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Old 03-14-2011, 06:56 PM   Top  -  End  -  #1
Cieyrin
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Default [D&D 3.5] The War-Marked, Reloaded (CC 3.0)

For your viewing pleasure, as requested by Doc Roc, I present the reformatted version of...

EDIT: Special Thanks to Jarian for finishing the War-Marked for us. It's appreciated.

The War-Marked




"The War-Marked were a strange bunch, old friend. They passed into history long ago, but the influences of their bizarre fusion of totemic powers and martial traditions can still be seen in isolated places across the planes. They were titans, in their era. Legend has it that they fought great wars on even footing with the arcanists, once. But legend is just fancy given the gravitas of antiquity. So odd that you come to me now, in my desert and my caravan, with such a question. All this makes me wonder... why do you ask? Why come so far to bother an old sage in the twilight of his career?"

GAME RULE INFORMATION
War-Marked's have the following game statistics.
Abilities: What ability scores are important to an individual war-marked truly depends on what marks they pursue. A majority of war-marked will want a high Strength or Dexterity, depending on their preferred engagement distance. A good Constitution is always a welcome choice regardless of mark pursued and mental ability scores can fluctuate in importance, again depending on what marks are chosen.
Alignment: Any
Hit Die: d10
Starting Age: As Fighter
Starting Gold: As Fighter.

Class Skills
The War-Marked's class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Craft (Int), Concentration (Con), Intimidate (Cha), Jump (Str), Knowledge(Martial Lore) (Int), Knowledge(Local) (Int), Listen (Wis), Profession (Wis), Psicraft (Int), Ride (Dex), Spot (Wis), Spellcraft (Int), Tumble (Dex) and Use Psionic Device (Cha).

Skill Points at First Level: (4 + Int modifier) x 4
Skill Points at Each Additional Level: 4 + Int modifier

War-Marked
LevelBase Attack BonusFort SaveRef SaveWill SaveSpecial
1st
+1
+2
+0
+0
Weapon Mark
2nd
+2
+3
+0
+0
Bonus Feat (General)
3rd
+3
+3
+1
+1
Unlocking of the Name
4th
+4
+4
+1
+1
Bonus Feat (Fighter)
5th
+5
+4
+1
+1
Ideal Mark
6th
+6/+1
+5
+2
+2
Moment of Succor
7th
+7/+2
+5
+2
+2
Unlocking of the Essence
8th
+8/+3
+6
+2
+2
Bonus Feat (General)
9th
+9/+4
+6
+3
+3
Aspect of the Chosen, Ascent of the Marked
10th
+10/+5
+7
+3
+3
Gift of the Chosen
11th
+11/+6/+1
+7
+3
+3
Bonus Feat (Fighter, Floating (8th))
12th
+12/+7/+2
+8
+4
+4
Ascent of the Chosen: Outsider Mark
13th
+13/+8/+3
+8
+4
+4
Unlocking the Truth
14th
+14/+9/+4
+9
+4
+4
Bonus Feat (General, Floating)
15th
+15/+10/+5
+9
+5
+5
Moment of Puissance
16th
+16/+11/+6/+1
+10
+5
+5
Zeal of the Chosen
17th
+17/+12/+7/+2
+10
+5
+5
Bonus Feat (Fighter), Mark of the Archetype
18th
+18/+13/+8/+3
+11
+6
+6
Unlocking the Myth
19th
+19/+14/+9/+4
+11
+6
+6
Becoming the Exemplar
20th
+20/+15/+10/+5
+12
+6
+6
Ascent of the Legend, Bonus Feat (Fighter)

Class Features
All of the following are class features of the War-Marked.

Weapon and Armor Proficiencies: A war-marked is proficient with all simple and martial weapons and with all armor (heavy, medium, and light) and shields (including tower shields). Depending on the chosen mark, a war-marked may acquire further weapon proficiencies.

