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Author Topic: [3.5] Scholar base class+Plain History ToB school=adventuring teacher!  (Read 11515 times)
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oslecamo
Grape ape
*****
Posts: 1940



« on: July 04, 2011, 01:47:15 PM »

Scholar

“The events of this night shall be mine to devour!”-Keine Kamishirasawa, master Scholar

Scholars are those who dedicate their lifes not only to the pursuit of knowledge, but also to its spreading. And manipulation. The mind of mortals is short and flawed, and thus those who write the history books can literally reshape reality as its their words that will be perceived as "truth" in the future.

Unlike spellcasters, scholars believe in healthy balanced training of the mind and body, practising martial arts to help them prevail in an ignorant world filled with violent fools, and even developed their own particular fighting style, Plain History. This style focus on literally using knowledge as power, filling their oponents with doubts, finding their weak points, advising allies and even channeling old almost-forgoten powers.

MAKING A SCHOLAR

Abilities: Intelligence is the key ability for Plain History and also the knowledge skills you need to suceed. Constitution bolsters your HP and helps you stay in Mythical Form longer. Dexterity may come in handy as you're wearing light armor.
Races: Humans with their natural curiosity make for the most part of scholars, but otherwise no race shows special preference for this class.
Alignment: Scholars can be of any alignment, but they usually tend more to the lawful and good spectrums. Evil scholars spread unrest by fabricating rumors and conspiracies, while chaotic scholars openly challenge traditions and tabus.
Starting Gold: 4d4x10 (100gp)
Starting Age: Young

HD:d6
Level BAB Fort Ref Will Feature Maneuvers Known Maneuvers Readied Stances Known
1 +0 +2+0 +2 Scholar Strike, Sacred Knowledge(War Strategy) 3/day431
2 +1 +3+0 +3 AC Bonus 531
3 +2 +3+1 +3 Sacred Knowledge 4/day641
4 +3 +4 +1+4 Trivia752
5 +3 +4 +1 +4Sacred Knowledge(Careful Analyzis) 862
6 +4 +5+2 +5 Sacred Knowledge 7/day962
7 +5 +5 +2 +5Mythical Form 1/day1072
8 +6 +6 +2 +6Sacred Knowledge( Weak Point)1182
9 +6  +6+3 +6 Sacred Knowledge 8/day1292
10+7 +7+3 +7 Mythical Form 2/day1392
11+8 +7 +3+7 Sacred Knowledge(Plain Fact)14103
12+9 +8 +4+8 Sacred Knowledge 9/day15113
13+9 +8 +4 +8 Mythical Form 3/day16123
14+10 +9 +4 +9Sacred Knowledge(Safety First)17124
15+11 +9 +5 +9 Sacred Knowledge 10/day18134
16+12 +10 +5 +10Mythical Form 4/day19144
17+12 +10 +5+10 Greater  Mythical Form20155
18+13 +11+6 +11 Sacred Knowledge 11/day21155
19 +14 +11 +6 +11 Mythical Form 5/day22165
20+15 +12 +6 +12Guardian of Knowledge 23175

8 Skill points+int per level, quadruple at 1st level. Class skills:
Apraise, Balance, Bluff, Concentration, Craft(any), Intimidate, Knowledge(any), Listen,  Profession(any), Search, Spot, Spellcraft, Use Magic Device, plus any two aditional skills of your choice.

Proficiencies: simple weapons and light armor.


Features:


Maneuvers: A Scholar learns maneuver from the Plain History school and one other martial school of her choice. If the second school demands any special prerequisite (like Ancient Temple needing a feat) the Scholar must fulfill it as well.

The Scholar can recover maneuvers by quickly taking notes on scrolls/books during combat. One swift action recovers one maneuver of her choice, a move action recover two maneuvers of her choice, a standard action recovers four maneuvers of her choice.

At 4th level, and every even-numbered level afterwards, the scholar can swap replace one of its older maneuvers with a new one she qualifies for from one of her two schools (the new one doesn't need to be of the same level of the older one).

Scholar Strike: Since scholars are aways busy taking notes or making wide gestures with their hands to suport their explanations, they can't really afford to rely on weapons, prefering to resort to a good kick or headbut when things get ugly. The Scholar gains Improved Unarmed Strike as a bonus feat, and her unarmed strike damage increases one die size for every 3 levels of Scholar. This also allows the Scholar to use scrolls (as wells as books, pens, paper sheets, writing feathers and any mundane writing utensils) as weapons.

In the hands of the scholar, the scroll acts as a short sword with an enhancement bonus equal to 1/4 scholar level. The scholar is proficient in this weapon, and feats and abilities that affect short swords (such as Weapon Focus) apply to this weapon.

Activating this ability is a free action. A scroll weapon only retains its abilities in the hands of the scholar.  At 8th level, the scholar can choose to reduce its enhancement bonus by 1 (minimum +1 enhancement bonus) to treat it as a reach weapon or to give it any of the following weapon properties: defending, frost, icy burst, keen, ki focus, shock, shocking burst, speed. Adding any of these properties consumes an amount of enhancement bonus equal to the property’s cost, and the scroll weapon must be left with at least 1 enanchment bonus remaining.

In addition, a scholar can wield any paper, parchment, book or similar as if it were a light wooden shield. In the hands of the scholar, the scroll grants a +1 shield bonus with an enhancement bonus equal to 1/4 the scholar level. The scholar is considered proficient in this shield. A scholar can use a scroll weapon in one hand and a scroll shield in the other hand.

Activating this ability is a free action. A scroll shield only retains its abilities in the hands of the scrollmaster.  At 8th level, the scholar can choose to reduce its enhancement bonus (to a minimum of a +1 enhancement bonus) to give it any of the following shield properties: ghost touch, light fortification, moderate fortification. Adding any of these properties consumes an amount of bonus equal to the property’s cost.


Sacred Knowledge:
Three times per day, a Scholar can draw upon her expansive knowledge of history, granting her allies benefits against the creatures they face. Doing this counts as a move action. Sacred knowledge pertain to all creatures.

A Scholar unlocks new sacred knowledge abilities as her level increases and can also call upon her sacred knowledge more often, gaining one additional daily use for every three Scholar levels (4/day at 3rd level, 5/day at 6th level, and so forth). Using sacred knowledge requires a Knowledge check of a type appropriate to the creature faced. A Knowledge (nobility and royalty) tells about humanoids  and animals, Knowledge (arcana) check reveals secrets of constructs, magical beasts and dragons, Knowledge (dungeoneering) pertains to aberrations, oozes and vermins, Knowledge (religion) covers undead, and Knowledge (the planes) applies to outsiders and elementals.  The DC of the check is 15.

Most of the Scholar’s sacred knowledge abilities increase in effectiveness if she succeeds on her Knowledge check by 10 or more. Sacred knowledge can only be used once against any given creature per ecounter. The Scholar’s sacred knowledge can affect all creatures of the same race.

A target creature must be within 60 feet, and the Scholar must be aware of the creature’s presence, although she need not have a line of sight to it. The effects of sacred knowledge last for 1 minute and also affect the Scholar herself, unless stated otherwise.

War Strategy: The scholar  grants her allies a +2 bonus to damage rolls made against the targeted creature and all other creatures of the same type whitin range. For every 10 she beats the check, the bonus damage increases by an extra +2.

Careful Analyzis: Starting at 5th level, the scholar can grant her allies whitin 60 feet a +4 bonus on any skill checks against the targeted creature and all other creatures of the same type whitin range. For every 10 she beats the check, the skill bonus increase by an extra +4.

Weak Point: Starting at 8th level, a scholar can direct her allies to attack the right spots of her enemies for massive damage. On a successful Knowledge check, she increases all the critical threat range  of attacks against the target creatures by 1.  For every 10 she beats the check, the critical threat range increases by an extra 1. In addition if the identified creature had immunity to critical hits, the scholar and her allies have 50% chance of ignoring it with each attack.

Plain Fact: By speaking aloud a plain fact of the target creature, a scholar of 11th level or higher can allow an ally whitin 60 feet to re-roll a failed save from an ability of the target creature as long as the failed save ocurred on the last round. Unlike other sacred knowledge, this ability only affects a single ally. If the scholar scores more than 15 on this check, the ally gains the diference on a bonus on its re-roll. So for example if the scholar rolled 25, the ally would gain a +10 bonus on their re-roll. This can even bring dead creatures back to life if they had been killed by a death effect or similar effect.

Safety First: Starting at 14th level, a scholar can better prepare her allies for the attacks of the affected creature, making it harder for the creature to land blows and successfully deal damage. Allies within 30 feet of the scholar don't take any damage or harmful effects when they suceed on  saves from attacks by the affected creature only. For every 10 she beats the check, allies gain a +1 bonus on saves against the target creature.

Note: Every time you sacred knowledge, you pick only one of the choices above you have available for your levels.

AC Bonus: at 2nd level the Scholar adds her Int modifier to her AC while wearing light or no armor. Any effect that woud make her lose her Dex bonus to AC makes her lose this bonus as well.

Trivia:
at 4th level the Scholar always has a chance of knowing something about anything. This works as the Bardic Knowledge ability.

Mythical Form: Starting at 7th level the Scholar can partialy merge herself with history as a move action, turning herself into a fantastic being. Her whole body and equipment changes looks , plus growing two large horns representing the ancient spiritual being of knowledge that advised kings of virtue.

This results in the scholar gaining +2 to all her ability scores and a gore natural attack dealing damage one step bigger than her unarmed strike damage. Plus she gains +2 to IL and counts as having two extra ranks in all her knowledge skills. While Mythical form lasts she can only use skills, sacred knowledge, Plain History maneuvers, scroll weapons and gore attacks, being unable to activate items, use spells/powers,  or any other weapon.

Mythical form lasts for 3 rounds plus (improved) Con mod, after which the Scholar is left fatigued. The scholar cannot enter Mythical form if she's fatigued.

Mythical form can be used 1/day at 7th level, and an additional time per day for every 3 additional scholar levels from there.


Keine Kamishirasawa enters her mythical form.

Greater Mythical Form: Starting at 17th level the scholar may enter a greater mythical form by spending two uses of her mythical form ability. The bonus to ability scores, IL and knowledge skill ranks increases to +4, her gore attack deals damage two steps bigger than her unarmed strike, but lasts half the time and the scholar is left exhausted in the end.

Guardian of Knowledge: At 20th level  you're an avatar of history, standing ready to record whatever happens. Your type changes to outsider and you gain DR/- and resistance to all elements equal to your Intelegence modifier, and 1/day you may replicate any divination spell as a SLA with a CL equal to the ranks you have in Knowledge(nobility and royalty).

