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ToB: Bo9S - Nifft's Compendium
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<blockquote data-quote="Nifft" data-source="post: 3334709" data-attributes="member: 6562"><p><strong>Classes</strong></p><p></p><p><span style="font-size: 22px">Martial Bard</span> (Skald, Sublime Trickster)</p><p>Alignment: any non-Lawful</p><p></p><p><u>Benefits:</u></p><p>HD: d8</p><p>BAB: 3/4 (as Rogue)</p><p>Good saves: Reflex, Will</p><p>Skills: <strong>6 + Int</strong> -- Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (all skills, taken individually) (Int), Listen (Wis), Martial Lore (Int), Move Silently (Dex), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Speak Language (None), Spellcraft (Int), Swim (Str), Tumble (Dex), and Use Magic Device (Cha).</p><p></p><p>Proficiencies: Martial Bards are proficient with all simple and martial weapons, and light armor (but not shields).</p><p></p><p>[code]</p><p> Maneuvers[u]</p><p>Level K / R / S Special Abilities:[/u]</p><p>1 6 4 1 Bardic Music (Countersong, Inspire Courage +1)</p><p>2 1 - 1 </p><p>3 1 1 - Inspire Competence</p><p>4 1 - - Extra School</p><p>5 1 1 1 </p><p>6 1 - - </p><p>7 1 1 - </p><p>8 1 - - Inspire Courage +2</p><p>9 1 1 - Inspire Greatness</p><p>10 1 - 1 </p><p>11 1 1 - </p><p>12 1 - - Song of Freedom</p><p>13 1 1 - </p><p>14 1 - - Inspire Courage +3</p><p>15 1 1 1 </p><p>16 1 - - Inspire Heroics</p><p>17 1 1 - </p><p>18 1 - - </p><p>19 1 1 - </p><p>20 1 - 1 Inspire Courage +4</p><p>[/code]</p><p></p><p><strong>Maneuvers</strong>: A first level Martial Bard chooses six maneuvers and one stance. She initially has access to five schools -- Crescent Moon, Dancing Fox, Desert Wind, Diamond Mind, and Shadow Hand. At fourth level, she gains access to one <strong>Extra School</strong>, and may select new maneuvers and stances from any of the six.</p><p>- Heaven's Arc</p><p>- Jade Viper</p><p>- Setting Sun</p><p>- Tiger Claw</p><p>- White Raven</p><p></p><p>Starting at 4th level, and every even level after that, you may swap one known maneuver for any other maneuver for which you qualify. (You lose the current maneuver <u>before</u> gaining the new one, so you cannot use it as part of your qualification, but otherwise you are unconstrained. Your new know maneuver may be from any school for which you currently have access, and at any level for which you currently qualify.)</p><p></p><p><strong>Recovering Maneuvers</strong>: You may only recover maneuvers while you are wearing light or no armor. You may recover one expended maneuver with a Swift action or a Move action (the latter provokes an AoO).</p><p></p><p><strong>Bardic Music</strong> (Su): As the Core Bard class feature, except as indicated. The Martial Bard never gets the Fascinate chain of effects (including Suggestion and Mass Suggestion), and her Inspire Heroics occurs one level later.</p><p></p><p></p><p></p><p><span style="font-size: 22px">Martial Monk</span> (Martial Artist, Sublime Pugilist)</p><p>Alignment: any Lawful</p><p></p><p><u>Benefits:</u></p><p>HD: d8</p><p>BAB: 3/4 (as Rogue)</p><p>Good saves: All</p><p>Skills: <strong>6 + Int</strong> -- Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Heal (Wis), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (arcana, religion) (Int), Listen (Wis), Martial Lore (Int), Move Silently (Dex), Perform (Cha), Profession (Wis), Sense Motive (Wis), Spellcraft (Int), Spot (Wis), Swim (Str), and Tumble (Dex).</p><p></p><p></p><p>Proficiencies: Martial Monks are proficient with club, dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, shuriken, siangham, and sling.</p><p></p><p>[code]</p><p> Maneuvers[u]</p><p>Level K / R / S Special Abilities:[/u]</p><p>1 6 4 1 Bonus Feat, Unarmed Strike, AC Bonus (Wisdom)</p><p>2 1 - 1 Bonus Feat</p><p>3 1 1 - Evasion</p><p>4 1 - - Uncanny Dodge, Speed +10 ft.</p><p>5 1 1 1 AC Bonus +1, Slow Fall 30 ft.</p><p>6 1 - - Bonus Feat</p><p>7 1 1 - Slow Fall 40 ft.</p><p>8 1 - - Improved Uncanny Dodge, Speed +20 ft.</p><p>9 1 1 - Improved Evasion, Slow Fall 50 ft.</p><p>10 1 - 1 AC Bonus +2, Bonus Feat</p><p>11 1 1 - Slow Fall 60 ft.</p><p>12 1 - - Speed +30 ft.</p><p>13 1 1 - Slow Fall 70 ft.</p><p>14 1 - - Bonus Feat</p><p>15 1 1 1 AC Bonus +3, Slow Fall 80 ft.</p><p>16 1 - - Speed +40 ft.</p><p>17 1 1 - Slow Fall 90 ft.</p><p>18 1 - - Bonus Feat</p><p>19 1 1 - Slow Fall any distance</p><p>20 1 - 1 AC Bonus +4, Speed +50 ft.</p><p>[/code]</p><p></p><p><strong>Maneuvers</strong>: A first level Martial Monk chooses four maneuvers and one stance. She initially has access to four schools -- Diamond Mind, Setting Sun, Stone Dragon and Tiger Claw. At fourth level, she gains access to one <strong>Extra School</strong>, and may select new maneuvers and stances from any of the five. At ninth level, she gains access to an additional <strong>Extra School</strong>, and may thereafter select new maneuvers and stances from any of the six.</p><p>- Crescent Moon</p><p>- Desert Wind</p><p>- Iron Heart</p><p>- Jade Viper</p><p>- Sanguine Lotus</p><p>- Shadow Hand</p><p></p><p>Starting at 4th level, and every even level after that, you may swap one known maneuver for any other maneuver for which you qualify. (You lose the current maneuver <u>before</u> gaining the new one, so you cannot use it as part of your qualification, but otherwise you are unconstrained. Your new know maneuver may be from any school for which you currently have access, and at any level for which you currently qualify.)</p><p></p><p><strong>Recovering Maneuvers</strong>: You may only recover maneuvers while you are wearing neither armor nor a shield. You may recover one maneuver as a Move action, or all maneuvers with a Swift action followed by an attack or followed by a standard action spent flourishing (like a Warblade).</p><p></p><p><strong>Unarmed Strike</strong>: Your unarmed strike deals damage as a Core Monk. Your unarmed strike is treated both as a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons. You do not gain the Core Monk's Ki Strike class feature.</p><p></p><p><strong>AC Bonus</strong> (Ex): At first level, add your Wisdom bonus to your AC when wearing neither armor nor a shield. This is like a Dodge bonus in stacking, but it applies even when you are flat-footed. At 5th level and every five levels thereafter, this bonus increases as indicated, up to your Wisdom bonus + 4 at 20th level.</p><p></p><p><strong>Bonus Feats</strong>: At 1st, 2nd, 6th, 10th, 14th and 18th levels, you gain a bonus feat. You must qualify for the feat (except as noted), and you may choose it from the following list: Combat Reflexes, Deflect Arrows (Snatch Arrows), Desert Wind Dodge, Dodge (Mobility, Spring Attack), Evasive Reflexes, Falling Sun Attack, Improved Disarm, Improved Grapple, Improved Trip, Power Attack (Cleave, Great Cleave, Improved Sunder, Improved Bullrush), Snap Kick, Stone Power, Stunning Fist, Tiger Blooded, Unnerving Calm or Vital Recovery.</p><p></p><p><u>Special</u>: You do not need to meet the prerequisites for Improved Disarm, Improved Trip or Stunning Fist. Your Martial Monk levels count as Monk levels (duh) determining your daily uses of Stunning Fist.</p><p></p><p><strong>Special</strong>: Martial Monk levels qualify you for feats as though they were levels in Swordsage. For example, a Martial Monk could select Adaptive Style, Extra Readied Maneuver or Scribe Martial Script.</p><p></p><p><strong>(Improved) Evasion, Speed, Slow Fall</strong>: As the similar Core Monk class features.</p><p></p><p><strong>(Improved) Uncanny Dodge</strong>: As the Core Rogue class features.</p><p></p><p></p><p><span style="font-size: 22px">Martial Ranger</span> (Sublime Sportsman)</p><p></p><p><u>Benefits:</u></p><p>HD: d8</p><p>BAB: Full (as Fighter)</p><p>Good saves: Fortitude, Reflex</p><p>Skills: <strong>6 + Int</strong> -- Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Handle Animal (Cha), Heal (Wis), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (dungeoneering, geography, nature) (Int), Listen (Wis), Martial Lore (Int), Move Silently (Dex), Profession (Wis), Ride (Dex), Search (Int), Sense Motive (Wis), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex) and Use Rope (Dex).</p><p></p><p>Proficiencies: Martial Rangers are proficient with all simple and martial weapons, light and medium armor, and shields (but not tower shields).</p><p></p><p>[code]</p><p> Maneuvers[u]</p><p>Level K / R / S Special Abilities:[/u]</p><p>1 2 2 1 Track, Wild Empathy</p><p>2 1 - - Bonus Feat</p><p>3 1 1 - Endurance</p><p>4 1 - - Favored Enemy 1, Extra School</p><p>5 - - 1 Swift Tracker</p><p>6 1 1 - Bonus Feat</p><p>7 1 - - Woodland Stride</p><p>8 1 - - Favored Enemy 2</p><p>9 1 1 - Evasion</p><p>10 - - 1 </p><p>11 1 - - Bonus Feat</p><p>12 1 - - Favored Enemy 3</p><p>13 1 1 - </p><p>14 1 - - Camouflage</p><p>15 - - 1 </p><p>16 1 1 - Favored Enemy 4</p><p>17 1 - - </p><p>18 1 - - Hide in Plain Sight</p><p>19 1 1 - </p><p>20 1 - 1 Favored Enemy 5</p><p>[/code]</p><p></p><p><strong>Maneuvers</strong>: A first level Martial Ranger chooses two maneuvers and one stance. He initially has access to three schools -- Heaven's Arc, Stone Dragon and Tiger Claw. At fourth level, he gains access to one <strong>Extra School</strong>, and may select new maneuvers and stances from any of the four.</p><p>- Desert Wind</p><p>- Iron Heart</p><p>- Jade Viper</p><p>- Setting Sun</p><p>- Shadow Hand</p><p></p><p>Starting at 4th level, and every even level after that, you may swap one known maneuver for any other maneuver for which you qualify. (You lose the current maneuver <u>before</u> gaining the new one, so you cannot use it as part of your qualification, but otherwise you are unconstrained. Your new know maneuver may be from any school for which you currently have access, and at any level for which you currently qualify.)</p><p></p><p><strong>Recovering Maneuvers</strong>: You may only recover maneuvers while you are wearing light or no armor. You may recover one expended maneuver with a Move action. Outside in a natural setting (one for which your Camouflage class ability would pertain), you may instead recover all expended maneuvers with a Move action.</p><p></p><p><strong>Track</strong> and <strong>Endurance</strong>: You gain these as bonus feats at the indicated level.</p><p></p><p><strong>Wild Empathy</strong>, <strong>Swift Tracker</strong>, <strong>Woodland Stride</strong>, <strong>Evasion</strong>, <strong>Camouflage</strong> and <strong>Hide in Plain Sight</strong>: As the Core Ranger class feature of the same name, except you gain each of these at the indicated level.</p><p></p><p><strong>Bonus Feat</strong>: At 2nd, 6th and 11th levels, you gain a bonus feat (for which you qualify) from the following list: Blade Meditation, Desert Wind Dodge, Dodge (Mobility, Spring Attack), Extra Readied Maneuver, Improved Unarmed Strike (Deflect Arrows, Improved Grapple, Snatch Arrows, Stunning Fist, Superior Unarmed Strike, Falling Sun Attack), Iron Heart Aura, Point Blank Shot (Far Shot, Precise Shot, Rapid Shot, Improved Precise Shot, Manyshot, Shot on the Run), Two Weapon Fighting (Two Weapon Defense, Improved TWF, Greater TWF), Shadow Blade, Snap Kick, Tiger Blooded, Weapon Finesse.