a round, probably. So can many things.

    Spells are broken because they do so many things besides killing.


    If everyone has access to it, the general power level will, however, be elevated. Many monsters, especially, will become basically useless.

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