Aditionaly 1/week you may stay on Mythical Form for 8 hours in a row with a single use of the ability. You can enter greater mythical form by spending another use.

« Last Edit: August 25, 2011, 07:40:56 AM by oslecamo » Logged

oslecamo
Grape ape
*****
Posts: 1940



« Reply #1 on: July 04, 2011, 01:50:26 PM »

Plain History

Developed by scholars, the Plain History school focuses on the harvesting and manipulation of history.

Favored Weapon: unarmed strikes, scrolls, pens, quills, books, anything that can be used to quickly make detailed records of an event. Actualy Plain History Maneuvers demand the user to have at least a pair of hands free to write down notes during combat.  They don't actualy demand a physical medium, with anyone that knows at least one Plain History maneuver being able to write letters of mystic energy in mid-air with her bare hands, but they still cannot be busy wielding regular weapons and shields.

Favored Skill: Knowledge(nobility and royalty). Usually underapreciated by most other “smart” classes that prefer the study of the arcane or divine, a scholar knows there's a lot to learn directly from popular people.

1st level

First Pyramid: Strike–lock target in stasis.
Spiritual Birth: Boost-Use your Intelligence for physical tasks.
Harsh Lesson:Strike-shock oponent with a short lecture, dealing damage and imposing skill penalty.
Feast Upon History: Counter–conceal a target by devouring the records of its existence.
Bright Teacher: Stance–Advise your allies in advance.

2nd level
Origin Sign:Strike–mark your target for study, dealing damage while uncovering information about it.
Ephemarility of Life: Strike–make target age older or younger for moments.
Burden of History: Counter–make oponent encumbered, or lighten up ally with assuring lesson.
Personal Point of View: Boost–focus on a single target, nobody else can interfere.

3rd level
Ambition Crisis-Cruelty: Strike–scare oponents by telling them of the most violent tyrants of history.
Sacred Treasure Sword:Stance- summon forth a wondrous item of legend to suport you.
Punish the Forgetful: Strike- use your hardly trained head to headbut your oponent!
Neverending Work:Boost- grant the target the ability to push forward to its destiny.

4th level
Ambition Crisis-Treason:Strike–outwit enemy with promises of ancient power, making it turn against its allies.
Sacred Treasure Orb: Boost-summon minor item of great importance.
Erase History: Strike–nullify action taken last round.
Light Ancestor:Boost-Blind all nearby creatures with sacred tales.

5th level
Ambition Crisis-Conquest: Strike-Gain control of weak minded fools.
Sacred Treasure Mirror: Counter-Summon forth a shield of legend to protect you.
Shrouded Records:Boost-Grant target total concealment.
Past-Old History:Strike-Retroactively take an action in the past.

6th level
Ambition Crisis-Colapse:Counter-predict your oponent's failure, making it true.
Ending Sign:Boost– Keep your dignity to the end.
Sacred Treasure Land: Stance–change the terrain around you to the promised land.
Traveling Companion:Strike-summon forth minor characters of history to aid you.

7th level
Pseudo-History-Boost-manipulate present facts to re-roll all your rolls for 1 round.
Phantasmal Emperor:Strike–ghostly manifestation of a legendary leader terrorizes oponents.
Returning Bridge to The Lost:Strike-Make your target face its own past.

8th level

The Legend of the Far Away Land:Boost-grant yourself any buff you had in the past.
Coming God's Realm: Stance–Turn yourself into a prophet of history itself.
Future-Next History: Strike-save your action for the most oportune moment.
Ancient Kingdom:Strike-shock your oponents with long-forgoten knowledge.

9th level
Emperor of the Far Away Land:Stance–Channel the essence of an ancient mighty ruler, making your oponents tremble in fear upon your very presence.
Total Purification:Strike-clean up History as you like.

Maneuvers explanations:
Unless otherwise noted, every Plain History maneuver is supernatural maneuver that can affect incorporeal and ethereal oponents.

1st level

First Pyramid
Plain History (Strike)
Level: Scholar 1
Initiation Action: Standard action
Range: 10 feet per IL
Target: One creature
Duration: See text
Save: 11+Intelligence modifier

The shape of the pyramid is always one of the first signs of a civilization, with the intent of protecting and preserving something inside, usually knowledge itself.

Choose one creature whitin range. If they fail on a reflex save, they're locked inside a translucent indestructible field of floating spheres for 1 round, entangled and anchored on its position, thus unable to move even by magic means like teleportation. For every 8 ranks you have in Knowledge (nobility and royalty), the duration of this effect lasts one extra round.


Keine locks an oponent for a more careful study later.


Spiritual Birth
Plain History (Boost)
Level: Scholar 1
Initiation Action: Swift action
Range: -
Target: you
Duration: 1 round
Save: none

To think before acting, to read and to write, those are all important basic tasks to developing a healthy spirit, which in turn allows one to solve her own problems with less effort.

For 1 round, you can use your Int score instead of Str or Dex score for any tasks you wish.

Harsh Lesson
Plain History (Strike)
Level: Scholar 1
Initiation Action: Standard action
Range: 10 feet per IL
Target: One creature
Duration: 1 round
Save: 11+Intelligence modifier

Learning isn't always an easy task, some times new knowledge shakes our old beliefs and throws us out of balance for some time, not knowing what to trust anymore.

The target of this maneuver takes damage equal to the number of ranks you have in Knowledge(nobility and royalty) and receives a penalty on all skill checks of -1 for every 2 ranks you have in Knowledge(royalty and nobility) for 1 round. A sucessful Will save halves the damage and skill penalty.

Feast Upon History
Plain History (Counter)
Level: Scholar 1
Initiation Action: Immediate action
Range: You or one creature whitin 5 feets per IL
Target: one creature
Duration:Instantaneous
Save: none

History is not only used to record things, many times it is used to hide things as wells. An altered name here, an altered date there and the truth becomes hazy.

You may initiate this counter at any time. The target gains concealment for 1 round, which cannot be bypassed by any superior senses like tremorsense/lifesense/blindsight/see invsibility/ true seeing, but can be overcome if the attacker wins a knowledge(his choice) check against a knowledge(nobility and royalty) from you.

Bright Teacher
Plain History (Stance)
Level: Scholar 1
Initiation Action: Swift action
Range: 10 feet per IL radius centered on you.
Target: you.
Duration:stance
Save: none

If knowledge is power, the ability to pass on knowledge is very powerful indeed. Since the dawns of history that good teachers are the basis of any sucessful civilization, preparing people for the challenges before they happen as well as offering precious advice in times of need.

While in this stance:
-You may use Knowledge(nobility and royalty) when performing an Aid Another.
-For every 10 points you beat the Aid Another DC, the bonus you grant is increased by an extra 1.
-You may use Aid Another in anyone whitin range of the stance, not just people adjacent to you.
-You can Aid Another up "in advance" up to a minute per IL before the ally performs the action, provided you know what type of action it is (melee attack, ranged attack, fort save, concentration skill, etc). The Aid applies to any one roll of the right type. You can only have one Aid active in each ally at a time.



A scholar guides her allies on the right path, even if they aren't directly aware of it.


2nd level
Origin Sign
Plain History (Strike)
Level: Scholar 2
Initiation Action: Standard action
Range:15 feet per IL
Target: 1 creature whitin range.
Duration: instantaneous
Save: 12+Intelligence modifier

Every story has a start. Finding out when, where, how and who makes history happen is one of the most basic yet most important scholar tasks.

Make a profession (nobility and royalty) check. The target takes damage equal to the check and you learn one of the following things about them for every 4 ranks you have in knowledge(nobility and royalty):
-Creature Type (including subtypes).
-AC.
-Their current HP.
-One of their save bonus.
-One of their ability scores.
-Their bonus on two skills of your choice.
-How many spells/powers they have on them at the moment.
-Their CR (if they're bigger CR than you then it just reveals that they're bigger CR than you).

A sucessful will save halves the damage and negates the uncovering of information.

Ephemereality of Life
Plain History (Strike)
Level: Scholar 2
Initiation Action: Standard action
Range: 15 feet per IL
Target: one creature per 3 IL you have whitin range, all of which must be  whitin 15 feet of at least one other targeted creature.
Duration: 1 round
Save: 12+Intelligence modifier

In one side history remembers people just how insignificant they are on the big picture, but on the other it also allows one to remember past glories and to pay homage to exceptional individuals during the prime of their lifes.

When iniating this maneuver decide if you want to make the targets older or younger. If older, the target takes a penalty on all physical ability scores and a bonus on all mental scores. If younger, they take a penalty on all mental ability scores and a bonus on all physical ability scores. Both the bonus and the penalty are each equal to 1/4 your ranks in knowledge(nobility and royalty), last 1 round, and cannot lower any ability score below 1. Targets may atempt a Fort save to resist this maneuver.

Burden of History
Plain History (Counter)
Level: Scholar 2
Initiation Action: Immediate action
Range: 15 feet per IL
Target:one creature.
Duration: 1 round.
Save: 12+Intelligence modifier

Knowledge can be both liberating or crippling depending on how its told and who says it. A lie may renew hopes while the truth produce despair.

You may initiate this counter at any time. The target either counts as carrying an heavy load or carrying a light load (your choice) regardless of how much they're actualy carrying. A sucesful Will save negates this counter altough allies can choose to fail the save if it would be convenient for them.

In alternative, you may spend this counter to try to atempt  to counter a spell being cast whitin range, using the number of ranks in knowledge(nobility and royalty) you have for CL.

Personal Point of View
Plain History (Boost)
Level: Scholar 2
Initiation Action: Swift action
Range: .
Target: You
Duration: until the end of your turn.
Save: none.

Even the best historicians can never truly free themselves from bias, and eventually end up focusing too much on certain points while ignoring others. This however isn't exactly a disadvantage if you know how to use it well.

When you initiate this boost choose another creature whitin your sight. Until the end of your turn, you cannot attack any other target, and no other creature may take any reactions to you, including attacks of oportunity and immediate/free actions.

3rd level


Ambition Crisis-Cruelty
Plain History (Strike)
Level: Scholar 3
Initiation Action: Standard action
Range: Cone with 10 feet per IL
Target: All creatures inside the cone.
Duration: 1 round.
Save: 13+Intelligence modifier

The biggest atrocities ever recorded are always done by individuals who were once called civilized, many times in name of civilization itself. To study those records is always an unsetling if not terrifying experience.

