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| Glensather12-02-06, 02:13 AM | Martial Disciple, v2 "I have your Alpha and Omega right here." -- Gans Jaeger, Martial Disciple A Martial Disciple seeks one thing: perfection in his chosen Path, or school of specialization. Utilizing three specific schools of the Ninefold Way, the Martial Disciple becomes a paragon of melee combat, using all the tricks at his disposal to put an end to his enemies, whoever they may be. Outside of combat, Martial Disciples may spend time perfecting their art, and many choose to adventure for this reason. Others were self-taught warriors who perhaps happened upon an old Martial Script, or were taught a few key lessons by a Master Disciple. The Martial Disciple is essentially an initiator that specializes in one ofthree schools, depending on his chosen Path (chosen at level 1). The specialization affects which three schools you may learn your maneuvers from, and also determines a few of your special abilities as you progress. Making a Martial Disciple: Like any other initiator, the Martial Disciple is a specialized character that utilizes maneuvers and stances to win the fight. Depending on which specialization you choose, he may either be a strong defender, a quick finesse fighter, or a frontline combatant. Abilities: Due to the specialized nature of the Martial Disciple, your most important stats depend on your specialization. However, due to the nature of the Disciple of Ouroboros, a couple of stats are important all across the board. Wisdom by far is the most important, as by 10th level it affects almost every combat-oriented skill. Dexterity is a close second, affecting the Armor Class of the Disciple and Initiative. Finally, Strength is important as well, affecting the ability to hit and damage rolls. Races: The path of the Disciple does not discriminate between races. Everyone, regardless of race, may choose to walk the Paths, but few have the ability to harness it and stay on that path. Alignment: The Cycle does not discriminate alignment, and thus a Disciple of Ouroboros may be whatever alignment they wish. However, because of the philosophy of the path, many are neutral on at least the law-chaos axis. Despite the names of the specializations, one does not have to be a particular alignment on the good-evil axis. The Disciple of Ouroboros Hit Die: d10 Level BaB Fort/Ref/Will 01 +01 *see Below 02 +02 03 +03 04 +04 05 +05 06 +06 07 +07 08 +08 09 +09 10 +10 11 +11 12 +12 13 +13 14 +14 15 +15 16 +16 17 +17 18 +18 19 +19 20 +20 Class Skills (4+IN Modifier per level, x4 at first level): Balance, Bluff, Concentration, Intimidate, Jump, Listen, Martial Lore, Sense Motive, Spot, Tumble Maneuvers Maneuvers Stances Level Known Readied Known 01 04 04 1 02 05 04 1 03 06 05 1 04 06 05 1 05 07 05 2 06 07 06 2 07 08 06 2 08 08 07 2 09 09 07 3 10 10 07 3 11 11 08 3 12 11 08 3 13 12 09 4 14 12 09 4 15 13 09 4 16 13 10 4 17 14 10 5 18 14 11 5 19 15 11 5 20 15 11 5 Level Special 01 Path Specialization 02 - 03 Path Feat 04 AC Bonus 05 Dual Maneuver +1 06 - 07 Path Feat 08 Special Ability (Path) 09 Dual Maneuver +2 10 Insightful Strike 11 - 12 Path Feat 13 Dual Maneuver +3 14 Weapon Mastery 15 Special Ability (Path) 16 - 17 Dual Maneuver +4 18 Path Feat 19 Dual Boost 1/encounter 20 Master Disciple Path Specialization: The Martial Disciple must choose a Path at Level 1. This path determines his selection of schools, how he recovers his maneuvers, his Good save, his starting proficiencies, and his special abilities (These are described below). Path of Light: The path of Light grants access to the Devoted Spirit, Setting Sun, and White Raven schools. To recover expended maneuvers, the Martial Disciple of Light must take a Total Defense action for one round. Disciples of Light have Will as their good save. Their starting proficiencies are all simple and martial bludgeoning weapons, one exotic bludgeoning weapon, light and medium armor and shields (but not tower shields). Path of Shadow: The path of Shadow grants access to the Diamond Mind, Shadow Hand, and Stone Dragon schools. To recover expended maneuvers, the Martial Disciple of Shadow must take a Total Defense action for one round, although once a day they may