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Topics - sirpercival

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1
Play By Post / Campaign idea: Daes Dae'Mar
« on: August 30, 2017, 10:24:59 AM »
So I've been reading the Broken Empire trilogy (via audiobook), and it got me thinking about an interesting campaign idea... but I'm not sure how it would actually work. The premise is that each of the PCs is a "power behind the throne" - an advisor who attempts to guide the actions of their chosen pawns. The setting would be an amalgam of Cairhien from Wheel of Time, Tolnedra from the Belgariad/Mallorean series, Rennaissance Italy, and other similar situations - cosmopolitan fantasy, aging emperor with no heir, great houses vying for influence and power, etc.

I see a couple difficulties:
1) The underlying PvP nature of the game. Alliances and double-dealings make it complex and interesting, but in terms of logistics, the players would need lots of back-channel communication with the DM to make this happen.
2) The players' actions would be very indirect. This would be asking a lot of the DM, who would have a very complex tapestry of influences and interactions to weave together. However, this actually helps mitigate difficulty #1, since the players wouldn't come into direct conflict.

So here are some brainstorming ideas for how to set up such a campaign. (This is mostly stream of consciousness, so bear with me.)
  • D&D is almost certainly the wrong system for this. Fate maybe? I can't think of a system off the top of my head which is designed for this kind of intrigue, but Fate could possibly work, in terms of influence by way of Aspects, and having built-in social & mental combat. Online people seem to recommend Burning Wheel, but I don't know it at all so I can't comment.
  • Magic should be rare, and lean more towards thaumaturgy than evocation (in Dresden Files terminology). Basically, the idea is that if you have to resort to blasting people, you've already lost the game. The PCs would be magical advisors to each family, probably with other NPC families (with or without similar advisors) thrown in.
  • Probably the best way to structure the game is to have it revolve around a series of public events (tournaments, feasts & holidays, royal audiences, etc), with each player working on their own preparations in between via individual RP with the DM, and then communal RP sessions for each event. There could also be ad hoc sessions with smaller groups for private functions (dinner parties, social calls, etc) involving two or three players.
  • I don't know whether the communal sessions would involve the PCs directly, or whether the players would be their various pawns & scions. Would have to have some kind of mechanic for rebellious pawns that don't do what they're told...
  • Honestly, some kind of direct influence & control mechanic would be a good idea, to make adjudicating this kind of thing easier, and maybe also as a resource. For example, if you extensively mind-control the members of your chosen family, they'll follow your instructions extremely well, but have very little initiative for dealing with unexpected events. However, if your influence is lighter, they're better at adapting, but more likely to act on their own and cause problems with your plans. In a tourney setting, you can expend your energies making your champion unstoppable, but if your enhancements are too obvious, they could be disqualified. And so forth.

That's what I've got for now, I'd love some input.

2
(As requested here!)

SYNORXIST

A Synorxist establishes a symbiotic relationship with a possessing spirit, becoming a dual being which is far superior to either individually.

MAKING A SYNORXIST
A Synorxist can follow many paths, depending on the spirit to which it bonds.
Abilities: Any attributes can be important for a Synorxist.
Races: Any race can find itself with a possessing spirit.
Alignment: Any non-lawful. A Synorxist tends to be a bit erratic, and doesn't respond particularly well to authority.
Starting Gold: As bard.
Starting Age: As bard.

HD: d8.

Class Skills:
A Synorxist's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Knowledge (all skills, taken individually), and Profession (Wis). A Synorxist gains additional class skills from their Symbiote Seeds (see below for details).
Skill Points at 1st Level: (4 + Int) x4
Skill Points at Each Additional Level: 4 + Int

Table: The Synorxist

Base
Attack

Fort

Reflex

Will

 
LevelBonusSaveSaveSaveSpecial
1 +0          +0 +0 +2 Assumption, impel, symbiote seed
2 +1          +0 +0 +3 Cooperative essence
3 +2          +1 +1 +3 Parasitic spike
4 +3          +1 +1 +4 Symbiote seed
5 +3          +1 +1 +4 Concordant aura
6 +4          +2 +2 +5 Improved impel
7 +5          +2 +2 +5 Rapid assumption
8 +6/+1      +2 +2 +6 Symbiote seed
9 +6/+1      +3 +3 +6 Parasitic shock
10+7/+2      +3 +3 +7 Improved cooperative essence
11+8/+3      +3 +3 +7 Greater impel
12+9/+4      +4 +4 +8 Symbiote seed
13+9/+4      +4 +4 +8 Swift assumption
14+10/+5      +4 +4 +9 Shared being
15+11/+6/+1  +5 +5 +9 Parasitic rend
16+12/+7/+2  +5 +5 +10 Bellicose impel, symbiote seed
17+12/+7/+2  +5 +5 +10 Discordant aura
18+13/+8/+3  +6 +6 +11 Communal being
19+14/+9/+4  +6 +6 +11 Greater concordant aura
20+15/+10/+5 +6 +6 +12 Symbiote seed

Weapon and Armor Proficiencies: A Synorxist is proficient with all simple weapons, light and medium armor, and with shields (but not tower shields).

Assumption (Su): The symbiotic relationship between a Synorxist host and their bonded spirit is a complex interaction of give and take. The main benefit for the Synorxist is the ability to blend their soul with that of their bonded spirit, assuming some of the symbiote's properties. The Synorxist can activate this ability at will as a standard action, and it lasts for a number of rounds equal to 3 + their Synorxist level each time (though other abilities may increase or decrease this duration). While this ability is active, the Synorxist gains abilities based on the specific qualities of their symbiote; see Symbiote Seed for details. The Synorxist may also choose to end the effect as a swift action at any time. However the duration ends, once this ability is no longer active, the Synorxist must wait for 1 round before activating it again.

While the Assumption ability is active, the Synorxist becomes vulnerable to certain spells designed to attack possessing creatures. If the exorcism spell is cast on them, instead of its normal effect, the Synorxist must make a Will save or have the benefits of Assumption suppressed for 1 round. The Synorxist may not re-activate the ability while it is suppressed; however, the suppression duration does not count against the duration of the Assumption, and it resumes automatically once the suppression ends. If the Synorxist is subject to the dismissal spell while Assumption is active, they must make a Will save against the normal DC for the spell, or have the Assumption immediately end.

Impel (Su): A Synorxist's willpower can give motive force to their symbiote, allowing it to act in a limited way in the physical world. Whenever the Synorxist's Assumption ability is inactive, they gain a benefit identical to that of the unseen servant spell at all times, to a range of 30 feet. Any effect which would normally cause an unseen servant to dissipate or cease to exist instead suppresses this ability for 1 round.

Symbiote Seed: The powers granted by a Synorxist's symbiote are determined by the nature of the symbiote. The Synorxist chooses a single symbiote seed from the list given in Symbiote Seeds, below; the seed grants the Tier 0 benefits to the Synorxist at all times, and the Tier I abilities whenever the Synorxist uses their Assumption class feature. At 4th level, and every 4 levels thereafter, the Synorxist chooses an additional symbiote seed, gaining the Tier 0 abilities at all times, and Tier I abilities whenever their Assumption is active. In addition, the Synorxist gains access to the next higher Tier of abilities on every seed they already had, in addition to the existing abilities they had been granted by those seeds. The Synorxist gains all of the seed abilities they have access to simultaneously whenever they activate their Assumption ability.

Cooperative Essence (Su): Starting at 2nd level, a Synorxist is used to working in concert with another entity they don’t control. Whenever the Synorxist successfully uses the Aid Another action, or another creature successfully uses the Aid Another action to aid the Synorxist, the bonus increases by +2 for every 5 by which the roll beat the DC. This replaces the normal rate of Aid Another increase (+1 for every 10 by which they beat the DC).

Parasitic Spike (Su): A Synorxist of 3rd level or higher begins to learn how to draw energy from their opponents to aid their own powers. Whenever the Synorxist’s Assumption ability is active and they successfully confirm a critical hit, or an adjacent opponent critically fails an attack roll or save, the duration of the Assumption increases by 1 round.

Concordant Aura (Su): When a Synorxist achieves 5th level, the example they set inspires teamwork in others as well. Whenever the Synorxist’s Assumption ability is not active, all allies within 30 feet gain the Tier 0 benefit (other than any additional class skills) of one of the Synorxist’s symbiote seeds. The Synorxist can raise or lower this ability as a swift action, and can change which benefit is granted by spending 1 minute in concentration.

Improved Impel (Su): At 6th level, the Synorxist has become more skilled at granting their symbiote its own impetus. The servant created by their Impel class feature has a Strength score equal to the Synorxist's class level, though it still cannot make attacks, and the range increases to 150 feet. In addition, the servant can take 50 points of damage from area attacks without dissipating, and can make saves (using the Synorxist's save bonuses) against attacks as appropriate.

Rapid assumption (Su): Beginning at 7th level, the Synorxist and their symbiote have become quite practiced at working together. The Synorxist can activate the Assumption ability as a move action instead of a standard action.

Parasitic Shock (Su): A Synorxist of 9th level or higher can attempt to draw energy from several enemies at once. By spending a move action while their Assumption is active, the Synorxist can force all enemies within 30 feet to make a Fortitude save (DC 12 + 3/4 of the Synorxist’s class level, rounded down) or become fatigued for 1 round. Creatures who are already fatigued or exhausted, or who are immune to fatigue, are unaffected, and a successful save renders a creature immune to this ability for 24 hours. Each time they activate this ability, the Synorxist’s Assumption duration increases by a number of rounds equal to the number of creatures who failed their saves.

Improved Cooperative Essence (Su): Starting at 10th level, the Synorxist is even more skilled at coordinating their team. Whenever the Synorxist makes a save, any creature adjacent to the Synorxist can spend an immediate action to Aid Another on the save, and the Synorxist can aid any creature adjacent to them in the same way. This works the same way as other attempts to Aid Another (the creature makes a save of the same type against DC 10, and success grants a +2 bonus on the save), including the benefit of the Synorxist’s Cooperative Essence class feature.