</p><p></p><p><u>Special</u>: You may ignore the BAB prerequisite for Stunning Fist, and your Martial Ranger levels count as Monk levels when determining your daily uses of this feat.</p><p></p><p><strong>Favored Enemy</strong> (Ex): As the Core Ranger class feature, except that you gain this feature later, and progresses as indicated. Additionally, when you execute a Strike maneuver against one of your favored enemies, add your Wisdom bonus to damage (in addition to your normal Favored Enemy bonus damage).</p><p></p><p><strong>Special</strong>: Martial Rangers levels qualify you for feats as though they were levels in Swordsage. For example, a Martial Ranger could select Adaptive Style, Extra Readied Maneuver or Scribe Martial Script.</p><p></p><p></p><p></p><p><span style="font-size: 22px">Martial Champion</span></p><p></p><p><u>Prereqs</u>:</p><p>BAB +4</p><p>Special: Ability to cast 1st level Divine spells as a Cleric</p><p>Special: One of the following Domains: Chaos, Fire, Law, Good, Healing, or Evil; or the feats Mounted Combat and Wild Cohort</p><p>Special: One Devoted Spirit maneuver and one Devoted Spirit stance</p><p></p><p><u>Benefits</u>:</p><p>HD: d10</p><p>BAB: Full (as Fighter)</p><p>Good saves: Fortitude, Will</p><p>Skills: <strong>2 + Int</strong> -- Concentration (Con), Diplomacy (Cha), Intimidate (Cha), Jump (Str), Knowledge (nobility & royalty, religion) (Int), Martial Lore (Int), Ride (Dex), Sense Motive (Wis), Spellcraft (Int), and see below.</p><p></p><p>[code]</p><p> Maneuvers[u]</p><p>Level K / R / S Spellcasting: Special Abilities:[/u]</p><p>1 1 - - -- Devotion, Turn or Rebuke Undead</p><p>2 - - - +1 Cleric Inspired Stance +1</p><p>3 1 1 - -- Smite +1/day</p><p>4 - - 1 +1 Cleric Devotion Ability 1</p><p>5 1 - - -- Inspired Stance +2</p><p>6 - 1 - +1 Cleric Smite +1/day</p><p>7 1 - - -- Devotion Ability 2</p><p>8 - - 1 +1 Cleric Inspired Stance +3</p><p>9 1 1 - -- Smite +1/day</p><p>10 1 - - +1 Cleric Devotion Ability 3</p><p>[/code]</p><p></p><p><strong>Maneuvers:</strong> The martial champion learns maneuvers and stances from the Devoted Spirit school (and see below). At each odd level (and 10th), he learns a new maneuver. At every third level, he can ready an additional maneuver. At fourth and eighth levels he learns a new stance.</p><p></p><p><strong>Turn or Rebuke Undead</strong> (Su): Your Champion levels stack with any other class that grants Turn Undead. If you couldn't previously Turn or Rebuke undead, you can now, just like a Cleric of the appropriate alignment.</p><p></p><p><strong>Inspired Stance</strong> (Su): When you enter a Devoted Spirit stance, you can expend a Turn or Rebuke attempt to grant your allies (and perhaps yourself) an additional bonus. If you Turn undead, you grant your living allies within 30 ft. (including yourself if applicable) the indicated bonus to attack rolls against the undead. If you instead Rebuke undead, you grant your undead allies within 30 ft. (including yourself if applicable) the indicated bonus to attack rolls against the living.</p><p></p><p><strong>Smite</strong> (Ex): As the Crusader class ability. Your Champion levels stack with your Cleric and Crusader levels for the purpose of this ability.</p><p></p><p><strong>Devotion</strong>: Choose one Devotion for which you are qualified. You gain access to another school from which you may learn maneuvers and stances (in addition to Devoted Spirit), you may add another skill to your class skill-list, and your Devotion Abilities depend on this choice.</p><p></p><p>Your choices are:</p><ul> <li data-xf-list-type="ul"> <strong>Blackguard</strong>: requires Evil domain; grants Jade Viper school.<br /> - Devotion Ability 1: Poison Use (Ex), Sneak Attack +1d6<br /> - Devotion Ability 2: Sneak Attack +2d6<br /> - Devotion Ability 3: Sneak Attack +3d6</li> <li data-xf-list-type="ul"> <strong>Cavalier</strong>: requires <a href="http://www.wizards.com/default.asp?x=dnd/re/20031118a" target="_blank">Wild Cohort</a> and Mounted Combat feats; grants White Raven school and Handle Animal skill.<br /> - Devotion Ability 1: Share Spells (Su) with your Wild Cohort so long as you are within 5 ft. of each other.<br /> - Devotion Ability 2: Bonus feat -- any from <a href="http://www.wizards.com/default.asp?x=dnd/re/20031125a" target="_blank">this page</a>, or that requires Mounted Combat as a prerequisite. you must qualify for the feat you choose (duh).<br /> - Devotion Ability 3: Bonus feat -- (as above)</li> <li data-xf-list-type="ul"> <strong>Hospitalier</strong>: requires Healing domain; grants Sanguine Lotus and Heal skill.<br /> - Devotion Ability 1: Immunity to Disease (Ex)<br /> - Devotion Ability 2: Expend Turn Undead attempt to <em>remove disease</em> (Sp), caster level = HD.<br /> - Devotion Ability 3: Immunity to Poison (Ex)</li> <li data-xf-list-type="ul"> <strong>Incandescent</strong>: requires Fire domain; grants Desert Wind school and Tumble skill.<br /> - Devotion Ability 1: Skirmish +1d6 fire (Su)<br /> - Devotion Ability 2: Skirmish +1d6 fire, +1 AC<br /> - Devotion Ability 3: Skirmish +2d6 fire, +1 AC</li> <li data-xf-list-type="ul"> <strong>Inquisitor</strong>: requires Law domain; grants Crescent Moon school.<br /> - Devotion Ability 1: Read Aura (Sp) at will, as <em>detect chaos, evil, good, law, magic</em> or <em>undead</em>, caster level = HD.<br /> - Devotion Ability 2: Skill Mastery (Sense Motive) (Ex)<br /> - Devotion Ability 3: Slippery Mind (Ex)</li> <li data-xf-list-type="ul"> <strong>Lightbringer</strong>: requires Good domain; grants White Raven school and Heal skill.<br /> - Devotion Ability 1: Immunity to Fear (Ex)<br /> - Devotion Ability 2: Aura of Courage (Su) as a Paladin<br /> - Devotion Ability 3: Reaving Smite (Su) -- when you successfully Smite a foe, you dispel effects on them as though you had cast <em>greater dispel magic</em> (caster level = HD).</li> <li data-xf-list-type="ul"> <strong>Stormbringer</strong>: requires Chaos domain; grants Tiger Claw school and Bluff skill.<br /> - Devotion Ability 1: +10 ft. movement (Ex)<br /> - Devotion Ability 2: You deal +1d6 electrical damage on a critical hit with any metal melee weapon, natural attack, or unarmed strike (Su)<br /> - Devotion Ability 3: +4 Divine bonus on rolls to confirm critical hits (Ex)</li> </ul><p></p><p>[bq]<strong>Sidebar</strong>: Adding Martial Champions</p><p></p><p>This class can replace the Paladin and Blackguard classes. There are several different Paladin-related archtypes; none are identical to the Core Paladin, but they should allow all Paladin-related character concepts to be realized.</p><p></p><p>Recommended changes if you use this class:</p><ul> <li data-xf-list-type="ul"> Alignment Domains (Good, Chaos, etc.): These grant Smite Opposite Alignment 1/day as their granted ability instead of increasing the Cleric's caster level.</li> <li data-xf-list-type="ul"> Add unique Paladin or Blackguard spells (basically <em>bless weapon</em> or <em>corrupt weapon</em>) to the character's Clerical spell list when he joins this class.</li> <li data-xf-list-type="ul"> Remove Paladins as a Core class; use multi-classed Cleric / Crusader and this prestige class instead.</li> </ul><p>[/bq]</p><p></p><p></p><p></p><p><span style="font-size: 22px">Diamond Duelist</span></p><p></p><p><u>Prereqs</u>:</p><p>BAB +6</p><p>Combat Expertise, Dodge, Unnerving Calm</p><p>Special: Two Diamond Mind maneuvers</p><p></p><p><u>Benefits</u>:</p><p>HD: d10</p><p>BAB: Full (as Fighter)</p><p>Good save: Reflex</p><p>Skills: <strong>4 + Int</strong> -- Balance (Dex), Bluff (Cha), Concentration (Con), Escape Artist (Dex), Jump (Str), Listen (Wis), Martial Lore (Int), Perform (Cha), Sense Motive (Wis), Spot (Wis), and Tumble (Dex).</p><p></p><p>[code]</p><p> Maneuvers[u]</p><p>Level K / R / S Special Abilities:[/u]</p><p>1 1 - - Dodge +2</p><p>2 - - - Quick to Act +2</p><p>3 1 1 - Sudden Strike +1d6</p><p>4 - - 1 Dodge +3</p><p>5 1 - - Riposte</p><p>6 - 1 - Sudden Strike +2d6</p><p>7 1 - - Dodge +4</p><p>8 - - 1 Quick to Act +4</p><p>9 1 1 - Sudden Strike +3d6</p><p>10 1 - - Dodge +5</p><p>[/code]</p><p></p><p><strong>Maneuvers:</strong> The diamond duelist learns maneuvers and stances from the Diamond Mind or Iron Heart schools. At each odd level (and 10th), he learns a new maneuver. At every third level, he can ready an additional maneuver. At fourth and eighth levels he learns a new stance.</p><p></p><p><strong>Dodge</strong> (Ex): This bonus replaces the bonus normally granted by your Dodge feat, and applies only against your designated dodge opponent. (If you lose your Dodge feat for any reason, you also lose this benefit.)</p><p></p><p><strong>Quick to Act</strong> (Ex): You gain the indicated bonus to your Initiative.</p><p></p><p><strong>Sudden Strike</strong> (Ex): Like Sneak Attack, but doesn't work against flanked foes -- only those who are denied their Dexterity bonus to AC.</p><p></p><p><strong>Riposte</strong> (Ex): When you initiate a Counter, you may also make an attack of opportunity against any adjacent foe.</p><p></p><p></p><p><span style="font-size: 22px">Desert Storm</span> (Duelist Variant)</p><p></p><p><u>Prereqs</u>:</p><p>BAB +6</p><p>Desert Fire, Desert Wind Dodge, Mobility</p><p>Special: Two Desert Wind maneuvers</p><p></p><p><u>Benefits</u>:</p><p>HD: d10</p><p>BAB: Full (as Fighter)</p><p>Good save: Reflex</p><p>Skills: <strong>4 + Int</strong> -- Balance (Dex), Bluff (Cha), Concentration (Con), Escape Artist (Dex), Jump (Str), Listen (Wis), Martial Lore (Int), Perform (Cha), Sense Motive (Wis), Spot (Wis), and Tumble (Dex).</p><p></p><p>[code]</p><p> Maneuvers[u]</p><p>Level K / R / S Special Abilities:[/u]</p><p>1 1 - - Mobility +5</p><p>2 - - - Storm Lore</p><p>3 1 1 - Storm Skirmish +1d6</p><p>4 - - 1 Desert Dodge +2</p><p>5 1 - - Quick to Act +2</p><p>6 - 1 - Storm Skirmish +2d6</p><p>7 1 - - Mobility +6</p><p>8 - - 1 Evasive Wind</p><p>9 1 1 - Storm Skirmish +3d6</p><p>10 1 - - Desert Dodge +3, Quick to Act +4</p><p>[/code]</p><p></p><p><strong>Maneuvers:</strong> The desert storm learns maneuvers and stances from the Desert Wind or Iron Heart schools. At each odd level (and 10th), he learns a new maneuver. At every third level, he can ready an additional maneuver. At fourth and eighth levels he learns a new stance.</p><p></p><p><strong>Mobility</strong> (Ex): Your Mobility feat grants the indicated bonus (instead of +4) against attacks of opportunity provoked by movement.</p><p></p><p><strong>Storm Lore</strong> (Ex): Whenever you would deal fire damage through a maneuver or feat, you may instead deal electricity damage at your option. You can use Storm Lore on any maneuver that's of a level lower than your class level. (So, a 3rd level desert storm could optionally deal electricity damage with a Desert Wind maneuver of 3rd level or lower.) If the fire damage would normally affect a cone area, it instead affects a line area of twice the cone's length.</p><p></p><p><strong>Desert Dodge</strong> (Ex): This bonus replaces the dodge bonus normally granted by your Desert Wind Dodge feat, and applies only when you move enough distance to qualify. (If you lose your Desert Wind Dodge feat for any reason, you also lose this benefit.)