Marks: Marks are preset packages of abilities, primarily passive in nature, but often with a single active ability per Mark. Almost all of the marks’ abilities are extraordinary in nature, although a few are supernatural in origin. Most marks’ abilities depend on initiator level for various purposes, such as determining the saving throw DC, duration, between others; each mark has its own description. A mark is composed usually of three special abilities, although some marks may have up to four special abilities. These abilities are usually Shapes, Names and Essences. Outsider and Archetype Marks have a fourth aspect, called the Truth. Archetype and Legendary Marks have a fifth and final aspect, Legend.
  • Shape: This aspect of the Mark is accessible as soon as you get the mark.
  • Name: This aspect is unlocked for a war-marked at third level.
  • Essence: This aspect is unlocked for a war-marked as seventh level.
  • Truth: This aspect is unlocked for a war-marked at thirteenth level.
  • Legend: This aspect is unlocked for a war-marked at eighteenth level.
At 1st level, a war-marked gains a weapon mark, followed by an ideal mark at fifth level. At ninth level, a war-marked picks either a magical beast mark or an aberration mark. At 12th level, the war-marked selects a single outsider mark. At 17th level, the war-marked selects a single archetype mark. Finally, at 20th, the war-marked receives their final mark, the legendary mark.
  1. Weapon Marks: These marks grant abilities relative to the use of a specific set of weapons. This represents the preferred combat technique of the war-marked.
  2. Ideal Marks: These marks grant abilities related to ideals both big and small. This mark represents the war-marked’s convictions and the path it follows.
  3. Magical Beast Marks: These marks grant abilities drawn from beasts infused with magic power, such as the blink dog and the winter wolf. This mark, along with the Aberration marks, represents the physical creature with which the war-marked identifies with.
  4. Aberration Marks: These marks grant abilities drawn from creatures that defy the norm, such as the aboleth and the beholder. This mark, along with the Magical Beast marks, represents the physical creature with which the war-marked identifies with.
  5. Outsider Marks: These marks draw abilities from the physical representations of the Outer Planes. This mark represents the power to which every war-marked strives to achieve. Some of these marks are limited to specific alignments only.
  6. Archetype Marks: Stepping beyond even outsiders, archetype marks allows the war-marked to exemplify one of the alignment extremes. You can't select an archetype for which your alignment conflicts with.
  7. Legendary Marks: The epitome to which every war-marked strives, these marks represent unlocking the maximum potential that exists for a mortal. They all achieve different effects but they're equally powerful and awe inspiring.
Again, at 1st level, a war-marked has access only to the shape ability of its mark. At further levels, a war-marked gains the ability to use the name and essence abilities of its chosen marks (see Unlocking of the Name and Unlocking of the Essence, below).

Initiator Level: Since most of the war-marked’s mark abilities and some class abilities depend on initiator level, a war-marked’s initiator level is equal to its class level plus half the class levels in other classes, with one exception. If a war-marked multiclasses into a martial adept class, it may treat its war-marked levels as class levels for purposes of determining the initiator level (and thus, maneuvers known), but only for the first instance of multiclass. For example, if a fourth level war-marked gains a level in warblade, its initiator level for both war-marked and warblade would be 5; if afterwards, the fourth level war-marked/first level warblade gains two levels of swordsage, its initiator level for both war-marked and warblade would be 6, while its initiator level for swordsage would be 4.

Bonus Feats: At 2nd level, and at every sixth level afterwards (except 20th level), a war-marked gets a bonus feat. The war-marked may choose from any feat, so as long as it meets the prerequisites.

At 4th level, and again at 11th, 17th, and 20th level, a war-marked gains another set of bonus feats, but these are limited to the list of feats that can be chosen by fighters. These feats are in addition to the bonus feats mentioned above.

At 11th level, you may change your chosen feat for 8th level once per day; at 14th level, you gain an extra bonus feat, which can also be changed once per day. Both of these feats can be changed after 8 hours of rest, and the change takes two minutes of concentrated effort but requires no movement or outward exertion. At the end of the two minute period, the war-marked loses the feat currently granted by the floating feat slot, and may then select any other feat that he or she qualifies for. If at any point, qualifications cease to be met then the war-marked loses the benefit of the floating feat until he or she either qualifies again or can change his or her floating feat to a valid selection by the method described above.