Greater Impel (Su): At 11th level, the Synorxist can encourage their symbiote to intervene more directly against their enemies. The servant created by their Impel class feature can attempt to bull rush, disarm, grapple, or trip opponents. It counts as a creature of the same size as the Synorxist, with a base land speed and base attack bonus equal to the Synorxist's, and a Strength score as determined by the Improved Impel class feature. The servant does not provoke attacks of opportunity for these maneuvers, and cannot be disarmed or tripped on a failed attempt. However, it cannot deal damage (even with a successful grapple check). The servant acts on the Synorxist's turn, and the Synorxist must spend a swift action to direct the servant to perform any of the maneuvers. Damage dealt to the servant due to grapple checks made by an opponent counts against the 50hp of damage it can take before dissipating.

Swift assumption (Su): Beginning at 13th level, the coordination between the Synorxist and their symbiote is quite impressive. The Synorxist can activate the Assumption ability as a swift action instead of a move action.

Shared Being (Ex): Upon reaching 14th level, the relationship between the Synorxist and their symbiote reaps further benefits. Whenever the Synorxist makes a saving throw, they may roll twice and use the better result.

Parasitic Rend (Su): A Synorxist of 15th level or higher has an intuitive understanding of the connection between spirit and flesh. By making a successful touch attack as a standard action, the Synorxist can deal 1d6 Wisdom damage to the target, who receives a Will save (DC 12 + 3/4 of the Synorxist’s class level, rounded down) to resist. The Wisdom damage heals automatically at the rate of 1 point per round; however, in any round that the creature still has Wisdom damage from this ability, the Synorxist’s Assumption duration does not decrease. The Synorxist can only use this ability while their Assumption ability is active.

Bellicose Impel (Su): At 16th level, the Synorxist has trained their symbiote to be an effective combatant in the physical world. The servant created by their Impel class features has a Strength score equal to twice the Synorxist's class level, and can take 150hp of damage before dissipating. In addition, it can wield a physical weapon appropriate for the Synorxist's size, with a base attack bonus equal to the Synorxist's, and can make a single melee attack each round, if directed to do so by the Synorxist (again, as a swift action on the Synorxist's turn).

Discordant Aura (Su): When a Synorxist achieves 17th level, they learn to sow chaos and discord among their enemies as easily as they promote teamwork among their allies. Whenever the Synorxist’s Assumption ability is not active, all enemies within 90 feet cannot benefit from any morale bonuses, and must make a Will save (DC 12 + 3/4 of the Synorxist’s class level, rounded down) to treat each other as allies.

Communal Being (Su): Upon reaching 18th level, the Synorxist’s relationship with their symbiote has developed so much that the symbiote can take control when the Synorxist is otherwise incapacitated. The cowering, dazed, panicked, nauseated, staggered, and stunned conditions do not prevent the Synorxist from taking actions, and they become completely immune to being confused or fascinated. In addition, the Synorxist is always able to act in surprise rounds.

Greater Concordant Aura (Su): When a Synorxist achieves 19th level, they set the example for even greater teamwork among their allies. All allies within 30 feet gain the benefit of all of their Tier 0 symbiote seed abilities (other than bonus class skills) at all times, whether or not the Synorxist's Assumption ability is active.

3
PROXIMATE ZENITH


Stolen wholesale from TheDementedOne:
(click to show/hide)

Flavor text TBD...

Key Skill: Knowledge (Geography)
Discipline Weapons: Cutlass, Polearms, Spear, Jovar

Cosmic Abyss [Epic, Initiation]
You have looked into the deep void between worlds, and found a home there.
Prerequisites: Knowledge (Geography) 24 ranks, Martial Lore 24 ranks, must be capable of initiating 9th-level maneuvers from any one discipline.
Benefit: You no longer need to breathe, and therefore are immune to drowning, suffocation, and attacks that require inhalation (such as some types of poison). You also suffer no penalties to attacks or skill checks due to the Heavy or Light Gravity traits, and automatically succeed on the Wisdom check to to change the direction of gravity in regions with the Subjective Gravitational Gravity trait. In addition, you take no falling damage due to the Reverse Gravity spell, or similar effects which alter gravity. Finally, you may learn maneuvers from the Proximate Zenith discipline.

Maneuvers:
(click to show/hide)

4
Homebrew and House Rules (D&D) / Hurlwright [Race]
« on: July 20, 2017, 07:07:59 AM »
Hurlwright

Hurlwrights are mischievous, often malicious creatures that hide in the brush and undergrowth, and fling rocks and sticks at innocent passers-by.

Hurlwright Racial Traits:
  • +2 Strength, +2 Dexterity, -2 Con, -2 Int. Hurlwrights are wiry and agile, but their bodies are rather fragile, and they aren't particularly bright.
  • Small Fey: A Hurlwright is a small fairy creature with pointed teeth, large eyes, and overly large hands.
  • Hurlwright base land speed is 20 feet.
  • Low-light vision.
  • Hurl (Ex): A Hurlwright suffers a -2 racial penalty on melee attacks. However, Hurlwrights can wield thrown weapons one size larger than they are without penalty, and receive a +1 bonus on attacks with thrown weapons.
  • Weapon Familiarity: Hurlwrights treat all exotic thrown weapons as martial weapons.
  • Bonus Feat: A Hurlwright gains a bonus feat for which it meets the prerequisites, chosen from among the following list: Beauty's Bounty, Point Blank Shot, or Quick Draw.
  • +2 racial bonus to Climb and Sleight of Hand checks.
  • Automatic Languages: Common, Sylvan. Bonus languages: Any.
  • Favored Class: Rogue.

5
Gaming Advice / Shields & two-handed weapons
« on: July 13, 2017, 12:32:54 PM »
Say I'm carrying a bastard sword (with which I'm proficient) and a heavy shield. If I want to switch back and forth between using my sword 1-handed and 2-handed, it would normally take a move action (either to move & ready/loose the shield at the same time, or ready/loose by itself). I'd like to find some way to remove this action tax.

Options:
  • Find some way to reduce the move action to a free action. Quick Draw (by RAW) does NOT work with readying a shield.
  • Find some way to use a weapon 2-handed while having a shield. Buckler won't work, because I want to be able to shield bash when I'm actually using the shield. I can soak up an attack penalty if it comes to it.
  • Use a Ring of Force Shield. I don't like this option because I can't enhance the shield at all. But it activates and deactivates as a free action, so technically it would work if I can't find a way to do the above.
  • Some other means that I haven't thought of yet.

Note that using an Animated Shield doesn't work, because it takes a standard action to turn the animation on and off, and I highly doubt a reasonable DM would allow shield bash attacks while it's floating in the air (even though I don't think it's forbidden by RAW).  (Also having to spend money on a +4-equivalent shield is too expensive at my level.)

6
Or can you start a cooking fire with your exhalation?

Asking for a friend.

7
Homebrew and House Rules (D&D) / Spelljammer Monster Class
« on: July 06, 2017, 08:16:53 PM »
SPELLJAMMER


This is a monster class, with an associated base race.  You can only take levels in the class if you are a member of the base race, and if you are a member of the base race, you must take the first level of the monster class at the earliest opportunity (up to and including level 1).  Once you have at least 1 level in the monster class, you need not take the rest of the levels consecutively, instead using multiclassing rules as normal.

Spelljammer Base Racial Traits:
  • Medium: As a Medium creature, you gain no bonuses or penalties due to your size.
  • Living Construct traits: Spelljammers are creatures with the Construct type and the Living Construct subtype.  This grants you the following benefits (condensed from both type and subtype).
    (click to show/hide)
  • You have a primary pincer natural attack which deals 1d8 + 1.5 times your Strength modifier damage on a successful hit, and has a critical multiplier of x3
  • Skate: have no base land speed; you cannot yet fly, but you can hover a foot above the ground, moving at a speed of 30 feet. Instead of walking, you glide along, unconcerned with the hard earth or difficult terrain. While you remain within 1 foot of any solid or liquid surface which is at least as large as you are, you can take normal actions and make normal attacks, and can move at your normal speed (you can even “run” at four times your normal speed).

    You can also use your wings to glide, negating damage from a fall of any height and allowing 20 feet of forward travel for every 5 feet of descent.  You glide at a speed of 30 feet (average maneuverability). Even if your maneuverability improves, you can't hover while gliding, and you can't glide while carrying a medium or heavy load. If you become unconscious or helpless while in midair, powerful ligaments stiffen the wings.  You descend in a tight corkscrew and take only 1d6 points of falling damage, no matter what the actual distance of the fall.
  • Strange Anatomy: You are shaped like a manta ray with an upraised tail.  Since you do not have the normal number of appendages, your magic item slots are different than normal.  You cannot use magic weapons or other items requiring manipulation, but you can wear barding (subject to the rules for armor for nonhumanoids).  Your Helm body slot can hold one magic item intended for the Arms or Feet slots, your Bridge body slot can hold one magic item intended for the Face or Throat slot, and your Wings body slot can hold two magic items intended for the Hands or Shoulders body slots.  You retain your Body, Head, and Waist slots.  In addition, you can wear up to three rings on your tail (giving you one more Ring slot than a humanoid).
  • Unusual Pressure Points: Your body shape is bizarre enough that it's difficult for creatures to find your vulnerable points, granting you a 25% chance to negate critical hits and precision damage. 
  • You cannot speak (preventing you from casting spells with verbal components), but gain Telepathy out to a range of 5 feet times your Charisma modifier (minimum 5 feet). 
  • +8 racial bonus to Jump checks.
  • Automatic Languages: Common. Bonus languages: Any.
  • Favored Class: Spelljammer and Ranger.

