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Master Of Self
A master of self is a warrior who focuses on the weaponry his body and species have granted him, gaining increasing control over the use of tooth and claw. Most of these formidable fighters practice unusual combat techniques, to maximize the effectiveness of their personal weaponry. A master of self also learns much about his limits, and strives constantly to break them, with ever more elaborate combat maneuvers and surprising martial styles. A master of self is always armed, and is able to erupt into violence while more traditional warriors are still unsheathing their swords and bows.
Requirements
To qualify to become a Master of Self, a character must fulfill the following criteria.
Base Attack Bonus: +5.
Skill: Jump 4 ranks.
Feats: Improved natural attack, weapon focus: any natural attack form.
Special: Must have a natural attack form, such as a warforged’s slam attack or a shifters claws.
Class Information
Hit Die: 1d8
Class Skills
The Master Of Self’s class skills (and the key ability for each skill) are: Balance (Dex), Climb (Str), Craft (Int), Escape Artist (Dex), Hide (Dex), Jump (Str), Move Silently (Dex), Profession (Wis), Spot (Wis), Tumble (Dex).
Skill Points at Each Level: 4 + Int modifier.
Level BAB Fort Ref Will Special
1st +1 +2 +0 +2 Empowered Strike: Magic
2nd +2 +3 +0 +3 Flying strike +1, Living weapon +1 step
3rd +3 +3 +1 +3 Unbalancing Strike 1/day
4th +4 +4 +1 +4 Empowered Strike: Material
5th +5 +4 +1 +4 Iron Strike
6th +6 +5 +2 +5 Flying strike +2, Unbalancing Strike 2/da
7th +7 +5 +2 +5 Flurry of blows
8th +8 +6 +2 +6 Living weapon +2 steps
9th +9 +6 +3 +6 Empowered Strike: Alignment, Unbalancing Strike 3/day
10th +10 +7 +3 +7 Improved Iron Strike, Flying strike +3
Class Features
The following features pertain to the Master of Self prestige class.
Living Weapon (Ex)
The Master of Self deals more damage with natural attack forms that he has applied the weapon focus feat to. At 2nd level, the Master of Self increases the damage dice for these attacks by one step, at 8th level the damage dice increases by two steps. This increase stacks with the effect of the improved natural attack feat.
Empowered Strike (Su)
At 1st level, a Master of Self’s natural attack forms count as magical weapons for the purposes of overcoming damage reduction. At 4th level, the Master of Self may select a material from the following list: Alchemical Silver, Cold Iron, Adamantine, Mithril or Byeshk. For the purposes of overcoming damage reduction only, the Master of Self’s natural attack forms count as being made of the material selected. At 9th level, the Master of Self may select one of the following alignment types: Good, Evil, Lawful or Chaotic and apply it to his natural attack forms for the purposes of overcoming damage reduction. The alignment type chosen must match the Master of Self’s alignment. Once chosen, the material and alignment types are permanent and cannot be changed.
Flying Strike (Ex)
Starting at 2nd level, a Master of Self can use a charge to deliver a devastating attack to an opponent. At the end of this charge, the Master of Self adds the indicated amount as a bonus to the damage he or she deals with a natural attack.
Unbalancing Strike (Ex)
Once per day, a Master of Self may attempt to unbalance an opponent with one normal melee attack. She makes the attack roll and, if she successfully deals damage, may make an opposed strength check with her target. If the Master of Self wins this check, the opponent is knocked prone. This attack counts as a trip attack in all other ways.
At 6th level, and at every three levels thereafter, the Master of Self may make an unbalancing strike one additional time per day.
Iron Strike (Ex)
At 5th level, a Master of Self gains the stunning fist feat, but may only use it with natural attack forms. A Master of Self may use this ability once per day for each class level he has attained.
Flurry of Blows (Ex)
At 7th level, a Master of Self gains the ability to strike with a flurry of blows at the expense of accuracy. The Master of Self must make natural attacks which he has applied weapon focus to in order to gain the benefit. With a flurry of blows, the Master of Self may make one extra attack in a round at his or her highest base attack bonus. This attack and each other attack made in the round take a –2 penalty. This ability can only be used when taking the full attack action. The penalty applies to all attacks for one full round, including attacks of opportunity.
Improved Iron Strike (Ex)
At 10th level the Master of Self adds +2 to the DC of his iron strike attempts, and may add his dexterity bonus to the number of iron strike attempts he may make per round (minimum +1).
Any thoughts? It's designed to be used in eberron, for a player who wants his warforged to concentrate more on punching things, but without the magical abilities of the monk.