Unlocking of the Name (Ex): At 3rd level, a war-marked gains the ability to use the name ability of its marks, both from the already known marks as well as any new marks it gains.

Moment of Succor (Ex): At 4th level, a war-marked acquires a measure of resistance over dangerous mental afflictions. Once per encounter, plus one additional time per ten initiator levels, you may delay the effects of a failed Will save by one round. Effects may be delayed more than once.

Unlocking of the Essence (Ex): At 7th level, a war-marked gains the ability to use the essence ability of its marks, both from the already known marks as well as any new marks it gains.

Ascent of the Marked (Su): At 9th, the war-marked may select either a Magical Beast mark, or an Aberration mark.

Aspect of the Chosen (Su): Also at 9th level, a war-marked awakens its latent psychic potential, albeit on a very limited scale. The war-marked may spend a moment of quiet meditation to reorganize itself, honing its strengths and severing its weaknesses. Once per month, a war-marked may duplicate the effect of a psychic reformation psionic power, by spending 10 minutes in meditation. A war-marked does not need to spend experience points when it uses this ability.

Gift of the Chosen (Su): At 10th level, a war-marked grants a fellow warrior a measure of its own power, allowing it to excel where otherwise it would perish. Once per day, a mark may be lent to a single specific willing target. The duration of this effect is 12 hours or until revoked. Only the most recently borrowed mark is effective and while the mark is lent, the original owner has no access to it. The granted mark uses the initiator level of the original owner where relevant.

Ascent of the Chosen (Su): At 12th level, a war-marked gains an Outsider mark.

Unlocking the Truth (Ex): At 13th level, a war-marked gains the ability to use the truth ability of its marks, both from the already known marks as well as any new marks it gains.

Moment of Puissance (Ex): At 15th level, the war-marked's strength of body can be used to accomplish incredible feats. Once per encounter, plus one additional time per ten initiator levels, you may treat a saving throw required by an attack or effect used against you as if it were a Fortitude save. In addition, you may delay the effects of a failed Fortitude save by one round. These are separate effects, and as such each consume a use of this ability.

Zeal of the Chosen (Ex): The war-marked is a force to be controlled by no other being. At 16th level, the war-marked gains immunity to charm and compulsion effects. In addition, once per day as a standard action, the war-marked may instantly end a charm or compulsion effect currently affecting an ally within line of sight, or undo the effect of a mind-altering effect (such as the mindrape spell), restoring her ally's mind to its original state.

Mark of the Archetype (Ex): At 17th level, the war-marked gains an Archetype Mark. You may select any mark that does not conflict with your alignment. Neutral alignment components do not conflict with either extreme.

Unlocking the Myth (Ex): At 18th level, the war-marked gains the ability to use the Legend ability of its marks, both from the already known marks as well as any new marks it gains.

Becoming the Exemplar (Su): At 19th level, the war-marked takes on further aspects of their chosen archetype. This ability has varying effects based on the selected Archetype Mark, as follows.

Mark of the Inevitable: You gain damage reduction 15/chaotic, spell resistance equal to your HD + 12, immunity to critical hits, and immunity to paralysis, sleep, and stunning effects.

Mark of the Infernal: You gain regeneration 10, which is bypassed by good-aligned weapons, as well as sacred and divine damage. You also gain damage reduction 15/good, and immunity to all disease, poison, and hostile polymorph effects.

Mark of the Slaad Lord: You gain damage reduction 15/lawful, as well as immunity to any effect that would directly impair or impede your movement (such as an entangle or a flesh to stone spell, but not a shivering touch spell that reduced your dexterity to 0).

Mark of the Solar: You gain regeneration 10, which is bypassed by evil-aligned weapons, as well as profane and vile damage. You also gain damage reduction 15/evil, and the ability to use heal as a spell-like ability with a caster level equal to your initiator level once per day.

Ascent of the Legend (Ex): At 20th level, the war-marked gains their final mark, the Mark of the Legend.