Class Skills
The Spelljammer's class skills (and the key ability for each skill) are Balance (Dex), Concentration (Con), Craft (Int), Knowledge (Arcana, Architecture & Engineering, Geography, the Planes) (Int), Listen (Wis), Spot (Wis), and Tumble.
Skill Points at 1st Level: (2 + Int) x4
Skill Points at Each Additional Level: 2 + Int

Hit Dice: d12

Table: The Spelljammer Monster Class

Level
Base
Attack Bonus
Fort
Save
Ref
Save
Will
Save

Special
Maneuvers
Readied
1st+0+2+0+2Carapace 1, freight, gravity probe, Cha +23
2nd+1+3+0+3Assisted ram, charm, Dex +23
3rd+1+3+1+3Helm, well-traveled3
4th+2+4+1+4Carapace 2, tail beam4
5th+2+4+1+4Growth, Str +24
6th+3+5+2+5Charming aura4
7th+3+5+2+5Skyworthy, gravity pulse4
8th+4+6+2+6Carapace 3, transmorphous, Cha +24
9th+4+6+3+6Improved charm4
10th+5+7+3+7Growth, improved ram, Dex +25
11th+5+7+3+7Improved helm5
12th+6/+1+8+4+8Carapace 4, gravity wave5
13th+6/+1+8+4+8Improved transmorphous, Str +25
14th+7/+2+9+4+9Phase journey5
15th+7/+2+9+5+9Improved charming aura, Cha +25
16th+8/+3+10+5+10Carapace 5, growth, gravity surge6
17th+8/+3+10+5+10Greater transmorphous6
18th+9/+4+11+6+11Greater ram, spaceworthy, Dex +26
19th+9/+4+11+6+11Supreme charm6
20th+10/+5+12+6+12Carapace 6, planar journey6
21st+10/+5+12+7+12Bridge, crew, growth, Str +26
22nd+11/+6/+1+13+7+13Gravity sunder, greater helm, Cha +27
23rd+11/+6/+1+13+7+13Bombardment (ballista), pervasive charm7
24th+12/+7/+2+14+8+14Carapace 7, unfettered growth7
25th+12/+7/+2+14+8+14Lodging7
26th+13/+8/+3+15+8+15Bombardment (trebuchet), phase drive, Dex +27
27th+13/+8/+3+15+9+15Modular construction, veteran crew8
28th+14/+9/+4+16+9+16Carapace 8, gravity twist8
29th+14/+9/+4+16+9+16Bombardment (spellcannon), Cha +2, Str +28
30th+15/+10/+5+17+10+17City, Cosmic Abyss, elite crew8

8
Ethos of the Wyrm: Draconic Ideals / Being an Idealist
« on: July 03, 2017, 11:54:22 AM »
Being an Idealist

A character's Idealist level is equal to his total levels in all Idealist classes.  An Idealist gains a total number of daily uses of Ideal powers equal to his Charisma modifier plus his Idealist Level.  An Idealist learns 3 Ideals at IL 1, and an additional Ideal at IL 2 and every 3 Idealist levels after. At 1st level, an Idealist gains the benefit of the first Ideal power from the Ideal he expresses; he gains the benefit of the next tier of Ideal powers every 4 levels after 1st (at 5th, 9th, 13th, and 17th).

The save DC for an Idealist's Ideal powers is equal to 10 + 1/2 Idealist level + Cha modifier.

Idealist
Level
Ideals
Known
Ideal
Powers
13Wyrmling
24
34
44
55Juvenile
65
75
86
96Adult
106
117
127
137Ancient
148
158
168
179Wyrm
189
199
2010

9
Ethos of the Wyrm: Draconic Ideals / Noumenon Drake [Base]
« on: July 03, 2017, 11:26:00 AM »
NOUMENON DRAKE


The souls of dragons, ancient and powerful, permeate the land. Characters who learn to tap into this wellspring of energy find themselves aspiring to the Draconic Ideal.

MAKING A NOUMENON DRAKE
A noumenon drake is a draconic meldshaper.
Abilities: Constitution (for hit points and meldshaping) and Charisma (for Ideals and other class features) are a noumenon drake's most important attributes.
Races: Azurin humans and the descendants of the Mishtai are the most common noumenon drakes.
Alignment: Any, though a noumenon drake may choose to express some Ideals over others based on her alignment.
Starting Gold: As bard.
Starting Age: As bard.

HD: d6

Class Skills
A Noumenon Drake has all skills as class skills.
Skill Points at 1st Level: (6 + Int) x4
Skill Points at Each Additional Level: 6 + Int

Table: The Noumenon Drake

Base
Attack

Fort

Reflex

Will

 


Essentia

Chakra
LevelBonusSaveSaveSaveSpecialSoulmeldsPoolBinds
1 +0          +0 +2 +2 Dragontouched, dragonmelds210
2 +1          +0 +3 +3 Ideal chakra bind (+1 capacity)321
3 +2          +1 +3 +3 Scales321
4 +3          +1 +4 +4 Chakra bind (crown, feet, hands)431
5 +3          +1 +4 +4 Ideal infusion431
6 +4          +2 +5 +5 Breath442
7 +5          +2 +5 +5 Ideal impetus552
8 +6/+1      +2 +6 +6 Axiom of spirit552
9 +6/+1      +3 +6 +6 Dual ideal, chakra bind (arms, brow, shoulders)562
10+7/+2      +3 +7 +7 Essential doctrine673
11+8/+3      +3 +7 +7 Rapid re-expression683
12+9/+4      +4 +8 +8 Ideal chakra bind (2 melds)693
13+9/+4      +4 +8 +8 Improved Ideal infusion7103
14+10/+5      +4 +9 +9 Axiom of being, chakra bind (throat, waist)7113
15+11/+6/+1  +5 +9 +9 Ideal chakra bind (+2 capacity)7124
16+12/+7/+2  +5 +10 +10Quick re-expression8134
17+12/+7/+2  +5 +10 +10Chakra bind (heart)8144
18+13/+8/+3  +6 +11 +11Ideal triad8165
19+14/+9/+4  +6 +11 +11Speedy re-expression9185
20+15/+10/+5 +6 +12 +12Axiom of will, chakra bind (soul)9205

Weapon and Armor Proficiencies: Noumenon drakes are proficient with all simple weapons, as well as any natural weapons they gain through soulmelds or class features. They are also proficient with light armor and shields (but not tower shields).

Ideals: A noumenon drake idolizes the ancient, powerful souls of dragons, and seeks to emulate this most fundamental aspect of being in her own life. She focuses on a few different types of dragons which most closely represent her personal philosophies, and trains herself to mimic the abilities of her chosen few.  These sets of abilities are known as Ideals.  Each day, a noumenon drake chooses to express an Ideal that she knows, gaining one or more special abilities from the Ideal depending on her skill at expressing it (represented by her Idealist level).  The number of Ideals a noumenon drake knows depends on her Idealist level, which is the sum of her levels in all classes which grant the ability to express Ideals; the noumenon drake's ability to use Ideal powers and her number of Ideal power daily uses are also determined by her Idealist level.  See Chapter 1: Being an Idealist for rules, and Chapter 4: Draconic Ideals for full descriptions of all the Ideals.

Expressing an Ideal requires a good night's sleep and 1 hour of contemplation, after which the noumenon drake can access the abilities of her chosen Ideal.  A noumenon drake can express only one Ideal at a time (but see Dual Ideal and Ideal Triad, below).  The Ideal a noumenon drake expresses determines the energy type of her Scales and Breath class features, as well as which soulmelds can be bound to the Ideal chakra (see Dragonmelds and Ideal chakra bind , below).  The caster level for any spell-like or supernatural abilities granted by a noumenon drake's Ideals is equal to her Idealist Level.  (All Ideal powers which require spending one of these uses say so in the power description.)

Dragontouched (Ex): A noumenon drake gains Dragontouched as a bonus feat, even if she does not meet the prerequisites.  In addition, any draconic feats she selects function as if her draconic ancestors were of the same type as any Ideal she expresses.  For example, a noumenon drake with the Draconic Heritage feat who expressed the Black Dragon Ideal would gain the benefit of Draconic Heritage (Black); if she switched the next day to the Gold Dragon Ideal, she would gain the benefit of Draconic Heritage (Gold) instead.

Dragonmelds (Su): A noumenon drake works with the primeval soul energy of dragons (and other species, as dragons have spread their progeny across almost every bloodline), shaping soulmelds of pure draconic animus. The Draconic Ideals that she knows and expresses guide her choices, as they guide every other aspect of her daily lives.

A noumenon drake can shape incarnum soulmelds, which are drawn from the combined list of soulmelds granted by the Ideals she knows (as described on the table below) and the list of draconic soulmelds, which are available to every noumenon drake.  She knows and can shape any soulmeld from this list.  The Difficulty Class for a saving throw against a noumenon drake soulmeld is 10 + number of points of essentia invested in the soulmeld + the noumenon drake's Charisma modifier. Her meldshaper level is equal to her Idealist level.

A noumenon drake can shape only a certain number of soulmelds per day.  Her base daily allotment is given on the table above; the maximum number of soulmelds that a noumenon drake can have shaped simultaneously is equal to her Constitution score minus 10, or the number of soulmelds allowed for her level, whichever is lower.  At 1st level, she can shape one soulmeld at a time (assuming she has a Constitution score of at least 11).  As she advances in level, she can shape an increasing number of soulmelds.

At 1st level, a noumenon drake also gains access to her personal pool of essentia, which can be invested into her soulmelds to increase their power. A noumenon drake's essentia pool's size is shown on the table above. The maximum quantity of essentia that can be invested in any single soulmeld is given in Magic of Incarnum, table 2.1.  Each round as a swift action, a noumenon drake can reallocate her essentia investments in her soulmelds if she wishes.  A noumenon drake does not study or prepare soulmelds in advance, but must have a good night's rest and must meditate for 1 hour to shape her soulmelds for the day.

Chakra binds: Beginning at 2nd level, a noumenon drake can bind her soulmelds to her chakras, granting her new powers based on the soulmeld and the chakra chosen. Binding a soulmeld to a chakra closes the body slot associated with that chakra (see Chakras, page 50 of Magic of Incarnum; however, the Ideal chakra, described below, does not close a body slot), so that she cannot also benefit from a magic item worn on the body slot associated with that chakra.

The number of chakra binds that a noumenon drake can have active at any one time depends on her level (see the Binds column on the table above). At 2nd level, she can bind a soulmeld to her Ideal chakra (see below). Beginning at 4th level, she can bind soulmelds to her crown, feet, or hands chakras. At 9th level, she can bind soulmelds to her arms, brow, or shoulders chakras. At 14th level, she can bind soulmelds to her throat or waist chakras. At 17th level, she can bind a soulmeld to her heart chakra, and she gains access to her soul chakra at 20th level.