</p><p></p><p><strong>Storm Skirmish</strong> (Su): If you move more than 10 ft., your next melee attack or strike (with range touch or melee attack) made before the end of your turn deals the indicated damage. The extra damage is either fire or electricity, as you choose.</p><p></p><p><strong>Quick to Act</strong> (Ex): You gain the indicated bonus to your Initiative.</p><p></p><p><strong>Evasive Wind</strong> (Ex): While you are in a Desert Wind stance, you gain Evasion. If you already have (or later gain) Evasion from another source, then this ability instead grants you Improved Evasion while you are in a Desert Wind stance.</p><p></p><p></p><p></p><p></p><p><span style="font-size: 22px">Diamond Psion</span></p><p></p><p><u>Prereqs</u>:</p><p>Concentration 8</p><p>Psychic Renewal, Psionic Meditation</p><p>Special: Ability to manifest 2nd level powers</p><p>Special: Two maneuvers from any school, including one Strike</p><p></p><p><u>Benefits</u>:</p><p>HD: d8</p><p>BAB: Full (as Fighter)</p><p>Good save: Will</p><p>Skills: <strong>4 + Int</strong> -- Autohypnosis (Wis), Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Intimidate (Cha), Jump (Str), Knowledge (psionics) (Int), Martial Lore (Int), Profession (Wis), Psicraft (Int), Ride (Dex), Search (Int), Sense Motive (Wis), and Swim (Str).</p><p></p><p>[code]</p><p> Maneuvers[u]</p><p>Level K / R / S Manifesting: Special Abilities:[/u]</p><p>1 1 - - -- Psychic Wrath</p><p>2 - - - +1 Level Martial Augmentation</p><p>3 1 1 - +1 Level --</p><p>4 - - 1 +1 Level --</p><p>5 1 - - -- Combined Recovery</p><p>6 - 1 - +1 Level --</p><p>7 1 - - +1 Level --</p><p>8 - - 1 +1 Level --</p><p>9 1 1 - -- --</p><p>10 1 - - +1 Level Martial Adaptation</p><p>[/code]</p><p></p><p><strong>Maneuvers:</strong> The martial manifester learns maneuvers and stances from the Crescent Moon, Diamond Mind or Setting Sun schools. At each odd level (and 10th), he learns a new maneuver. At every third level, he can ready an additional maneuver. At fourth and eighth levels he learns a new stance.</p><p></p><p>For the purpose of stances and maneuvers in the Crescent Moon school, he may substitute Psicraft for Spellcraft. (In fact, anyone should be able to, under the usual transparency rules. I just want to make it explicit here.)</p><p></p><p><strong>Psychic Wrath</strong> (Su): As a Swift action, you may expend your Psionic Focus to augment a Strike maneuver. You gain a +4 bonus on your attack roll and, if the Strike hits, it deals an extra +1d6 damage.</p><p></p><p><strong>Martial Augmentation</strong> (Su): When you make a Strike which has a saving throw, you may augment it with power points as a free action, adding +1d6 damage and raising the save DC by +1 for every 2 power points you expend.</p><p></p><p>Choose how many points you will expend before rolling to hit.</p><p></p><p>You may spend up to your class level on this ability.</p><p></p><p><strong>Combined Recovery</strong> (Ex): When you use a Move action to recover your Psionic Focus, you may also recover one expended maneuver. If you recover a maneuver readied as a Crusader, the maneuver is also granted. If you fail your Concentration check, you also fail to recover the maneuver.</p><p></p><p><strong>Martial Adaptation</strong> (Su): You may deliver Touch powers with a melee attack via any Strike.</p><p></p><p></p><p></p><p><span style="font-size: 22px">Martial Assassin</span></p><p></p><p><u>Prereqs</u>:</p><p>Disguise 4, Hide 8, Move Silently 8</p><p>One Shadow Hand maneuver</p><p>Special: you must kill someone just to join the Assassins</p><p></p><p><u>Benefits</u>:</p><p>HD: d8</p><p>BAB: 3/4 (as Rogue)</p><p>Good save: Reflex</p><p>Skills: <strong>4 + Int</strong> -- Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Listen (Wis), Martial Lore (Int), Move Silently (Dex), Open Lock (Dex), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha), and Use Rope (Dex).</p><p></p><p>[code]</p><p> Maneuvers[u]</p><p>Level K / R / S Special Abilities:[/u]</p><p>1 1 - - Poison Use, sneak attack +1d6</p><p>2 1 1 - Disguise +2</p><p>3 1 - 1 Uncanny Dodge</p><p>4 1 1 - --</p><p>5 1 - - Sneak Attack +2d6</p><p>6 1 1 1 --</p><p>7 1 - - Disguise +4</p><p>8 1 1 - --</p><p>9 1 - - Sneak Attack +3d6</p><p>10 1 1 1 Disguise +6[/code]</p><p></p><p><strong>Maneuvers:</strong> The martial assassin learns maneuvers and stances from the Jade Viper, Diamond Mind, Shadow Hand or Tiger Claw schools. At each level, he learns a new maneuver. At every other level, he can ready an additional maneuver. At third, sixth and tenth levels, he learns a new stance.</p><p></p><p><strong>Poison Use</strong> (Ex): No risk of poisoning yourself.</p><p></p><p><strong>Uncanny Dodge</strong> (Ex): Like the Barbarian class feature; if you already have (or later gain) Uncanny Dodge from another source, you instead gain Improved Uncanny Dodge.</p><p></p><p><strong>Disguise</strong> (Ex): You gain a bonus to Disguise checks.</p><p></p><p></p><p></p><p><span style="font-size: 22px">Black Flame Zealot</span> (Assassin Variant)</p><p></p><p><u>Prereqs</u>:</p><p>Hide 8, Move Silently 8, Tumble 8</p><p>One Shadow Hand maneuver and one Desert Wind maneuver</p><p>Special: you must kill someone just to join the Black Flame Zealots</p><p></p><p><u>Benefits</u>:</p><p>HD: d8</p><p>BAB: 3/4 (as Rogue)</p><p>Good save: Reflex</p><p>Skills: <strong>6 + Int</strong> -- Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Decipher Script (Int), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (arcana, religion, local, the planes) (Int), Listen (Wis), Martial Lore (Int), Move Silently (Dex), Open Lock (Dex), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Tumble (Dex), and Use Rope (Dex).</p><p></p><p>[code]</p><p> Maneuvers[u]</p><p>Level K / R / S Special Abilities:[/u]</p><p>1 1 - - Poison Use, Sneak Attack +1d6</p><p>2 1 1 - Black Flame Lore, Black Flame Shield 5</p><p>3 1 - 1 --</p><p>4 1 1 - --</p><p>5 1 - - Sneak Attack +2d6</p><p>6 1 1 1 Black Flame Shield 10</p><p>7 1 - - Uncanny Dodge</p><p>8 1 1 - --</p><p>9 1 - - Sneak Attack +3d6</p><p>10 1 1 1 Black Flame Shield 20[/code]</p><p></p><p><strong>Maneuvers:</strong> The black flame zealot learns maneuvers and stances from the Desert Wind or Shadow Hand schools. At each level, he learns a new maneuver. At every other level, he can ready an additional maneuver. At third, sixth and tenth levels, he learns a new stance.</p><p></p><p><strong>Poison Use</strong> (Ex): No risk of poisoning yourself.</p><p></p><p><strong>Black Flame Lore</strong> (Su): Whenever you initiate a maneuver or use a feat that would deal fire or cold damage, you may instead deal cold or fire damage, at your option. You can use Black Flame Lore on any maneuver that's of a level lower than your class level. (So, a 3rd level black flame zealot could optionally deal cold damage with a Desert Wind maneuver of 3rd level or lower.)</p><p></p><p><strong>Black Flame Shield</strong> (Ex): You gain the indicated resistance to fire and cold energy damage.</p><p></p><p><strong>Uncanny Dodge</strong> (Ex): Like the Barbarian class feature; if you already have (or later gain) Uncanny Dodge from another source, you instead gain Improved Uncanny Dodge.</p><p></p><p></p><p></p><p><span style="font-size: 22px">Martial Shadowdancer</span></p><p></p><p><u>Prereqs</u>:</p><p>Perform (Dance) 8, Hide 10, Move Silently 8</p><p>Feats: Dodge, Mobility, Stealthy</p><p>Special: One Shadow Hand stance and two Shadow Hand maneuvers</p><p></p><p><u>Benefits</u>:</p><p>HD: d8</p><p>BAB: 3/4 (as Rogue)</p><p>Good save: Reflex</p><p>Skills: <strong>6 + Int</strong> -- Balance (Dex), Bluff (Cha), Concentration (Con), Decipher Script (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Hide (Dex), Jump (Str), Listen (Wis), Martial Lore (Int), Move Silently (Dex), Perform (Cha), Profession (Wis), Search (Int), Sleight of Hand (Dex), Spot (Wis), Tumble (Dex), and Use Rope (Dex).</p><p></p><p>Weapons and Armor: Shadowdancers gain proficiency with the crossbow (light, heavy and hand), dart, shortbow (normal and composite) and shrunken.</p><p></p><p>[code]</p><p> Maneuvers[u]</p><p>Level K / R / S Special Abilities:[/u]</p><p>1 1 - - Dance of Shadows</p><p>2 - - - Shadow Evasion, Hide in Plain Sight</p><p>3 1 1 - Sneak Attack +1d6</p><p>4 - - 1 Shadow Vision, Uncanny Dodge</p><p>5 1 - - Shadow Jump +20 ft.</p><p>6 - 1 - Sneak Attack +2d6</p><p>7 1 - - Shadow Jump +40 ft.</p><p>8 - - 1 Defensive Roll</p><p>9 1 1 - Sneak Attack +3d6, Shadow Jump +60 ft.</p><p>10 1 - - Summon Shadow</p><p>[/code]</p><p></p><p><strong>Maneuvers:</strong> The Shadowdancer learns maneuvers and stances from the Shadow Hand school. At each odd level (and 10th), she learns one new maneuver. At every third level, she can ready an additional maneuver. At fourth and eighth levels she learns a new stance.</p><p></p><p><strong>Dance of Shadows</strong> (Sp): Once per day per Shadowdancer level, you may create an effect that emulates the Fascinate special ability of a bard's bardic music, but you use your Perform (Dance) check. The effect is silent, and applies to creatures within 90 ft. which can see you (instead of see and hear).</p><p></p><p>You can initially target three creatures, plus one for every three Shadowdancer levels after the first (thus four at 4th level, five at 7th level, and six at 10th level).</p><p></p><p>If you have Bard levels, you may expend a daily Bardic Music use to "power" this special ability, in addition to the daily uses provided by this prestige class.</p><p></p><p><strong>Shadow Evasion</strong> (Ex): While you are in a Shadow Hand stance, you gain Evasion. If you already have (or later gain) Evasion from another source, then this ability instead grants you Improved Evasion while you are in a Shadow Hand stance.</p><p></p><p><strong>Hide in Plain Sight</strong> (Su): A Shadowdancer can use the Hide skill even while being observed. As long as she is within 10 feet of some sort of shadow, a Shadowdancer can hide herself from view in the open without anything to actually hide behind. She cannot, however, hide in her own shadow.</p><p></p><p><strong>Sneak Attack</strong> (Ex): As the Rogue special ability.</p><p></p><p><strong>Shadow Vision</strong> (Su): While in a Shadow Hand stance, the Shadowdancer can see in the dark as though she were permanently under the effect of a <em>darkvision</em> spell. If she already has (or later gains) Darkvision from another source, this ability instead allows her to see through magical darkness while in a Shadow Hand stance.</p><p></p><p><strong>Uncanny Dodge</strong> (Ex): As the Barbarian class feature; if you already have (or later gain) Uncanny Dodge from another source, you instead gain Improved Uncanny Dodge.</p><p></p><p><strong>Shadow Jump</strong> (Su): When you use a Shadow Hand maneuver which teleports you, the range increases by the indicated value. (Thus, a 5th level Shadowdancer could use Shadow Jaunt to travel up to 70 ft.)</p><p></p><p><strong>Defensive Roll</strong> (Ex): Starting at 8th level, once per day, when a Shadowdancer would be reduced to 0 hit points or less by damage in combat (from a weapon or other blow, not a spell or special ability), she can attempt to roll with the damage. She makes a Reflex saving throw (DC = damage dealt) and, if successful, takes only half damage from the blow. She must be aware of the attack and able to react to it in order to execute her defensive roll. If she is in a situation that would deny her any Dexterity bonus to AC, she can’t attempt a defensive roll.