Author Topic: Nine Masters of One - Classes for the Nine Disciplines  (Read 4250 times)

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Flay Crimsonwind

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Nine Masters of One - Classes for the Nine Disciplines
« on: October 14, 2009, 03:22:58 PM »
Inspiration struck just before sleep last night, but I managed to keep myself down. Now that I've woken up late and have to wait for the next bus out of my town to get to school (sorry, first period Human Sexuality!), I thought I'd throw my idea at the boards where it can gain some ground for when I come home with a few more ideas of my own.

I've noticed that there is a class representing a master of all nine Tome of Battle martial disciplines, and that the classes are all classes that have grown from utilizing these forms of combat. In addition, a few have created their own styles and stances to suit their needs. I also noticed that, while branch specialties have classes, there is not a class for a true master in, say, the Desert Wind style, or the Stone Dragon style. One could argue some classes excel at some more than others would (Crusaders with Devoted Spirit, etc.), but I was thinking, "Why not make nine prestige classes, maybe five levels long, maybe ten, that represent someone who has specialized in one school of combat moreso than most people whom practice it?" And thus this thread is born whilst some ideas are born in my notebook.

This thread will eventually be the thread in which my creations are listed, but for now, if anyone thinks this is a bad idea, gimme a clue as to why you think so, and if you think it's a good idea, throw in a few suggestions for what your favorite style might use. I'm undecided as to if this is entirely smart or necessary (though undoubtedly worse ideas have been made and posted), and if it is whether to make it five or ten levels, and whether or not to hunt down more maneuvers people have made to list in the respective classes. So, any comments/suggestions/souls-for-taking, throw 'em here!

The Classes:
Desert Wind:
[spoiler]Nar Amir
Since the times of Babylon, these knights and warriors have wandered the wastes and made them their home, fending off invaders and securing the peace of the realm. Masters not only of the ancient style of fighting that originated in their desert home, they have mastered the very desert itself, and call upon it's aid in battle. Since the fall of Babylon, not many of these "Fire Princes" still exist, though those that do work to retain the legendary status of their forgotten heroes, and can still call up the winds of the desert, no matter what the field of battle may be.

Nar Amir Prerequisites:
Feats: Scorching Sirocco
Skills: Tumble 13 Ranks, Spellcraft 8 Ranks
Maneuvers: Must know at least five Desert Wind Maneuvers, one of which must be of 5th level, as well as at least one Desert Wind stance.

   BAB  Fort    Ref    Will  Abilities
1   +0    +2     +2     +0    Master Disciple +1, First Wind (Windstorm)
2   +1    +3     +3     +0    Master Disciple +2, Second Wind
3   +2    +3     +3     +1    Master Disciple +3, First Wind (Hurricane)
4   +3    +4     +4     +1    Master Disciple +4, Final Wind
5   +3    +4     +4     +1    Master Disciple +5, First Wind (Tornado), Crimson Mastery

Weapon Proficiencies: Nar Amir are always considered proficient with any Desert Wind weapons.

Master Disciple: The master of the Desert wind shows his strength in the improved quality and power of his blows and maneuvers. You gain a bonus on all attack and damage rolls made with the Desert Winds chosen weapons as well as a bonus on tumble and spellcraft, as indicated on the table.

First Wind: The flames of the desert burn bright in the sand, the sunlight, and unsurprising to the master of it's style, the wind itself; these burning winds, first inspiration of the Desert Wind style, are called furnace winds (Sandstorm, page 22), and they may empower your stances, making them all the deadlier. If you are in a Desert Wind stance, at the begining of your turn you may use a swift action to call upon the First Winds to give you a shield of flame. Until the beginning of your next round, you invoke a furnace wind, up to the strength possible (as outlined in the table above) for your level, which deals the fire damage as listed in Sandstorm ,on page 22, to all adjacent foes, as well as giving you a deflection bonus to AC equal to your class level. Wind conditions created affect only creatures you designate. You may expend a swift action at the start of your next round to continue gaining these effects, though you can only use this a consecutive number of rounds up to your class level, and once it is dropped, it may not be invoked again in that encounter. At level three and five, the damage increases, and you gain one additional calling per encounter.