Ideal chakra bind: At 2nd level, a noumenon drake gains access to a unique chakra: the Ideal chakra bind. This chakra is not associated with any location on the body, but rather represents her connection to the ancient, arcane soul energy of dragons and the Draconic Ideal. Only draconic soulmelds and the soulmelds associated with the noumenon drake's expressed Ideal may be bound to the Ideal chakra. Since the Ideal chakra doesn't match a body location, binding a soulmeld to this chakra doesn't restrict her use of magic items that take up a body location.

Any soulmeld bound to a noumenon drake's Ideal chakra has an essentia capacity 1 higher than the normal capacity for her other soulmelds, which increases to +2 capacity at 15th level. At 12th level, the noumenon drake can bind two soulmelds to her Ideal chakra simultaneously, both of which gain the expanded capacity.

Scales (Su): Beginning at 3rd level, a noumenon drake's skin thickens, forming scales similar to those of a dragon.  She gains a natural armor bonus equal to her Constitution modifier, and energy resistance equal to her Charisma modifier against the energy type associated with her expressed Ideal.  If the noumenon drake is expressing more than one ideal (see Dual Ideal or Ideal Triad, below), she gains resistance against every energy type associate with each of her expressed Ideals.

Ideal infusion (Su): Starting at 5th level, a noumenon drake learns to infuse the incarnum she wields directly with the power of her draconic Ideal. If the noumenon drake has a soulmeld bound to her Ideal chakra, she may spend a use of her Ideal powers as a swift action and choose a soulmeld bound to her Ideal chakra. If the chosen soulmeld is associated with one of the noumenon drake's expressed Ideals, she treats that soulmeld as if it were filled to its maximum essentia capacity (including the increase due to the effects of the Ideal chakra bind); if it is a draconic soulmeld, she instead gains the ability associated with that soulmeld, described below. In either case, this lasts for 1 round; however, once per day the noumenon drake may invest essentia in this class feature to increase the duration by 1 round per invested essentia. Once the amount of essentia invested is chosen, it cannot be altered and remains invested for 24 hours.

Breath (Su): Upon reaching 6th level, a noumenon drake unlocks a new reflection of the Draconic Ideal, gaining the ability to breathe a blast of energy at her foes.  As a standard action, the noumenon drake deals 1d4 energy damage per three Idealist levels (rounded down) to all foes in a line of length equal to 5 feet per class level.  Opponents gain a Reflex save (DC 10 + 1/2 Idealist level + Charisma modifier) for half damage; the type of energy is given by the noumenon drake's expressed Ideal.  If the noumenon drake is expressing more than one ideal (see Dual Ideal or Ideal Triad, below), she chooses one type of energy associated with one of her Ideals when she activates the ability. Once she uses this ability, a noumenon drake may not use it again for 1d4 rounds.

In addition, a noumenon drake may invest essentia in this class feature as she would any other essentia receptacle, subject to the same limits on amount of essentia that can be invested at one time. If she does so, she increases the damage die size of her breath weapon by one step for each invested essentia.

Ideal impetus (Su): When a noumenon drake achieves 7th level, she learns how to enhance her draconic Ideals with her reservoir of soul power. She may invest essentia in this class feature as she would any other essentia receptacle, subject to the same limits on amount of essentia that can be invested at one time. If she does so, she gains an enhancement bonus to her Idealist level with her expressed Ideal equal to the amount of invested essentia. If the noumenon drake is expressing more than one Ideal, she must choose one, and may choose a different Ideal each time she reallocates her essentia. This ability does not allow the noumenon drake to access a new tier of abilities from her expressed Ideal, only increases her effective Idealist level for determining the effects of her Ideal powers.

Axiom of spirit (Su): Starting at 8th level, a noumenon drake learns to sense the fabric of soul energy which permeates living things. By spending a use of her Ideal powers, she gains the ability to see any creature with a soul, as per the Lifesense feat (except that it works on souled creatures instead of living creatures), for 1 round. In addition, once per day the noumenon drake may invest essentia in this ability to increase the duration of the effect by 2 rounds per invested essentia. Once the amount of essentia invested is chosen, it cannot be altered and remains invested for 24 hours.

Dual ideal: A noumenon drake of 9th level or higher learns the ability to express two Ideals simultaneously, gaining the benefit of both Ideals.  She can still only change one at a time with the Rapid Re-expression class feature (see below) or other means of changing her expressed Ideal.

Essential doctrine (Su): At 10th level, a noumenon drake learns the solemn truth that sometimes it is necessary to sacrifice a part for the good of the whole. As a move action, the noumenon drake can sacrifice her ability to use her Ideal powers (and her ability to spend uses of her Ideal powers for other effects) for any number of rounds. If she does so, she gains 1 temporary essentia per tier of Ideal powers that she has unlocked (i.e., 1 for Wyrmling powers, 2 for Juvenile, 3 for Adult powers, etc.), which lasts for an equal number of rounds. She may invest her temporary essentia as part of the same action.
   
Rapid re-expression (Su): Beginning at 11th level, a noumenon drake learns to change her focus more quickly than normal.  Once per day, she can change her expressed Ideal by spending a full-round action meditating, which does not provoke attacks of opportunity. In addition, once per day the noumenon drake may invest essentia in this ability to gain an additional daily use of this ability per invested essentia. Once the amount of essentia invested is chosen, it cannot be altered and remains invested for 24 hours.

Improved Ideal infusion (Su): Whenever a noumenon drake of 13th level or higher uses her Ideal Infusion ability, the effect lasts for twice as long (2 rounds + 2 rounds per invested essentia).

Axiom of will (Su): Starting at 14th level, a noumenon drake is so steeped in residual soul energy that it becomes quite difficult for other creatures to control her actions or thoughts. By spending a use of her Ideal powers as an immediate action, the noumenon drake gains an insight bonus to saves vs a single mind-affecting effect equal to three times the amount of essentia invested in this class feature. She may invest essentia in this class feature as she would any other essentia receptacle, subject to the same limits on amount of essentia that can be invested at one time.

Quick re-expression: Upon reaching 15th level, whenever a noumenon drake uses her Rapid Re-expression class feature, it requires a standard action instead of a full-round action.

Ideal triad: At 18th level, a noumenon drake learns the ability to express three Ideals simultaneously, gaining the benefit of all three Ideals.  She can still only change one at a time with the Rapid Re-expression class feature and similar effects.

Speedy re-expression: Beginning at 19th level, whenever a noumenon drake uses her Rapid Re-expression class feature, it requires a move action instead of a standard action.

Axiom of being (Su): Upon reaching 20th level, a noumenon drake takes control of her own life, becoming a force in the world on par with the dragons she idolizes. By spending a use of her Ideal powers as a full-round action, she may reshape and/or rebind any soulmelds she has shaped, allowing her to shape different melds, change occupied and bound chakras, and reallocate her essentia.

10
Magipunk Campaign Setting / Anthropitect (prc) [Magipunk]
« on: May 31, 2017, 11:37:08 AM »
Had an idea based on Imagineer, though the final product isn't actually related to that class in any way... lol.

ANTHROPITECT


Picture Credit: extremetech.com
   
"You will emerge from your chrysalis today, either through your own impetus... or through mine."
-Aimon Yuune, deputy director of the Jarrash Training Center.

An anthropitect uses (admittedly shady) mental techniques to inspire "personal growth" in their allies.

BECOMING AN ANTHROPITECT
To become an anthropitect, one must have levels in both Biosynth and Mentalist.

 ENTRY REQUIREMENTS
   Skills: Heal 5 ranks, Negotiation 8 ranks, Psi 5 ranks.
   Special: Artificial selection (biosynth) class feature; evolution 0 class feature; must have at least one Stage I evolution.
   Special: Resonance 1 class feature; must know the Psychic Beacon power.


Class Skills
 The Anthropitect's class skills (and the key ability for each skill) are Animal Affinity (Cha), Athletics (Str), Concentration (Wis), Engineering (Int), Gather Information (Cha), Negotiation (Cha), Perception (Wis), Persuasion (Cha), Profession (Wis), Psi (Int), and Scholarship (Int).
Skills Points at Each  Level : 2 + Int

Table: The AnthropitectHD: d6


Level
1
2
3
4
5
6
7
8
9
10
Base
Attack
Bonus
+0
+1
+1
+2
+2
+3
+3
+4
+4
+5

Fort
Save
+2
+3
+3
+4
+4
+5
+5
+6
+6
+7

Ref
Save
+0
+0
+1
+1
+1
+2
+2
+2
+3
+3

Will
Save
+2
+3
+3
+4
+4
+5
+5
+6
+6
+7


Special
Candles in the dark, distribution 0, evolution 0 
Evolution
Distribution 1, transmission
Evolution
Post-biotics, resonance 2
Evolution
Distribution 2
Evolution
Transference
Evolution, transcension


Manifesting
--
+1 level of existing manifesting class
+1 level of existing manifesting class
+1 level of existing manifesting class
--
+1 level of existing manifesting class
+1 level of existing manifesting class
+1 level of existing manifesting class
+1 level of existing manifesting class
+1 level of existing manifesting class

Weapon and Armor Proficiencies: An anthropitect gains no new weapon or armor proficiencies.

Manifesting: At each level except 1st and 5th, an anthropitect gains additional power points per day and powers known, as well as an increase in effective manifester level, as if she had also gained a level in whatever manifesting class she belonged to before she added the anthropitect level. She does not, however, gain any other benefit a character of that class would have gained (such as new class features). This essentially means that she adds the level of anthropitect to the level of whatever manifesting class the character has, then determines power points per day, powers known, and manifester level accordingly.

Candles in the Dark (Su): The first trick that an anthropitect learns is to keep track of her wayward children (aka her allies). Whenever she targets an ally with the psychic beacon power, it only costs her 1 power point instead of 3. Note that, assuming the ally fails the save (either by being a willing target, or by rolling normally), this also establishes resonance between the anthropitect and that ally, as per her Resonance class feature. In addition, she may spend a single swift action to determine the distance and direction to all allies on whom she has manifested psychic beacon, even those who are more than 1000 feet away.

