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Author Topic: New Initiator Classes (Need Names)  (Read 811 times)
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bkdubs123
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« on: February 05, 2009, 01:54:16 PM »

The Sublime Paragon

HD: d8

Lv  Base Attack         Fort  Ref  Will    Special                                                  Maneuvers Readied
1.  +0                   +2   +2   +2      Weapon Aptitude, Discipline Focus (Insightful Strike)            3
2.  +1                   +3   +3   +3      Bonus Feat, Perfect Form +1                                      4
3.  +2                   +3   +3   +3                                                                       4
4.  +3                   +4   +4   +4      Discipline Focus (Defensive Stance)                              4
5.  +3                   +4   +4   +4      Perfect Form +2                                                  5
6.  +4                   +5   +5   +5      Bonus Feat                                                       5
7.  +5                   +5   +5   +5                                                                       5
8.  +6/+1                +6   +6   +6      Discipline Focus (Insightful Strike)                             5
9.  +6/+1                +6   +6   +6      Perfect Form +3                                                  6
10. +7/+2                +7   +7   +7      Bonus Feat                                                       6
11. +8/+3                +7   +7   +7      Counter Stance, Moment's Refocus                                 6
12. +9/+4                +8   +8   +8      Discipline Focus (Defensive Stance)                              6
13. +9/+4                +8   +8   +8      Perfect Form +4                                                  6
14. +10/+5               +9   +9   +9                                                                       7
15. +11/+6/+1            +9   +9   +9      Bonus Feat                                                       7
16. +12/+7/+2           +10  +10   +10     Discipline Focus (Insightful Strike)                             7
17. +12/+7/+2           +10  +10   +10     Perfect Form +5                                                  7
18. +13/+8/+3           +11  +11   +11                                                                      7
19. +14/+9/+4           +11  +11   +11     Mastery of One                                                   7
20. +15/+10/+5          +12  +12   +12     Discipline Focus (Weapon Supremacy)                              8


Class Skills (6+Int): Balance, Climb, Concentration, Craft, Diplomacy, Heal, Hide, Intimidate, Jump, Knowledge (any), Listen, Martial Lore, Move Silently, Profession, Ride, Sense Motive, Spot, Swim, Tumble

Proficiencies: All simple and martial melee weapons, light and medium armor, and all shields (including Tower).

Maneuvers: Sublime Paragons choose a single discipline at the beginning of each day. For the remainder of that day the Paragon knows all maneuvers and stances of the chosen discipline up to the highest level of maneuvers any other initiator could know as determined by your initiator level (your class level) as given on page 39 of Tome of Battle, and can ready a number as given by the above table and recover them as a Warblade. A Sublime Paragon may change the chosen discipline and ready new maneuvers from a new discipline by spending one hour in meditation. When initiating strike maneuvers a Sublime Paragon must be wielding one of his chosen discipline's preferred weapons.

Discipline Focus: As Swordsage. These Foci are permanent and cannot be changed regardless of your current chosen discipline. At 20th level a Sublime Paragon chooses any discipline and gains the benefit of the Weapon Supremacy feat while wielding one of that discipline's preferred weapons.

Perfect Form: Bonus to attack rolls and save DCs of maneuvers you initiate.

Bonus Feats: As Warblade.

Counter Stance: Whenever you initiate a Counter maneuver you may also change your stance. You may also choose to expend a readied Counter maneuver at any time to change your stance as a free action, but only once per round.

Moment's Refocus: Once per encounter, by spending a full round action a Sublime Paragon may change the discipline from which he readies maneuvers, and enter a stance from the new discipline.

Mastery of One: Whenever you miss with an attack roll of a Strike maneuver you initiate that maneuver is not expended. Further, whenever a creature succeeds its saving throw against a maneuver you initiate you may force that creature to reroll the save, albeit with a +2 bonus. Finally, you automatically succeed any saving throws and opposed rolls against maneuvers of your chosen discipline, and gain a +4 bonus to saving throws and opposed rolls to resist the effects of all other sublime maneuvers.

The Sublime Savant

Disclaimer: This class assumes the use of the following Homebrew Disciplines:
Falling Star*, Abjurant Champion*, Phantasmal Opus*, Phoenix Tear*, Inner Light*, Adamant Soul'', Crescent Moon'', Dancing Fox'', Far Realm'', Fortunate Assailant'', Gentle Breeze'', Holy Word'', Ninefold Damnation'', Ocean Soul'', Savage Maw'', Sky Serpent'', Unquiet Twilight'', Placid Lake'', Coin's Edge^, Dancing Leaf^, Dread Crown^, Fool's Grip^, Golden Saint^, Oncoming Storm^, Scarlet Bravura^, and Twin Spirit^.

*Found Here - http://forums.gleemax.com/showthread.php?t=1104086

''Found Here - http://boards1.wizards.com/showthread.php?t=804856

^Found Here - http://www.giantitp.com/forums/showpost.php?p=3865485&postcount=2

HD: d10

Saves: Choose one save as Good. The others are Poor.

