| Post/Author/DateTime | Post |
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| Macrovore10-05-07, 10:18 AM | This template is basically the Magister or Chosen of Mystra, for martial adepts. It was made to be a very powerful template, with a high LA to match (I hope +5 is enough). When PEACHing, know this: I'm not trying to keep it at LA +5. I'm trying to make a powerful template. Just tell me things that are too super-overpowered, or mechanically clunky. The mantle of the Martial Paragon is a gift given to the greatest champion in the world. It can only be transferred if the challenger defeats the Paragon in an honor-duel, the terms of which are set by the Paragon. If the challenger defeats the current Paragon, then he takes on the gifts and abilities of this sacred mantle and becomes the Martial Paragon. MARTIAL PARAGON http://www.wizards.com/dnd/images/tob_gallery/99677.jpg This template can be applied to any generally humanoid-shaped corporeal, living creature with the Adaptive Style feat and at least 10 levels in Martial Adept Classes Size and Type: Type changes to Outsider (native) HD: All hit dice from martial adept clases go up one size (to a maximum of d12), and you cannot have fewer than half hit points per hit die. Speed: Your land speed is increased by 20 feet. If you do not have a land speed, then your highest speed increases by 20 feet. Armor Class: You gain an insight bonus to AC equal to your WIS modifier, and a deflection bonus to AC equal to the enhancement bonus of any one weapon you wield (only actual enhancement bonus, not effective) Special Attacks: Aspect of Nine Swords (su): You can channel your mastery over the nine disciplines by taking on aspects that embody each discipline. To use any of these aspects, you must have readied at least 4 maneuvers from the discipline that the aspect corresponds to. In addition, whenever you are using an aspect, you gain a +5 to the favored skill check of the discipline, and melee attacks you make with the favored weapons of the discipline get a +1 bonus on the attack rolls. It is a free action to use or change your aspect, which you can do once per round. You can have only one aspect active at any one time. The nine aspects are as follows: Desert Skirmisher: Your melee attacks deal an additional +2d6 fire damage, which stacks with all other bonus damage, and is multiplied by a critical hit. Also, when making a full attack action, you can take a move action at the same time, moving before, after, or in between your attacks, up to your move speed. Additionally, every time you move at least 10ft under your own power (i.e. taking move actions, but not bull-rushing, etc.), every creature adjacent to each square you move through takes 2d6 fire damage, and must make a fort save (DC is 1/2 initiator level+WIS mod), or be blinded for one round. If they succeed on the save, they are dazzled for one round. Devoted Knight: You gain fast healing 5, which stacks with other forms of fast healing, and the benefit of the Diehard feat (your fast healing works even when you have 0 to -9 hit points). Also, you deal an additional +5d6 damage against creatures with an alignment at least two steps away from your own. Diamond Duelist: You gain blindsense 30ft (if you already have blindsense, you gain blindsight, using the higher radius), and can feint as a swift action, or as an attack action. Also, whenever you take a standard action to attack, you can make an additional attack at the same bonus, or if you are making a full attack, make one more attack at the highest bonus (which means you can feint and attack as a single standard action). You cannot use this extra attack to use a martial strike taking an attack action (see alacrity, below). Iron Soldier: You gain Improved Mettle. Also, when making a melee attack, if you beat the target's AC by at least 5, the target is thrown back 10feet, plus 5 feet per additional 5 you beat the AC by. The target takes 1d6 points of damage per 5 feet of movement, and is knocked prone. If they strike a hard object, like a wall they take 1d6 points of damage per 5 feet of movement they had left to go. The wall also takes this damage, which hardness applies to. You can also choose to aim the thrown creature at another creature, or at a column, or post, or something. To do this, make another ranged touch attack (at the original attack bonus, but with a -4 penalty -1 per additional 5 feet of movement beyond the first 10). If it succeeds, then the creature