Distribution (Su): An anthropitect seeks to improve all worthy creatures, whether or not they realize that they need improvement; this policy in particular applies to her allies. By spending a move action, the anthropitect may grant the benefit of her Evolution 0 class feature to any allies with whom she has resonance, no matter their distance. She may affect a maximum number of allies equal to her class level with this ability, and the effect lasts for 1 round. When she activates this ability, or by spending a swift action at any other time while it is active, she can spend power points to extend the duration by 1 round per power point spent, up to the normal limit of power points that can be spent on activation of her class features. She may dismiss the effect prematurely with a swift action.

At 3rd level, the anthropitect's ability to enhance her allies expands, and she may grant the benefit of a single Stage I eolve she has instead of her evolution 0 natural attack. She can grant both of these at the same time by spending two separate move actions, but cannot grant more than a single Stage I evolve at a time. At 7th level, she gains the ability to grant the benefit of a single Stage II evolve she has instead of her evolution 0 natural attack or a Stage I evolve. She can grant more than one of these at the same time by spending a separate move action for each, but cannot grant more than a single Stage I evolve and a single Stage II evolve at a time.

Evolution 0 (Ex): An anthropitect adds half her class levels (rounded up) to her Synthevolver levels for the purpose of determining the base damage and number of attacks granted by her Evolution 0 class feature.

Evolution: At 2nd level, and at each even level after, the anthropitect gains an additional evolve of any stage to which she has access.

Transmission (Su): Beginning at 3rd level, an anthropitect truly understands the value of communication and coordination. She automatically learns the eidetic lock, mindlink, and sense link powers, if she does not know them already, and can manifest them upon any ally with which she has resonance, at any range.

Post-biotics (Ex): Upon reaching 5th level, an anthropitect's experiments in synthetic evolution have paid even more dividends, even bypassing the strictures of wetware. She gains access to Stage II biosynth evolves and Stage I mechanosynth evolves, which she can select as normal whenever she acquires a new evolve.

Resonance: When an anthropitect achieves 5th level, her efficiency with resonant manifesting improves. Each failed save grants a target 2 Resonance points instead of 1.

Transference (Su): At 9th level, an anthropitect learns to directly impose her will on another's biology. As a full-round action, she can grant a single ally with whom she has resonance the benefit of any number of evolves she has (including her evolution 0 natural attack) for a number of rounds equal to her class level.

To activate this ability, the anthropitect must also spend power points based on what abilities she wishes to transfer. This costs 1 power point to transfer her evolution 0 natural attack, and 2, 5, or 8 power points for each Stage I, Stage II, or Stage III evolve, respectively; transferring mechanosynth evolves instead of biosynth evolves requires an additional 2 power points for each one. If the anthropitect has a Final Evolve from any list (biosynth, mechanosynth, or Darwinist), she may transfer it by spending 15 power points. As usual, the maximum number of power points that a character may spend on a given class feature is limited by her manifester level.

Transcension (Ex): An anthropitect who has reached 10th level has moved past her original existence in almost every sense. She gains access to Stage III biosynth evolves and Stage II mechanosynth evolves, which she can select as normal whenever she acquires a new evolve.

11
Homebrew and House Rules (D&D) / Imagineer [3.5 base class]
« on: December 22, 2016, 12:58:47 PM »
IMAGINEER

If you wish to make an apple pie from scratch, first you must invent the universe.
—Carl Sagan

As an Imagineer, you have the chance to bring to (semi-) life the most bizarre and wonderful creatures that lurk in the depths of your imagination. You will build fantastical beasts, which you direct as a general, marshaling your mechanical forces to destroy your enemies.

Adventures: An Imagineer can embark upon a life of adventure for several reasons. Perhaps he seeks new and unusual creatures upon which to model his animatra, wanting to catalogue them all. Maybe she has aspirations towards glory and fame, of becoming the very best, like no one ever was. Or perhaps the Imagineer uses his talents to exact vengeance against the evildoers who destroyed the the only animatron he inherited from his parents.

Characteristics: As an Imagineer, a character will produce a number of effective combat minions, who are relatively expendable (compared to other party members, at least). The specific abilities these minions have is highly dependent on the Imagineer’s specific build, in terms of model and evolution choices, but they are all generally built around martial maneuvers.

Alignment: There are Imagineers who use their animatra to protect the downtrodden, or enforce order by defeating evil. There are also Imagineers who use their animatra to terrorize the peasantry or seek to dominate the world.

Religion: While an Imagineer can take part in any religion, or none at all, the most common deities revered by Imagineers are those whose portfolio include technology and crafting. Faerunian Imagineers often pay at least lip service to Gond, while those in Eberron tend to favor Onatar or (occasionally) the Traveler. Gnomish Imagineers naturally worship Garl Glittergold, and while dwarves often worship Moradin, there is a significant faction who pay fealty to Dugmaren Brightmantle.

Background: The path of the Imagineer usually begins with an unusually creative child, who tinkers with dolls or other toys, deconstructing and merging them into unusual, often bizarre contraptions. The children of craftsmen often have more resources for this kind of exploration than farmers or aristocrats.

Races: Gnomes, humans, and dwarves usually have the most innovative spirit, and make up the majority of Imagineers. Half-elves, halflings, and warforged are the next most common.

Other Classes: Imagineers tend to get along well with most other classes, as they are a source of (mostly) expendable, combat-effective minions. However, Artificers hold a special place in an Imagineer’s heart, and vice versa.

Role: An Imagineer takes the role of a general, sending her animatronic troops into combat. The specific abilities of her animatra determine the specific combat roles they can play, via the evolutions and maneuvers she incorporates into them.

Adaptation: In an undead-heavy campaign, an Imagineer might become a necromancer who builds highly-customized undead out of the scavenged parts of many different corpses. Alternatively, an Imagineer could be a selective breeder and hybridizer of highly unusual magical beasts.

GAME RULE INFORMATION
Imagineers have the following game statistics.
Abilities: Most of an Imagineer’s ability scores depend on his Charisma and Intelligence scores. Constitution and Dexterity are always important for staying alive in combat. Wisdom is important for several possible class skills and Will saves, while Strength is required for other possible class skills, and to carry around an Imagineer’s deactivated animatra.
Alignment: Any, though usually lawful.
Hit Die: d6
Starting Age: As ranger.
Starting Gold: As ranger.

Class Skills
The Imagineer’s class skills (and the key ability for each skill) are Appraise (Int), Craft (Int), Disable Device (Int), Handle Animal (Cha), Knowledge (all skills, taken individually) (Int), Martial Lore (Int), Profession (Wis), and Use Magic Device (Cha). In addition, the Imagineer gains three class skills from his Animatra class feature; see below.

Skill Points at First Level: (2 + Int modifier) x 4
Skill Points at Each Additional Level: 2 + Int modifier

Imagineer


Level 
Base
 Attack
Bonus

Fort
 Save

Ref
 Save

Will
 Save


Special

 Maneuvers
Readied

 Maneuvers
Known

 Stances
Known
1st+0
+0
+2
+0
Animatra, fantastical bestiary, mirrored tactics
5
3
1
2nd+1
+0
+3
+0
Evolution I, innocent predation
5
3
2
3rd+1
+1
+3
+1
Evolution I
6
3
2
4th+2
+1
+4
+1
Proactive switch
6
3
2
5th+2
+1
+4
+1
Evolution I
7
3
3
6th+3
+2
+5
+2
Evolution I, expanding assembly
7
4
3
7th+3
+2
+5
+2
Menagerie of deception
8
4
3
8th+4
+2
+6
+2
Evolution II
8
4
3
9th+4
+3
+6
+3
Evolution II
9
4
4
10th+5
+3
+7
+3
Reactive switch
9
4
4
11th+5
+3
+7
+3
Evolution II, expanding assembly
10
5
4
12th+6/+1
+4
+8
+4
Evolution II
10
5
4
13th+6/+1
+4
+8
+4
Cunning predation
11
5
4
14th+7/+2
+4
+9
+4
Evolution III
11
5
4
15th+7/+2
+5
+9
+5
Evolution III
12
5
5
16th+8/+3
+5
+10
+5
Expanding assembly
12
6
5
17th+8/+3
+5
+10
+5
Evolution III
13
6
5
18th+9/+4
+6
+11
+6
Evolution III
13
6
5
19th+9/+4
+6
+11
+6
Superlative efficacy
14
6
5
20th+10/+5
+6
+12
+6
Expanding assembly, ultimate evolution
14
7
6

Class Features
All of the following are class features of the Imagineer.

Weapon and Armor Proficiencies: An Imagineer is proficient with all simple weapons, light armor, and with shields (but not tower shields).

Maneuvers:  An Imagineer begins his career with knowledge of five martial maneuvers. The list of disciplines from which he may learn maneuvers is determined by the animatra he constructs, as described under the Animatra class feature, below. Once he knows a maneuver, an Imagineer must ready it before he can use it (see Maneuvers Readied, below). A maneuver usable by Imagineers is considered an extraordinary ability unless otherwise noted in its description. Unlike most initiators, an Imagineer cannot initiate the maneuvers he knows himself; they must be initiated by the Imagineer’s animatra. See the Animatra class feature description, below, for details.

An Imagineer learns additional maneuvers at higher levels, as shown on the table above. He must meet a maneuver’s prerequisite to learn it. The highest-level maneuvers an Imagineer can learn are based on his initiator level, as normal. Upon reaching 4th level, and at every even-numbered Imagineer level after that (6th, 8th, 10th, and so on), an Imagineer can choose to learn a new maneuver in place of one he already knows. In effect, he loses the old maneuver in exchange for the new one. He can choose a new maneuver of any level he likes, as long as he meets the prerequisites and observes his restriction on the highest-level maneuvers he can learn; he need not replace the old maneuver with a maneuver of the same level.