recover all expended maneuvers as a standard action. Martial Disciples of Shadow have Reflex as their good save. Their starting proficiencies are all simple and martial piercing weapons, one exotic piercing weapon, light armor and shields (but not tower shields). Path of Darkness: The path of Darkness grants access to the Desert Wind, Iron Heart, and Tiger Claw schools. To recover expended maneuvers, the Martial Disciple must expend a standard action. Martial Disciples of Darkness have Fortitude as their good save. Their starting proficiencies are all simple and martial slashing weapons, one exotic slashing weapon, light and medium armor. Path Feat: At 3rd, 7th, 12th, and 18th levels, you gain a bonus feat that depends solely on your chosen Path. Level Light Shadow Darkness 3 Combat Expertise Improved Init. Power Attack 7 Improved Trip Spring Attack Cleave 12 Improved Disarm Imp. Critical* Improved Sunder 18 Shield Spec. Power Crit. Cometary Collison *Choose a piercing weapon AC Bonus: Starting at 2nd level, you can add your Wisdom modifier as a bonus to Armor Class, so long as you wear light or medium and are unencumbered. This bonus to AC applies even against touch attacks or when you are flat-footed. However, you lose this bonus when immobilized or helpless. Dual Maneuver: As a Martial Disciple, you've learned how to use a maneuver repeatedly, albeit at the sacrifice of others. You can ready a maneuver twice instead of once, though you must use 2 readied maneuvers to do so. You can only do this with one maneuver at 5th level, but you can readied more maneuvers this way at 9th, 13th, and 17th levels. Special Ability (Ex): At 8th Level, you gain another special ability based on your chosen Path. Light: You gain a +1 dodge bonus to AC, improves every 4 levels (12th, 16th, 20th). Shadow: Quick to Act +1, improves every 3 levels (11th, 14th, 17th, 20th). Darkness: Battle Fortitude +1, improves every 5 levels (13th, 18th). Also, at 15th Level, you gain another special ability, depending on your Path. Light: Mettle Shadow: Improved Evasion Darkness: Mettle Insightful Strike: You use your keen sense to perceive weakness in your opponent. You gain your Wisdom modifier to attack and damage rolls with your path's weapon type. Weapon Mastery: At 13th level, you gain a +2 bonus to attack and damage rolls with your chosen path's weapon set, as per the Weapon Mastery Feat. Dual Boost (Ex): Once per encounter, you can use two boosts instead of one on a specific strike. Master Disciple: At 20th level, you have perfected your art. You may ready 4 manevuers twice (expending 8 readied slots), and you can ready one maneuver three times (expending 3 ready maneuver slots). |
| Belgian Waffle12-02-06, 03:00 AM | It looks like you took the Warblade and the Swordsage and just put them together... doesn't really seem fair to them. He seems to be missing the maneuver switching that the other adepts have. Also, a way to recover maneuvers. If having no recovery method is what you want, then... it's not too bad, but if that is a mistake, then I suggest toning down the maneuvers readied progression because it's beating out the swordsage and no one should beat out the swordsage in that. I like the Dual Maneuvers. It is something that makes him unique among the Adepts. Maybe focus on this aspect a little bit more. Try to tie in his recovery method with this. The Cohort might be a bit much. Maybe have your saving throws be based on which path you take. Like start with all low saving throws but when you pick your path, you end up getting bonuses at certain levels to one of your saving throws that'll effectively give you one good save in the end. The Flavor is interesting, but I think that it's a bit too specific for a base class. It's got more prestige class flavor right now. |
| Lotus Crane12-02-06, 03:04 AM | The Flavor is interesting, but I think that it's a bit too specific for a base class. It's got more prestige class flavor right now. Yeah, before I even try to take a look at the actual mechanics of this class, the name and flavor are definately too specific for a base class. |
| Glensather12-03-06, 12:54 AM | Version 2 up, made a bunch of edits to make it more generic and improved upon the original design. |