Second Wind: The desert is a harsh mistress, and one of it's deadliest storms, that one might not see coming, is the sandstorm known as a flaywind (Sandstorm, page 21) by projecting their desert aura into their blow. You may infuse any Desert Wind strike with flaywinds, dealing an additional 1d6 lethal damage per maneuver level, by exiting the stance you are currently in (so long as it is a Desert Wind stance).

Final Wind: The mystic swordsmen of legend were able to call down a rain of fire from the very sky, as punishment against those who would oppose them, and you have learned this same mystic technique. By expending a maneuver, you may once a day per class level summon a firestorm (Sandstorm, page 21) that lasts a number of rounds equal to 1d6 per class level. Unlike the first wind, you have no control over targets struck by the fire-rain of this storm. The storm is centered on you, and extends out five feet per initiator level. You may only call a firestrom up once every hour, and may not call up a firestorm in an area where the sky is not open above you.

Crimson Mastery: As a master of the Desert wind style, you may expend any maneuver you know and have readied to use a Desert Wind maneuver of equal level that you know, or of any lower level regardless of whether you know it or not. You recover all Desert Wind maneuvers as a warblade recovers maneuvers, and five times per day, you may combine the effect of a Desert Wind strike when you perform another strike. You expend both maneuvers, and so both maneuvers must be readied and known by you (though you may, as per this class feature, expend a maneuver to gain the effect of a Desert Wind maneuver). This combination strike may only be performed once every five rounds.[/spoiler]
Devoted Spirit
[spoiler]Hochmeister Krieger (Grand-Master Soldier, Latin) [/spoiler]
Diamond Mind
[spoiler]Mushin no Shin (Mind of No Mind, Japanese)[/spoiler]
Iron Heart
[spoiler]Cavaliere Supremo dell'Ordine dei Sette Cuori (Supreme Knight of the Order of the Seven Hearts, Italian)[/spoiler]
Setting Sun
[spoiler](Twilight Master, Chinese)[/spoiler]
Shadow Hand
[spoiler](, )[/spoiler]
Stone Dragon
[spoiler]Slegge Hovding (Hammer Chief, Norse)[/spoiler]
Tiger Claw
[spoiler]Bagha Raja (Tiger King, Hindi)[/spoiler]
White Raven
[spoiler]Shining Commander (Shining Commander, English)[/spoiler]
« Last Edit: January 06, 2010, 09:18:17 PM by Flay Crimsonwind »

AfterCrescent

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Re: Nine Masters of One - Classes for the Nine Disciplines
« Reply #1 on: October 14, 2009, 04:23:30 PM »
I think it's an interesting idea. I'd vote for 5 level classes, though. It seems like there'd be too much repetition for 10 levels. Just my 2 cents.
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Re: Nine Masters of One - Classes for the Nine Disciplines
« Reply #2 on: October 14, 2009, 04:46:32 PM »
the class abilities should fit the theme of the school as best as possible. I personally think the dwarf one in the ToB is the closest to what you are wanting to do and would make a good reference point.

One idea to unify all of them is perhaps make it so your capstone ability grants you all maneuvers and/or stances from that school, automatically learning them as you gain access for those that finish before IL 17.  In the same vein of thought perhaps extra readied maneuvers that must be from your school of specialization. And of course since these are classes to show specialization in one school, you can't take one of its counter parts and double specialize.

That is my $.02
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Re: Nine Masters of One - Classes for the Nine Disciplines
« Reply #3 on: October 14, 2009, 04:56:18 PM »
I think it's an interesting idea. I'd vote for 5 level classes, though. It seems like there'd be too much repetition for 10 levels. Just my 2 cents.
I agree with a 5-level idea.

They sort of already have PrCs for various disciplines, except they also have a specific focus that wouldn't be neccesary.  For example, the dwarf PrC uses Stone Dragon, the Elf PrC uses Diamond Mind, Bloodclaw Master uses Tiger Claw, and RKV uses Devoted Spirit.  Does that throwing PrC use Iron Heart?  I don't remember if one was tied to JPM.