Maneuvers readied: An Imagineer can ready three of the five maneuvers he knows per encounter at level 1. He readies maneuvers by tinkering with his animatra for 5 minutes; once readied, the maneuvers remain so until he spends 5 minutes to ready new ones.  An Imagineer begins an encounter with all his maneuvers unexpended, regardless of how many times he might have already used them since he readied them.  When one of the Imagineer’s maneuvers is initiated, it becomes expended for the current encounter, so each of his maneuvers can be used once per encounter unless he recovers them.  Whenever an Imagineer has no more unexpended maneuvers in a given encounter, he automatically recovers all of his readied maneuvers.

Stances known: An Imagineer begins play with knowledge of one 1st-level stance from any discipline open to him. At 2nd, 5th, 9th, 15th, and 20th level, he learns an additional stance. Unlike maneuvers, stances are not expended, and he does not have to ready them. All the stances he knows are available to him at all times, and he can change the stance he currently uses as a swift action. A stance is an extraordinary ability unless otherwise stated in the stance description. Unlike with maneuvers, an Imagineer cannot learn a new stance at higher levels in place of one he already knows.

Animatra (Ex): The cornerstone of an Imagineer’s prowess is the ability to build and command a squad of artificial companions called “animatra”. Each animatron is a construct modeled after an imaginary, fantastical creature, and has stats and abilities as described under “Animatronic Models”, below. An Imagineer chooses 3 different models of animatron, which he can then build using the methods described under the individual animatron descriptions. The animatronic models he chooses at this point also determine the disciplines from which he can learn maneuvers, as detailed in the individual animatron descriptions. The Imagineer gains the associated skill for each of these disciplines as a class skill, and each animatron treats its natural attacks as discipline weapons for the discipline it’s associated with.

An animatron has hit dice equal to the Imagineer’s IL (minimum 1), and is the same alignment as the Imagineer. Animatra gain no feats or skill points from HD, instead using the Imagineer’s feats and skill points along with its own ability modifiers. An animatron which is reduced to 0 hit points becomes inert, but can be repaired by the Imagineer through use of the appropriate Craft skill, as described in each animatronic model entry. All other animatron stats and abilities are described in the Animatronic Models section, below.

Once the Imagineer has built an animatron, he may activate it by readying one of his maneuvers from the discipline associated with that animatron, which the animatron may then initiate, as described below. The Imagineer may activate any or all of his animatra at the same time, in the same process as readying his maneuvers. An Imagineer may have a number of active animatra at any time equal to the number of maneuvers he can ready. An active animatron is available for him to command, and does his bidding in (and out of) battle. Each round, an Imagineer has several options for commanding his animatra, as described in the following list:
  • The following options require the Imagineer to spend a full-round action:
    • The Imagineer and all of his active animatra may perform a single attack, as if each had spent a standard action to attack.
    • The Imagineer and one of his active animatra may perform a full attack action (or a similar action, such as a charge).
    • One of the Imagineer’s active animatra may initiate its associated maneuver, as long as the maneuver requires no more than a full-round action to initiate.
  • The following options require the Imagineer to spend a standard action:
    • The Imagineer and one of his active animatra may perform a single attack, as if each had spent a standard action to attack.
    • The Imagineer may make a single attack, and one of his active animatra may initiate its associated maneuver, as long as the maneuver requires no more than a standard action to initiate.
    • The Imagineer may make a single attack, and one of his active animatra may use a special attack which requires no more than a standard action to perform.
  • The following options require the Imagineer to spend a move action:
    • The Imagineer and all of his active animatra may each move up to their speed.
    • The Imagineer may move up to his speed, and one of his animatra may initiate its associated maneuver, as long as the maneuver requires no more than a move action to initiate.
  • The following option requires the Imagineer to spend a swift action:
    • The Imagineer may change his stance, and (whether he does so or not) one of his animatra may initiate its associated maneuver, as long as the maneuver requires no more than a swift action to initiate.
  • The following option requires the Imagineer to spend an immediate action:
    • One of the Imagineer’s active animatra may initiate its associated maneuver, as long as the maneuver requires no more than an immediate action to initiate.

An animatron may only initiate its maneuver if it is otherwise allowed to do so (for example, a Counter can only be initiated when the conditions for its initiation have been met). Unless otherwise specified, all of an Imagineer’s active animatra act during the Imagineer’s turn, on his initiative. Whenever the Imagineer and/or his animatra attack, they need not attack the same targets.

Fantastical bestiary (Ex): To imagine the bizarre amalgams that he creates, an Imagineer must intuitively understand the various fauna of the world. He receives a competence bonus equal to his class level on all Knowledge checks to identify creatures he encounters.

Mirrored tactics (Ex): An Imagineer’s active animatra gain the benefit of his current stance, as long as they are within 5 feet of the Imagineer.

Evolution: When achieving 2nd level, an Imagineer begins to improve the designs of his animatra. He selects one of the upgrades from the Evolution I list (described below under Animatronic Evolution), which he may then apply to any one of the animatronic models he knows, granting the evolutionary upgrade’s ability to an animatron of that model whenever he chooses to include it in the construction process. At 3rd, 5th, and 6th level, he may select another evolution from the Evolution I list, which he may apply to the same or a different animatronic model that he knows. At 8th, 9th, 11th, and 12th levels, he may select an upgrade from the Evolution II list, or two upgrades from the Evolution I list, to apply to his animatronic models. At 14th, 15th, 17th, and 18th levels, he may select an upgrade from the Evolution III list, two upgrades from the Evolution II list, or three upgrades from the Evolution I list. Evolutionary upgrades may have prerequisites which restrict the models to which they may be applied; see the upgrade descriptions under Animatronic Evolution, below, for details.

Innocent predation (Ex): An Imagineer of 2nd level or higher has discovered that animatra are natural predators of many other creatures. Each animatronic model has an associated creature type (and, in some cases, subtype) designated as Prey. Whenever the Imagineer readies maneuvers, he chooses one Prey type from among those of his active animatra. He and all of his active animatra gain the benefit of Favored Enemy, as the ranger class feature, against creatures of the chosen type. The +2 bonus to damage also applies to any natural attacks the animatra have. The Imagineer can choose a different Favored Enemy type from among his active animatra’s Prey whenever he readies new maneuvers (but not when using his Proactive or Reactive Switch class features). This ability counts as Favored Enemy for the purposes of meeting prerequisites.

Proactive switch (Ex): Upon reaching 4th level, an Imagineer can imagine many different ways an encounter could proceed, and adjust his tactics accordingly. As a move action, an Imagineer may change one of his readied, unexpended maneuvers for another maneuver he knows in the same discipline, as long as he can touch the animatron associated with that maneuver. The new maneuver is now readied and unexpended, and can be initiated normally; however, it may not be initiated in the same round in which he exchanges it.

Expanding assembly: At 6th level, and again at 11th, 16th, and 20th level, an Imagineer learns another animatronic model, which he may construct and activate as normal. When learning the animatronic model, the Imagineer also learns a single maneuver from the discipline associated with the new model, as per the Martial Study feat, which he may ready as normal. Like other maneuvers the Imagineer knows, this maneuver may be exchanged for another maneuver upon attaining an even-numbered level; however, it must be exchanged for another maneuver from the same discipline.

Menagerie of deception (Su): Beginning at 7th level, an Imagineer often has enough active animatra traveling with him to inspire questions and draw attention, which can be detrimental to his goals. He learns to store any of his active animatra in tiny extradimensional pockets about his person, as per the familiar pocket spell, but with unlimited duration. Whenever he stores an active animatron in such a pocket (with a command phrase such as “Come back, Oculum!”), the animatron shrinks to fit in the pocket, returning to its normal size as part of the same free action to remove it from the pocket with another command phrase (such as “Clarugiet, I choose you!”). The Imagineer can only store his active animatra in these pockets, and only he may bring them out again.

Reactive switch (Ex): Upon reaching 10th level, an Imagineer learns to react quickly to changing situations. Once per encounter, he may use his Proactive Switch ability as an immediate action instead of a move action.

Cunning predation (Ex): An Imagineer of 13th level or higher has learned to take advantage of all of his animatronic predators. He and his active animatra gain the Favored Enemy benefit of all Prey for his active animatra, instead of just one.

Superlative efficacy (Ex): At 19th level, an Imagineer’s animatra are beyond compare when attacking their chosen Prey. Whenever one of his active animatra deals combat damage to its Prey (but not to any other Prey types among the Imagineer’s active animatra, only its own), it deals double damage.

Ultra evolution: When an Imagineer achieves 20th level, he may choose a single evolutionary upgrade from the Ultra Evolutions list, detailed below under Animatronic Evolution. He may apply this upgrade to any of his animatronic models which meet the prerequisites.

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Heron-Marked: The Art of Bladecraft / Blade-bound Alternate Class Features
« on: December 05, 2016, 08:25:27 AM »
Blade-bound Alternate Class Features

Many of the published classes can benefit greatly from the inclusion of Bladecraft. However, few of them integrate with the system as smoothly as the Fighter does. Included here are alternate class features for a number of base classes, which allow them to make use of Bladecraft more effectively within the framework of their existing class features.

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Heron-Marked: The Art of Bladecraft / Homebrew Connections
« on: December 05, 2016, 08:24:32 AM »
Homebrew Connections
Contained herein are various materials which can be used to integrate Bladecraft with other works of homebrew.

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Heron-Marked: The Art of Bladecraft / Prestige Classes
« on: December 05, 2016, 07:57:54 AM »
Bladecraft and Existing Prestige Classes
Characters who take levels in some published prestige classes gain abilities which synergize or otherwise interact with Bladecraft in useful ways. This section describes these interactions in detail. Author's note: this list will be expanded as I find interactions which need clarification.

Bear Warrior
The Raging Bladeform feat may be used in place of Power Attack to qualify for the Bear Warrior prestige class. In addition, whenever a character is in Bear form, their claw natural attacks count as wielding a weapon in their off-hand, and their bite natural attack counts as wielding a weapon in two hands.