</p><p></p><p><strong>Summon Shadow</strong> (Su): At 10th level, when entering a Shadow Hand stance, a Shadowdancer can animate her own shadow as an undead shade in place of the stance's usual benefit. Unlike a normal shadow, this shadow’s alignment matches that of the Shadowdancer, and the creature cannot create spawn. The summoned shadow cannot be turned, rebuked, or commanded by any third party. This shadow serves as a companion to the Shadowdancer and can communicate intelligibly with the Shadowdancer.</p><p></p><p>The shadow companion appears in an adjacent square and acts immediately on the Shadowdancer's initiative.</p><p></p><p>If a shadow companion ends its turn farther than 100 ft. from the Shadowdancer, if it is destroyed, or if the Shadowdancer chooses to dismiss it, the stance immediately ends. Likewise, changing stance dismisses the shadow.</p><p></p><p></p><p></p><p><span style="font-size: 22px">Ninja of the Crescent Moon</span></p><p></p><p><u>Prereqs</u>:</p><p>Hide 8, Move Silently 8, Sense Motive 8, Spellcraft 4 and Knowledge (arcana) 4</p><p>Feats: Improved Unarmed Strike, Stunning Fist</p><p>Special: Must know five or more Counters, including at least one from each of these schools: Diamond Mind, Setting Sun and Shadow Hand.</p><p></p><p><u>Benefits</u>:</p><p>HD: d6</p><p>BAB: 3/4 (as Cleric)</p><p>Good save: Will</p><p>Skills: <strong>8 + Int</strong> -- Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (arcana, local, religion), Listen (Wis), Martial Lore (Int), Move Silently (Dex), Open Lock (Dex), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), Spot (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha), and Use Rope (Dex).</p><p></p><p>[code]</p><p> Maneuvers[u]</p><p>Level K / R / S Special Abilities:[/u]</p><p>1 1 - - Sudden Strike +1d6, Falling Moon</p><p>2 1 1 - Spellgrace +1</p><p>3 1 - 1 Initiator Power +1</p><p>4 1 1 - Sudden Strike +2d6</p><p>5 1 - - Spellgrace +2</p><p>6 1 1 1 Lunar Shield</p><p>7 1 - - Sudden Strike +3d6</p><p>8 1 1 - Spellgrace +3</p><p>9 1 - - Initiator Power +2</p><p>10 1 1 1 Sudden Strike +4d6, Lunar Counter Mastery</p><p>[/code]</p><p></p><p><strong>Maneuvers:</strong> The ninja of the crescent moon learns maneuvers and stances from the Crescent Moon, Diamond Mind, Setting Sun or Shadow Hand schools. At each level, she learns a new maneuver. At every other level, she can ready an additional maneuver. At third, sixth and tenth levels, she learns a new stance.</p><p></p><p><strong>Sudden Strike</strong> (Ex): Like Sneak Attack, but doesn't work against flanked foes -- only those who are denied their Dexterity bonus to AC.</p><p></p><p><strong>Falling Moon</strong> (Ex): You can declare a Crescent Moon strike to be a Stunning Attack, if the attack method is compatible with the Stunning Fist feat. (This includes an unarmed strike or a Ki Focus weapon.) Using this ability expends a Stunning Fist attempt. Furthermore, your Ninja of the Crescent Moon levels count as Monk levels to determine your daily uses of the Stunning Fist feat.</p><p></p><p><strong>Spellgrace</strong> (Su): You gain the indicated bonus on all saving throws against spells or spell-like abilities.</p><p></p><p><strong>Initiator Power</strong> (Ex): You gain the indicated bonus to your Initiator Level when initiating maneuvers or stances from the Crescent Moon, Diamond Mind, Setting Sun or Shadow Hand schools.</p><p></p><p><strong>Lunar Shield</strong> (Su): As an immediate action, you may end a Crescent Moon stance to gain SR until the beginning of your next action. You gain SR equal to 12 + your Initiator Level.</p><p></p><p></p><p><strong>Lunar Counter Mastery</strong> (Ex): Once per round, you may initiate a Counter from the Crescent Moon school as a free (rather than Immediate) action.</p><p></p><p></p><p></p><p><span style="font-size: 22px">Stone Defender</span></p><p></p><p><u>Prereqs</u>:</p><p>Balance 10</p><p>Dodge, Endurance, Toughness</p><p>BAB: +7</p><p>Alignment: any Lawful</p><p>Special: Two Stone Dragon stances</p><p></p><p><u>Benefits</u>:</p><p>HD: d12</p><p>BAB: Full (as Fighter)</p><p>Good save: Fortitude, Will</p><p>Skills: <strong>4 + Int</strong> -- Balance (Dex), Craft (Int), Intimidate (Cha), Listen (Wis), Martial Lore (Int), Sense Motive (Wis), and Spot (Wis).</p><p></p><p>[code]</p><p> Maneuvers[u]</p><p>Level K / R / S Special Abilities:[/u]</p><p>1 1 - - Stone Stance (AC +1)</p><p>2 - - - Uncanny Dodge</p><p>3 1 1 - Stone Stance (Damage +2)</p><p>4 - - 1 Stone Stance (AC +2)</p><p>5 1 - - Trap Sense +1</p><p>6 - 1 - Stone Stance (Saves +2)</p><p>7 1 - - Stone Stance (AC +4)</p><p>8 - - 1 Trap Sense +2</p><p>9 1 1 - Stone Stance (DR 4/--)</p><p>10 1 - - Stone Stance (AC +6)</p><p>[/code]</p><p></p><p><strong>Maneuvers:</strong> The stone defender learns maneuvers and stances from the Stone Dragon school. At each odd level (and 10th), he learns one new maneuver. At every third level, he can ready an additional maneuver. At fourth and eighth levels he learns a new stance.</p><p></p><p><strong>Stone Stance</strong> (Ex): When a Stone Defender is in a Stone Dragon stance, he gains additional benefits, as indicated by the table. Different bonus types are cumulative; a 4th level Stone Defender would gain both AC +2 and Damage +2.</p><p></p><p><strong>Uncanny Dodge</strong> (Ex): As the Barbarian class feature; if you already have (or later gain) Uncanny Dodge from another source, you instead gain Improved Uncanny Dodge.</p><p></p><p><strong>Trap Sense</strong> (Ex): As the Barbarian class feature; stacks with any other source of Trap Sense.</p><p></p><p></p><p></p><p></p><p><span style="font-size: 22px">White Raven Commander</span></p><p></p><p><u>Prereqs</u>:</p><p>Diplomacy 8, Sense Motive 8</p><p>Feat: Song of the White Raven</p><p>Special: Bardic Music</p><p>Special: One White Raven maneuver and one White Raven stance</p><p></p><p><u>Benefits</u>:</p><p>HD: d8</p><p>BAB: Full (as Fighter)</p><p>Good save: Fortitude, Will</p><p>Skills: <strong>4 + Int</strong> -- Balance (Dex), Concentration (Con), Diplomacy (Cha), Intimidate (Cha), Jump (Str), Listen (Wis), Martial Lore (Int), Perform (Cha), Sense Motive (Wis), Spot (Wis), and Tumble (Dex).</p><p></p><p>[code]</p><p> Maneuvers[u]</p><p>Level K / R / S Special Abilities:[/u]</p><p>1 1 - - Bardic Music, White Raven Aura +1</p><p>2 - - - New Aura</p><p>3 1 1 - </p><p>4 - - 1 New Aura, White Raven Aura +2</p><p>5 1 - - </p><p>6 - 1 - New Aura</p><p>7 1 - - White Raven Aura +3</p><p>8 - - 1 New Aura</p><p>9 1 1 - </p><p>10 1 - - New Aura, White Raven Aura +4</p><p>[/code]</p><p></p><p><strong>Maneuvers:</strong> The white raven commander learns maneuvers and stances from the Iron Heart or White Raven schools. At each odd level (and 10th), he learns one new maneuver. At every third level, he can ready an additional maneuver. At fourth and eighth levels he learns a new stance.</p><p></p><p><strong>Bardic Music:</strong> Your white raven commander level stack with your Bard levels to determine how often you can use your bardic music, and what effects are available to you.</p><p></p><p><strong>White Raven Aura</strong> (Ex): When you enter a White Raven stance, you and your allies within 30 ft. gain an additional benefit for the duration of the stance. You may choose to apply any aura you know. At 1st level, you learn one Aura, and you learn an additional aura every even level, up to six known at 10th level.</p><p></p><p>Choose from the following Auras: <ul> <li data-xf-list-type="ul"> <strong>Agility</strong> - Initiative and Reflex saves.</li> <li data-xf-list-type="ul"> <strong>Graceful Motion</strong> - Climb, Perform (dance), Ride, Swim and Tumble checks.</li> <li data-xf-list-type="ul"> <strong>Knight's Mind</strong> - Sense Motive checks and Will saves against [Mind-Affecting] effects.</li> <li data-xf-list-type="ul"> <strong>Knight's Move</strong> - Insight bonus to AC against attacks of opportunity.</li> <li data-xf-list-type="ul"> <strong>Presence</strong> - Intimidate and Diplomacy checks, and Will saves against [Fear] effects.</li> <li data-xf-list-type="ul"> <strong>Resolve</strong> - Fortitude saves; dying allies automatically stabilize.</li> <li data-xf-list-type="ul"> <strong>Stability</strong> - Balance checks, and Strength checks to resist trip and bull rush attempts.</li> <li data-xf-list-type="ul"> <strong>Tactics</strong> - Melee damage when flanking an opponent.</li> <li data-xf-list-type="ul"> <strong>Teamwork</strong> - Add to the benefit of the Aid Another action.</li> </ul><p></p><p></p><p>- - -</p><p></p><p><span style="font-size: 22px">New Feats</span></p><p></p><p><strong>Extend White Raven Aura</strong> [General, Fighter]</p><p>Prerequisite: White Raven Aura class feature</p><p>Benefit: Your White Raven Aura's benefit extends to 60 ft. rather than the usual 30 ft.</p><p></p><p><strong>Extra White Raven Aura</strong> [General, Fighter]</p><p>Prerequisite: White Raven Aura class feature</p><p>Benefit: You learn an additional White Raven Aura.</p><p>Special: You may take this feat more than once, unless you know all White Raven Auras already, in which case taking this feat would be stupid.</p><p></p><p><strong>Jade Venom</strong> [General]</p><p>Prerequisite: one Jade Viper maneuver</p><p>Benefit: The DC of any poison used in conjunction with (or created as the result of) a Jade Viper maneuver increases by +2.</p><p></p><p><strong>Lunar Spellward</strong> [General]</p><p>Prerequisite: one Crescent Moon stance</p><p>Benefit: While in a Crescent Moon stance, you gain a +2 bonus to saves vs. spells and spell-like abilities.</p><p></p><p><strong>Sanguine Healer</strong> [General]</p><p>Prerequisite: one Sanguine Lotus maneuver</p><p>Benefit: Whenever you use a Heal check to stabilize a dying ally, your ally immediately gains enough HP to be at 0 HP instead of in the negatives. Additionally, you can provide long-term care for one additional creature per character level, above and beyond the usual six.</p><p></p><p><strong>Shadow Replication</strong> [General]</p><p>Prerequisite: one Dancing Fox maneuver</p><p>Benefit: Your mirror images are suffused with shadow-stuff, and are indistinguishable from you even to <em>true seeing</em> and similar magic. Additionally, while you have at least one mirror image, it assists you in your current endeavor using the Aid Another action to grant you a +2 on any one roll.</p><p></p><p>- - -</p><p></p><p><span style="font-size: 15px">New Tactical Feats</span></p><p></p><p><strong>Foxfire Master</strong> [Tactical]</p><p>Prerequisite: Combat Expertise, Shadow Replication, three Dancing Fox maneuvers, BAB +6</p><p>Benefit: This feat enables the use of three new combat options.</p><ul> <li data-xf-list-type="ul"> <u>Enhanced Sudden Strike</u> (Ex): You deal an extra +1d6 sudden strike damage when you are in a Dancing Fox, Desert Wind or Shadow Hand stance.</li> <li data-xf-list-type="ul"> <u>Feint Mastery</u> (Ex): If you feint a foe, you gain additional options for your next action. Instead of rendering your foe flat-footed against a melee attack, you may:<br /> - Make a Sleight of Hand check with a +10 bonus as a standard action; or<br /> - Hide in Plain Sight (as the Shadowdancer special ability) as a standard action; or<br /> - Take an additional 5 ft. step as a free action.