Lv  Base Attack Bonus     Special                           M. Ready  M. Known  Stances
1.  +1                    Ready to Act +2, Adaptive Adept     1(3)        9        2
2.  +2                                                        1(3)       11        3
3.  +3                    Adjust Footwork                     1(3)       13        3
4.  +4                                                        1(4)       15        3
5.  +5                    Ready to Act +3                     1(4)       17        4
6.  +6/+1                                                     1(4)       19        4
7.  +7/+2                 Rapid Relocation                    1(4)       21        4
8.  +8/+3                                                     2(5)       23        5
9.  +9/+4                 Ready to Act +4                     2(5)       25        5
10. +10/+5                                                    2(5)       27        5
11. +11/+6/+1             Greater Footwork                    2(5)       29        6
12. +12/+7/+2                                                 2(6)       31        6
13. +13/+8/+3             Ready to Act +5                     2(6)       33        6
14. +14/+9/+4                                                 2(6)       35        7
15. +15/+10/+5            Instant Strike                      2(6)       37        7
16. +16/+11/+6/+1                                             3(7)       39        7
17. +17/+12/+7/+2         Ready to Act +6                     3(7)       40        8
18. +18/+13/+8/+3                                             3(7)       41        8
19. +19/+14/+9/+4         Multiprong Reactions                3(7)       42        8
20. +20/+15/+10/+5        Born Ready, Masterful Adaptation    3(8]       43        9


Class Skills (4+Int): Balance, Climb, Concentration, Craft, Decipher Script, Disguise, Escape Artist, Gather Information, Hide, Jump, Knowledge (History), Knowledge (Local), Listen, Martial Lore, Move Silently, Profession, Ride, Sense Motive, Spot, Survival, Swim, Tumble

Proficiencies: All simple and martial weapons, all armors and shields (except tower shields).

Maneuvers: Sublime Savants draw upon a huge reservoir of martial knowledge and inspiration to overcome their foes, beginning play knowing 6 maneuvers and learning more maneuvers over their career than any other martial adept. Sublime Savants learn their maneuvers from any of the many sublime disciplines.

Sublime Savants do not ready their maneuvers like other martial adepts do. They do not practice or study or meditate. They improvise on the fly. Sublime Savants ready their maneuvers in the midst of combat. By spending a swift action a first level Sublime Savant can ready a single maneuver they know. By spending a full round action a first level Sublime Savant can ready 3 maneuvers they know. The number of maneuvers a Sublime Savant can ready with swift and full round actions increases as he gains levels according the chart above. A Sublime Savant cannot initiate a manuever during a turn in which it was readied.

Sublime Savants do not recover their maneuvers like other martial adepts either. After a readied maneuver has been initiated it cannot be recovered during that encounter, nor can it be readied again until the next encounter.

Ready to Act: A Sublime Savant gains the listed bonus to Initiative checks and to all d20 rolls made during a surprise round and during the first round of combat.

Adaptive Adept: A Sublime Savant can ready move actions by spending only a move action, and can ready full round actions by spending a full round action. Further, if a Sublime Savant spends an immediate action he may change the nature and the conditions of any action he has readied and may act according to new developments on the battlefield. If he does so he gains a +10ft bonus to all movement speeds, and a +2 bonus to all d20 rolls made as part of his new action. He cannot change any readied action into an action greater than the one he spent readying).

Adjust Footwork: By spending an immediate action a Sublime Savant can change his stance.

Rapid Relocation: By spending an immediate action a Sublime Savant can move up to 1/2 his slowest movement speed.

Greater Footwork: Once per encounter, in spending a single swift action a Sublime Savant can enter two stances at once. This overrides the rule that a martial adept can only benefit from a single stance at a time. The Savant can only keep this up for so long before he has to leave one of the stances. After entering both stances roll 1d4+1. The result is the maximum number of rounds you can stay in these stances. You may of course leave one or both of the stances early, but that does not mean that you can later in the same encounter enter two stances again to pick up the remaining rounds.

Instant Strike: By spending an immediate action a Sublime Savant can initiate a Strike maneuver of 4th level or lower that they have readied with an initiation of one standard action or less, or make a single attack at their highest base attack bonus.

Multiprong Reactions: A 19th level Sublime Savant is so intensely focused and quick that he may make a swift action and an immediate action in the same round, or can use two immediate actions in the same round.

Born Ready: A Sublime Savant can always act during a surprise round and gains a full round of actions. During the first round of combat a Sublime Savant gains two full rounds of actions.

Masterful Adaptation: By spending a swift or immediate action, after learning the results of any die roll, a Sublime Savant can reroll the roll or can choose to undo the roll entirely treating it as though it never happened, and gaining back any actions spent in rolling. Manuevers initiated or consumable items used are still initiated or used however.
« Last Edit: February 08, 2009, 12:42:27 PM by bkdubs123 » Logged
bogsnes
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« Reply #1 on: February 05, 2009, 02:01:36 PM »

the Sublime Savant looks awesome, one of my favourite classes that you have wrote (I've read most of them)...
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bkdubs123
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« Reply #2 on: February 05, 2009, 05:48:58 PM »

the Sublime Savant looks awesome, one of my favourite classes that you have wrote (I've read most of them)...


It's definitely interesting. I think I'm eliminating all of the Savant's bonus and combat feats and lowering the Paragon to medium BAB but raising the Perfect Form bonus to +5 over 20 levels so that it has "virtual" full BAB.
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bogsnes
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« Reply #3 on: February 06, 2009, 05:41:13 AM »

i don't think you should lower the Paragons BAB, but the bonus feats should go...
I'm not sure if you should remove the combat feats too, though
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MasterVega
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« Reply #4 on: February 06, 2009, 10:52:38 AM »

The Warblade is crying because you stole his capstone ability and gave it to an 11th level Savant. >_>

I mean, if you don't plan on using the Warblade in your games, then it's fine, but otherwise there should be some sort of limit (as there is on the Master of Nine.)

Just a thought. The classes look great otherwise.
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bkdubs123
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« Reply #5 on: February 06, 2009, 11:54:22 AM »

Adjustments to their power level have been made. Paragon has gone to medium bab but +5 Perfect Form, and I plan on adjusting the time it takes to switch chosen discipline to 1 hour to make it more prohibitive. Savant lost all of its bonus feats and I put many restrictions on the power and usage of Greater Footwork.
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