Creatures failing a Will save against this maneuver are panicked for 1 round. Even if they save they're still shaken for 1 round. If you have 13 or more ranks in Knowledge(nobility and royalty) this can even affect creatures immune to fear, but they gain a +5 bonus on their saves.

Sacred Treasure Sword
Plain History (Stance)
Level: Scholar 3
Initiation Action:Standard action
Range: -
Target: you.
Duration: stance
Save: none

Just like individuals, weapons wich performed great deeds are also enshrined by history. Altough it's up to discussion if those weapons performed great deeds for being powerful or became powerful for performing great deeds, a scholar can project them trough the mists of time in times of need.

When you enter this stance, you summon an heavily decorated masterwork weapon of your choice and with an enachment bonus to attack and damage rolls equal to 1/4 the ranks you have in knowledge(nobility and royalty). For every +1 to attack and damage rolls this weapon has, you gain another point of enanchment bonus that you can spend it on special abilities like Holy and Keen (except any abilities that have limited uses per day, use the following table for reference). You may also trade one of those extra enanchment bonus to make the weapon of a special material of your choice like silver or adamantine. You are automatically proficient with this weapon, and it instantly vanishes if it leaves your hands, ending this stance. The chosen base weapon (whitout counting masterwork, enachments and special materials) cannot be worth more than 100 GP / 4 IL (you may include special craft options whitin this budget). If the weapon needs ammo, you also conjure 50 mundane ammo of the apropriate type. You may make some or all of that ammo of special materials/craft as long as the total price of the base weapon and special ammo doesn't exceed the GP limit of this stance.

Remember that holding a weapon locks you from using Plain History maneuvers. Double weapons receive the enanchment bonus to attack and damage to both ends, but any special abilities must be divided between both ends (so for example if you have 8 ranks, you can either put keen in both ends, or holy in a single end).


A scholar summons an ancient blade to fight her oponents.

Punish the Forgetful
Plain History (Strike)
Level: Scholar 3
Initiation Action: Standard Action
Range: melee
Target: one creature in melee range.
Duration: instantaneous
Save: 13+Intelligence Modifier

Altough they prefer to solve problems with their minds, many scholars admit some physical punishment can go a long way to make sure a lesson is well learned. Or at least silecing an idiot for some time.

You perform a normal melee attack with your head, which counts as magic, adamantine and your own alignment due to your extensive mental work. If you hit you deal 1d6 damage per rank you have in Knowledge(nobility and royalty) plus 1,5 Str modifier and the target must suceed on a Will save or be stunned for 1 round (dazed if they're immune to stun).


Keine spares no mercy against her rival.

Neverending Work
Plain History (Boost)
Level: Scholar 3
Initiation Action: Swift Action
Range: 20 feet per IL
Target: one creature whitin range
Duration: 1 round
Save: none

Studying history is a neverending task as its always growing, but even then scholars do their best to produce and spread new records, inspiring others and themselves to keep moving forwards.

When you initiate this maneuver you remove all fatigue and exhaustion effects from the target (which may be you), and also grant it a Freedom of Movement effect for 1 round.

4th level

Ambition Crisis-Treason
Plain History (Strike)
Level: Scholar 4
Initiation Action: Fullround Action
Range: 20 feet per IL
Target: one creature
Duration: see text
Save: 14+Intelligence Modifier

Power, gold, shiny things, everybody has their price. It is thus of the biggest ironies of history that many great leaders end up backstabed by their own subordinates.

When you initiate this maneuver choose an oponent whitin sight, to which you either promise great rewards or instill great doubt against one of its allies. If the target fails a Will save, then it gains a fullround action that must be spent attacking another enemy of your choice whitin view to the best of its ability, but whitout spending any exp or using any single-use items (like scrolls) worth more than 5% its total wealth.


A scholar always knows what people want.

Sacred Treasure Orb
Plain History (Boost)
Level: Scholar 4
Initiation Action: Swift action
Range: -
Target: you.
Duration: instantaneous
Save: 14+Intelligence Modifier or none (see text)

History is filled with symbols of prestige designed by civilizations to represent their glories and achievments. Orbs, crowns, badges, talismans and many others were used as symbols of authority. A skilled scholar can project them to gain some of their power.

When you initiate this maneuver you conjure a small shiny item wich doesn't take any equipment slot but must be worn on a visible part of the body (floating around you is also possible). It duplicates the effect of any wizard/cleric spell with a range of personal of lv 2 or lower with CL equal to the ranks you have in knowledge(nobility and royalty). This includes the duration of the effect. If it demanded any expensive material component or exp cost, you must supply it as well.

If the spell in question demands an expensive component or exp cost you must supply it. If you try to summon a new Sacred Treasure Orb while another one is active the previous one automatically ends. If the object is removed from your person the effect ends as well. If it demanded a save, use the save DC of this maneuver instead.

If you un-prepare this maneuver, then the effect ends as well.

Erase History
Plain History (Strike)
Level: Scholar 4
Initiation Action: see text
Range: 20 feet per IL.
Target: see text
Duration: instantaneous
Save: 14+Intelligence Modifier

Sometimes story isn't just concealed, it must be erased. Good scholars try to lock forbiden knowledge and evil scholars will censor acts of benevolence. Altough others would disaprove of such abuse of power, all evidence mysteriously vanishes, as if the act indeed had never hapened.

Choose an action that you witnessed whitin the range of this maneuver on the last round. The iniation action of Erase History is one step lower than the action you wish to nullify (free action/attack of oportunity->swift action-> move action-> standard action-> fullround action). This maneuver never takes less than a free action to initiate.

If the target fails a Reflex, the effects of the chosen action are reversed. Damage inflicted is healed, status effects are removed, creatures return to their previous positions. You cannot Erase History an action that took a fullround action or more to acomplish.

In alternative, you may duplicate a Dispel Magic effect as a fullround action with CL equal to the number of ranks you have in knowledge(nobility and royalty), and no CL cap.

Light Ancestor
Plain History (Boost)
Level: Scholar 4
Initiation Action: Swift action
Range: 20 feet radius per IL
Target: enemies inside radius.
Duration: 1 round
Save: 14+Intelligence Modifier

Most people paint their past in a brighter light than it actualy was, longing for ancient glories and "good old times". A scholar can quickly remind them of such tales to make them oblivious to the present.

When you initiate this boost all enemies in the radius of this maneuver must suceed on a Reflex save or be blinded for 1 round. If they fail, they also lose all special senses for 1 round like blindsense, tremorsense, blindsight, mindsight, lifesight, etc.


Keine blinds her oponents with a flash of glory.

5th level

Ambition Crisis-Conquest
Plain History (Strike)
Level: Scholar 5
Initiation Action: Fullround action
Range: 20 feet per IL
Target: one creature
Duration: see text
Save: 15+Intelligence Modifier

Another usual patterns observed in history is that of conquest, tribes and cities and kingdoms and countries and even continents taking over each other in a pure and neverending lust for power. And many times such conquests are achieved not with weapons but the right words.

The target of this maneuver must suceed on a Will save or fall under your control as a Dominate Monster effect for 1 rounds for every 4 ranks you have in Knowledge(nobility and royalty). This is a mind-affecting effect.

If you have 16 or more ranks in Knowledge (nobility and royalty), you may affect targets immune to mind-affecting, but they gain a +5 bonus on their saves.

Sacred Treasure Mirror
Plain History (Counter)
Level: Scholar 5
Initiation Action: Immediate Action
Range: See text
Target: You
Duration: Instantaneous
Save: None

Even more important than the orb, the mirror represents not some mortal-forged belief but the naked truth. One must observe its true self and acept it in order to become better.

You may initiate this counter whenever you would be affected by any status effect with a duration bigger than 1 round other than damage or death. The effect is prevented.  

Shrouded Records
Plain History (Boost)
Level: Scholar 5
Initiation Action: Swift action
Range: 25 feet per IL
Target: one creature.
Duration: 1 round
Save: none

Sometimes countless scrolls and books about a single topic will be carefully hidden, usually to protect it from those would want it destroyed or used for ill, or simply to remove unwanted obstacles.

You grant one creature (which may be yourself) total concealment for 1 round, which cannot be bypassed by any superior senses like tremorsense/lifesense/blindsight/see invsibility/ true seeing, but can be overcome if the attacker wins a knowledge(his choice) check against a knowledge(nobility and royalty) from you.

In alternative, you may conceal up to 5 cubic feet of inanimate matter per rank you have in knowledge(nobility and royalty), making them disapear from reality for 1 round, as long as none of that inanimate matter is whitin 5 feet of a sentient creature other than yourself.

Past-Old History
Plain History (Strike)
Level: Scholar 5
Initiation Action: move action
Range: -
Target:-
Duration: instantaneous
Save:-

Things don't become history merely by happening, they must be made history. A scholar can thus make up the "truth" as she pleases if nobody has direct proof to contradict her.

When you initiate this maneuver you can retroactively take an action anytime in the past up to 1 hour for every rank you have in Knowledge(nobility and royalty), as long as that action doesn't contradict any present knowledge of the creatures observing the scholar. If the action demanded a 1d20 or percentile roll, you must make it again and acept the result even if you end up worst. You cannot re-roll more than one 1d20 or percentile roll per use of this maneuver.

So for example if you had been in a town and taken some time for yourself, you may use this maneuver to retroactively buy a specific item now needed. Or you may have taken a potion just before the batle had started, or if your whereabouts were unknown you may declare you come up around a corner next to the party.

If you try to use this maneuver more than once per day, there's a  5% chance that you mess up something pretty badly in History every time you use it, in which case a monster of your CR appears (DMs choice) and gets an instant suprise round against you and your allies and attacks until either of you is destroyed, babling inchoerently about a terrible alternate reality that demands your death to be prevented. This monster grants no exp, treasure or reward of any kind, including disapearing instantly if anyone manages to enslave/dominate them or give its dead body to a necromancer. If you run away from it, it will literally pursue you to the end of times trough any means at its disposal. Any other monsters summoned this way will team up uncoditionally against you.


A scholar carefully studies the past to decide the best moment to change.

6th level
Ambition Crisis-Colapse
Plain History (Counter)
Level: Scholar 6
Initiation Action: Immediate action
Range: 30 feet per IL
Target: one creature.
Duration: Instantaneous
Save: 16+Intelligence Modifier

The last step of ambition, failing due to your own paranoia about being surrounded by enemies, leading to a self-fulfilling prophecy  as you don't know when to stop.