Cavalier
A student of Bladecraft may use the Cavalier's Bladeform feat in place of Ride-By Attack, Spirited Charge, or Weapon Focus (Lance) to qualify for the Cavalier prestige class. In addition, the following class features have additional rules:
  • A Cavalier's Ride Bonus ability also applies to Bladecraft checks made while mounted.
  • If a character with the Full Mounted Attack class feature is riding a mount that moves more than 5 feet in a round, but no farther than a single move action could carry it, they may use an Assault which requires a full-round action instead of making a full attack.
Dervish
A character with levels in Dervish qualifies for the Blade Dance of the Forgotten One feat even if they cannot bind the vestige Paimon. If the character takes the feat, they instead gain the following benefits, provided they have the appropriate class features:
  • The character's Movement Mastery ability applies to Bladecraft checks.
  • Whenever the character begins a Dervish Dance, they choose one tag at the start of the dance. That tag is granted to them, without altering any of the tags they already have. When they enter a new Form, or use an Assault or Parry technique, the tag they are granted changes as normal.
  • If the character wields a slashing weapon in each hand (or a double slashing weapon), they count as wielding a shield in their off-hand for the purposes of using blade techniques, and can use an attack with one of their slashing weapons in place of any granted or required shield bash attacks. The shield bonus granted by their virtual shield is equal to the bonus granted by their AC Bonus class feature.
Exotic Weapon Master
Exotic Weapon Masters gain the Exotic Weapon Stunt class feature. Most of the options need no clarification, but a few have abilities which impact such a character's use of Bladecraft.
  • A character with Double Weapon Defense counts as wielding a shield in their off-hand for the purposes of using blade techniques, and can use an attack with one end of the double weapon in place of any required or granted shield bash attacks.
  • If a character chooses the Trip Attack option, they gain the +2 bonus to any trip attempt made as part of using a technique. This only counts for trip attempts explicitly required or granted by the technique, not when making a trip attempt in place of an attack when using a technique.
  • The Uncanny Blow option grants its benefit whenever a character uses a technique which requires or grants the [Cleave] tag, even if they are not actually wielding their weapon in two hands.
Kensai
A character may use any [Bladecraft] feat in place of Combat Expertise, and ranks in Bladecraft in place of ranks in Concentration, to qualify for the Kensai prestige class. In addition, the following class features have additional rules:
  • A Kensai may make Bladecraft checks in place of Concentration checks for their Power Surge, Withstand, and Instill class features.
  • Bladecraft checks receive the bonus from the character's Ki Projection ability.
Knight Protector
A Knight Protector with access to techniques of at least Advanced complexity can learn techniques from the Husk Style (see the Warden prestige class).

Occult Slayer
A student of Bladecraft who gains levels in the Occult Slayer prestige class gains the following benefit. Any attacks a character makes with their Weapon Bond weapon deal one Bladecraft die of additional damage in place of the normal +1d6 bonus.

Ravager
A Ravager with access to techniques of at least Advanced complexity can learn techniques from the Thorn Style (see the Reaver prestige class).

Ronin
Students of Bladecraft with levels in the Ronin prestige class can select [Bladecraft] feats as Ronin bonus feats.

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Heron-Marked: The Art of Bladecraft / Bladecraft Extras
« on: December 05, 2016, 07:55:55 AM »
Bladecraft Extras
Every student of Bladecraft needs weapons, armor, and shields with which to fight. Even then, they cannot function alone, and need allies to support and protect. Presented here are magic items, spells, and other supplemental materials to make a practitioner of Bladecraft into a well-rounded, complementary member of any party.

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Heron-Marked: The Art of Bladecraft / Blade Styles & Techniques
« on: December 05, 2016, 07:51:10 AM »
The Table of Blade Techniques
The techniques in the table below are color-coded by technique type (Assault, Form, or Parry). The opening parenthetical for each technique name is a group of characters that make sure the techniques sort properly, since the sorting algorithm doesn't ignore "The" like it should. The "C" column indicates complexity (1->Basic, 2->Moderate, 3->Advanced, 4->Expert), and the tag columns marked by "R" are required, while those marked by "G" are granted.

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Heron-Marked: The Art of Bladecraft / Bladecraft Feats
« on: December 05, 2016, 07:43:53 AM »
Bladecraft Feats
A fighter may select [Bladecraft] feats with their Fighter bonus feats; you must still meet the prerequisites of any feat you select.

Arcane Assault [Bladecraft]
You may combine arcane power with your Bladecraft. (Edited from JoshuaZ)
Prerequisites: Arcane Bladeform, Bladecraft 5 ranks, Spellcraft 5 ranks, able to cast an arcane spell of at least 2nd level, must know at least three Assault techniques.
Benefit: Whenever you use an Assault technique, you may spend a free action to sacrifice a spell slot or prepared spell of at least 1st level. If you do, you gain a circumstance bonus equal to three times the level of the sacrificed spell or slot to all attack rolls you make as part of the Assault.

Arcane Bladeform [Bladecraft]
You can channel arcane energy to quickly change your Form. (Edited from JoshuaZ)
Prerequisites: Bladecraft 4 ranks, Spellcraft 3 ranks, able to cast an arcane spell of at least first level, must know at least 2 Form techniques.
Benefit: You may enter a new Form that you know as a free action. Doing so requires sacrificing a spell slot or a spell you have prepared. The level of the spell slot or prepared spell to be sacrificed depends on the complexity of the Form you are entering. It must be of at least 1st level to enter a Basic Form, at least 2nd level to enter a Moderate Form, at least 3rd level to enter an Advanced Form, and at least 4th level to enter an Expert Form.
Normal: Entering a new Form requires a swift action.

Blade Dance of the Forgotten One [Bladecraft]
You can combine your bladecraft with the  skills of one of the most legendary of all blademasters, Paimon the Dancer. (Edited from JoshuaZ)
Prerequisites: Ability to bind the vestige Paimon, Bladecraft 4 ranks, 2 ranks in either Perform (Dance) or Tumble.
Benefit: This feat provides the following three benefits.
  • Whenever you are bound to the vestige Paimon, the benefit of your Paimon's Skills ability applies to Bladecraft, granting you a +4 bonus to Bladecraft checks.
  • Whenever you are bound to the vestige Paimon and use the Dance of Death ability, choose one tag at the start of the dance. That tag is granted to you, without altering any of the tags you already have. When you enter a new Form, or use an Assault or Parry technique, the tag you are granted changes as normal.
  • Whenever you make a binding check to bind Paimon, you may substitute a Bladecraft skill check for the regular binding check. Doing so requires you to draw out the seal of Paimon with your blade in a fluid but precise manner.
Special: This feat may be taken as a bonus feat granted by the Binder class. You must still meet its prerequisites.

Blade Focus [Bladecraft]
You have practiced with your weapon so much that it's like an extension of your body.
Prerequisites: Weapon Focus, Favored Form.
Benefit: Whenever you are in your favored Form and wielding a weapon with which you have the Weapon Focus feat, you gain a +2 bonus to damage rolls with that weapon for each tag granted by the Form.

Blade Training [Bladecraft]
You have spent time and effort honing your Bladecraft, and have learned new techniques.
Prerequisites: BAB +1, Bladecraft 4 ranks, must know at least 4 blade techniques.
Benefit: You learn three additional blade techniques, of any complexity for which you qualify.
Special: You can select this feat multiple times; each time, you learn three more blade techniques.

Esoteric Bladecraft [Bladecraft]
Your style of Bladecraft is particularly esoteric or involves extra flourishes that make it more difficult to determine your techniques. (Edited from JoshuaZ)
Prerequisites: Bladecraft 4 ranks
Benefit: The DC to identity a blade technique you use, or to identify your current Form, is increased by 5.

Favored Assault [Bladecraft]
You've practiced a particular attack more than any other.
Prerequisites: BAB +3, Bladecraft 6 ranks, must know at least 1 Assault blade technique.
Benefit: Choose a single Assault you know. You can always use this technique, no matter what tags you have at any given time.
Special: Whenever you gain access to a higher complexity of blade style, you can exchange the chosen Assault for one you know from the new blade style.

Favored Form [Bladecraft]
You've practiced a particular stance more than any other.
Prerequisites: BAB +3, Bladecraft 6 ranks, must know at least 1 Form blade technique.
Benefit: Choose a single Form you know. Whenever you are in this Form, you gain a bonus to melee attack rolls equal to the number of tags the Form grants.
Special: Whenever you gain access to a higher complexity of blade style, you can exchange the chosen Form for one you know from the new blade style.

Favored Parry [Bladecraft]
You've practiced in a particular defense more than any other.
Prerequisites: BAB +3, Bladecraft 6 ranks, must know at least 1 Parry blade technique.
Benefit: Choose a single Parry you know. You can always use this technique, no matter what tags you have at any given time.
Special: Whenever you gain access to a higher complexity of blade style, you can exchange the chosen Parry for one you know from the new blade style.

Favor of Fortune [Bladecraft, Luck]
Even the most skilled masters of Bladecraft are vulnerable to the forces of luck, a sudden gust of wind, a bit of uneven ground, an opponent stumbling at just the wrong time. But you can always twist those events in your favor. (Edited from JoshuaZ)
Prerequisites: One other Luck feat, Bladecraft 6 ranks; must know at least two Assault and two Parry techniques. 
Benefit: Whenever you roll a natural 1 on an attack roll while using an Assault or Parry technique, you may spend two luck rerolls as a free action to instead treat the roll as if you had rolled a natural 20.  You gain one luck reroll per day.

Honed Mind [Bladecraft, Psionic]
Your training in bladecraft has honed your mind far beyond that of other warriors. (By JoshuaZ)
Prerequisites: Bladecraft 6 ranks, Psionic Body, one other [Bladecraft] feat.
Benefit: You count Bladecraft feats as psionic feats. This means you get additional hit points from Psionic Body and other similar feats that depend on your number of psionic feats. You also may take Bladecraft feats when you could take a psionic bonus feat (such as if you have levels in Psychic Warrior).

Honed Power [Bladecraft, Psionic]
You have learned to synergize your blade training with your psionic training. (Edited from JoshuaZ)
Prerequisites: Bladecraft 9 ranks, Honed Mind, must know one Assault technique.
Benefit: Once per encounter, whenever you confirm a critical threat when using an Assault technique, you may choose to forego the usual effects of a critical hit to instead regain 1 Bladecraft die worth of power points. This ability may not bring your power point reserve above its normal maximum.
Special: You may select this feat multiple times. Each time, you may use this ability an additional time per encounter.