New Feats:

Marks of War
Minimum Initiator Level:
6th.
Benefit: You may select a weapon mark. A character may have only up to two weapon marks.
Special: A Warblade may select this as a bonus feat as well as any class that normally receives Fighter Bonus Feats. This feat may be selected multiple times.

Marks of Questing
Minimum Initiator Level:
9th.
Benefit: You may select an ideal mark for which you qualify. A character may have only up to two ideal marks.
Special: A Warblade may select this as a bonus feat as well as any class that normally receives Fighter Bonus Feats. This feat may be selected multiple times.

Marks of Lore
Prerequisites: Ascent of the Marked, Minimum Initiator Level of 14th
Benefits: You gain either an aberration or magical beast mark.
You may have only one instance of each type. This feat may not be taken multiple times.

Unlocking The Name
Minimum Initiator Level:
6th
Benefit: As per the War-Marked Class ability.
Special: A Warblade may select this as a bonus feat as well as any class that normally receives Fighter Bonus Feats.

Unlocking The Essence
Minimum Initiator Level:
12th
Benefit: As per the War-Marked Class ability.
Special: A Warblade may select this as a bonus feat as well as any class that normally receives Fighter Bonus Feats.

Legal stuff: CC 3.0 by default, BSD Non-MIT by request
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Old 03-14-2011, 06:57 PM   Top  -  End  -  #2
Cieyrin
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Default Re: [D&D 3.5] The War-Marked, Reloaded (CC 3.0)

War Marks

Weapon Marks
Spoiler

Ideal Marks
Spoiler

Magical Beast Marks
Spoiler

Aberration Marks
Spoiler

Outsider Marks
Spoiler

Archetype Marks
Spoiler

Legendary Marks
Spoiler
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Old 03-14-2011, 06:58 PM   Top  -  End  -  #3
Cieyrin
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Default Re: [D&D 3.5] The War-Marked, Reloaded (CC 3.0)

Unfinished & Additional Material, Notes, etc.

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

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

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

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


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

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


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

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

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

Failure Notes:

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

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

Mark of the Unraveler
Mark type: Outsider
Failure notes:

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

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

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

Stage Diagram
:Any Attack:
* Hit
V
Proc
1. Pass Save, effect ends
2. Fail Save
* Take Damage
* Effect begins
1. Pass Save, effect ends
2. Fail save:
o Take damage
o Disabled for round
o If failed K saves, die horribly
3. If disabled:
o Can't try to end the effect with your own magic
o Can't react to other incoming abilities.
4. Loop to 1, 5 times.
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Old 03-14-2011, 07:35 PM   Top  -  End  -  #4
jiriku
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Default Re: [D&D 3.5] The War-Marked, Reloaded (CC 3.0)

Perhaps I am a silly person for asking this, but how can you get bonus feats at 17th and 20th level if the class only has 14 levels?
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Old 03-14-2011, 08:05 PM   Top  -  End  -  #5
Cieyrin
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Default Re: [D&D 3.5] The War-Marked, Reloaded (CC 3.0)

Quote:
Originally Posted by jiriku View Post
Perhaps I am a silly person for asking this, but how can you get bonus feats at 17th and 20th level if the class only has 14 levels?
The class is designed as a 20 level class, there's only material up to 14th currently, though. When further material is created to cover those levels, I'll extend to those levels.
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Old 03-14-2011, 08:49 PM   Top  -  End  -  #6
Doc Roc
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Default Re: [D&D 3.5] The War-Marked, Reloaded (CC 3.0)

Can't tell you how much I appreciate this.
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Old 03-14-2011, 10:23 PM   Top  -  End  -  #7
Cieyrin
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Default Re: [D&D 3.5] The War-Marked, Reloaded (CC 3.0)

Alright, everything currently made is up. Question, oggle, use, comment, what have you.
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Old 03-14-2011, 10:25 PM   Top  -  End  -  #8
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Default Re: [D&D 3.5] The War-Marked, Reloaded (CC 3.0)

This is absolutely beautiful.