A master of self is a warrior who focuses on the weaponry his body and species have granted him, gaining increasing control over the use of tooth and claw. Most of these formidable fighters practice unusual combat techniques, to maximize the effectiveness of their personal weaponry. A master of self also learns much about his limits, and strives constantly to break them, with ever more elaborate combat maneuvers and surprising martial styles. A master of self is always armed, and is able to erupt into violence while more traditional warriors are still unsheathing their swords and bows.
Requirements
To qualify to become a Master of Self, a character must fulfill the following criteria.
Base Attack Bonus: +5.
Skill: Jump 4 ranks.
Feats: Improved natural attack, weapon focus: any natural attack form.
Special: Must have a natural attack form, such as a warforged’s slam attack or a shifters claws.
Class Information
Hit Die: 1d8
Class Skills
The Master Of Self’s class skills (and the key ability for each skill) are: Balance (Dex), Climb (Str), Craft (Int), Escape Artist (Dex), Hide (Dex), Jump (Str), Move Silently (Dex), Profession (Wis), Spot (Wis), Tumble (Dex).
Skill Points at Each Level: 4 + Int modifier.
Level BAB Fort Ref Will Special
1st +1 +2 +0 +2 Empowered Strike: Magic
2nd +2 +3 +0 +3 Flying strike +1, Living weapon +1 step
3rd +3 +3 +1 +3 Unbalancing Strike 1/day
4th +4 +4 +1 +4 Empowered Strike: Material
5th +5 +4 +1 +4 Iron Strike
6th +6 +5 +2 +5 Flying strike +2, Unbalancing Strike 2/da
7th +7 +5 +2 +5 Flurry of blows
8th +8 +6 +2 +6 Living weapon +2 steps
9th +9 +6 +3 +6 Empowered Strike: Alignment, Unbalancing Strike 3/day
10th +10 +7 +3 +7 Improved Iron Strike, Flying strike +3
Class Features
The following features pertain to the Master of Self prestige class.
Living Weapon (Ex)
The Master of Self deals more damage with natural attack forms that he has applied the weapon focus feat to. At 2nd level, the Master of Self increases the damage dice for these attacks by one step, at 8th level the damage dice increases by two steps. This increase stacks with the effect of the improved natural attack feat.
Empowered Strike (Su)
At 1st level, a Master of Self’s natural attack forms count as magical weapons for the purposes of overcoming damage reduction. At 4th level, the Master of Self may select a material from the following list: Alchemical Silver, Cold Iron, Adamantine, Mithril or Byeshk. For the purposes of overcoming damage reduction only, the Master of Self’s natural attack forms count as being made of the material selected. At 9th level, the Master of Self may select one of the following alignment types: Good, Evil, Lawful or Chaotic and apply it to his natural attack forms for the purposes of overcoming damage reduction. The alignment type chosen must match the Master of Self’s alignment. Once chosen, the material and alignment types are permanent and cannot be changed.
Flying Strike (Ex)
Starting at 2nd level, a Master of Self can use a charge to deliver a devastating attack to an opponent. At the end of this charge, the Master of Self adds the indicated amount as a bonus to the damage he or she deals with a natural attack.
Unbalancing Strike (Ex)
Once per day, a Master of Self may attempt to unbalance an opponent with one normal melee attack. She makes the attack roll and, if she successfully deals damage, may make an opposed strength check with her target. If the Master of Self wins this check, the opponent is knocked prone. This attack counts as a trip attack in all other ways.
At 6th level, and at every three levels thereafter, the Master of Self may make an unbalancing strike one additional time per day.
Iron Strike (Ex)
At 5th level, a Master of Self gains the stunning fist feat, but may only use it with natural attack forms. A Master of Self may use this ability once per day for each class level he has attained.
Flurry of Blows (Ex)
At 7th level, a Master of Self gains the ability to strike with a flurry of blows at the expense of accuracy. The Master of Self must make natural attacks which he has applied weapon focus to in order to gain the benefit. With a flurry of blows, the Master of Self may make one extra attack in a round at his or her highest base attack bonus. This attack and each other attack made in the round take a –2 penalty. This ability can only be used when taking the full attack action. The penalty applies to all attacks for one full round, including attacks of opportunity.
Improved Iron Strike (Ex)
At 10th level the Master of Self adds +2 to the DC of his iron strike attempts, and may add his dexterity bonus to the number of iron strike attempts he may make per round (minimum +1).
Any thoughts? It's designed to be used in eberron, for a player who wants his warforged to concentrate more on punching things, but without the magical abilities of the monk.