King Killer's Form [Bladecraft]
You may combine your mastery of Bladecraft with the brutal efficiency of an assassin. (Edited from JoshuaZ)
Prerequisites: Death Attack class feature; sneak attack +1d6; must know an Assault technique of at least Moderate complexity.
Benefit: You may use an Assault technique against an opponent to deliver a Death Attack. You must still satisfy all other requirements to make a Death Attack, and you cannot use any Assault technique which requires more than a standard action. If you do so, in addition to the effects of the Assault, the save DC to resist the Death Attack increases depending on the complexity of the Assault you use. The DC is increased by +1 for a Basic Assault, +2 for a Moderate Assault, +3 for an Advanced Assault, and +4 for an Expert Assault.
Special: A Binder who can bind the vestige Marchiosas may select this feat as a Binder bonus feat, substituting the Death Attack ability granted by the vestige for the Death Attack class feature requirement. All other prerequisites must be met as normal.

Mystic Blade [Bladecraft]
You have learned to wield magical attacks as weapons in Bladecraft.
Prerequisites: Bladecraft 4 ranks, Spellcraft or Psicraft 4 ranks.
Benefit: You can use a weaponlike spell or power (delivered by touch or melee attack), a supernatural touch attack, or similar effect (such as a Warlock's eldritch blast modified by the eldritch glaive blast shape invocation) as a weapon when using Blade Techniques. If you use a spell or power which is discharged after a single touch, you may not treat it as a weapon for any Assault or Parry which requires multiple attacks. If you use a spell, power, or similar effect which does not usually require your direct control (such as the mordenkainen's sword spell), you must still spend the appropriate action to use a Blade Technique.
Note: It is up to the DM's discretion whether to allow a particular spell or similar effect to work with Blade Techniques via this feat, so discuss with your DM before designing a character around this concept.

Proactive Training [Bladecraft]
Though dangerous, in a pinch you can use a Bladecraft technique that you haven't fully mastered. (Edited from JoshuaZ)
Prerequisites: Int 13, Blade Training, knowledge of at least one Moderate technique.
Benefit: Choose a number of Assault or Parry technique that you do not know up to your Intelligence bonus (minimum 1). These techniques must be of a complexity at least one step lower than the maximum complexity of blade technique that you can learn. You may use each chosen technique once per day, as you would any other technique that you know; however, since you have not fully mastered it, you suffer a -2 penalty to attack rolls made while using the technique, and any Bladecraft dice you roll as part of the technique automatically give you the minimum result.
Special: Whenever you gain a level, you may exchange the selected techniques for other techniques of a complexity at least one step lower than your maximum available complexity.
Note: The techniques you gain via this feat may not be used to satisfy prerequisites.

Seize the Moment [Bladecraft]
The one who makes the first cut, often makes the last cut. (Edited from JoshuaZ)
Prerequisites: Bladecraft 5 ranks, BAB +3, Dex 13
Benefit: You gain 1 Bladecraft die as an insight bonus to initiative checks.
Special: This feat counts as Improved Initiative for the purposes of meeting prerequisites.

Trained Opportunist [Bladecraft]
You know how to take advantage of an opponent's mistakes in combat.
Prerequisites: Bladecraft 6 ranks, Combat Reflexes.
Benefit: You may make a number of additional attacks of opportunity equal to your ranks in Bladecraft. However, you may only make one of these additional attacks of opportunity when a blade technique you use directly causes your opponent to provoke an attack of opportunity from you.

Warrior's Soul [Bladecraft, Incarnum]
You have a true connection with the spirits of ancient warriors.
Prerequisites: Bladecraft 6 ranks, Incarnum-Fortified Body, one other [Bladecraft] feat.
Benefit: You count Bladecraft feats as Incarnum feats. This means you get additional hit points from Incarnum-Fortified Body, and any other similar effects that depend on your number of Incarnum feats. You also may take Bladecraft feats when you could take an Incarnum bonus feat (such as achieving 3rd level in Soulborn).

Way of the Blade, Way of the Nine [Bladecraft]
You have learned both the way of the Nine Swords and the way of Bladecraft and can see how they complement each other. (Edited from JoshuaZ)
Prerequisites: Bladecraft 4 ranks,  Martial Lore 4 ranks, two Bladecraft Forms, a martial stance
Benefit: This feat provides the following three benefits.
  • You may make Martial Lore checks to recognize Bladecraft techniques and may make Bladecraft checks to recognize martial maneuvers.
  • Whenever you spend a swift action to enter a new Form (but not when you change Forms as part of a technique), you may change your martial stance as part of the same action. Similarly, whenever you spend a swift action to change your martial stance, you may enter a new Form as part of the same action.
  • Whenever you would learn a martial maneuver, you may instead learn a new Bladecraft technique of any complexity to which you have access.

18
Heron-Marked: The Art of Bladecraft / The Bladecraft Skill
« on: December 05, 2016, 07:41:41 AM »
The Bladecraft Skill

"When the sword is once drawn, the passions of men observe no bounds of moderation." - Alexander Hamilton

Bladecraft is a skill, as well as a subsystem. Many blade techniques grant bonus Bladecraft dice to attack rolls, damage rolls, or other situations; the size of a "Bladecraft die" (which may be more than one physical die) is determined by your ranks in the Bladecraft skill.

Bladecraft (Int; Trained Only)
You can learn blade techniques, and can use this skill to identify blade techniques as they are being used.

Whenever the effect of a blade technique you use depends on Bladecraft dice, the number of ranks you have in Bladecraft determine the type of dice you roll, as shown on the following table. Bladecraft dice gained as a bonus to damage are not multiplied on a critical hit. The progression of Bladecraft dice continues in the same way beyond 36 ranks. Multiple sources of Bladecraft dice on the same roll stack.
Ranks
Bladecraft Dice
1-4
1d4
5-8
1d6
9-12
1d8
13-16
1d4+1d6
17-20
1d6+1d6
21-24
1d8+1d6
25-28
1d4+2d6
29-32
1d6+2d6
33-36
1d8+2d6

Check: You can identify combat styles and sword techniques used by a combatant. Identifying a blade technique used by someone you can see requires no action, and the DC is equal to 10 + 1/2 the user's base attack bonus (rounded down, minimum +0). Identifying the current form someone is in requires no action, and the DC is equal to 20 + 1/2 the user's base attack bonus (rounded down, minimum +0).

You can also make a Bladecraft check when using a technique to retain a previously granted tag. If the technique would have granted a tag of the same type as the tag you are retaining, the retained tag replaces the tag you would have been granted. If the technique does not grant a tag of the same type, you retain the tag in addition to the new tags granted by the technique. The base DC for retaining a tag is 15, +3 for each tag the technique normally grants, -2 if the technique would have granted a tag of the same type. Note that, as this use of the Bladecraft skill is always in combat, you may not take 10 when attempting to retain a granted tag.

Action: None
Try Again: Yes
Special: You gain a +2 bonus on Bladecraft checks to identify a technique or form that you know.
Special: Any character with at least 1 rank in Bladecraft has the ability to learn blade techniques.
Synergy: You gain a +2 synergy bonus to Bladecraft checks for each of the following skills in which you have at least 5 ranks: Autohypnosis, Knowledge (History), or Martial Lore. If you have 5 or more ranks in Bladecraft, you gain a +2 synergy bonus to Concentration, Knowledge (History), and Martial Lore checks.
Note: Bladecraft is a class skill for any class which has full Base Attack Bonus progression.

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Heron-Marked: The Art of Bladecraft / Discussion Thread
« on: December 05, 2016, 07:37:30 AM »
Go ahead and post comments here :)

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Heron-Marked: The Art of Bladecraft
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"Never give a sword to a man who can't dance." - Confucius

Amateurs think that fighting is about passion, and strength. They roar defiance and charge into battle headlong, as if their enemies were grains of wheat waiting to be reaped. The farmer defending his land against goblins wields his father's rusty sword, and is a danger to himself as much as his opponent.

Veteran soldiers know that skill and cooler heads usually prevail. They see combat as a science, prescribing a set of rules by which one can cut down one's aggressors. They train new recruits and each other, and seek out battle less frequently - the bloodthirsty are usually the first to fall.

True masters of bladecraft understand that swordwork is an art, not a science. It is a dance, an ebb and flow, like sailing a ship through a razor-sharp reef on stormy seas. Each duel is different - a deadly game of feint and counterattack, parry and riposte. The interplay is as beautiful as it is (often) fatal.

The optional rules presented here give players and DMs a means of creating a master of the blade.

Table of Contents
Introduction, Mechanics, & Changelog (this thread)
The Bladecraft Skill
Bladecraft Feats
Blade Styles & Techniques
Blade-bound Alternate Class Features
Prestige Classes
Magic Items, Spells, and Powers
Homebrew Connections

Changelog:
  • Added Barbarian, Duskblade, Factotum, Hexblade, Marsha, Psychic Warrior, Samurai, Soulknife, and Swashbuckler ACFs.
  • Finished removing the feats I'm going to remove, and added bard, monk, ranger, paladin, ninja, and dread necromancer ACFs.
  • Wrote first few ACFs (scout, rogue, knight), and removed some feats
  • Added "Special Rules" section to handle specific combat situations (actual text is still TBA)
  • (old) Added a new special material to Bladecraft Items
  • (old) Updated and posted the Blademaster PrC
  • (old) Added rules for using Bladecraft w/ a bunch of published PrCs (all from Complete Warrior, as it happens...)
  • (old) Created a Homebrew Connections post, including an ACF for the Evolutionist.
  • (old) Updated intro post to mention Homebrew Connections & the published PrC stuff
Current Priority List:
  • Add a bunch more Fighter-style feats
  • Write the "Special Combat Rules" section
  • Reaver (+ Thorn style) and Warden (+ Husk style) 5-level PrCs. {note: style names may change}
  • Other material TBD; haven't decided if I'm actually going to write the Bladecraft-incarnum PrC, but if I do it'll probably be 10 levels.

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