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ToB: Bo9S Hexblade
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<blockquote data-quote="Freymold" data-source="post: 3495773" data-attributes="member: 51717"><p><strong>Hexblade discipline</strong></p><p></p><p>I liked DogBackwards suggestion, thus I will split the maneuvers between two schools: Guided Fate and Eclipsed Soul. This is the draft for the Guided Fate school, Eclipsed Soul comes later.</p><p></p><p>Discipline Name: </p><p><span style="font-size: 15px">Guided Fate</span> (unconfirmed)</p><p></p><p><em>"insert fluff here"</em></p><p></p><p>The key skill for Guided Fate is Sleight of Hand. Its preferred weapons are : (still undecided)</p><p></p><p>Notes: Actually, due to the fact that there are no flashy or obviously magical effects going on, I'm still undecided about making this school either extraordinary or supernatural. </p><p></p><p><span style="font-size: 15px">Maneuvers by level:</span></p><p></p><p>· 1st Level</p><p style="margin-left: 20px">o (Stance): Gain a floating luck bonus depending on your Sleight of Hand ranks </p> <p style="margin-left: 20px">o (Stance): Gain luck bonus whenever you roll a natural 20.</p> <p style="margin-left: 20px">o (Counter): Reroll natural 1.</p> <p style="margin-left: 20px">o (Counter): Reroll threat confirmation against you.</p> <p style="margin-left: 20px"></p><p>· 2nd Level</p><p style="margin-left: 20px">o (Counter): Target creature must reroll ranged attack against you.</p> <p style="margin-left: 20px">o (Strike): Make Sleight of Hand check, opponent gets a –1 luck penalty to AC, attack rolls and saving throws against you and you get a +1 luck bonus to AC, attack rolls and saving throws against him.</p> <p style="margin-left: 20px"></p><p></p><p>· 3rd Level</p><p style="margin-left: 20px">o (Stance): Opponents gets a –2 luck penalty on all rerolls.</p> <p style="margin-left: 20px">o (Stance): </p> <p style="margin-left: 20px">o (Counter): Add 1d6 to d20 roll result.</p> <p style="margin-left: 20px">o (Counter): Target creature rerolls melee attack roll against you.</p> <p style="margin-left: 20px">o (Strike): </p> <p style="margin-left: 20px"></p><p>· 4th Level</p><p style="margin-left: 20px">o (Strike): Melee attack threat range is doubled.</p> <p style="margin-left: 20px">o (Strike): Make Sleight of Hand check, opponent gets a –2 luck penalty to AC, attack rolls and saving throws against you and you get a +2 luck bonus to AC, attack rolls and saving throws against him.</p> <p style="margin-left: 20px">o (Counter): Target creature rerolls damage roll against you.</p> <p style="margin-left: 20px">o (Counter): </p> <p style="margin-left: 20px"></p><p>· 5th Level</p><p style="margin-left: 20px">o (Stance): Adjacent enemy rerolls d20, and take the worst result.</p> <p style="margin-left: 20px">o (Stance): Reroll d20, and take the best result.</p> <p style="margin-left: 20px">o (Counter): </p> <p style="margin-left: 20px">o (Strike): </p> <p style="margin-left: 20px"></p><p>· 6th Level</p><p style="margin-left: 20px">o (Boost): Add 1d6 to all rolls for 1 round.</p> <p style="margin-left: 20px">o (Strike): Melee attack is an automatic threat.</p> <p style="margin-left: 20px">o (Strike): Sleight of Hand check, opponent gets a –3 luck penalty to AC, attack rolls and saving throws against you and you get a +3 luck bonus to AC, attack rolls and saving throws against him.</p> <p style="margin-left: 20px"></p><p>· 7th Level</p><p style="margin-left: 20px">o (Stance): You are never surprised or flat-footed, gain luck bonus on saving throws and AC.</p> <p style="margin-left: 20px">o (Strike): </p> <p style="margin-left: 20px"></p><p>· 8th Level</p><p style="margin-left: 20px">o (Counter): Make Sleight of Hand check to gain luck bonus to next roll.