</li> <li data-xf-list-type="ul"> <u>Shadow Tenacity</u> (Su): You can make your mirror images last longer than they otherwise would. You can elect to suffer one point of nonlethal damage each round to keep your images from disappearing if they would do so at the end of the round.</li> </ul><p></p><p><strong>Jade Venom Master</strong> [Tactical]</p><p>Prerequisite: Jade Venom, three Jade Viper maneuvers, BAB +6</p><p>Benefit: This feat enables the use of two new combat options.</p><ul> <li data-xf-list-type="ul"> <u>Death Attack</u> (Ex): If you study a foe for three rounds (while remaining undetected) and strike that foe with a melee attack or Jade Venom strike in the fourth round, you may treat that foe as flat-footed against your melee attacks and Jade Venom strikes for one minute.</li> <li data-xf-list-type="ul"> <u>Death Spiral</u> (Ex): If you poison a foe, the save DC of any poison you attempt to inflict on that foe in the next round increases by +2. This bonus is cumulative; if you poison a foe every round for 5 rounds, your next round's poison attempt(s) will gain a +10 bonus to DC.</li> </ul><p></p><p><strong>Lunar Spellfire</strong> [Tactical]</p><p>Prerequisite: Lunar Spellward, three Crescent Moon maneuvers, BAB +6</p><p>Benefit: This feat enables the use of three new combat options.</p><ul> <li data-xf-list-type="ul"> <u>Spellfire Augmentation</u> (Su): You may take a Standard action to expend a Crescent Moon maneuver and aid an allied spellcaster. Add the expended maneuver's level to your ally's spell penetration check.</li> <li data-xf-list-type="ul"> <u>Spellfire Disruption</u> (Su): If you ready an action to disrupt a spellcaster, and you hit with a melee attack or Crescent Moon strike, your attack deals double damage.</li> <li data-xf-list-type="ul"> <u>Spellfire Healing</u> (Su): If you negate or dispel a spell effect with a Crescent Moon maneuver, you can take a standard action on your next round to cure yourself of hit point damage equal to twice the spell's level. If you negate or dispel more than one spell in a given round, use only the highest level spell.</li> </ul><p></p><p><strong>Sanguine Savior</strong> [Tactical]</p><p>Prerequisite: Heal 9 ranks, Sanguine Healer, three Sanguine Lotus maneuvers</p><p>Benefit: This feat enables the use of three new combat options.</p><ul> <li data-xf-list-type="ul"> <u>Sanguine Boost</u> (Ex): As a Swift action, you may push yourself beyond your usual limits. If your next attack hits, you deal an extra 2d6 damage, but you suffer 1d6 damage.</li> <li data-xf-list-type="ul"> <u>Sanguine Guide</u> (Ex): To use this option, you must hit a foe with a melee attack who has also hit you in melee. On the next round, you may make a single touch attack as a Standard action. If your touch attack hits, your foe's damage reduction (if any) is reduced by 5 for one minute.</li> <li data-xf-list-type="ul"> <u>Sanguine Succor</u> (Su): As a full-round action which provokes an AoO, you may remove a condition from an ally and suffer it yourself. You may save against (or negate) the condition as though it were inflicted upon you by the originating effect. (Eligible conditions include: disease, poison, fatigue, exhaustion, nausea, sickness, and penalties to ability scores, but not ability damage or drain.)</li> </ul></blockquote><p></p>
[QUOTE="Nifft, post: 3334709, member: 6562"] [b]Classes[/b] [size=6]Martial Bard[/size] (Skald, Sublime Trickster) Alignment: any non-Lawful [u]Benefits:[/u] HD: d8 BAB: 3/4 (as Rogue) Good saves: Reflex, Will Skills: [b]6 + Int[/b] -- Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (all skills, taken individually) (Int), Listen (Wis), Martial Lore (Int), Move Silently (Dex), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Speak Language (None), Spellcraft (Int), Swim (Str), Tumble (Dex), and Use Magic Device (Cha). Proficiencies: Martial Bards are proficient with all simple and martial weapons, and light armor (but not shields). [code] Maneuvers[u] Level K / R / S Special Abilities:[/u] 1 6 4 1 Bardic Music (Countersong, Inspire Courage +1) 2 1 - 1 3 1 1 - Inspire Competence 4 1 - - Extra School 5 1 1 1 6 1 - - 7 1 1 - 8 1 - - Inspire Courage +2 9 1 1 - Inspire Greatness 10 1 - 1 11 1 1 - 12 1 - - Song of Freedom 13 1 1 - 14 1 - - Inspire Courage +3 15 1 1 1 16 1 - - Inspire Heroics 17 1 1 - 18 1 - - 19 1 1 - 20 1 - 1 Inspire Courage +4 [/code] [b]Maneuvers[/b]: A first level Martial Bard chooses six maneuvers and one stance. She initially has access to five schools -- Crescent Moon, Dancing Fox, Desert Wind, Diamond Mind, and Shadow Hand. At fourth level, she gains access to one [b]Extra School[/b], and may select new maneuvers and stances from any of the six. - Heaven's Arc - Jade Viper - Setting Sun - Tiger Claw - White Raven Starting at 4th level, and every even level after that, you may swap one known maneuver for any other maneuver for which you qualify. (You lose the current maneuver [u]before[/u] gaining the new one, so you cannot use it as part of your qualification, but otherwise you are unconstrained. Your new know maneuver may be from any school for which you currently have access, and at any level for which you currently qualify.) [b]Recovering Maneuvers[/b]: You may only recover maneuvers while you are wearing light or no armor. You may recover one expended maneuver with a Swift action or a Move action (the latter provokes an AoO). [b]Bardic Music[/b] (Su): As the Core Bard class feature, except as indicated. The Martial Bard never gets the Fascinate chain of effects (including Suggestion and Mass Suggestion), and her Inspire Heroics occurs one level later. [size=6]Martial Monk[/size] (Martial Artist, Sublime Pugilist) Alignment: any Lawful [u]Benefits:[/u] HD: d8 BAB: 3/4 (as Rogue) Good saves: All Skills: [b]6 + Int[/b] -- Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Heal (Wis), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (arcana, religion) (Int), Listen (Wis), Martial Lore (Int), Move Silently (Dex), Perform (Cha), Profession (Wis), Sense Motive (Wis), Spellcraft (Int), Spot (Wis), Swim (Str), and Tumble (Dex). Proficiencies: Martial Monks are proficient with club, dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, shuriken, siangham, and sling. [code] Maneuvers[u] Level K / R / S Special Abilities:[/u] 1 6 4 1 Bonus Feat, Unarmed Strike, AC Bonus (Wisdom) 2 1 - 1 Bonus Feat 3 1 1 - Evasion 4 1 - - Uncanny Dodge, Speed +10 ft. 5 1 1 1 AC Bonus +1, Slow Fall 30 ft. 6 1 - - Bonus Feat 7 1 1 - Slow Fall 40 ft. 8 1 - - Improved Uncanny Dodge, Speed +20 ft. 9 1 1 - Improved Evasion, Slow Fall 50 ft. 10 1 - 1 AC Bonus +2, Bonus Feat 11 1 1 - Slow Fall 60 ft. 12 1 - - Speed +30 ft. 13 1 1 - Slow Fall 70 ft. 14 1 - - Bonus Feat 15 1 1 1 AC Bonus +3, Slow Fall 80 ft. 16 1 - - Speed +40 ft. 17 1 1 - Slow Fall 90 ft. 18 1 - - Bonus Feat 19 1 1 - Slow Fall any distance 20 1 - 1 AC Bonus +4, Speed +50 ft. [/code] [b]Maneuvers[/b]: A first level Martial Monk chooses four maneuvers and one stance. She initially has access to four schools -- Diamond Mind, Setting Sun, Stone Dragon and Tiger Claw. At fourth level, she gains access to one [b]Extra School[/b], and may select new maneuvers and stances from any of the five. At ninth level, she gains access to an additional [b]Extra School[/b], and may thereafter select new maneuvers and stances from any of the six. - Crescent Moon - Desert Wind - Iron Heart - Jade Viper - Sanguine Lotus - Shadow Hand Starting at 4th level, and every even level after that, you may swap one known maneuver for any other maneuver for which you qualify. (You lose the current maneuver [u]before[/u] gaining the new one, so you cannot use it as part of your qualification, but otherwise you are unconstrained. Your new know maneuver may be from any school for which you currently have access, and at any level for which you currently qualify.) [b]Recovering Maneuvers[/b]: You may only recover maneuvers while you are wearing neither armor nor a shield. You may recover one maneuver as a Move action, or all maneuvers with a Swift action followed by an attack or followed by a standard action spent flourishing (like a Warblade). [b]Unarmed Strike[/b]: Your unarmed strike deals damage as a Core Monk. Your unarmed strike is treated both as a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons. You do not gain the Core Monk's Ki Strike class feature. [b]AC Bonus[/b] (Ex): At first level, add your Wisdom bonus to your AC when wearing neither armor nor a shield. This is like a Dodge bonus in stacking, but it applies even when you are flat-footed. At 5th level and every five levels thereafter, this bonus increases as indicated, up to your Wisdom bonus + 4 at 20th level. [b]Bonus Feats[/b]: At 1st, 2nd, 6th, 10th, 14th and 18th levels, you gain a bonus feat. You must qualify for the feat (except as noted), and you may choose it from the following list: Combat Reflexes, Deflect Arrows (Snatch Arrows), Desert Wind Dodge, Dodge (Mobility, Spring Attack), Evasive Reflexes, Falling Sun Attack, Improved Disarm, Improved Grapple, Improved Trip, Power Attack (Cleave, Great Cleave, Improved Sunder, Improved Bullrush), Snap Kick, Stone Power, Stunning Fist, Tiger Blooded, Unnerving Calm or Vital Recovery. [u]Special[/u]: You do not need to meet the prerequisites for Improved Disarm, Improved Trip or Stunning Fist. Your Martial Monk levels count as Monk levels (duh) determining your daily uses of Stunning Fist. [b]Special[/b]: Martial Monk levels qualify you for feats as though they were levels in Swordsage. For example, a Martial Monk could select Adaptive Style, Extra Readied Maneuver or Scribe Martial Script. [b](Improved) Evasion, Speed, Slow Fall[/b]: As the similar Core Monk class features. [b](Improved) Uncanny Dodge[/b]: As the Core Rogue class features. [size=6]Martial Ranger[/size] (Sublime Sportsman) [u]Benefits:[/u] HD: d8 BAB: Full (as Fighter) Good saves: Fortitude, Reflex Skills: [b]6 + Int[/b] -- Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Handle Animal (Cha), Heal (Wis), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (dungeoneering, geography, nature) (Int), Listen (Wis), Martial Lore (Int), Move Silently (Dex), Profession (Wis), Ride (Dex), Search (Int), Sense Motive (Wis), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex) and Use Rope (Dex). Proficiencies: Martial Rangers are proficient with all simple and martial weapons, light and medium armor, and shields (but not tower shields). [code] Maneuvers[u] Level K / R / S Special Abilities:[/u] 1 2 2 1 Track, Wild Empathy 2 1 - - Bonus Feat 3 1 1 - Endurance 4 1 - - Favored Enemy 1, Extra School 5 - - 1 Swift Tracker 6 1 1 - Bonus Feat 7 1 - - Woodland Stride 8 1 - - Favored Enemy 2 9 1 1 - Evasion 10 - - 1 11 1 - - Bonus Feat 12 1 - - Favored Enemy 3 13 1 1 - 14 1 - - Camouflage 15 - - 1 16 1 1 - Favored Enemy 4 17 1 - - 18 1 - - Hide in Plain Sight 19 1 1 - 20 1 - 1 Favored Enemy 5 [/code] [b]Maneuvers[/b]: A first level Martial Ranger chooses two maneuvers and one stance. He initially has access to three schools -- Heaven's Arc, Stone Dragon and Tiger Claw. At fourth level, he gains access to