Anyway, I'm assuming you didn't want each of these nine classes to be tied down with the baggage that comes with each of the above PrCs.
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Re: Nine Masters of One - Classes for the Nine Disciplines
« Reply #4 on: October 14, 2009, 09:34:30 PM »
I agree with a 5-level idea.
They sort of already have PrCs for various disciplines, except they also have a specific focus that wouldn't be neccesary.  For example, the dwarf PrC uses Stone Dragon, the Elf PrC uses Diamond Mind, Bloodclaw Master uses Tiger Claw, and RKV uses Devoted Spirit.  Does that throwing PrC use Iron Heart?  I don't remember if one was tied to JPM.

Bloodstorm Blade is tied to Iron Heart, but doesn't gain maneuvers known. It uses the maneuvers it all ready has to activate class features instead.

Eternal Blade is linked to Devoted Spirit, Diamond Mind, and setting Sun IIRC. JPM is obviously Desert Wind and Devoted Spirit (Phoenix theme). SSN is given.

I've also been working on some PrCs for each style (an Orc/Hobgoblin-based PrC for Iron Heart, a Desert Wind specialist PrC that gets skirmish, a Shadow Tiger disciple to be the antithesis to the SSN, stuff like that).


[spoiler][/spoiler]

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Re: Nine Masters of One - Classes for the Nine Disciplines
« Reply #5 on: October 14, 2009, 10:52:36 PM »
Why not do it like Master Specialist? One class but you gain different benefits depending on what discipline you're mastering in.

Flay Crimsonwind

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Re: Nine Masters of One - Classes for the Nine Disciplines
« Reply #6 on: October 14, 2009, 11:07:49 PM »
Why not do it like Master Specialist? One class but you gain different benefits depending on what discipline you're mastering in.
I thought about doing it that way, I'm just not sure that all of them deserve the same saves/BAB progression, though of course it could work (I dunno about Stone Dragon having a great reflex, or having the jump skill, but Tiger Claw masters should have both, see?). But the overall idea of Master specialist is something that gave me the idea.

I think it'll be nine 5-level long PrC's, and I like the idea of having mastered one restricting another discipline (my original thought was a limitation of some sort so you could only take one or two, even for only dipping). Obviously the style-based feats would be prerequisites, along with a number of ranks in the style's key skill, and a maneuver prerequisite. So, something like:

Desert Wind Master Prerequisites:

Feats: Desert Fire, Desert Wind Dodge
Skills: Tumble 13 Ranks, Spellcraft 8 Ranks
Maneuvers: Must know at least five Desert Wind Maneuvers, one of which must be of 5th level, as well as at least one Desert Wind stance.

They're harsh prerequisites, but Desert Wind is only available to Swordsages, and they can spare 5 maneuvers, and it really is meant to be a master of a chosen style. Spellcraft fits nicely with the side-schooling JPM, as well as Scorching Sirocco, which maybe a level 3 ability would beef up the effects of (or potentially add other tactical options?). Now, I meant it to be easily combined with the other PrCs (like Desert wind with JPM, Stone Dragon master with Deepstone Sentinel, etc) so you could really have a well themed character that could also kick some ass, but obviously some of them will only mesh so well. For instance, I've no intention of a spellcasting DW master, as it'd be too close to JPM, and if we make it lv 10 enterable (masters? Hello?) then it'd cut into classes such as Eternal Blade. Whereas I'd like them to be best for the players, I'd also like to have some unity, so you're not a master of one style at lv 6, whilst your friend's only a master at lv 11.
That's just a taste of what I'm trying for, and yes I'll be dealing with my favorite, Desert Wind, first. Though if anyone has any suggestions, that'd be grand. I'll definitely be employing a lot from their tactical feats, so any ways you guys could think we could make those suck less (cause some of them... damn...), that'd be the most helpful, as I'm not so good with feat-creation/amendment.
Other ideas I was thinking of was a class feature enhancing the effectiveness of martial discipline weapons corresponding to the discipline in question (since every weapon-holding martial adept should have one...), and a capstone that gave a "+2 to DC, Attack bonus, and Damage bonus on all maneuvers of the chosen discipline (or maybe a +X IL for the maneuvers?); in addition, you may substitute any prepared maneuver for any maneuver of the chosen discipline of equal level. This is chosen upon useage, and recovering the maneuver restores the original maneuver expended."