Since you mention that your initiator level stacks for the first instance of multi-classing, maybe a mark that gives use of some abilities based on the nine disciplines could be used? That would be awesome.
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Old 03-14-2011, 10:46 PM   Top  -  End  -  #9
Doc Roc
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Quote:
Originally Posted by unosarta View Post
This is absolutely beautiful.

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

I'm also really glad you like it. This is, in a sense, the project that launched Legend. It's not part of the corpus of Legend anymore, to my endless sorrow, and as a result, never got that much attention except for use in the Test of Spite. I think this reformatting is really phenomenal, and I'm super grateful.
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Old 03-15-2011, 07:34 AM   Top  -  End  -  #10
unosarta
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Default Re: [D&D 3.5] The War-Marked, Reloaded (CC 3.0)

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


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

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Originally Posted by Doc Roc View Post
I'm also really glad you like it. This is, in a sense, the project that launched Legend. It's not part of the corpus of Legend anymore, to my endless sorrow, and as a result, never got that much attention except for use in the Test of Spite. I think this reformatting is really phenomenal, and I'm super grateful.
Yeah, I would love to play this class as a character. They are so wonderfully versatile when compared to standard melee characters.
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Old 03-15-2011, 11:44 AM   Top  -  End  -  #11
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Default Re: [D&D 3.5] The War-Marked, Reloaded (CC 3.0)

Any possibility of a genie based outsider mark?
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Old 03-15-2011, 12:07 PM   Top  -  End  -  #12
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Definitely! I won't be able to work on W-M for a while, but it was always a community project. If you draft a Genie mark, I will help with it.


As part of the CC license, I'm promising that you can use it any way or where you want, you can rip material out or paste material on. This is ours now, not mine.
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Old 03-15-2011, 01:06 PM   Top  -  End  -  #13
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I am trying to think of some other things that marks could be based on:
  • Regular animals
  • Elements
  • Schools of magic?
  • Combat styles (Archer, Centurion, Hoplite, Berserker, etc)
  • It'd be kinda cool to have a mark for every creature type
For animals, Tooth and Claw is a pretty basic version of an animal-type mark, though I could see more Weapon marks emulating specific animals. Some of the Ideals, like Fury, covers some of that, too.

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

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

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

I could definitely see other creatures having their own marks, though they'd have to be lined up with our current power levels and defined. I mean, what kind of marks would we have for Ooze or Plant, really, that's both interesting to play with and balanced with probably Aberration or Magical Beast? Not saying it couldn't be done, it just needs some thought. We already mimic a lot of creature abilities with Weapon and Ideals, so it'd take a bit of work to make something both different and flavorful.
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Old 03-15-2011, 01:33 PM   Top  -  End  -  #14
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Default Re: [D&D 3.5] The War-Marked, Reloaded (CC 3.0)

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

These are my initial thoughts.
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Old 03-15-2011, 02:56 PM   Top  -  End  -  #15
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Mark of the Djinni
Shape: (Ex) Gain a fly speed of 60 feet with perfect maneuverability.
(While this appears as wisps emanating from your lower anatomy there are no wings or other visible methods of flight
Name: (Ex)? Gain Telepathy with 100ft range
Essence: (Su) 1/Day You can become a whirlwind as per the Djinni ability
Truth: (Sp) You can use the spell Invisibility (Self Only) at will.

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

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

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

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

Just a couple of my thoughts for putting it up with the other Outsider marks. Now, I need to make a couple formatting corrections I just noticed I flubbed up...
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Old 03-17-2011, 12:55 PM   Top  -  End  -  #16
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Really glad you guys like it. I think it is still allowed in the Never Ending Dungeon, by the way.
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Old 03-24-2011, 02:28 PM   Top  -  End  -  #17
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Default Re: [D&D 3.5] The War-Marked, Reloaded (CC 3.0)

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

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

Now, since this was written in the context of early Legend development, maybe the decision had already been made not to include those feats, so the combos weren't a concern. Or maybe I'm just stuck thinking that melee can't have nice things? Does anyone else have a thought about this?
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Old 03-24-2011, 02:58 PM   Top  -  End  -  #18
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OK, I'm looking at adapting some of these marks to another purpose, and I have a balance concern about Mark of the Shooting Star.