You may initiate this counter whenever a creature whitin range would roll a 1d20 roll. That creature must suceed on a Will save or take a penalty on that roll equal to the ranks you have in knowledge(nobility and royalty). Even if they suceed they still take half the penalty.


Ending Sign
Plain History (Boost)
Level: Scholar 6
Initiation Action: Swift action
Range:-
Target: you
Duration: 1 round
Save: none

We are all part of history, and is thus important we keep our dignity until the very end so others will remember us well. Or perhaps even tell tales of our great last stands.

You may initiate this maneuver even if unable to take actions. You ignore all harmful effects on you for 1 round (except death) and can take one extra standard or move action this turn.

Sacred Treasure Land
Plain History (Stance)
Level: Scholar 6
Initiation Action: Swift action
Range: 5 feet per IL radius
Target: you.
Duration: stance
Save: 16+Intelligence Modifier

When one looks at the bigger picture, history is not about individuals or trinkets but about the land itself which houses them all. Many times it protects them as well, keeping their oponents at bay trough natural and mystic defenses.

When you enter this stance, the land itself inside the effect radius changes its aspect to your liking, altough this provides no mechanic benefit. At the end of each of your turns any creatures you deem an enemy inside it are pushed to the nearest border unless they suceed on a Reflex save whitout provoking attacks of oportunity. Enemies wishing to enter the area or attack anyone inside it from outside must also suceed on a reflex save or be unable to do so.


Traveling Companion
Plain History (Strike)
Level: Scholar 6
Initiation Action: Fullround action
Range:see text
Target:see text
Duration: see text
Save: none

Not everybody gets to have their name be well-known in history, but neverthless there are countless minor characters that help shape it. Great scholars are some of the few ones who can remember the names of those unsong heroes.

When you initiate this maneuver you replicate Summon Monster VI with a CL equal to the number of ranks you have in knowledge (nobility and royalty). The summoned monsters always have a more human-looking aspect to them.

At 13 IL, 15 IL and 17 IL you can replicate  Summon Monster VII/VIII/IX respectively with this ability. You cannot have more than one traveling companion out at a time.

7th level

Pseudo-History
Plain History (Boost)
Level: Scholar 7
Initiation Action: Swift action
Range: -
Target: You
Duration: 1 round.
Save: none

Many times records are poorly written or not written at all out of simple lazyness or incompetence. Oportunistic scholars know how to use this to their own advantage as they can bend meanings and interpretations to their liking.

For 1 round, you can re-roll any 1d20s and miss chance you roll, but not more than one re-roll per check.


Keine adds some notes of her own to History.


Phantasmal Emperor
Plain History (Strike)
Level: Scholar 7
Initiation Action: Standard action
Range: cone of 20 feet per IL
Target: creatures inside the cone
Duration: See text
Save: 17+Intelligence Modifier

The greatest leaders of a nation are bound to linger in memory for centuries if not millenia. Even their simple manifestation is more than enough for people to run away in panic and, feel their strenghts abandon them or simply stand in awe.

Enemies afected by this maneuver must suceed on a Will save or be frightened for 1d4 rounds, and a Fort save or be exhausted for 1d4 rounds. If they fail both saves they're instead left cowering for 1d4 rounds. Even creatures immune to fear/fatigue can be affected by this, altough they gain a +5 bonus on their saves.

Allies afected by this maneuver gain a +1 morale bonus on attack, damage rolls and skill checks equal to 1/4 your ranks in knowledge(nobility and royalty) for 1 round.

Returning Bridge to The Lost
Plain History (Strike)
Level: Scholar 7
Initiation Action: Fullround action
Range: 35 feet per IL
Target: one creature whitin range
Duration: instantaneous
Save: 17+Intelligence Modifier

It's rare the person that can look at its past whitout any regrets and don't wish to have acted in a diferent way in one key point or other. A master scholar can call upon those failures of someone to humble them.

If the target of this maneuver is an enemy then it finds itself being attacked by its worst fears at its back, having to suceed on a Fort, Reflex and Will saves.
-If the Fort save is failed they take damage equal to a knowledge(nobility and royalty) check and can only take one standard or move action on their next round.
-If the Reflex save is failed they take damage equal to a knowledge(nobility and royalty) check and are entangled for 1 round.
-If the Will save is failed they take damage equal to a knowledge(nobility and royalty) check and are affected by a Bestow Curse effect for 1 round.

If the target of this maneuver is an ally you can help them overcome their past regrets and failures, removing all ill effects with a duration bigger than 1 round other than death from them plus healing them for an amount of HP equal to four times a knowledge(nobility and royalty) from you.

8th level

The Legend of the Far Away Land
Plain History (Boost)
Level: Scholar 8
Initiation Action: Swift action
Range:-
Target: you
Duration: 1 round
Save: none

Those who travel far away always return with incredible tales of other mysterious and exotic places and the great experiences they had there. Scholars can remember such things even better than others.

When you initiate this boost you gain a  non-martial buff of your choice that ever affected you. It last only one round regardless of their original duration. This includes spells, powers and things like bardic music, but again not martial boosts, and both benefits and penalties of the effect.


Keine strenghtens herself with ancient powers.

Coming God's Realm
Plain History (Stance)
Level: Scholar 8
Initiation Action: Swift action
Range: -
Target: you.
Duration: stance
Save: none

Sometimes scholars act as prophets, harbringing the coming of new important powers and eras. Such events can easily turn the tides of history, with the scholar playing a critical role instead of mostly passive.

While in this stance, you can fly at your base speed with good maneuverability. You produce a Magic Circle Against (your oposite alignment) with a radius of 5 feet per 5 ranks you have in Knowledge(nobility and royalty) and a globe of invulnerability effect with the same radius that blocks spells, powers and maneuvers up to (half your IL)-2.

Future-Next History
Plain History (Strike)
Level: Scholar 8
Initiation Action: Standard action
Range:-
Target:-
Duration: 1 round
Save: none

There's always new tales to write, new events waiting to happen. A scholar must know to look out for the right moment to record history, or even make it happen.

When you initiate this maneuver, you surround yourself with runes and scrolls at the ready. Any time in the future, up to 1 round per 4 ranks you have in knowledge (nobility and royalty), you may take a fullround worth of actions, interrupting any other being if you wish. You cannot unready this maneuver untill the extra fullround worth of actions is expended, neither can you stack multiple fullround actions this way (you can only ready a new one after the last has been expended).


A scholar in mythical form prepares to write the future.

Ancient Kingdom
Plain History (Strike)
Level: Scholar 8
Initiation Action: Standard action
Range: 40 feet per IL
Target: creatures inside a 5 feet per IL radius centered whitin range
Duration: instantaneous
Save: 18+Intelligence Modifier

Scholars constantly struggle against the decay of knowledge, with new generations only caring about recent events if that. What was once common knowledge becomes forgoten history that greatly shocks those who hear it, making them forget the present for a moment

Creatures affected by this maneuver take damage equal to three times a knowledge (nobility and royalty) check from you and are dazed and rendered prone for 1 round. If they suceed on a Will save they take half damage and are sickened, shaken and dazzled for 1 round instead of dazed.

9th level


Emperor of the Far Away Land
Plain History (Stance)
Level: Scholar 9
Initiation Action: Fullround action
Range: -
Target: you.
Duration: stance
Save: 19+Intelligence Modifier

One of the biggest achievements a scholar can acomplish is to directly channel some great leader of the past, gaining their commanding authority.

While in this stance your aspect changes closer to the being you're copying, and you project an aura with a radius of 5 feet per rank you have in knowledge(nobility and royalty). Oponents inside the aura must suceed on a Will save or be panicked for 1d4 rounds. Even if they make the save they're shaken for 1d4 rounds, but cannot be affected by this stance from the scholar again for 1 hour. This affects even oponents immune to fear, but they gain a +5 bonus on their saves.

In addition when you enter this stance you gain an amount of extra HP equal to five times a knowledge (royalty and nobility ) check from you. While this extra HP lasts, you're immune to all harmful non-damage effects, and cannot be damaged at all by creatures with HD equal to half your own HD or less. When this extra HP is spent, you automaticaly exit this stance.

After you exit this stance, you cannot enter it again until you've entered at least 4 other diferent stances you know to properly recover your true self.


A scholar assumes the aspect of a powerful tyrant of ages past.

Total Purification
Plain History (Strike)
Level: Scholar 9
Initiation Action: Fullround action
Range: 5 feet per IL radius centered on you
Target: creatures inside the radius.
Duration: instantaneous
Save: 19+Intelligence Modifier.

The ultimate power of the scholar, to remove the elements of history you don't like and leave behind a clean blank state to work on.

Roll a Knowledge(nobility and royalty) check. Enemies inside the area of effect take four times that damage and re-position anywhere inside the effect area of this maneuver and are turned into objects or parts of the scenery of your choice (treat as petrified) for 1d4 rounds. You may also re-position any willing allies as well. A sucessful Fort save halves the damage and negates the petrification, but they're still moved around.


Keine prepares to rewrite history as we know it.

« Last Edit: July 09, 2011, 05:46:02 PM by oslecamo » Logged

veekie
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WARNING: Homing Miko


« Reply #2 on: July 04, 2011, 03:15:58 PM »

Hadn't looked at the class proper yet, so heres the commentary on the more problematic maneuvers. Those not mentioned are alright, probably.

First Pyramid
Level 1, Offensively ref save or Time Hopped for 1 round? And defensively it's a Sanctuary without a save. On a class with warblade recovery?

Spiritual Birth
Bit low level but hmm, probably sane.

Feast Upon History
Isn't this basically superior Cloak of Deception? Its only concealment, but the immediate action and the ranged aspect is going to make it that much better.

Bright Teacher
You gotta be kidding me. Its not outright powerful but theres basically no stance at up to 5th level that I'd rather have up and running at all times save for combat.

Origin Sign
Ok, that is cool

Ephemereality of Life
Buff your caster allies spell DCs while dropping two enemy saves by the same amount with no save?

Burden of History
A level 2 counterspell with superior dispel check due to being skill based.

Personal Point of View
Another no save perfect Sanctuary? This time as a swift action so you can do other stuff as well?

Sacred Treasure Sword.
Bane on demand is only the beginning, theres also automatically clearing any DR/regen and generally ruining a day.

Punish the Forgetful.
Ow. I lol'ed

Ambition Crisis-Treason.
You sure this is anywhere near level appropriate?

Erase History
Selective Time Regression? At this level? As a maneuver to boot?

Sacred Treasure Mirror
I'd say something about a perfect counter except you already had one at level 2. Even if its not quite an immediate action.