one [b]Extra School[/b], and may select new maneuvers and stances from any of the four. - Desert Wind - Iron Heart - Jade Viper - Setting Sun - Shadow Hand Starting at 4th level, and every even level after that, you may swap one known maneuver for any other maneuver for which you qualify. (You lose the current maneuver [u]before[/u] gaining the new one, so you cannot use it as part of your qualification, but otherwise you are unconstrained. Your new know maneuver may be from any school for which you currently have access, and at any level for which you currently qualify.) [b]Recovering Maneuvers[/b]: You may only recover maneuvers while you are wearing light or no armor. You may recover one expended maneuver with a Move action. Outside in a natural setting (one for which your Camouflage class ability would pertain), you may instead recover all expended maneuvers with a Move action. [b]Track[/b] and [b]Endurance[/b]: You gain these as bonus feats at the indicated level. [b]Wild Empathy[/b], [b]Swift Tracker[/b], [b]Woodland Stride[/b], [b]Evasion[/b], [b]Camouflage[/b] and [b]Hide in Plain Sight[/b]: As the Core Ranger class feature of the same name, except you gain each of these at the indicated level. [b]Bonus Feat[/b]: At 2nd, 6th and 11th levels, you gain a bonus feat (for which you qualify) from the following list: Blade Meditation, Desert Wind Dodge, Dodge (Mobility, Spring Attack), Extra Readied Maneuver, Improved Unarmed Strike (Deflect Arrows, Improved Grapple, Snatch Arrows, Stunning Fist, Superior Unarmed Strike, Falling Sun Attack), Iron Heart Aura, Point Blank Shot (Far Shot, Precise Shot, Rapid Shot, Improved Precise Shot, Manyshot, Shot on the Run), Two Weapon Fighting (Two Weapon Defense, Improved TWF, Greater TWF), Shadow Blade, Snap Kick, Tiger Blooded, Weapon Finesse. [u]Special[/u]: You may ignore the BAB prerequisite for Stunning Fist, and your Martial Ranger levels count as Monk levels when determining your daily uses of this feat. [b]Favored Enemy[/b] (Ex): As the Core Ranger class feature, except that you gain this feature later, and progresses as indicated. Additionally, when you execute a Strike maneuver against one of your favored enemies, add your Wisdom bonus to damage (in addition to your normal Favored Enemy bonus damage). [b]Special[/b]: Martial Rangers levels qualify you for feats as though they were levels in Swordsage. For example, a Martial Ranger could select Adaptive Style, Extra Readied Maneuver or Scribe Martial Script. [size=6]Martial Champion[/size] [u]Prereqs[/u]: BAB +4 Special: Ability to cast 1st level Divine spells as a Cleric Special: One of the following Domains: Chaos, Fire, Law, Good, Healing, or Evil; or the feats Mounted Combat and Wild Cohort Special: One Devoted Spirit maneuver and one Devoted Spirit stance [u]Benefits[/u]: HD: d10 BAB: Full (as Fighter) Good saves: Fortitude, Will Skills: [b]2 + Int[/b] -- Concentration (Con), Diplomacy (Cha), Intimidate (Cha), Jump (Str), Knowledge (nobility & royalty, religion) (Int), Martial Lore (Int), Ride (Dex), Sense Motive (Wis), Spellcraft (Int), and see below. [code] Maneuvers[u] Level K / R / S Spellcasting: Special Abilities:[/u] 1 1 - - -- Devotion, Turn or Rebuke Undead 2 - - - +1 Cleric Inspired Stance +1 3 1 1 - -- Smite +1/day 4 - - 1 +1 Cleric Devotion Ability 1 5 1 - - -- Inspired Stance +2 6 - 1 - +1 Cleric Smite +1/day 7 1 - - -- Devotion Ability 2 8 - - 1 +1 Cleric Inspired Stance +3 9 1 1 - -- Smite +1/day 10 1 - - +1 Cleric Devotion Ability 3 [/code] [b]Maneuvers:[/b] The martial champion learns maneuvers and stances from the Devoted Spirit school (and see below). At each odd level (and 10th), he learns a new maneuver. At every third level, he can ready an additional maneuver. At fourth and eighth levels he learns a new stance. [b]Turn or Rebuke Undead[/b] (Su): Your Champion levels stack with any other class that grants Turn Undead. If you couldn't previously Turn or Rebuke undead, you can now, just like a Cleric of the appropriate alignment. [b]Inspired Stance[/b] (Su): When you enter a Devoted Spirit stance, you can expend a Turn or Rebuke attempt to grant your allies (and perhaps yourself) an additional bonus. If you Turn undead, you grant your living allies within 30 ft. (including yourself if applicable) the indicated bonus to attack rolls against the undead. If you instead Rebuke undead, you grant your undead allies within 30 ft. (including yourself if applicable) the indicated bonus to attack rolls against the living. [b]Smite[/b] (Ex): As the Crusader class ability. Your Champion levels stack with your Cleric and Crusader levels for the purpose of this ability. [b]Devotion[/b]: Choose one Devotion for which you are qualified. You gain access to another school from which you may learn maneuvers and stances (in addition to Devoted Spirit), you may add another skill to your class skill-list, and your Devotion Abilities depend on this choice. Your choices are: [list] [*] [b]Blackguard[/b]: requires Evil domain; grants Jade Viper school. - Devotion Ability 1: Poison Use (Ex), Sneak Attack +1d6 - Devotion Ability 2: Sneak Attack +2d6 - Devotion Ability 3: Sneak Attack +3d6 [*] [b]Cavalier[/b]: requires [url=http://www.wizards.com/default.asp?x=dnd/re/20031118a]Wild Cohort[/url] and Mounted Combat feats; grants White Raven school and Handle Animal skill. - Devotion Ability 1: Share Spells (Su) with your Wild Cohort so long as you are within 5 ft. of each other. - Devotion Ability 2: Bonus feat -- any from [url=http://www.wizards.com/default.asp?x=dnd/re/20031125a]this page[/url], or that requires Mounted Combat as a prerequisite. you must qualify for the feat you choose (duh). - Devotion Ability 3: Bonus feat -- (as above) [*] [b]Hospitalier[/b]: requires Healing domain; grants Sanguine Lotus and Heal skill. - Devotion Ability 1: Immunity to Disease (Ex) - Devotion Ability 2: Expend Turn Undead attempt to [i]remove disease[/i] (Sp), caster level = HD. - Devotion Ability 3: Immunity to Poison (Ex) [*] [b]Incandescent[/b]: requires Fire domain; grants Desert Wind school and Tumble skill. - Devotion Ability 1: Skirmish +1d6 fire (Su) - Devotion Ability 2: Skirmish +1d6 fire, +1 AC - Devotion Ability 3: Skirmish +2d6 fire, +1 AC [*] [b]Inquisitor[/b]: requires Law domain; grants Crescent Moon school. - Devotion Ability 1: Read Aura (Sp) at will, as [i]detect chaos, evil, good, law, magic[/i] or [i]undead[/i], caster level = HD. - Devotion Ability 2: Skill Mastery (Sense Motive) (Ex) - Devotion Ability 3: Slippery Mind (Ex) [*] [b]Lightbringer[/b]: requires Good domain; grants White Raven school and Heal skill. - Devotion Ability 1: Immunity to Fear (Ex) - Devotion Ability 2: Aura of Courage (Su) as a Paladin - Devotion Ability 3: Reaving Smite (Su) -- when you successfully Smite a foe, you dispel effects on them as though you had cast [i]greater dispel magic[/i] (caster level = HD). [*] [b]Stormbringer[/b]: requires Chaos domain; grants Tiger Claw school and Bluff skill. - Devotion Ability 1: +10 ft. movement (Ex) - Devotion Ability 2: You deal +1d6 electrical damage on a critical hit with any metal melee weapon, natural attack, or unarmed strike (Su) - Devotion Ability 3: +4 Divine bonus on rolls to confirm critical hits (Ex) [/list] [bq][b]Sidebar[/b]: Adding Martial Champions This class can replace the Paladin and Blackguard classes. There are several different Paladin-related archtypes; none are identical to the Core Paladin, but they should allow all Paladin-related character concepts to be realized. Recommended changes if you use this class: [list] [*] Alignment Domains (Good, Chaos, etc.): These grant Smite Opposite Alignment 1/day as their granted ability instead of increasing the Cleric's caster level. [*] Add unique Paladin or Blackguard spells (basically [i]bless weapon[/i] or [i]corrupt weapon[/i]) to the character's Clerical spell list when he joins this class. [*] Remove Paladins as a Core class; use multi-classed Cleric / Crusader and this prestige class instead. [/list] [/bq] [size=6]Diamond Duelist[/size] [u]Prereqs[/u]: BAB +6 Combat Expertise, Dodge, Unnerving Calm Special: Two Diamond Mind maneuvers [u]Benefits[/u]: HD: d10 BAB: Full (as Fighter) Good save: Reflex Skills: [b]4 + Int[/b] -- Balance (Dex), Bluff (Cha), Concentration (Con), Escape Artist (Dex), Jump (Str), Listen (Wis), Martial Lore (Int), Perform (Cha), Sense Motive (Wis), Spot (Wis), and Tumble (Dex). [code] Maneuvers[u] Level K / R / S Special Abilities:[/u] 1 1 - - Dodge +2 2 - - - Quick to Act +2 3 1 1 - Sudden Strike +1d6 4 - - 1 Dodge +3 5 1 - - Riposte 6 - 1 - Sudden Strike +2d6 7 1 - - Dodge +4 8 - - 1 Quick to Act +4 9 1 1 - Sudden Strike +3d6 10 1 - - Dodge +5 [/code] [b]Maneuvers:[/b] The diamond duelist learns maneuvers and stances from the Diamond Mind or Iron Heart schools. At each odd level (and 10th), he learns a new maneuver. At every third level, he can ready an additional maneuver. At fourth and eighth levels he learns a new stance. [b]Dodge[/b] (Ex): This bonus replaces the bonus normally granted by your Dodge feat, and applies only against your designated dodge opponent. (If you lose your Dodge feat for any reason, you also lose this benefit.) [b]Quick to Act[/b] (Ex): You gain the indicated bonus to your Initiative. [b]Sudden Strike[/b] (Ex): Like Sneak Attack, but doesn't work against flanked foes -- only those who are denied their Dexterity bonus to AC. [b]Riposte[/b] (Ex): When you initiate a Counter, you may also make an attack of opportunity against any adjacent foe. [size=6]Desert Storm[/size] (Duelist Variant) [u]Prereqs[/u]: BAB +6 Desert Fire, Desert Wind Dodge, Mobility Special: Two Desert Wind maneuvers [u]Benefits[/u]: HD: d10 BAB: Full (as Fighter) Good save: Reflex Skills: [b]4 + Int[/b] -- Balance (Dex), Bluff (Cha), Concentration (Con), Escape Artist (Dex), Jump (Str), Listen (Wis), Martial Lore (Int), Perform (Cha), Sense Motive (Wis), Spot (Wis), and Tumble (Dex). [code] Maneuvers[u] Level K / R / S Special Abilities:[/u] 1 1 - - Mobility +5 2 - - - Storm Lore 3 1 1 - Storm Skirmish +1d6 4 - - 1 Desert Dodge +2 5 1 - - Quick to Act +2 6 - 1 - Storm Skirmish +2d6 7 1 - - Mobility +6 8 - - 1 Evasive Wind 9 1 1 - Storm Skirmish +3d6 10 1 - - Desert Dodge +3, Quick to Act +4 [/code] [b]Maneuvers:[/b] The desert storm learns maneuvers and stances from the Desert Wind or Iron Heart schools. At each odd level (and 10th), he learns a new maneuver. At every third level, he can ready an additional maneuver. At fourth and eighth levels he learns a new stance. [b]Mobility[/b] (Ex): Your Mobility feat grants the indicated bonus (instead of +4) against attacks of opportunity provoked by movement. [b]Storm Lore[/b] (Ex): Whenever you would deal fire damage through a maneuver or feat, you may instead deal electricity damage at your option. You can use Storm Lore on any maneuver that's of a level lower than your class level. (So, a 3rd level desert storm could optionally deal electricity damage with a Desert Wind maneuver of 3rd level or lower.) If the fire damage would normally affect a cone area, it instead affects a line area of twice the cone's length. [b]Desert Dodge[/b] (Ex): This bonus replaces the dodge bonus normally granted by your Desert Wind Dodge feat, and applies only when you move