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

Now, since this was written in the context of early Legend development, maybe the decision had already been made not to include those feats, so the combos weren't a concern. Or maybe I'm just stuck thinking that melee can't have nice things? Does anyone else have a thought about this?
All those things were intentional. Remember, this class was intended to single-handedly fix mundanes. And you WILL run out of AoOs, and you will miss.
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Old 03-24-2011, 03:02 PM   Top  -  End  -  #19
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Default Re: [D&D 3.5] The War-Marked, Reloaded (CC 3.0)

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

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

Now, since this was written in the context of early Legend development, maybe the decision had already been made not to include those feats, so the combos weren't a concern. Or maybe I'm just stuck thinking that melee can't have nice things? Does anyone else have a thought about this?
Valid concerns, I would say. The earliest this unlocks is at 7th level, for 30' of threatened area, which is comparable to an Expanded Psychic Warrior with a spiked chain, who is hitting at 30' of threatened area as well, which puts 'em pretty even. The War-Marked has to contend with the ranged weapon tree, so he's still a bit feat starved compared to the Psychic Warrior, so it may take a while to get at some of the toys the Psychic Warrior picks up a bit earlier. I'd call that a pretty even trade, as the War-Marked gets easier access to increased range while the Psychic Warrior has to work at it (Unnatural Reach, Deformity(Tall), etc.) but can also spread his feats a bit more about.
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Old 03-24-2011, 04:11 PM   Top  -  End  -  #20
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Shudder...what a brave new world we look upon.

I guess where it's really catching me is that I'm looking at this from a DM's perspective and realizing that most stock monsters are just NOT prepared to deal with this. But then, stock monsters can't handle a sorcerer or wizard either, so I guess the mark isn't the underlying issue.
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Old 03-24-2011, 06:29 PM   Top  -  End  -  #21
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Regarding Mark of the Hoplite, should Instantaneous action be read as Immediate action?

Also, small typo: the text of Unlocking of the Name states that it is gained at 2nd level, but the table and the Mark description both state that it is gained at 3rd level.
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Old 03-24-2011, 07:02 PM   Top  -  End  -  #22
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Default Re: [D&D 3.5] The War-Marked, Reloaded (CC 3.0)

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

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

Nice catch on the typo, I'll go fix that.
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Old 03-24-2011, 10:20 PM   Top  -  End  -  #23
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Default Re: [D&D 3.5] The War-Marked, Reloaded (CC 3.0)

Absolutely loving this.

Wanting to know: How close to finishing stuff up for levels 15 - 20 are you?
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Old 03-28-2011, 12:24 PM   Top  -  End  -  #24
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Default Re: [D&D 3.5] The War-Marked, Reloaded (CC 3.0)

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Absolutely loving this.

Wanting to know: How close to finishing stuff up for levels 15 - 20 are you?
The Penny Dreadful team is currently focusing on getting Legend into a finished product, so War-Marked is a bit on the back burner for us. We are planning to come back to this at some point but, in the mean time, remember that the War-Marked is released as open source content under the Creative Commons license 3.0. Anyone can pick up from what was in the old Google docs (linked at the beginning of the thread), which has comments and suggestions on where to go with the War-Marked in later levels. If you or anyone else inspired enough to go forward with the work is willing, just remember to follow the Creative Commons guidelines and have fun with it.
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Old 03-29-2011, 03:48 PM   Top  -  End  -  #25
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Absolutely loving this.