Past-Old History
Errr....might be a bit abusable as a maneuver. Not quite level inappropriate, but frequency of use is definitely going to be a major problem.

Sacred Treasure Land
This is actually pretty cool.

Traveling Companion
Well, ok, Binders can do this as well so mmhmm.

The Legend of the Far Away Land
What the hell?

Future Next History
Hmm, probably a bit overleveled, its just a special full round readied action.

Ancient Kingdom
Save AND lose anyway AoE, well, it's level appropriate, I don't know if its sane though.

Total Purification
No save just die based on a skill check? U Mad?
Logged

The mind transcends the body.
It's also a little cold because of that.
Please get it a blanket.

I wish I could read your mind,
I can barely read mine.

"Skynet begins to learn at a geometric rate. It becomes self-aware at 2:14 a.m. Eastern time, August 29th. At 2:15, it begins rolling up characters."

"Just what do you think the moon up in the sky is? Everyone sees that big, round shiny thing and thinks there must be something round up there, right? That's just silly. The truth is much more awesome than that. You can almost never see the real Moon, and its appearance is death to humans. You can only see the Moon when it's reflected in things. And the things it reflects in, like water or glass, can all be broken, right? Since the moon you see in the sky is just being reflected in the heavens, if you tear open the heavens it's easy to break it~"
-Ibuki Suika, on overkill

To sumbolaion diakoneto moi, basilisk ouranionon.
Epigenentheto, apoleia keraune hos timeis pteirei.
Hekatonkatis kai khiliakis astrapsato.
Khiliarkhou Astrape!

There is no higher price than 'free'.

"I won't die. I've been ordered not to die."
oslecamo
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Posts: 1940



« Reply #3 on: July 04, 2011, 04:14:56 PM »

First Pyramid
Level 1, Offensively ref save or Time Hopped for 1 round? And defensively it's a Sanctuary without a save. On a class with warblade recovery?
Well the main advantage of disabling effects is that they last a lot of time allowing you to position yourself to deliver the finishing blow. With just 1 round duration, you're basically trading your turn for that of an oponent. Sounds a fair trade to me.

Also the big point of sanctuary it's that it allows you to do suport stuff. If you use First Pyramid on yourself you can't be hurt true, but you literally can't do anything else but see your oponents focus on the rest of your party. From my warcraft III times, this kind of ability is more of a desesperation move that half the time only delays the inevitable.

Feast Upon History
Isn't this basically superior Cloak of Deception? Its only concealment, but the immediate action and the ranged aspect is going to make it that much better.
Well if I'm not mistaken concealment alone isn't enough to make your oponent flat-footed or to actualy hide your position. So I would say cloak of deception is superior for enabling sneak-attack and superior stealth.

You gotta be kidding me. Its not outright powerful but theres basically no stance at up to 5th level that I'd rather have up and running at all times save for combat.
Scent from the Blood in the Water is just as handy utility if you ask me. Martial spirit is limitless healing right at level 1 which is pure gold.

Ephemereality of Life
Buff your caster allies spell DCs while dropping two enemy saves by the same amount with no save?
Hmm, indeed there's quite some nasty coordination potential in there. Changed to allow a Fort save to negate (the best enemy save mind you).


Burden of History
A level 2 counterspell with superior dispel check due to being skill based.
To be honest, basic counterspelling kinda sucks. It's not viable at all unless you heavily optimize it. There needs to be some more counterspelling love in D&D .


Personal Point of View
Another no save perfect Sanctuary? This time as a swift action so you can do other stuff as well?
Notice that it lasts only the end of your own turn, not 1 round. So sure you evade aoos for now, but when your oponents turn arrive, they're free to make you into mince meat again.


Sacred Treasure Sword.
Bane on demand is only the beginning, theres also automatically clearing any DR/regen and generally ruining a day.
How about it completely locks you from using other Plain History maneuvers and I drop the ability to use Int to attack and damage? Then sure you can get the perfect tool for the job, but you'll have an hard time using it.


Punish the Forgetful.
Ow. I lol'ed
Check out the optimized version at 1:12 of this video! Tongue


Ambition Crisis-Treason.
You sure this is anywhere near level appropriate?
Well again I'm working on the asumption that certain abilities aren't that powerful if they're just lasting a couple of rounds. Dominate person is 5th level, but it lasts a freaking day per level.

Erase History
Selective Time Regression? At this level? As a maneuver to boot?
Trading actions at a disadvantage instead of being able to replay a full round are on two whole diferent levels if you ask me. Altough it may be kinda too evil against bosses. Added a save if you try to use it against someone stronger than you.

Sacred Treasure Mirror
I'd say something about a perfect counter except you already had one at level 2. Even if its not quite an immediate action.
Well  I already pointed out Personal Point of View doesn't work towards the enemy's turn. Also Sacred Treasure Mirror doesn't stop plain damage to the face.

Past-Old History
Errr....might be a bit abusable as a maneuver. Not quite level inappropriate, but frequency of use is definitely going to be a major problem.
Added cumulative failure chance.

Sacred Treasure Land
This is actually pretty cool.
Thanks! That one took me quite a bit of thinking. Big Grin

Traveling Companion
Well, ok, Binders can do this as well so mmhmm.
Precisely my line of tought.

The Legend of the Far Away Land
What the hell?
Ok, I'll admit I don't know what I was thinking with that one. Scaled down to just recalling 1 buff.

Future Next History
Hmm, probably a bit overleveled, its just a special full round readied action.
Changed to standard action, increased window of time for you to use the extra fullround worth of actions. How is it now?

Ancient Kingdom
Save AND lose anyway AoE, well, it's level appropriate, I don't know if its sane though.
Well if you're at that level and don't have some kind of scent/blindsense yet, you kinda deserve this if you ask me.

Total Purification
No save just die based on a skill check? U Mad?
Well a 17 HD creature would demand a check of 51 to erase. If you can pull out that kind of numbers reliably, even a truenamer is imba if I'm not mistaken. I'm kinda assuming sane skill optimization here, otherwise you could probably one-shot them with any of the "skill check to damage" maneuvers anyway.

Altough on second look 51 isn't that hard to pull off. Changed to 1/4 skill check.

Thanks for the critiques!
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Prime32
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« Reply #4 on: July 04, 2011, 05:33:44 PM »

Total Purification
No save just die based on a skill check? U Mad?
Well a 17 HD creature would demand a check of 51 to erase. If you can pull out that kind of numbers reliably, even a truenamer is imba if I'm not mistaken. I'm kinda assuming sane skill optimization here, otherwise you could probably one-shot them with any of the "skill check to damage" maneuvers anyway.

Altough on second look 51 isn't that hard to pull off. Changed to 1/4 skill check.
Wouldn't a level or IL check be harder to cheese?
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Tier 5: An expert cartographer or a decent marksman.
Tier 4: An expert marksman.
Tier 3: An expert marksman, cartographer and chef who can tie strong knots and is trained in hostage negotiation or a marksman so good he can shoot down every bullet fired by a minigun while armed with a rusted single-shot pistol that veers to the left.
Tier 2: Someone with teleportation, mind control, time manipulation, intangibility, the ability to turn into an exact duplicate of anything, or the ability to see into the future with perfect accuracy.
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oslecamo
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« Reply #5 on: July 04, 2011, 05:53:32 PM »

You know what? Screw a potential don't-save-just-die for this school's ultimate maneuver. Changed to turning your oponents into harmless stuff for 1d4 rounds with a save allowed, plus damage. Kept the moving around tough.
« Last Edit: July 04, 2011, 05:58:31 PM by oslecamo » Logged

veekie
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« Reply #6 on: July 04, 2011, 06:03:03 PM »

Scholar Strike - Could be interesting to apply Scholar Strike to improvised weapons made with books, scrolls and writing tools where favorable. Possibly copy Scroll blade from the Scrollmaster ACF.

Now as to the responses, I personally feel First Pyramid, as a first level maneuver, could quite simply be done as an Entangle effect, except the target is anchored to the space it's in, and thus unable to move. It'd be thematically appropriate, and more importantly, level appropriate.

Feast Upon History doesn't enable sneak attack or flatfootedness, but it does, as an immediate action, cancel out AoOs and provide a singularly effective defensive miss chance. Consider the defensive output of level 1 maneuvers, if it was a Swift action it could manage as a level 1 defensive move, but as a counter its much closer to level 2.

Bright Teacher is broader by far.
Scent is useful against concealed opponents and for tracking. This is an uncommon scenario, which it provides significant progress to resolving.
Martial Spirit is useful against injuries, and allowing for the punching bag healing. This is a common scenario, and it can provide significant progress to resolving(since non hp damage gets past it sometimes).
Bright Teacher is useful whenever a skill roll is made. This is a common scenario and is unmatched by any ability with a similar frequency at the level you grant it. Plus, once you have a second stance known by any means, you will be using Bright Teacher ALL the time outside combat. There is no scenario where it isn't useful, except for combat, and then you can martial study up a martial spirit. Or for any skill users. Or for anyone with any decent skills in the party.
The fluff strongly associates itself with a bolstered Aid Another ability, if it helps. Thats a possible alternate approach that can fit the level you get it.

Ephemereality of Life isn't so crazy when theres a save I suppose. It still does have more targets than such a maneuver should have at it's level though. Why not target an area instead? When the targets must be fairly close, theres more of a choice between debuff/buff, rather than best of both worlds. Theres also a lesser matter of the bonus size but eh, when its big enough to cause problems you have other ways to get the stat changes.

Burden of History, consider this. You counterspell better than any spellcaster, 2 levels earlier than casters, takes less of an action and require less investment to keep it up. Counterspelling needs more love. But this is hardly the right way to go about it. Any two of those traits would have already made a great counterspell. All four of them is nuts.

Sacred Treasure Sword...hell, I doubt anyone will give a damn if you're locked out from this school while thats available. The int to damage as well, to a lesser degree. A far simpler fix: Have a specific menu of abilities you can gain for each point of bonus traded off(no banes, no x/days, etc). Have exotic materials come out of the menu(that is, adamantine/silver/cold iron costing a +1 for example), noted that of course you start with a permanent +5 weapon off the bat and it grows every 2 levels. Might want to tame those bonuses down a bit, or maybe halve the bonus progression(+1/4 ranks), but for every +1 to hit and damage, you gain an additional +1 value special feature.
The stance as it is COULD make a decent class chassis in itself, due to the progression and sheer flexibility. Any weapon you want as a swift action, and more powerful than anything you can afford.