</p> <p style="margin-left: 20px">o (Stance): Whenever a d20 reroll is made, make a third roll and choose which result applies.</p> <p style="margin-left: 20px"></p><p>· 9th Level</p><p style="margin-left: 20px">o (Strike): Melee attack roll is an automatic natural 20 and deals maximum damage.</p> <p style="margin-left: 20px"></p><p></p><p>The theme for Guided Fate is mostly luck manipulation either by forcing rerolls, altering dice rolls and bestowing luck bonuses and penalties.</p><p></p><p>Eclipsed Soul will be coming shortly to fulfill all your cursing and hexing needs.</p><p></p><p>Comments, suggestions and advice are still welcome.</p></blockquote><p></p>
[QUOTE="Freymold, post: 3495773, member: 51717"] [b]Hexblade discipline[/b] I liked DogBackwards suggestion, thus I will split the maneuvers between two schools: Guided Fate and Eclipsed Soul. This is the draft for the Guided Fate school, Eclipsed Soul comes later. Discipline Name: [SIZE=4]Guided Fate[/SIZE] (unconfirmed) [I]"insert fluff here"[/I] The key skill for Guided Fate is Sleight of Hand. Its preferred weapons are : (still undecided) Notes: Actually, due to the fact that there are no flashy or obviously magical effects going on, I'm still undecided about making this school either extraordinary or supernatural. [SIZE=4]Maneuvers by level:[/SIZE] · 1st Level [INDENT]o (Stance): Gain a floating luck bonus depending on your Sleight of Hand ranks o (Stance): Gain luck bonus whenever you roll a natural 20. o (Counter): Reroll natural 1. o (Counter): Reroll threat confirmation against you. [/INDENT] · 2nd Level [INDENT]o (Counter): Target creature must reroll ranged attack against you. o (Strike): Make Sleight of Hand check, opponent gets a –1 luck penalty to AC, attack rolls and saving throws against you and you get a +1 luck bonus to AC, attack rolls and saving throws against him. [/INDENT] · 3rd Level [INDENT]o (Stance): Opponents gets a –2 luck penalty on all rerolls. o (Stance): o (Counter): Add 1d6 to d20 roll result. o (Counter): Target creature rerolls melee attack roll against you. o (Strike): [/INDENT] · 4th Level [INDENT]o (Strike): Melee attack threat range is doubled. o (Strike): Make Sleight of Hand check, opponent gets a –2 luck penalty to AC, attack rolls and saving throws against you and you get a +2 luck bonus to AC, attack rolls and saving throws against him. o (Counter): Target creature rerolls damage roll against you. o (Counter): [/INDENT] · 5th Level [INDENT]o (Stance): Adjacent enemy rerolls d20, and take the worst result. o (Stance): Reroll d20, and take the best result. o (Counter): o (Strike): [/INDENT] · 6th Level [INDENT]o (Boost): Add 1d6 to all rolls for 1 round. o (Strike): Melee attack is an automatic threat. o (Strike): Sleight of Hand check, opponent gets a –3 luck penalty to AC, attack rolls and saving throws against you and you get a +3 luck bonus to AC, attack rolls and saving throws against him. [/INDENT] · 7th Level [INDENT]o (Stance): You are never surprised or flat-footed, gain luck bonus on saving throws and AC. o (Strike): [/INDENT] · 8th Level [INDENT]o (Counter): Make Sleight of Hand check to gain luck bonus to next roll. o (Stance): Whenever a d20 reroll is made, make a third roll and choose which result applies. [/INDENT] · 9th Level [INDENT]o (Strike): Melee attack roll is an automatic natural 20 and deals maximum damage. [/INDENT] The theme for Guided Fate is mostly luck manipulation either by forcing rerolls, altering dice rolls and bestowing luck bonuses and penalties. Eclipsed Soul will be coming shortly to fulfill all your cursing and hexing needs. Comments, suggestions and advice are still welcome. [/QUOTE]
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