or object takes the same amount of damage as the thrown creature (hardness applies), and knocked prone, if applicable. They can succeed on a reflex save (DC=modified attack roll) to negate the damage and prone effect. Setting Monk: You can avoid one attack per round (as epic dodge), (http://www.d20srd.org/srd/epic/feats.htm#epicDodge)and you gain improved evasion. Also as an attack action (including during a full attack or an AoO), you can attempt to throw a person. This works similar to the similar Iron Soldier ability, except that instead of an attack roll, they make a trip attempt (using either their STR or DEX mod), and need not beat the target's opposed check by 5, so the distance is 10 feet, plus 5 per 5 you beat the opposed check by. You also do not take a -4 penalty to the roll to throw the creature into something else, or the range increment penaltys. Shadow Assasin: You gain Hide in Plain Sight, and can use Hide and Move Silently while moving without penalty, and take only a -10 (instead of -20) when running, charging, or sniping. Also, if you take a full-round action to make a melee attack (or martial strike taking an attack action) against a flat-footed target, it automatically threatens a critical hit. Stone Defender: You gain Improved Uncanny Dodge (effective rogue level 20), and your melee attacks ignore all hardness and DR. Also, you cannot be moved unwillingly (through bull-rushing, awesome blow, throwing, tripping, teleportation, etc.) Tiger Berserker: You add 1-1/2 your STR bonus to attacks with both primary and off-hand attacks, and whenever you take a standard action to make a regular attack, you can make an additional attack with your off-hand weapon with its highest attack bonus. Also, you gain the pounce ability, and your Jump checks are not doubled without a running start. White Marshal: You and all allies within 30ft gain immunity to fear, and a +1 to attacks, damage, saves, and AC per ally within 30 feet of you (including yourself). As a full-round action, you can make a single melee attack (or martial strike taking an attack action), and every ally within 30ft can make a melee attack for free. These attacks do not have to be against the same enemy, and all the attacks are made with a +5 morale bonus to both the attack and damage roll. Special Qualities: Flexibility: You gain +5 feet of reach, which stacks with other reach bonuses from weapons, size maneuvers, spells, effects, class features, etc. Dual Stance: You can have two stances active at one time. If you have another ability that allows you to use two stances, you can instead use three for as long as you could normally use two. The same swift action can change any or all of your stances. Alacrity: You gain one swift action per round, and immediate actions do not use up a swift action for you (so you can use a counter, a boost, a stance, and a strike in the same turn). Also, any strike maneuver that takes a standard action to use now only takes an attack action. You can only use normal iterative attacks as strikes, so you cannot use bonus attacks from TWFing, haste, etc. Also, you cannot use them with maneuvers that allow you to make multiple attacks (flashing sun, steel wind, time stands still). Additionally, you can move your speed once per round as an attack action, with the same restrictions as with strikes. Feats: You gain Improved Initiative and Combat Reflexes as bonus feats. If you already have Improved Initiative, you add your WIS bonus to Initiative checks. If you already have Combat Reflexes, you gain an additional number of AoOs equal to your WIS modifier. Also, your Adaptive Style feat improves so now you can change (and recover) your maneuvers as a move action up to once per round). Skills: you automatically succeed on all Martial Lore checks. Abilities: STR +2, DEX +4, CON +4, INT +2, WIS +4, CHA +4 LA: +7 CR: +4 |
| Darth Sephiroth10-05-07, 11:00 AM | The increased Reach could be a pain because anyone who wants to get in close puts you in serious danger. |
| Macrovore10-05-07, 02:50 PM | what do you mean? |
| Darth Sephiroth10-05-07, 05:23 PM | Normally reach skips a space. Glance at spears and like things. I'm pretty sure you need to state that adjacent foes can still be attacked if you want that. Otherwise someone will run up next to you and go to town. |
| Macrovore10-05-07, 05:29 PM | I think that's just with reach weapons. Otherwise, it'd be insanely easy to attack big monsters, you'd just get within their minimum range, built into the rules, and full attack away. |