Ambition Crisis-Treason.
Not a good assumption. Dominate Person is used in combat hideously effectively even if it lasts 2 rounds. Taking an opponent's actions and turning them into yours is that powerful yes.

Erase History I can say, is significantly more powerful than Time Regression. The problem with Time Regression is they can just do it over again, as your own allies actions are negated. It is for the most part, just an expensive redo.
Erase simply undoes a specific action with, and 1:1, costing you no resources, is pretty much ideal, you spend your action and your opponent's actions disappear, while your allies rape them up down and sideways.

Sacred Treasure Mirror is not just a perfect counter though. It perfectly cancels one effect(which is cool, but possibly in line with 5th level stuff), its that it adds a sizable bonus to very general dice rolls while you're at it. Just ditch the roll bonus and it'd be cool.

Past-Old History. I'm thinking making the cumulative chance for something harmful being retcon'ed into existence in place of your change, basically getting you exactly the wrong outcome. Theres no reason not to spam it unless you're actually in combat, until you brute force the failure chance(up to 100% anyway). More interesting that way, though trickier to implement.

Legend of Far Away Land. Should be decent after the downsizing. Could be a good way to recycle scrolls of personal spells you UMD though. Giant Size, Body out of Body etc etc. Might require a clearer definition of buff, as well as what to do when there is an expensive or xp component to the buff. Also, first thought. Swift True Strike.

Future Next History, think the 'hanging' action for a full minute might be overkill, the action reduction is cool though.

Ancient Kingdom...monsters don't have the luxury of picking their senses, so yeah it'd flat out OHKO quite a lot of things. Most PCs for the matter, the sensory items are ungodly costly. Possibly stack multiple non-fatal debuffs on a successful save(i.e. Sickened + Shaken + Dazzled) instead?

Total Purification
Consider what it does now:
-Irresistable OHKO, unlike other save or die effects, theres no applicable immunity.
-Nothing the target can do about it. Either you whored your knowledge check and they're deleted, or you didn't and they're not.
-If resisted you still dump them all over the place as you like, this will kill them just as effectively.
-Larger radius SoD than most spells will ever pull off to boot.
Suggestion:
Tame the radius somewhat, this is available every round if you just keep refreshing maneunvers. You don't need it to be huge to delete a village.
Grant a will save(affects objects). Save negates the whole thing.
Require a skill check, have failure on the skill check just shuffle them around, success deletes them.
Allow someone other than you to recover them, perhaps with a knowledge check against your delete check result.
Logged

The mind transcends the body.
It's also a little cold because of that.
Please get it a blanket.

I wish I could read your mind,
I can barely read mine.

"Skynet begins to learn at a geometric rate. It becomes self-aware at 2:14 a.m. Eastern time, August 29th. At 2:15, it begins rolling up characters."

"Just what do you think the moon up in the sky is? Everyone sees that big, round shiny thing and thinks there must be something round up there, right? That's just silly. The truth is much more awesome than that. You can almost never see the real Moon, and its appearance is death to humans. You can only see the Moon when it's reflected in things. And the things it reflects in, like water or glass, can all be broken, right? Since the moon you see in the sky is just being reflected in the heavens, if you tear open the heavens it's easy to break it~"
-Ibuki Suika, on overkill

To sumbolaion diakoneto moi, basilisk ouranionon.
Epigenentheto, apoleia keraune hos timeis pteirei.
Hekatonkatis kai khiliakis astrapsato.
Khiliarkhou Astrape!

There is no higher price than 'free'.

"I won't die. I've been ordered not to die."
oslecamo
Grape ape
*****
Posts: 1940



« Reply #7 on: July 04, 2011, 07:17:53 PM »

Scholar Strike - Could be interesting to apply Scholar Strike to improvised weapons made with books, scrolls and writing tools where favorable. Possibly copy Scroll blade from the Scrollmaster ACF.
Wow, that fits the concept perfectly! Added (with a few tweaks to adapt to the class). Thanks!

Now as to the responses, I personally feel First Pyramid, as a first level maneuver, could quite simply be done as an Entangle effect, except the target is anchored to the space it's in, and thus unable to move. It'd be thematically appropriate, and more importantly, level appropriate.
Ok, that sounds like a good compromise to me.

Feast Upon History doesn't enable sneak attack or flatfootedness, but it does, as an immediate action, cancel out AoOs and provide a singularly effective defensive miss chance. Consider the defensive output of level 1 maneuvers, if it was a Swift action it could manage as a level 1 defensive move, but as a counter its much closer to level 2.
Defensive output of level 1 maneuvers? Crusader's strike which easily negates an enemy hit while dishing out the pain. Concealment is just 20% miss chance, that doesn't sound that  effective to me.

Bright Teacher is broader by far.
Scent is useful against concealed opponents and for tracking. This is an uncommon scenario, which it provides significant progress to resolving.
Martial Spirit is useful against injuries, and allowing for the punching bag healing. This is a common scenario, and it can provide significant progress to resolving(since non hp damage gets past it sometimes).
Bright Teacher is useful whenever a skill roll is made. This is a common scenario and is unmatched by any ability with a similar frequency at the level you grant it. Plus, once you have a second stance known by any means, you will be using Bright Teacher ALL the time outside combat. There is no scenario where it isn't useful, except for combat, and then you can martial study up a martial spirit. Or for any skill users. Or for anyone with any decent skills in the party.
The fluff strongly associates itself with a bolstered Aid Another ability, if it helps. Thats a possible alternate approach that can fit the level you get it.
How exactly would it fit? Aid another can also be aplied to pretty much every out-of combat situation. It would be actualy worst if you ask me, because a re-roll still doesn't allow you to go over your limit, while a bolstered aid another does.

Ephemereality of Life isn't so crazy when theres a save I suppose. It still does have more targets than such a maneuver should have at it's level though. Why not target an area instead? When the targets must be fairly close, theres more of a choice between debuff/buff, rather than best of both worlds. Theres also a lesser matter of the bonus size but eh, when its big enough to cause problems you have other ways to get the stat changes.
Added a clause that targets must be whitin 15 feet of at least one other target.

Burden of History, consider this. You counterspell better than any spellcaster, 2 levels earlier than casters, takes less of an action and require less investment to keep it up. Counterspelling needs more love. But this is hardly the right way to go about it. Any two of those traits would have already made a great counterspell. All four of them is nuts.
On the contrary, I only have two of the traits you mention. Spellcasters get many more CL booster options and options for auto-dispel (if you have the right spell prepared), and they don't need to burn precious skill points to improve their dispelling.

Sacred Treasure Sword...hell, I doubt anyone will give a damn if you're locked out from this school while thats available. The int to damage as well, to a lesser degree. A far simpler fix: Have a specific menu of abilities you can gain for each point of bonus traded off(no banes, no x/days, etc).
Yeah nice joke there. Tables with dozens of abilities are so simple to make. Rolls Eyes

Have exotic materials come out of the menu(that is, adamantine/silver/cold iron costing a +1 for example), noted that of course you start with a permanent +5 weapon off the bat and it grows every 2 levels. Might want to tame those bonuses down a bit, or maybe halve the bonus progression(+1/4 ranks), but for every +1 to hit and damage, you gain an additional +1 value special feature.
The stance as it is COULD make a decent class chassis in itself, due to the progression and sheer flexibility. Any weapon you want as a swift action, and more powerful than anything you can afford.
Now that last part sounds like a much nicer idea. So the bonus is 1/4 skill ranks, forcing you to take +1 to attack and damage rolls togheter with a special ability. Forbid abilities limited per day, but not target-specific ones, because that's one of the ideas behind this stance. You summon the troll-slaying blade wielded by the legendary troll slayer that stoped the troll invasion of 497 to fight the troll.

Ambition Crisis-Treason.
Not a good assumption. Dominate Person is used in combat hideously effectively even if it lasts 2 rounds. Taking an opponent's actions and turning them into yours is that powerful yes.
Do notice however that dominate doesn't give complete command. You'll then need to burn move actions and then they probably get additional will saves, and you don't have the time to shower them with debuffs.

Erase History I can say, is significantly more powerful than Time Regression. The problem with Time Regression is they can just do it over again, as your own allies actions are negated. It is for the most part, just an expensive redo.
Erase simply undoes a specific action with, and 1:1, costing you no resources, is pretty much ideal, you spend your action and your opponent's actions disappear, while your allies rape them up down and sideways.
Only if you're ganking on a single oponent, and I already added a clause saying that your oponent gets a save to resist this if it has more HD than you. If you're ganking on a lonely guy that's lower level than you, well, he was kinda screwed anyway.

Sacred Treasure Mirror is not just a perfect counter though. It perfectly cancels one effect(which is cool, but possibly in line with 5th level stuff), its that it adds a sizable bonus to very general dice rolls while you're at it. Just ditch the roll bonus and it'd be cool.
Ok, but for the record I then nerfed Floral Nirvana from Ancient Temple as well.

Past-Old History. I'm thinking making the cumulative chance for something harmful being retcon'ed into existence in place of your change, basically getting you exactly the wrong outcome. Theres no reason not to spam it unless you're actually in combat, until you brute force the failure chance(up to 100% anyway). More interesting that way, though trickier to implement.
Trickier being the key word. Ok, now the chance isn't cumulative but you risk unleashing some nasty horror upon you if you try to abuse it. What do you think?

Another alternative would be good old self-inflicted ability score drain, incurable temporary insanity or some other nasty self-debuff.

Legend of Far Away Land. Should be decent after the downsizing. Could be a good way to recycle scrolls of personal spells you UMD though. Giant Size, Body out of Body etc etc. Might require a clearer definition of buff, as well as what to do when there is an expensive or xp component to the buff. Also, first thought. Swift True Strike.
Pfft, at 8th level I could even call that underpowered.

Future Next History, think the 'hanging' action for a full minute might be overkill, the action reduction is cool though.
Reduced the time you can wait to 1 round /4 ranks.

Ancient Kingdom...monsters don't have the luxury of picking their senses, so yeah it'd flat out OHKO quite a lot of things. Most PCs for the matter, the sensory items are ungodly costly. Possibly stack multiple non-fatal debuffs on a successful save(i.e. Sickened + Shaken + Dazzled) instead?
I would say mindsight and lifesight is just a feat away from most monster, but I like that idea better.

Total Purification
Consider what it does now:

Actualy I had just changed that maneuver before you posted. Check out the new version, is considerably less dramatic.
« Last Edit: July 04, 2011, 07:39:05 PM by oslecamo » Logged

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« Reply #8 on: July 04, 2011, 07:34:43 PM »

Ho, I love this. This is great for making Umineko No Naku Koro Ni inspired characters . Especially Past-Old History. Still, creating Logic Error in history should have some bad effect on you. Wisdom Drain or something annoying?