Oh, using the above as a sort of rough template... should the tactical feats be prerequisites too?
« Last Edit: October 14, 2009, 11:38:46 PM by Flay Crimsonwind »

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Re: Nine Masters of One - Classes for the Nine Disciplines
« Reply #7 on: October 14, 2009, 11:12:36 PM »
The thing is, with that sort of prerequisite you'd have to constantly make sure to keep at least one of your highest-level maneuvers from that school. While I'm not saying that's necessarily bad for someone who has chosen to focus in that school, it does demand a bit more investment than a caster whose PrC only requires him to know certain types of spells or spells of a certain level.

Perhaps you could change that to "...one of which must be at least 5th level..."? That would be on par with the other entry requirements.

Flay Crimsonwind

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Re: Nine Masters of One - Classes for the Nine Disciplines
« Reply #8 on: October 14, 2009, 11:37:03 PM »
The thing is, with that sort of prerequisite you'd have to constantly make sure to keep at least one of your highest-level maneuvers from that school. While I'm not saying that's necessarily bad for someone who has chosen to focus in that school, it does demand a bit more investment than a caster whose PrC only requires him to know certain types of spells or spells of a certain level.

Perhaps you could change that to "...one of which must be at least 5th level..."? That would be on par with the other entry requirements.
Hella much, changing that now.

--edit-- Jesus, I apologise for the NorCal thing. I'm not changing it, but I'll apologize.  :p
« Last Edit: October 14, 2009, 11:55:51 PM by Flay Crimsonwind »

Flay Crimsonwind

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Re: Nine Masters of One - Classes for the Nine Disciplines
« Reply #9 on: October 15, 2009, 03:06:38 AM »
With that in mind, I have the first draft of the classes prerequisites (yes, I think that's a fine place to start)...
[spoiler]Desert Wind Master Prerequisites:
Feats: Desert Fire, Desert Wind Dodge
Skills: Tumble 13 Ranks, Spellcraft 8 Ranks
Maneuvers: Must know at least five Desert Wind Maneuvers, one of which must be of 5th level, as well as at least one Desert Wind stance.

Devoted Spirit Master Prerequisites:
Feats: Devoted Bulwark, *NEEDS SOMETHING*
Skills: Intimidate 13 Ranks, Knowledge (Religion) 8 Ranks
Maneuvers: Must know at least five Devoted Spirit Maneuvers, one of which must be of 5th level, as well as at least one Devoted Spirit stance.

Diamond Mind Master Prerequisites:
Feats: Unnerving Calm, *NEEDS SOMETHING*
Skills: Concentration 13 Ranks, Intimidate 8 Ranks
Maneuvers: Must know at least five Diamond Mind Maneuvers, one of which must be of 5th level, as well as at least one Diamond Mind stance.

Iron Heart Master Prerequisites:
Feats: Ironheart Aura,
Skills: Balance 13 Ranks
Base Attack Bonus: +10
Maneuvers: Must know at least five Iron Heart Maneuvers, one of which must be of 5th level, as well as at least one Iron Heart stance.

Setting Sun Master Prerequisites:
Feats: Falling Sun Attack
Skills: Sense Motive 13 Ranks, Sense Motive 8 Ranks
Maneuvers: Must know at least five Setting Sun Maneuvers, one of which must be of 5th level, as well as at least one Setting Sun stance.

Shadow Hand Master Prerequisites:
Feats: Shadow Blade, *NEEDS SOMETHING*
Skills: Hide 13 Ranks, Tumble 8 Ranks
Maneuvers: Must know at least five Shadow Hand Maneuvers, one of which must be of 5th level, as well as at least one Shadow Hand stance.