| JiCi10-05-07, 10:18 PM | Huh... ouch ? Although I love that template, I would suggest an LA +7 and a CR +3, because some aspects are very powerful, and sometimes not balanced compared to others. I'm a bit skeptical about the prerequisites... the Chosen of Mystra didn't have such limitations, neither does the Chosen of Bane. I would limit it to any living, corporeal humanoids, giants, monstrons humanoids and outsiders. Looks good overall though. |
| Macrovore10-06-07, 04:39 AM | well, let's look at the aspects then. Which ones, to you, seem overpowered, underpowered, or what? I'm trying to make them all unique, but balanced with each other, so that there is never just one aspect that a character needs, so it can be tactically sound to have any of the aspects active, depending on the situation and character build. and I put the prerequisites there to limit it to just martial adepts. but I may change the type requirements to limit it to creatures with generally humanoid shapes. |
| JiCi10-06-07, 07:06 AM | Tiger Berserker has like 6 abilities compared to Desert Skirmisher which got only 2 abilities. I would personally take out the Power Attack bonus and the extra attack, which can be broken by Dancing/Raging Mangoose. I also would add to Desert Skirmisher the ability to convert fire damage to healing. In other words, try to limit the abilities to 3 per discipline. Don't forget that a swordsage or warblade can access to more than 1 aspect. Alacrity might disallow Time Stands Still, but it doesn't really grant additional attacks, but instead grants you 2 full attack actions, and those attacks can be anything that's not a strike maneuver, since only one is allowed per round. Technically, I would allow Alacrity with Time Stands Still, but who's gonna dish out 10-12 readied strike maneuvers in a single round ? You still need place for boosts and counters. |
| Macrovore10-06-07, 08:40 AM | well, Alacrity allows you to use more than one strike maneuver. It says that you can use one extra one per iterative attack you have, and bonus attacks do not work. If you have BAB+11, then you can use three in a round, assuming you make a full attack action. and I still don't like it working with Time Stands Still. With +16 BAB, you can get 8 strikes off (actuall 9, since TSS is a strike). That doesn't sit right with me. Even if few people would actually ready 9 strikes, it's really powerful. but I agree, Tiger Berserker gets too much. I'll take out the negating TWFing atk penalties, and the power attack clause. So it would look like: Tiger Berserker: You add 1-1/2 your STR bonus to attacks with both primary and off-hand attacks, and whenever you take a standard action to make a regular attack, you can make an additional attack with your off-hand weapon with its highest attack bonus. Also, you gain the pounce ability, and your Jump checks are not doubled without a running start. The jump check thing isn't a big ability, and the extra off-hand attack is in line power-wise with the other disciplines. but what can I do to boost desert skirmisher? I'm not sure about a healing ability. Desert wind is more for fire attacks and maneuverability. how should I embody that? Maybe make it so they can move over difficult terrain easier? or hovering above the ground (elocater-style)? |
| JiCi10-06-07, 11:38 AM | well, Alacrity allows you to use more than one strike maneuver. It says that you can use one extra one per iterative attack you have, and bonus attacks do not work. If you have BAB+11, then you can use three in a round, assuming you make a full attack action. and I still don't like it working with Time Stands Still. With +16 BAB, you can get 8 strikes off (actuall 9, since TSS is a strike). That doesn't sit right with me. Even if few people would actually ready 9 strikes, it's really powerful.Ok, now I get. Sorry, I wrote that when it was like 7 in the morning. but I agree, Tiger Berserker gets too much. I'll take out the negating TWFing atk penalties, and the power attack clause. So it would look like: Tiger Berserker: You add 1-1/2 your STR bonus to attacks with both primary and off-hand attacks, and whenever you take a standard action to make a regular attack, you can make an additional attack with your off-hand weapon with its highest attack bonus. Also, you gain the pounce ability, and your Jump checks are not doubled without a running start. The jump check thing isn't a big ability, and the extra off-hand attack is in line power-wise with the other disciplines.Now we're talking ! but what can I do to boost desert skirmisher? I'm not sure about a healing ability. Desert wind is more for fire attacks and maneuverability. how should I embody that? Maybe make it so they can move over difficult terrain easier? or hovering above the ground (elocater-style)?How about each time you move, every adjacent creature near your path gets blinded by the scorching heat and dirt ? Hovering is left for the Rising Pheonix stance. |