Quote
When you initiate this maneuver you can retroactively take an action anytime in the past up to 1 hour for every rank you have in Knowledge(nobility and royalty), as long as that action doesn't contradict any present knowledge of the creatures observing the scholar.

So for example if you had been in a town and taken some time for yourself, you may use this maneuver to retroactively buy a specific item now needed. Or you may have taken a potion just before the batle had started, or if your whereabouts were unknown you may declare you come up around a corner next to the party.
Are these actions considered autosuccess or do you normally roll for them? What happens if I want to rewrite combat?

Sacred Treasure Sword is cool, but...one can summon any type of weapon? If so, what stops me from wishing up gnome quickrazors and ignoring "must have hands free" thing? Or blasting things with personalized Etherblade? Also, what about double weapons?
EDIT
My bad, quickrazors won't work.
« Last Edit: July 04, 2011, 08:23:03 PM by Nemo » Logged
veekie
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« Reply #9 on: July 05, 2011, 01:59:57 AM »

Bright Teacher
Was thinking something like:
You can roll Knowledge in place of the roll you're aiding.
You can Aid Another at Close range.
You can Aid Another up to minutes/IL before the ally performs the action, provided you know what type of action it is(melee attack, ranged attack, fort save, concentration skill, etc). The Aid applies to any one roll of the right type. You can only have one Aid active per ally at a time.
You increase the bonus from Aid Another by +1 for every 10 points on your knowledge check above the Aid DC.

Burden of History. We'll have to agree to disagree then.

Sacred Treasure Sword.
Something I missed earlier, how about a Swift action to pull out a weapon you already locked onto, but requiring a Standard action to 'search' through history for a different weapon?
The tables aren't that hard, just yoink the MIC tables and ditch everything that doesn't fit.
Nemo has a good point too, Historical Personal Laser Artillery Piece!

Treason.
Same deal, using one resource(your actions for the round) you force your opponent to use one of their resources against another of theirs. You don't need complete command when with one effect, they're losing their action, spending possibly limited use resources and destroying other resources(health etc)

Erase History
The rationale that they're "screwed anyway" is a bit twisted isn't it? Just make the save universal, you're negating someone's actions, thats worth a save.

Past-Old History
Yeah I know, kinda tempted to throw in some kind of 'fuck you table'. But eh, spawning hostiles in place of your desired outcome is reasonably effective.

Total Purification
Now that does seem more appropriate. Its still a rather large AoE save or lose, but its managable. I think you got a mislabling there though, it's marked as a Stance.
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oslecamo
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« Reply #10 on: July 05, 2011, 08:21:58 AM »

Ho, I love this. This is great for making Umineko No Naku Koro Ni inspired characters . Especially Past-Old History. Still, creating Logic Error in history should have some bad effect on you. Wisdom Drain or something annoying?
Implemented summoning angry monster after you for now.

Quote
When you initiate this maneuver you can retroactively take an action anytime in the past up to 1 hour for every rank you have in Knowledge(nobility and royalty), as long as that action doesn't contradict any present knowledge of the creatures observing the scholar.

So for example if you had been in a town and taken some time for yourself, you may use this maneuver to retroactively buy a specific item now needed. Or you may have taken a potion just before the batle had started, or if your whereabouts were unknown you may declare you come up around a corner next to the party.
Are these actions considered autosuccess or do you normally roll for them? What happens if I want to rewrite combat?
Good point. I'll write that you need to roll if needed. I guess you can try to rewrite combat, but you would be limited to something that didn't cause paradoxes. So no saving allies that would otherwise be dead right now, and you cannot rewrite a combat you're still on.

Sacred Treasure Sword is cool, but...one can summon any type of weapon? If so, what stops me from wishing up gnome quickrazors and ignoring "must have hands free" thing? Or blasting things with personalized Etherblade? Also, what about double weapons?
EDIT
My bad, quickrazors won't work.
Yeah. As for etherblades, well... They're just a ranged touch for 1d6 damage. I'm not particularly worried about that.

Put in a clause for double weapons.

Bright Teacher
Was thinking something like:
You can roll Knowledge in place of the roll you're aiding.
You can Aid Another at Close range.
You can Aid Another up to minutes/IL before the ally performs the action, provided you know what type of action it is(melee attack, ranged attack, fort save, concentration skill, etc). The Aid applies to any one roll of the right type. You can only have one Aid active per ally at a time.
You increase the bonus from Aid Another by +1 for every 10 points on your knowledge check above the Aid DC.
Well, if you truly believe that's you wouldn't want to use that version all the time out of combat, then I'm all up for implementing that power-up. Changed.

Sacred Treasure Sword.
Something I missed earlier, how about a Swift action to pull out a weapon you already locked onto, but requiring a Standard action to 'search' through history for a different weapon?
Kinda self-defeating because then you could just search up stuff in advance. Altough making it a standard action to activate all the time is probably safer. Changed.

The tables aren't that hard, just yoink the MIC tables and ditch everything that doesn't fit.
Page? I seem to only be able to find the price and random loot tables.

Nemo has a good point too, Historical Personal Laser Artillery Piece!
Altough I guess you could tecnically summon some heavy artillery, the stance doesn't provide the extra crew needed to properly use it.

If your DM homebrewed laser artillery that can be used by a single person, then he was kinda asking for the PCs to abuse it.

Treason.
Same deal, using one resource(your actions for the round) you force your opponent to use one of their resources against another of theirs. You don't need complete command when with one effect, they're losing their action, spending possibly limited use resources and destroying other resources(health etc)
Bah, fine I'm moving that effect up to 5th level in Ambition Crisis-Conquest and replacing the 4th level one with a "attack anyone I want this turn whitout sacrificing exp and/or gold".

Erase History
The rationale that they're "screwed anyway" is a bit twisted isn't it? Just make the save universal, you're negating someone's actions, thats worth a save.
Ok, but then I'll also be lowering the action needed to nullify the past to one step lower and changing it to reflex save.

Past-Old History
Yeah I know, kinda tempted to throw in some kind of 'fuck you table'. But eh, spawning hostiles in place of your desired outcome is reasonably effective.
One day, one day. A general "fuck you" table would have all kind of usefull aplications for D&D.

Total Purification
Now that does seem more appropriate. Its still a rather large AoE save or lose, but its managable. I think you got a mislabling there though, it's marked as a Stance.
Ups, corrected that one.
« Last Edit: July 05, 2011, 08:44:08 AM by oslecamo » Logged

veekie
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« Reply #11 on: July 05, 2011, 09:21:23 AM »

Quote
Good point. I'll write that you need to roll if needed. I guess you can try to rewrite combat, but you would be limited to something that didn't cause paradoxes. So no saving allies that would otherwise be dead right now, and you cannot rewrite a combat you're still on.
One possibility is to limit the change to a single d20 roll maximum.
Quote
Yeah. As for etherblades, well... They're just a ranged touch for 1d6 damage. I'm not particularly worried about that
Cheap hack is to limit the base price of the weapon to say....100gp/4IL max, discounting materials and masterworking.
Quote
Page? I seem to only be able to find the price and random loot tables.
Take the weapon price table and strip out everything that doesn't fit?
That just leaves jamming weapon materials in as effective +X.

Quote
One day, one day. A general "fuck you" table would have all kind of usefull aplications for D&D.
Amen, so very much amen.
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The mind transcends the body.
It's also a little cold because of that.
Please get it a blanket.

I wish I could read your mind,
I can barely read mine.

"Skynet begins to learn at a geometric rate. It becomes self-aware at 2:14 a.m. Eastern time, August 29th. At 2:15, it begins rolling up characters."

"Just what do you think the moon up in the sky is? Everyone sees that big, round shiny thing and thinks there must be something round up there, right? That's just silly. The truth is much more awesome than that. You can almost never see the real Moon, and its appearance is death to humans. You can only see the Moon when it's reflected in things. And the things it reflects in, like water or glass, can all be broken, right? Since the moon you see in the sky is just being reflected in the heavens, if you tear open the heavens it's easy to break it~"
-Ibuki Suika, on overkill

To sumbolaion diakoneto moi, basilisk ouranionon.
Epigenentheto, apoleia keraune hos timeis pteirei.
Hekatonkatis kai khiliakis astrapsato.
Khiliarkhou Astrape!

There is no higher price than 'free'.

"I won't die. I've been ordered not to die."
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« Reply #12 on: July 05, 2011, 10:35:29 AM »

Sacred Treasure Sword.
Something I missed earlier, how about a Swift action to pull out a weapon you already locked onto, but requiring a Standard action to 'search' through history for a different weapon?
The tables aren't that hard, just yoink the MIC tables and ditch everything that doesn't fit.
Or you could bypass the issue and just grant bane automatically. Tongue
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Tier 3: An expert marksman, cartographer and chef who can tie strong knots and is trained in hostage negotiation or a marksman so good he can shoot down every bullet fired by a minigun while armed with a rusted single-shot pistol that veers to the left.
Tier 2: Someone with teleportation, mind control, time manipulation, intangibility, the ability to turn into an exact duplicate of anything, or the ability to see into the future with perfect accuracy.
Tier 1: Someone with teleportation, mind control, time manipulation, intangibility, the ability to turn into an exact duplicate of anything and the ability to see into the future with perfect accuracy.
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« Reply #13 on: July 06, 2011, 11:59:38 AM »

Quote
Good point. I'll write that you need to roll if needed. I guess you can try to rewrite combat, but you would be limited to something that didn't cause paradoxes. So no saving allies that would otherwise be dead right now, and you cannot rewrite a combat you're still on.
One possibility is to limit the change to a single d20 roll maximum.
Quote
Yeah. As for etherblades, well... They're just a ranged touch for 1d6 damage. I'm not particularly worried about that
Cheap hack is to limit the base price of the weapon to say....100gp/4IL max, discounting materials and masterworking.
Both good ideas, implemented.

Quote
Page? I seem to only be able to find the price and random loot tables.
Take the weapon price table and strip out everything that doesn't fit?
That just leaves jamming weapon materials in as effective +X.
The tables are very copy-pasta unfriendly. If you do it I'll add it, otherwise too much work for little reward from my side.

As for special materials, , none of them are really worth more than +1 in my opinion, so I'll make them count as so.



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veekie
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« Reply #14 on: July 06, 2011, 01:52:51 PM »

The table

5 minutes to make. Fucking ISP made it an hour to try to upload.
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The mind transcends the body.
It's also a little cold because of that.
Please get it a blanket.