Wanting to know: How close to finishing stuff up for levels 15 - 20 are you?
At some point, I may place a bounty on finishing it. :)
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Old 03-29-2011, 03:54 PM   Top  -  End  -  #26
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Default Re: [D&D 3.5] The War-Marked, Reloaded (CC 3.0)

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

If so, I'm tempted to finish the class progression and tidy up the unfinished material.
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Old 03-30-2011, 09:01 PM   Top  -  End  -  #27
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Default Re: [D&D 3.5] The War-Marked, Reloaded (CC 3.0)

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


LevelBase Attack BonusFort SaveRef SaveWill SaveSpecial
15th
+15/+10/+5
+9
+5
+5
Moment of Puissance
16th
+16/+11/+6/+1
+10
+5
+5
Zeal of the Chosen
17th
+17/+12/+7/+2
+10
+5
+5
Bonus Feat (Fighter), Mark of the Archetype
18th
+18/+13/+8/+3
+11
+6
+6
Unlocking the Myth
19th
+19/+14/+9/+4
+11
+6
+6
Becoming the Exemplar
20th
+20/+15/+10/+5
+12
+6
+6
Ascent of the Legend, Bonus Feat (Fighter)

Moment of Puissance (Ex): At 15th level, the war-marked's strength of body can be used to accomplish incredible feats. Once per encounter, plus one additional time per ten initiator levels, you may treat a saving throw required by an attack or effect used against you as if it were a Fortitude save. In addition, you may delay the effects of a failed Fortitude save by one round. These are separate effects, and as such each consume a use of this ability.

Zeal of the Chosen (Ex): The war-marked is a force to be controlled by no other being. At 16th level, the war-marked gains immunity to charm and compulsion effects. In addition, once per day as a standard action, the war-marked may instantly end a charm or compulsion effect currently affecting an ally within line of sight, or undo the effect of a mind-altering effect (such as the mindrape spell), restoring her ally's mind to its original state.

Mark of the Archetype (Ex): At 17th level, the war-marked gains an Archetype Mark. You may select any mark that does not conflict with your alignment. Neutral alignment components do not conflict with either extreme.

Unlocking the Myth (Ex): At 18th level, the war-marked gains the ability to use the Legend ability of its marks, both from the already known marks as well as any new marks it gains.

Becoming the Exemplar (Su): At 19th level, the war-marked takes on further aspects of their chosen archetype. This ability has varying effects based on the selected Archetype Mark, as follows.

Mark of the Inevitable: You gain damage reduction 15/chaotic, spell resistance equal to your HD + 12, immunity to critical hits, and immunity to paralysis, sleep, and stunning effects.

Mark of the Infernal: You gain regeneration 10, which is bypassed by good-aligned weapons, as well as sacred and divine damage. You also gain damage reduction 15/good, and immunity to all disease, poison, and hostile polymorph effects.

Mark of the Slaad Lord: You gain damage reduction 15/lawful, as well as immunity to any effect that would directly impair or impede your movement (such as an entangle or a flesh to stone spell, but not a shivering touch spell that reduced your dexterity to 0).

Mark of the Solar: You gain regeneration 10, which is bypassed by evil-aligned weapons, as well as profane and vile damage. You also gain damage reduction 15/evil, and the ability to use heal as a spell-like ability with a caster level equal to your initiator level once per day.

Ascent of the Legend (Ex): At 20th level, the war-marked gains their final mark, the Mark of the Legend.







Archetype Marks
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Old 03-30-2011, 10:10 PM   Top  -  End  -  #28
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Default Re: [D&D 3.5] The War-Marked, Reloaded (CC 3.0)

I don't know what to say. Thank you so much.
Holy **** that is awesome. More detailed feedback soon, but I'm going to go ahead and explicitly grant you a BSD Non-MIT license, and one to Cieyran as well. Feel free to publish this at some point.
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Old 03-30-2011, 10:11 PM   Top  -  End  -  #29
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Default Re: [D&D 3.5] The War-Marked, Reloaded (CC 3.0)

I accept payment via paypal or cashier's check.

Alternately, a little credit blurb would be nice.

Once I finish the Legendary marks I'll see about reformatting the rest to keep it standardized.
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Old 03-30-2011, 10:19 PM   Top  -  End  -  #30
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I accept payment via paypal or cashier's check.

Alternately, a little credit blurb would be nice.

Once I finish the Legendary marks I'll see about reformatting the rest to keep it standardized.
Given that a BSD license entails permission to publish commercially, I'd call that giving credit. :)
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