| Macrovore10-07-07, 07:47 AM | cool. I changed the Tiger Berserker entry. now, for the Desert Skirmisher. how about this ability? Every time you move at least 10ft under your own power (i.e. taking move actions, but not bull-rushing, etc.), every creature adjacent to each square you move through takes 2d6 fire damage, and must make a fort save (DC is 1/2 initiator level+WIS mod), or be blinded for one round. If they succeed on the save, they are dazzled for one round. |
| JiCi10-07-07, 12:55 PM | Looks good. |
| Macrovore10-08-07, 09:08 AM | cool. it's updated. what do you guys think now? Are the aspects balanced and unique? are the other abilities overpowering or broken? what should the final LA and CR be? |
| JiCi10-08-07, 09:33 AM | I say CR +3 and LA +8. |
| Macrovore10-08-07, 09:43 AM | really? What could we do to kick it down to 6 or 7?. |
| JiCi10-08-07, 11:50 AM | The Chosen of Malar from Dungeon #129 has similar benefits but a CR +4 and a LA +8. However, since yours is limitied by the base creature, it should lowers them each by one, and don't forget, you gain access to "all" aspects. A Master of Nine with Adaptative Style can easily switch form one aspect to the other, choosing a new one each time until all 9 have been shown. |
| Macrovore10-08-07, 05:09 PM | so, kick it down to 7, restrict the types to generally humanoid-shaped corporeal, living creatures (I had considered doing that originally), and that's that? |
| JiCi10-08-07, 05:58 PM | Yup |
| warforged5109210-08-07, 06:12 PM | Sorry to sound like a moron, but what does PEACH mean?:confused: |
| JiCi10-08-07, 06:58 PM | Please Evaluate And Critique Honestly... it means that the OP is looking for constructive feedbacks and opinions. |
| JiCi10-09-07, 06:49 AM | Huh, Macrovore, we're missing something. How do I acquire this template ? |
| Macrovore10-09-07, 08:10 AM | I put above the picture, in italics. You have to defeat the current Paragon in a formal duel (the paragon chooses the rules, stakes, etc). If he dies without anyone having usurped the title (i.e, old age, adventuring, assasination), then it is passed on to another martial adept. Some say the gods choose the warrior to receive the honor, others attribute it to random chance. Whatever it is, the Paragon is sworn to secrecy about it. |
| WebJiCi10-11-07, 07:35 PM | Sounds good to me |
| DaTedinator10-12-07, 07:01 PM | I like it! Pretty much the only complaints are that I don't like the name of Flexibility, and Alacricity is worded kinda funny, though I get the intent. Not really sure how to clean it up. But yeah. Looks solid! I agree with the LA and CR. Well done! |
| WebJiCi11-24-07, 09:22 PM | How about "Swift Striker" then ? |
| Viktor_Von_Doom11-24-07, 09:36 PM | Would help if you had it so you must choose a style at the beginning of the day. |
| WebJiCi12-27-07, 07:29 AM | Nah... the crusader has access to 2 aspects maximum (7 maneuvers + 4 stances = 11 -> 8/4 = 2) and that from only 3 disciplines; the swordsage has access to 4 aspects maximum (12 maneuvers + 6 stances = 18 -> 16/4 = 4) and that from 6 disciplines; the warblade has access to 2 aspects maximum (7 maneuvers + 4 stances = 11 -> 8/4 = 2) and that from 5 disciplines. Don't forget that if you use your maneuvers, you'll lose these aspects. So even if you have many aspects, you'll be torn between using your aspects or using your maneuvers. |
| LunarWolfPrime01-19-08, 07:47 PM | Cool temp; have you though about makeing a temp for all 9 styles? |
| LunarWolfPrime01-21-08, 03:52 PM | Cool temp; have you though about makeing a temp for all 9 styles? Indivdualy speaking sorry if their was any miss understanding, OK! |
| LunarWolfPrime05-15-08, 09:13 AM | :bump: :fight!: :ghosted: |
| M-bark05-15-08, 03:09 PM | Since Macrovore last posted on these boards several months ago, I don't think you are going to get an answer from him anytime soon. (Unless you PM him.) Of course, you could always ask someone else to make such templates you ask for. |