Stone Dragon Master Prerequisites:
Feats: Stone Power, *NEEDS SOMETHING*
Skills: Balance 13 Ranks
Maneuvers: Must know at least five Stone Dragon Maneuvers, one of which must be of 5th level, as well as at least one Stone Dragon stance.

Tiger Claw Master Prerequisites:
Feats: Tiger Blooded
Skills: Jump 13 Ranks, *NEEDS SOMETHING*
Maneuvers: Must know at least five Tiger Claw Maneuvers, one of which must be of 5th level, as well as at least one Tiger Claw stance.

White Raven Master Prerequisites:
Feats: White Raven Defense,
Skills: Diplomacy 13 Ranks, Intimidate 8 Ranks
Maneuvers: Must know at least five White Raven Maneuvers, one of which must be of 5th level, as well as at least one White Raven stance.[/spoiler]So far, Desert Wind is the one that's gotten the first round of reviews. I haven't added the *NEEDS SOMETHING* label to two things:
-Setting Sun: They already need stunning fist for their style feat, which means they either sac some feats for it or take a level of monk. Either one is sufficiently painful, but if you guys think differently, lemme know; I do appreciate it, really.
-Iron Heart: Made sure they need +10 BAB and weapon focus does kinda suck, figured it's sufficient.
-Tiger Claw: It still needs a second skill, I think, but it's style feat, much like setting sun, requires multiclassing or a specific race, so fairly restrictive. Again, if your opinion varies, do tell me.

I've thought of adding Blade Meditation to the *NEEDS SOMETHING* slots, or indeed to every one of them; it's not too terrible, and it definitely fits the flavor. Thoughts? Opinions?

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Re: Nine Masters of One - Classes for the Nine Disciplines
« Reply #10 on: October 15, 2009, 03:15:07 PM »
Could be very interesting stuff...
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Re: Nine Masters of One - Classes for the Nine Disciplines
« Reply #11 on: October 16, 2009, 10:34:54 AM »
I've thought of adding Blade Meditation to the *NEEDS SOMETHING* slots, or indeed to every one of them; it's not too terrible, and it definitely fits the flavor. Thoughts? Opinions?

I guess it fits for some of them, but not for all of them.... I simply can't see the Tiger Claw dude with it for example, but if there's nothing else, I don't see why not then...

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Re: Nine Masters of One - Classes for the Nine Disciplines
« Reply #12 on: October 16, 2009, 10:50:00 AM »
Another option is to make it like the PrC... I don't remember it's name, where wizards specialised in different schools of magic got different benefits...

Master specialist is it...

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Re: Nine Masters of One - Classes for the Nine Disciplines
« Reply #13 on: October 16, 2009, 12:42:38 PM »
Last level ability of the Desert Wind school?
1
2
3
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5. Crimson Wind Flay.  ;) Awww yeah....!
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Re: Nine Masters of One - Classes for the Nine Disciplines
« Reply #14 on: October 16, 2009, 01:18:33 PM »
Another option is to make it like the PrC... I don't remember it's name, where wizards specialised in different schools of magic got different benefits...

Master specialist is it...
Kurashu suggested that earlier, but I think Flay's concern was the differing prereqs for each discipline.
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Flay Crimsonwind

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Re: Nine Masters of One - Classes for the Nine Disciplines
« Reply #15 on: October 16, 2009, 08:16:37 PM »
Another option is to make it like the PrC... I don't remember it's name, where wizards specialised in different schools of magic got different benefits...

Master specialist is it...
Kurashu suggested that earlier, but I think Flay's concern was the differing prereqs for each discipline.

This is most of the truth. I think that a class that any martial adept can enter with a simple change in which maneuvers were chosen isn't quite in the spirit of "I mastered this martial art." So I'm differing prerequisites. Also, I was concerned about saves, skills, and BAB. Setting Sun masters wouldnt have as high a BAB as an Iron Heart user. Stone Dragon masters definitely have a good Fort saves, while Shadow Hand masters probably don't (but have he reflex save a Stone Dragon doesn't). Tiger claw should have Jump as a class skill, obviously, but I dont think stone dragon (needing to be on the ground to perform maneuvers) should bother with it. All in the details; that's what makes the 9 disciplines interesting, to me at least.