enough distance to qualify. (If you lose your Desert Wind Dodge feat for any reason, you also lose this benefit.) [b]Storm Skirmish[/b] (Su): If you move more than 10 ft., your next melee attack or strike (with range touch or melee attack) made before the end of your turn deals the indicated damage. The extra damage is either fire or electricity, as you choose. [b]Quick to Act[/b] (Ex): You gain the indicated bonus to your Initiative. [b]Evasive Wind[/b] (Ex): While you are in a Desert Wind stance, you gain Evasion. If you already have (or later gain) Evasion from another source, then this ability instead grants you Improved Evasion while you are in a Desert Wind stance. [size=6]Diamond Psion[/size] [u]Prereqs[/u]: Concentration 8 Psychic Renewal, Psionic Meditation Special: Ability to manifest 2nd level powers Special: Two maneuvers from any school, including one Strike [u]Benefits[/u]: HD: d8 BAB: Full (as Fighter) Good save: Will Skills: [b]4 + Int[/b] -- Autohypnosis (Wis), Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Intimidate (Cha), Jump (Str), Knowledge (psionics) (Int), Martial Lore (Int), Profession (Wis), Psicraft (Int), Ride (Dex), Search (Int), Sense Motive (Wis), and Swim (Str). [code] Maneuvers[u] Level K / R / S Manifesting: Special Abilities:[/u] 1 1 - - -- Psychic Wrath 2 - - - +1 Level Martial Augmentation 3 1 1 - +1 Level -- 4 - - 1 +1 Level -- 5 1 - - -- Combined Recovery 6 - 1 - +1 Level -- 7 1 - - +1 Level -- 8 - - 1 +1 Level -- 9 1 1 - -- -- 10 1 - - +1 Level Martial Adaptation [/code] [b]Maneuvers:[/b] The martial manifester learns maneuvers and stances from the Crescent Moon, Diamond Mind or Setting Sun schools. At each odd level (and 10th), he learns a new maneuver. At every third level, he can ready an additional maneuver. At fourth and eighth levels he learns a new stance. For the purpose of stances and maneuvers in the Crescent Moon school, he may substitute Psicraft for Spellcraft. (In fact, anyone should be able to, under the usual transparency rules. I just want to make it explicit here.) [b]Psychic Wrath[/b] (Su): As a Swift action, you may expend your Psionic Focus to augment a Strike maneuver. You gain a +4 bonus on your attack roll and, if the Strike hits, it deals an extra +1d6 damage. [b]Martial Augmentation[/b] (Su): When you make a Strike which has a saving throw, you may augment it with power points as a free action, adding +1d6 damage and raising the save DC by +1 for every 2 power points you expend. Choose how many points you will expend before rolling to hit. You may spend up to your class level on this ability. [b]Combined Recovery[/b] (Ex): When you use a Move action to recover your Psionic Focus, you may also recover one expended maneuver. If you recover a maneuver readied as a Crusader, the maneuver is also granted. If you fail your Concentration check, you also fail to recover the maneuver. [b]Martial Adaptation[/b] (Su): You may deliver Touch powers with a melee attack via any Strike. [size=6]Martial Assassin[/size] [u]Prereqs[/u]: Disguise 4, Hide 8, Move Silently 8 One Shadow Hand maneuver Special: you must kill someone just to join the Assassins [u]Benefits[/u]: HD: d8 BAB: 3/4 (as Rogue) Good save: Reflex Skills: [b]4 + Int[/b] -- Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Listen (Wis), Martial Lore (Int), Move Silently (Dex), Open Lock (Dex), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha), and Use Rope (Dex). [code] Maneuvers[u] Level K / R / S Special Abilities:[/u] 1 1 - - Poison Use, sneak attack +1d6 2 1 1 - Disguise +2 3 1 - 1 Uncanny Dodge 4 1 1 - -- 5 1 - - Sneak Attack +2d6 6 1 1 1 -- 7 1 - - Disguise +4 8 1 1 - -- 9 1 - - Sneak Attack +3d6 10 1 1 1 Disguise +6[/code] [b]Maneuvers:[/b] The martial assassin learns maneuvers and stances from the Jade Viper, Diamond Mind, Shadow Hand or Tiger Claw schools. At each level, he learns a new maneuver. At every other level, he can ready an additional maneuver. At third, sixth and tenth levels, he learns a new stance. [b]Poison Use[/b] (Ex): No risk of poisoning yourself. [b]Uncanny Dodge[/b] (Ex): Like the Barbarian class feature; if you already have (or later gain) Uncanny Dodge from another source, you instead gain Improved Uncanny Dodge. [b]Disguise[/b] (Ex): You gain a bonus to Disguise checks. [size=6]Black Flame Zealot[/size] (Assassin Variant) [u]Prereqs[/u]: Hide 8, Move Silently 8, Tumble 8 One Shadow Hand maneuver and one Desert Wind maneuver Special: you must kill someone just to join the Black Flame Zealots [u]Benefits[/u]: HD: d8 BAB: 3/4 (as Rogue) Good save: Reflex Skills: [b]6 + Int[/b] -- Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Decipher Script (Int), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (arcana, religion, local, the planes) (Int), Listen (Wis), Martial Lore (Int), Move Silently (Dex), Open Lock (Dex), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Tumble (Dex), and Use Rope (Dex). [code] Maneuvers[u] Level K / R / S Special Abilities:[/u] 1 1 - - Poison Use, Sneak Attack +1d6 2 1 1 - Black Flame Lore, Black Flame Shield 5 3 1 - 1 -- 4 1 1 - -- 5 1 - - Sneak Attack +2d6 6 1 1 1 Black Flame Shield 10 7 1 - - Uncanny Dodge 8 1 1 - -- 9 1 - - Sneak Attack +3d6 10 1 1 1 Black Flame Shield 20[/code] [b]Maneuvers:[/b] The black flame zealot learns maneuvers and stances from the Desert Wind or Shadow Hand schools. At each level, he learns a new maneuver. At every other level, he can ready an additional maneuver. At third, sixth and tenth levels, he learns a new stance. [b]Poison Use[/b] (Ex): No risk of poisoning yourself. [b]Black Flame Lore[/b] (Su): Whenever you initiate a maneuver or use a feat that would deal fire or cold damage, you may instead deal cold or fire damage, at your option. You can use Black Flame Lore on any maneuver that's of a level lower than your class level. (So, a 3rd level black flame zealot could optionally deal cold damage with a Desert Wind maneuver of 3rd level or lower.) [b]Black Flame Shield[/b] (Ex): You gain the indicated resistance to fire and cold energy damage. [b]Uncanny Dodge[/b] (Ex): Like the Barbarian class feature; if you already have (or later gain) Uncanny Dodge from another source, you instead gain Improved Uncanny Dodge. [size=6]Martial Shadowdancer[/size] [u]Prereqs[/u]: Perform (Dance) 8, Hide 10, Move Silently 8 Feats: Dodge, Mobility, Stealthy Special: One Shadow Hand stance and two Shadow Hand maneuvers [u]Benefits[/u]: HD: d8 BAB: 3/4 (as Rogue) Good save: Reflex Skills: [b]6 + Int[/b] -- Balance (Dex), Bluff (Cha), Concentration (Con), Decipher Script (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Hide (Dex), Jump (Str), Listen (Wis), Martial Lore (Int), Move Silently (Dex), Perform (Cha), Profession (Wis), Search (Int), Sleight of Hand (Dex), Spot (Wis), Tumble (Dex), and Use Rope (Dex). Weapons and Armor: Shadowdancers gain proficiency with the crossbow (light, heavy and hand), dart, shortbow (normal and composite) and shrunken. [code] Maneuvers[u] Level K / R / S Special Abilities:[/u] 1 1 - - Dance of Shadows 2 - - - Shadow Evasion, Hide in Plain Sight 3 1 1 - Sneak Attack +1d6 4 - - 1 Shadow Vision, Uncanny Dodge 5 1 - - Shadow Jump +20 ft. 6 - 1 - Sneak Attack +2d6 7 1 - - Shadow Jump +40 ft. 8 - - 1 Defensive Roll 9 1 1 - Sneak Attack +3d6, Shadow Jump +60 ft. 10 1 - - Summon Shadow [/code] [b]Maneuvers:[/b] The Shadowdancer learns maneuvers and stances from the Shadow Hand school. At each odd level (and 10th), she learns one new maneuver. At every third level, she can ready an additional maneuver. At fourth and eighth levels she learns a new stance. [b]Dance of Shadows[/b] (Sp): Once per day per Shadowdancer level, you may create an effect that emulates the Fascinate special ability of a bard's bardic music, but you use your Perform (Dance) check. The effect is silent, and applies to creatures within 90 ft. which can see you (instead of see and hear). You can initially target three creatures, plus one for every three Shadowdancer levels after the first (thus four at 4th level, five at 7th level, and six at 10th level). If you have Bard levels, you may expend a daily Bardic Music use to "power" this special ability, in addition to the daily uses provided by this prestige class. [b]Shadow Evasion[/b] (Ex): While you are in a Shadow Hand stance, you gain Evasion. If you already have (or later gain) Evasion from another source, then this ability instead grants you Improved Evasion while you are in a Shadow Hand stance. [b]Hide in Plain Sight[/b] (Su): A Shadowdancer can use the Hide skill even while being observed. As long as she is within 10 feet of some sort of shadow, a Shadowdancer can hide herself from view in the open without anything to actually hide behind. She cannot, however, hide in her own shadow. [b]Sneak Attack[/b] (Ex): As the Rogue special ability. [b]Shadow Vision[/b] (Su): While in a Shadow Hand stance, the Shadowdancer can see in the dark as though she were permanently under the effect of a [i]darkvision[/i] spell. If she already has (or later gains) Darkvision from another source, this ability instead allows her to see through magical darkness while in a Shadow Hand stance. [b]Uncanny Dodge[/b] (Ex): As the Barbarian class feature; if you already have (or later gain) Uncanny Dodge from another source, you instead gain Improved Uncanny Dodge. [b]Shadow Jump[/b] (Su): When you use a Shadow Hand maneuver which teleports you, the range increases by the indicated value. (Thus, a 5th level Shadowdancer could use Shadow Jaunt to travel up to 70 ft.) [b]Defensive Roll[/b] (Ex): Starting at 8th level, once per day, when a Shadowdancer would be reduced to 0 hit points or less by damage in combat (from a weapon or other blow, not a spell or special ability), she can attempt to roll with the damage. She makes a Reflex saving throw (DC = damage dealt) and, if successful, takes only half damage from the blow. She must be aware of the attack and able to react to it in order to execute her defensive roll. If she is in a situation that would deny her any Dexterity bonus to AC, she can’t attempt a defensive roll. [b]Summon Shadow[/b] (Su): At 10th level, when entering a Shadow Hand stance, a Shadowdancer can animate her own shadow as an undead shade in place of the stance's usual benefit. Unlike a normal shadow, this shadow’s alignment matches that of the Shadowdancer, and the creature cannot create spawn. The summoned shadow cannot be turned, rebuked, or commanded by any third party. This shadow serves as a companion to the Shadowdancer and can communicate intelligibly with the Shadowdancer. The shadow companion appears in an adjacent square and acts immediately on the Shadowdancer's initiative. If a shadow companion ends its turn farther than 100 ft. from the Shadowdancer, if it is destroyed, or if the Shadowdancer chooses to dismiss it, the stance immediately ends. Likewise, changing stance dismisses the shadow. [size=6]Ninja of the Crescent Moon[/size] [u]Prereqs[/u]: Hide 8, Move Silently 8, Sense Motive 8, Spellcraft 4 and Knowledge (arcana) 4 Feats: Improved Unarmed Strike, Stunning Fist Special: Must know five or more Counters, including at least one from each of these schools: Diamond Mind, Setting Sun and Shadow Hand. [u]Benefits[/u]: HD: d6 BAB: 3/4 (as Cleric) Good save: Will Skills: [b]8 + Int[/b] -- Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (arcana, local, religion), Listen (Wis), Martial Lore (Int), Move Silently (Dex), Open Lock (Dex), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), Spot (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha), and Use Rope (Dex). [code] Maneuvers[u] Level K / R / S Special Abilities:[/u] 1 1 - - Sudden Strike +1d6, Falling Moon 2 1 1 - Spellgrace +1 3 1 - 1 Initiator Power +1 4 1 1 - Sudden Strike +2d6 5 1 - - Spellgrace +2 6 1 1 1 Lunar Shield 7 1 - - Sudden Strike +3d6 8 1 1 - Spellgrace +3 9 1 - - Initiator Power +2 10 1 1 1 Sudden Strike +4d6, Lunar Counter Mastery [/code] [b]Maneuvers:[/b] The ninja of the crescent moon learns maneuvers and stances from the Crescent Moon, Diamond Mind, Setting Sun or Shadow Hand schools. At each level, she learns a new maneuver. At every other level, she can ready an additional maneuver. At third, sixth and tenth levels, she learns a new stance. [b]Sudden Strike[/b] (Ex): Like Sneak Attack, but doesn't work against flanked foes -- only those who are denied their Dexterity bonus to AC. [b]Falling Moon[/b] (Ex): You can declare a Crescent Moon strike to be a Stunning Attack, if the attack method is compatible with the Stunning Fist feat. (This includes an unarmed strike or a Ki Focus weapon.) Using this ability expends a Stunning Fist attempt. Furthermore, your Ninja of the Crescent Moon levels count as Monk levels to determine your daily uses of the Stunning Fist feat. [b]Spellgrace[/b] (Su): You gain the indicated bonus on all saving throws against spells or spell-like abilities. [b]Initiator Power[/b] (Ex): You gain the indicated bonus to your Initiator Level when initiating maneuvers or stances from the Crescent Moon, Diamond Mind, Setting Sun or Shadow Hand schools. [b]Lunar Shield[/b] (Su): As an immediate action, you may end a Crescent Moon stance to gain SR until the beginning of your next action. You gain SR equal to 12 + your Initiator Level. [b]Lunar Counter Mastery[/b] (Ex): Once per round, you may initiate a Counter from the Crescent Moon school as a free (rather than Immediate) action. [size=6]Stone Defender[/size] [u]Prereqs[/u]: Balance 10 Dodge, Endurance, Toughness BAB: +7 Alignment: any Lawful Special: Two Stone Dragon stances [u]Benefits[/u]: HD: d12 BAB: Full (as Fighter) Good save: Fortitude, Will Skills: [b]4 + Int[/b] -- Balance (Dex), Craft (Int), Intimidate (Cha), Listen (Wis), Martial Lore (Int), Sense Motive (Wis), and Spot (Wis). [code] Maneuvers[u] Level K / R / S Special Abilities:[/u] 1 1 - - Stone Stance (AC +1) 2 - - - Uncanny Dodge 3 1 1 - Stone Stance (Damage +2) 4 - - 1 Stone Stance (AC +2) 5 1 - - Trap Sense +1 6 - 1 - Stone Stance (Saves +2) 7 1 - - Stone Stance (AC +4) 8 - - 1 Trap Sense +2 9 1 1 - Stone Stance (DR 4/--) 10 1 - - Stone Stance (AC +6) [/code] [b]Maneuvers:[/b] The stone defender learns maneuvers and stances from the Stone Dragon school. At each odd level (and 10th), he learns one new maneuver. At every third level, he can ready an additional maneuver. At fourth and eighth levels he learns a new stance. [b]Stone Stance[/b] (Ex): When a Stone Defender is in a Stone Dragon stance, he gains additional benefits, as indicated by the table. Different bonus types are cumulative; a 4th level Stone Defender would gain both AC +2 and Damage +2. [b]Uncanny Dodge[/b] (Ex): As the Barbarian class feature; if you already have (or later gain) Uncanny Dodge from another source, you instead gain Improved Uncanny Dodge. [b]Trap Sense[/b] (Ex): As the Barbarian class feature; stacks with any other source of Trap Sense. [size=6]White Raven Commander[/size] [u]Prereqs[/u]: Diplomacy 8, Sense Motive 8 Feat: Song of the White Raven Special: Bardic Music Special: One White Raven maneuver and one White Raven stance [u]Benefits[/u]: HD: d8 BAB: Full (as Fighter) Good save: Fortitude, Will Skills: [b]4 + Int[/b] -- Balance (Dex), Concentration (Con), Diplomacy (Cha), Intimidate (Cha), Jump (Str), Listen (Wis), Martial Lore (Int), Perform (Cha), Sense Motive (Wis), Spot (Wis), and Tumble (Dex). [code] Maneuvers[u] Level K / R / S Special Abilities:[/u] 1 1 - - Bardic Music, White Raven Aura +1 2 - - - New Aura 3 1 1 - 4 - - 1 New Aura, White Raven Aura +2 5 1 - - 6 - 1 - New Aura 7 1 - - White Raven Aura +3 8 - - 1 New Aura 9 1 1 - 10 1 - - New Aura, White Raven Aura +4 [/code] [b]Maneuvers:[/b] The white raven commander learns maneuvers and stances from the Iron Heart or White Raven schools. At each odd level (and 10th), he learns one new maneuver. At every third level, he can ready an additional maneuver. At fourth and eighth levels he learns a new stance. [b]Bardic Music:[/b] Your white raven commander level stack with your Bard levels to determine how often you can use your bardic music, and what effects are available to you. [b]White Raven Aura[/b] (Ex): When you enter a White Raven stance, you and your allies within 30 ft. gain an additional benefit for the duration of the stance. You may choose to apply any aura you know. At 1st level, you learn one Aura, and you learn an additional aura every even level, up to six known at 10th level. Choose from the following Auras:[list] [*] [b]Agility[/b] - Initiative and Reflex saves. [*] [b]Graceful Motion[/b] - Climb, Perform (dance), Ride, Swim and Tumble checks. [*] [b]Knight's Mind[/b] - Sense Motive checks and Will saves against [Mind-Affecting] effects. [*] [b]Knight's Move[/b] - Insight bonus to AC against attacks of opportunity. [*] [b]Presence[/b] - Intimidate and Diplomacy checks, and Will saves against [Fear] effects. [*] [b]Resolve[/b] - Fortitude saves; dying allies automatically stabilize. [*] [b]Stability[/b] - Balance checks, and Strength checks to resist trip and bull rush attempts. [*] [b]Tactics[/b] - Melee damage when flanking an opponent. [*] [b]Teamwork[/b] - Add to the benefit of the Aid Another action. [/list] - - - [size=6]New Feats[/size] [b]Extend White Raven Aura[/b] [General, Fighter] Prerequisite: White Raven Aura class feature Benefit: Your White Raven Aura's benefit extends to 60 ft. rather than the usual 30 ft. [b]Extra White Raven Aura[/b] [General, Fighter] Prerequisite: White Raven Aura class feature Benefit: You learn an additional White Raven Aura. Special: You may take this feat more than once, unless you know all White Raven Auras already, in which case taking this feat would be stupid. [b]Jade Venom[/b] [General] Prerequisite: one Jade Viper maneuver Benefit: The DC of any poison used in conjunction with (or created as the result of) a Jade Viper maneuver increases by +2. [b]Lunar Spellward[/b] [General] Prerequisite: one Crescent Moon stance Benefit: While in a Crescent Moon stance, you gain a +2 bonus to saves vs. spells and spell-like abilities. [b]Sanguine Healer[/b] [General] Prerequisite: one Sanguine Lotus maneuver Benefit: Whenever you use a Heal check to stabilize a dying ally, your ally immediately gains enough HP to be at 0 HP instead of in the negatives. Additionally, you can provide long-term care for one additional creature per character level, above and beyond the usual six. [b]Shadow Replication[/b] [General] Prerequisite: one Dancing Fox maneuver Benefit: Your mirror images are suffused with shadow-stuff, and are indistinguishable from you even to [i]true seeing[/i] and similar magic. Additionally, while you have at least one mirror image, it assists you in your current endeavor using the Aid Another action to grant you a +2 on any one roll. - - - [size=4]New Tactical Feats[/size] [b]Foxfire Master[/b] [Tactical] Prerequisite: Combat Expertise, Shadow Replication, three Dancing Fox maneuvers, BAB +6 Benefit: This feat enables the use of three new combat options. [list] [*] [u]Enhanced Sudden Strike[/u] (Ex): You deal an extra +1d6 sudden strike damage when you are in a Dancing Fox, Desert Wind or Shadow Hand stance. [*] [u]Feint Mastery[/u] (Ex): If you feint a foe, you gain additional options for your next action. Instead of rendering your foe flat-footed against a melee attack, you may: - Make a Sleight of Hand check with a +10 bonus as a standard action; or - Hide in Plain Sight (as the Shadowdancer special ability) as a standard action; or - Take an additional 5 ft. step as a free action. [*] [u]Shadow Tenacity[/u] (Su): You can make your mirror images last longer than they otherwise would. You can elect to suffer one point of nonlethal damage each round to keep your images from disappearing if they would do so at the end of the round. [/list] [b]Jade Venom Master[/b] [Tactical] Prerequisite: Jade Venom, three Jade Viper maneuvers, BAB +6 Benefit: This feat enables the use of two new combat options. [list] [*] [u]Death Attack[/u] (Ex): If you study a foe for three rounds (while remaining undetected) and strike that foe with a melee attack or Jade Venom strike in the fourth round, you may treat that foe as flat-footed against your melee attacks and Jade Venom strikes for one minute. [*] [u]Death Spiral[/u] (Ex): If you poison a foe, the save DC of any poison you attempt to inflict on that foe in the next round increases by +2. This bonus is cumulative; if you poison a foe every round for 5 rounds, your next round's poison attempt(s) will gain a +10 bonus to DC. [/list] [b]Lunar Spellfire[/b] [Tactical] Prerequisite: Lunar Spellward, three Crescent Moon maneuvers, BAB +6 Benefit: This feat enables the use of three new combat options. [list] [*] [u]Spellfire Augmentation[/u] (Su): You may take a Standard action to expend a Crescent Moon maneuver and aid an allied spellcaster. Add the expended maneuver's level to your ally's spell penetration check. [*] [u]Spellfire Disruption[/u] (Su): If you ready an action to disrupt a spellcaster, and you hit with a melee attack or Crescent Moon strike, your attack deals double damage. [*] [u]Spellfire Healing[/u] (Su): If you negate or dispel a spell effect with a Crescent Moon maneuver, you can take a standard action on your next round to cure yourself of hit point damage equal to twice the spell's level. If you negate or dispel more than one spell in a given round, use only the highest level spell. [/list] [b]Sanguine Savior[/b] [Tactical] Prerequisite: Heal 9 ranks, Sanguine Healer, three Sanguine Lotus maneuvers Benefit: This feat enables the use of three new combat options. [list] [*] [u]Sanguine Boost[/u] (Ex): As a Swift action, you may push yourself beyond your usual limits. If your next attack hits, you deal an extra 2d6 damage, but you suffer 1d6 damage. [*] [u]Sanguine Guide[/u] (Ex): To use this option, you must hit a foe with a melee attack who has also hit you in melee. On the next round, you may make a single touch attack as a Standard action. If your touch attack hits, your foe's damage reduction (if any) is reduced by 5 for one minute. [*] [u]Sanguine Succor[/u] (Su): As a full-round action which provokes an AoO, you may remove a condition from an ally and suffer it yourself. You may save against (or negate) the condition as though it were inflicted upon you by the originating effect. (Eligible conditions include: disease, poison, fatigue, exhaustion, nausea, sickness, and penalties to ability scores, but not ability damage or drain.) [/list] [/QUOTE]
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