I wish I could read your mind,
I can barely read mine.

"Skynet begins to learn at a geometric rate. It becomes self-aware at 2:14 a.m. Eastern time, August 29th. At 2:15, it begins rolling up characters."

"Just what do you think the moon up in the sky is? Everyone sees that big, round shiny thing and thinks there must be something round up there, right? That's just silly. The truth is much more awesome than that. You can almost never see the real Moon, and its appearance is death to humans. You can only see the Moon when it's reflected in things. And the things it reflects in, like water or glass, can all be broken, right? Since the moon you see in the sky is just being reflected in the heavens, if you tear open the heavens it's easy to break it~"
-Ibuki Suika, on overkill

To sumbolaion diakoneto moi, basilisk ouranionon.
Epigenentheto, apoleia keraune hos timeis pteirei.
Hekatonkatis kai khiliakis astrapsato.
Khiliarkhou Astrape!

There is no higher price than 'free'.

"I won't die. I've been ordered not to die."
oslecamo
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« Reply #15 on: July 06, 2011, 07:27:38 PM »

Thanks. Well even after heavy editing what the table is too big for the post so I'll have to leave it here.

Sacred Treasure Sword reference chart

Melee Bonus||Price
AcidicburstS||+1bonus
Bane|| +1bonus
Berserker||+1bonus
Blessed||+1bonus
Bloodfeeding||+1bonus
Bloodstone||+1bonus
Brash||+1bonus
Chargebreaker||+1bonus
Charging||+1bonus
Corrosive||+1bonus
Deadlyprecision||+1bonus
Defending||+1bonus
Dessicating||+1bonus
DessicatingburstS|+1bonus
Divinewrath||+1bonus
Eager||+1bonus
FiercebaneS||+1bonus
Flaming||+1bonus
Frost||+1bonus
GhoststrikeS||+1bonus
Ghosttouch||+1bonus
Harmonizing||+1bonus
Heavenlyburst||+1bonus
HolysurgeS||+1bonus
Hunting||+1bonus
Impact||+1bonus
IncorporealbindingS||+1bonus
Keen||+1bonus
Kifocus||+1bonus
Magebane||+1bonus
Maiming||+1bonus
Merciful||+1bonus
Mightycleaving||+1bonus
Mightysmiting||+1bonus
Mindfeeder||+1bonus
Morphing||+1bonus
PowerstoringS||+1bonus
Profane||+1bonus
Profaneburst||+1bonus
Psychokinetic||+1bonus
PsychokineticburstS||+1bonus
Resounding||+1bonus
Revealing||+1bonus
Sacred||+1bonus
SacredburstS||+1bonus
Screaming||+1bonus
Screamingburst||+1bonus
ShattermantleS||+1bonus
Shielding||+1bonus
Shock||+1bonus
Soulbound||+1bonus
SoulbreakerS||+1bonus
SouldrinkingS||+1bonus
SpellstoringS||+1bonus
Spellstrike||+1bonus
StunningS||+1bonus
Stunningsurge||+1bonus
Sundering||+1bonus
Sweeping||+1bonus
Throwing||+1bonus
Thundering||+1bonus
UnholysurgeS||+1bonus
Vicious||+1bonus
Warning||+1bonus
Weakening||+1bonus
Anarchic||+2bonus
Aquan||+2bonus
Auran||+2bonus
Axiomatic||+2bonus
Collision||+2bonus
Consumptive||+2bonus
Disarming||+2bonus
Disruption||+2bonus
Domineering||+2bonus
Doomburst||+2bonus
Energyaura||+2bonus
Enervating||+2bonus
Flamingburst||+2bonus
Fleshgrinding||+2bonus
Holy||+2bonus
Icyburst||+2bonus
Ignan||+2bonus
Impedance||+2bonus
Metalline||+2bonus
Mindcrusher||+2bonus
Paralyticburst||+2bonus
Parrying||+2bonus
Psibane||+2bonus
Psychic||+2bonus
Shockingburst||+2bonus
Soulbound,greaterS||+2bonus
Terran||+2bonus
Transmuting||+2bonus
Unholy||+2bonus
Vampiric||+2bonus
Wounding||+2bonus
Prismaticburst||+30,000gp
Bodyfeeder||+3bonus
Cursespewing||+3bonus
Etherealreaver||+3bonus
Implacable||+3bonus
Necroticfocus||+3bonus
Speed||+3bonus
Brilliantenergy||+4bonus
Dancing||+4bonus
Vorpal||+5bonus


Ranged Bonus||Price

Acidicburst||+1bonus
Arcanemight||+1bonus
Bane||+1bonus
Blessed||+1bonus
Corrosive||+1bonus
Deadlyprecision||+1bonus
Dessicating||+1bonus
Dessicatingburst||+1bonus
Distance||+1bonus
Divinewrath||+1bonus
Dragonhunter||+1bonus
FiercebaneS||+1bonus
Flaming||+1bonus
Frost||+1bonus
Heavenlyburst||+1bonus
Hunting||+1bonus
ItemName||MarketPrice
Impact||+1bonus
Magebane||+1bonus
Maiming||+1bonus
Merciful||+1bonus
Mindfeeder||+1bonus
Morphing||+1bonus
Powerstoring||+1bonus
Precise||+1bonus
Profane||+1bonus
Profaneburst||+1bonus
Psychokinetic||+1bonus
Psychokineticburst||+1bonus
Quickloading||+1bonus
Returning||+1bonus
Revealing||+1bonus
Sacred||+1bonus
Sacredburst||+1bonus
Screaming||+1bonus
Screamingburst||+1bonus
Seeking||+1bonus
Shattermantle||+1bonus
Shock||+1bonus
Soulbound||+1bonus
SoulbreakerS||+1bonus
Spellstrike||+1bonus
StunningS||+1bonus
Stunningsurge||+1bonus
Thundering||+1bonus
Warning||+1bonus
Weakening||+1bonus
Anarchic||+2bonus
Aquan||+2bonus
Auran||+2bonus
Axiomatic||+2bonus
Collision||+2bonus
Consumptive||+2bonus
Disarming||+2bonus
Domineering||+2bonus
Doomburst||+2bonus
Energyaura||+2bonus
Enervating||+2bonus
Flamingburst||+2bonus
Force||+2bonus
Holy||+2bonus
Icyburst||+2bonus
Ignan||+2bonus
Impedance||+2bonus
Metalline||+2bonus
Mindcrusher||+2bonus
Paralyticburst||+2bonus
Parrying||+2bonus
Psibane||+2bonus
Psychic||+2bonus
Shockingburst||+2bonus
Soulbound,greaterS||+2bonus
Terran||+2bonus
Transmuting||+2bonus
Unholy||+2bonus
Prismaticburst||+30,000gp
Bodyfeeder||+3bonus
Cursespewing||+3bonus
Implacable||+3bonus
Speed||+3bonus
Brilliantenergy||+4bonus


« Last Edit: July 06, 2011, 07:31:25 PM by oslecamo » Logged

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« Reply #16 on: July 06, 2011, 08:29:13 PM »

You know, I love how Scholar Strike now encourages synergy with Shadow Hand and overall dex synergy (with hit and run fighter dip, it might produce pretty fun dex heavy fighter), and Sacred Treasure Orb with Guidance of Avatar loaded just begs you to pick Diamond HeartMind. (just realized it wont work due to range: personal Sad )
BTW, does using Sacred Treasure Sword to summon this (well, gauntlets in general) still locks me from Plain History manuevers?
How does Sacred Treasure Sword interact with Fey-Gith-Whatever-Craft weapons?As for now, you probably can't make your legendary Dwarf-Crafted waraxe dwarf at all.  And, what about ammo for ranged weapons? Pulling out a bow without arrows would be pretty annoying .
« Last Edit: July 06, 2011, 10:22:21 PM by Nemo » Logged
veekie
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« Reply #17 on: July 07, 2011, 12:37:33 AM »

The value factor would do it I think. Ammo and X-Craft should come out of the value cap pre Masterworking.
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The mind transcends the body.
It's also a little cold because of that.
Please get it a blanket.

I wish I could read your mind,
I can barely read mine.

"Skynet begins to learn at a geometric rate. It becomes self-aware at 2:14 a.m. Eastern time, August 29th. At 2:15, it begins rolling up characters."

"Just what do you think the moon up in the sky is? Everyone sees that big, round shiny thing and thinks there must be something round up there, right? That's just silly. The truth is much more awesome than that. You can almost never see the real Moon, and its appearance is death to humans. You can only see the Moon when it's reflected in things. And the things it reflects in, like water or glass, can all be broken, right? Since the moon you see in the sky is just being reflected in the heavens, if you tear open the heavens it's easy to break it~"
-Ibuki Suika, on overkill

To sumbolaion diakoneto moi, basilisk ouranionon.
Epigenentheto, apoleia keraune hos timeis pteirei.
Hekatonkatis kai khiliakis astrapsato.
Khiliarkhou Astrape!

There is no higher price than 'free'.

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veekie
Organ Grinder
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Posts: 9034


WARNING: Homing Miko


« Reply #18 on: July 07, 2011, 12:52:43 AM »

Also I notice theres a few Surge weapons in there. Those would fall under uses /day I think.
Logged

The mind transcends the body.
It's also a little cold because of that.
Please get it a blanket.

I wish I could read your mind,
I can barely read mine.

"Skynet begins to learn at a geometric rate. It becomes self-aware at 2:14 a.m. Eastern time, August 29th. At 2:15, it begins rolling up characters."

"Just what do you think the moon up in the sky is? Everyone sees that big, round shiny thing and thinks there must be something round up there, right? That's just silly. The truth is much more awesome than that. You can almost never see the real Moon, and its appearance is death to humans. You can only see the Moon when it's reflected in things. And the things it reflects in, like water or glass, can all be broken, right? Since the moon you see in the sky is just being reflected in the heavens, if you tear open the heavens it's easy to break it~"
-Ibuki Suika, on overkill

To sumbolaion diakoneto moi, basilisk ouranionon.
Epigenentheto, apoleia keraune hos timeis pteirei.
Hekatonkatis kai khiliakis astrapsato.
Khiliarkhou Astrape!

There is no higher price than 'free'.

"I won't die. I've been ordered not to die."
Nemo
Ring-Tailed Lemur
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Posts: 66



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« Reply #19 on: July 07, 2011, 07:00:07 AM »

Well X-Crafts are pretty expensive, Feycraft alone is 1500 gp.
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