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Re: Nine Masters of One - Classes for the Nine Disciplines
« Reply #16 on: October 16, 2009, 08:36:05 PM »
Last level ability of the Desert Wind school?
1
2
3
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Win. :D

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Re: Nine Masters of One - Classes for the Nine Disciplines
« Reply #17 on: October 16, 2009, 08:44:11 PM »
Some interesting ideas for capstones are needed, however. Maybe something like whenever you use X, where X is a Y manuever (where Y is a discipline) then Z happens. For instance:

At level 3, whenever a Stone Warlord uses a maneuver from the Stone Dragon discipline, he also deals 1d8 extra damage and the target cannot take a standard action on its turn.

A base, to start.

Prereqs:

13 in class skill, 8 in another, non-discipline skill (i.e. Not tumble, hide, sense motive, balance, jump, concentration, diplomacy and intimidate)
The tactical feat from each discipline. This means at least two feats are required. (For stormguard warrior, you need Iron Heart Aura as well.)
5 maneuvers from discipline, one of which must be 5th level, and one must be a stance.

These pre-reqs mean that a Swordsage can enter at 10th with like 12 extra maneuvers. A crusader can also enter at tenth with 4 extra maneuvers. A warblade can enter at tenth, with 3 extra maneuvers.

Now, onto the actual progression:

Stone Dragon, Iron Heart, Diamond Mind and Devoted Spirit get full BAB.
Tiger Claw, Desert Wind, White Raven, Shadow Hand and Setting Sun get 3/4 BAB.

Devoted Spirit, Setting Sun, White Raven and Diamond Mind get good Will.
Tiger Claw, Desert Wind, Diamond Mind, Shadow Hand and Setting Sun get good Reflex.
Devoted Spirit, Setting Sun, Iron Heart, Desert Wind, Stone Dragon and White Raven get good Fort.

This means:

Desert Wind is a 3/4 BAB, High Fort/Ref.
Devoted Spirit is a 1/1 BAB, High Fort/Will.
Diamond Mind is a 1/1 BAB, High Ref/Will.
Iron Heart is a 1/1 BAB, High Fort.
Setting Sun is a 3/4 BAB, High Fort/Ref/Will.
Shadow Hand is a 3/4 BAB, High Ref.
Stone Dragon is a 1/1 BAB, High Fort.
White Raven is a 3/4 BAB, High Will.

Of these, I'm not happy with Setting Sun and White Raven. SS I would drop fort off of, but SSN is high fort. White Raven I would add Fort to, but I have no reason for it. Maybe later, if I can figure out how, I'll set these all up as a coded system with 5 levels, and we can figure out what fills them.
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Re: Nine Masters of One - Classes for the Nine Disciplines
« Reply #18 on: October 25, 2009, 11:34:02 AM »
White Raven ability: Withdraw Ally
Whenever you use a boost that target's an ally, that ally can make a 5 ft step and heals Master Raven lvl/d4 damage (ie at level 5 5d4).

And the Shadow Hand guy should get SA dice. And the Setting Sun dude should probably get something to aid in grappling or tripping (How do throws work again?)
True Sign of Player Paranoia:
Player:"I look out of the keep"
DM:"There are no visible armies"
Player:"Aw crap theres an Invisible army!"

Flay Crimsonwind

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Re: Nine Masters of One - Classes for the Nine Disciplines
« Reply #19 on: November 26, 2009, 01:24:04 AM »
Aliment: Those are both good suggestions, and I'd been thinking of SA for the shadow hand (if only I could get a Japanese and Chinese translator now...).

And anyways, I've been a lazy bitch about this for long enough. Per ween and a half or so, I expect to pump one of these suckers out and put it up for cleaning. So without further ado, the Desert wind PrC...

[spoiler]Nar Amir
Since the times of Babylon, these knights and warriors have wandered the wastes and made them their home, fending off invaders and securing the peace of the realm. Masters not only of the ancient style of fighting that originated in their desert home, they have mastered the very desert itself, and call upon it's aid in battle. Since the fall of Babylon, not many of these "Fire Princes" still exist, though those that do work to retain the legendary status of their forgotten heroes, and can still call up the winds of the desert, no matter what the field of battle may be.

Nar Amir Prerequisites:
Feats: Scorching Sirocco
Skills: Tumble 13 Ranks, Spellcraft 8 Ranks
Maneuvers: Must know at least five Desert Wind Maneuvers, one of which must be of 5th level, as well as at least one Desert Wind stance.

   BAB  Fort    Ref    Will  Abilities
1   +0    +2     +2     +0    Master Disciple +1, First Wind (Windstorm)
2   +1    +3     +3     +0    Master Disciple +2, Second Wind
3   +2    +3     +3     +1    Master Disciple +3, First Wind (Hurricane)
4   +3    +4     +4     +1    Master Disciple +4, Final Wind
5   +3    +4     +4     +1    Master Disciple +5, First Wind (Tornado), Crimson Mastery

Weapon Proficiencies: Nar Amir are always considered proficient with any Desert Wind weapons.

Master Disciple: The master of the Desert wind shows his strength in the improved quality and power of his blows and maneuvers. You gain a bonus on all attack and damage rolls made with the Desert Winds chosen weapons as well as a bonus on tumble and spellcraft, as indicated on the table.

First Wind: The flames of the desert burn bright in the sand, the sunlight, and unsurprising to the master of it's style, the wind itself; these burning winds, first inspiration of the Desert Wind style, are called furnace winds (Sandstorm, page 22), and they may empower your stances, making them all the deadlier. If you are in a Desert Wind stance, at the begining of your turn you may use a swift action to call upon the First Winds to give you a shield of flame. Until the beginning of your next round, you invoke a furnace wind, up to the strength possible (as outlined in the table above) for your level, which deals the fire damage as listed in Sandstorm ,on page 22, to all adjacent foes, as well as giving you a deflection bonus to AC equal to your class level. Wind conditions created affect only creatures you designate. You may expend a swift action at the start of your next round to continue gaining these effects, though you can only use this a consecutive number of rounds up to your class level, and once it is dropped, it may not be invoked again in that encounter. At level three and five, the damage increases, and you gain one additional calling per encounter.

Second Wind: The desert is a harsh mistress, and one of it's deadliest storms, that one might not see coming, is the sandstorm known as a flaywind (Sandstorm, page 21) by projecting their desert aura into their blow. You may infuse any Desert Wind strike with flaywinds, dealing an additional 1d6 lethal damage per maneuver level, by exiting the stance you are currently in (so long as it is a Desert Wind stance).

Final Wind: The mystic swordsmen of legend were able to call down a rain of fire from the very sky, as punishment against those who would oppose them, and you have learned this same mystic technique. By expending a maneuver, you may once a day per class level summon a firestorm (Sandstorm, page 21) that lasts a number of rounds equal to 1d6 per class level. Unlike the first wind, you have no control over targets struck by the fire-rain of this storm. The storm is centered on you, and extends out five feet per initiator level. You may only call a firestrom up once every hour, and may not call up a firestorm in an area where the sky is not open above you.

Crimson Mastery: As a master of the Desert wind style, you may expend any maneuver you know and have readied to use a Desert Wind maneuver of equal level that you know, or of any lower level regardless of whether you know it or not. You recover all Desert Wind maneuvers as a warblade recovers maneuvers, and five times per day, you may combine the effect of a Desert Wind strike when you perform another strike. You expend both maneuvers, and so both maneuvers must be readied and known by you (though you may, as per this class feature, expend a maneuver to gain the effect of a Desert Wind maneuver). This combination strike may only be performed once every five rounds.[/spoiler]
« Last Edit: January 06, 2010, 09:14:56 PM by Flay Crimsonwind »