So, this class exists because Jackinthegreen mentioned it would be interesting to see a Sublime Chord redone as a Martial class. So, here it is.Sublime Champion"They breed but to be killed"
- Lanlinariu, Elven Sublime ChampionText
Becoming a Sublime ChampionText
Table 1: The Sublime Champion
Hit Die: d8Level BAB Ref Fort Will Special Abilities Maneuvers Known Maneuvers Readied Stances Known
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1 +1 +0 +2 +2 Martial Knowledge 3 2 1
2 +2 +0 +3 +3 Lorestrike 4 2 1
3 +3 +1 +3 +3 5 3 1
4 +4 +1 +4 +4 6 3 1
5 +5 +1 +4 +4 7 4 2
6 +6 +2 +5 +5 Stance of Mastery 8 4 2
7 +7 +2 +5 +5 9 5 2
8 +8 +2 +6 +6 10 5 2
9 +9 +3 +6 +6 11 6 3
10 +10 +3 +7 +7 Supreme Lorestrike 12 6 3
Class skills (4 + Int modifier per level): Balance, Climb, Concentration, Craft, Diplomacy, Hide, Intimidate, Jump, Knowledge (history), Knowledge (local), Martial Lore, Sense Motive, Swim, Tumble
Requirements:Skills: Martial Lore 13 ranks, 8 ranks in 4 of Tumble, Concentration, Sense Motive, Hide, Balance, Jump
Maneuvers: Any two maneuvers
Feats: Blade Meditation in Desert Wind, Diamond Mind, Setting Sun, Shadow Hand, Stone Dragon, or Tiger Claw
Class FeaturesText
- Maneuvers: You begin your career with knowledge of three martial maneuvers. The disciplines available to you are Desert Wind, Diamond Mind, Setting Sun, Shadow Hand, Stone Dragon, and Tiger Claw. You must meet a maneuver's prerequisite to learn it. Once you know a maneuver, you must ready it before you can use it (see Maneuvers Readied, below). A maneuver usable by Sublime Champions is considered an extraordinary ability unless otherwise noted in its description. Your maneuvers are not affected by spell resistance, and you do not provoke attacks of opportunity when you initiate one. Upon reaching 2nd level, and at every even-numbered Sublime Champion level after that (4th, 6th, 8th, and 10th), you can choose to learn a new maneuver in place of one you already know. In effect, you lose the old maneuver in exchange for the new one. You can choose a new maneuver of any level you like, as long as you observe your restriction on the highest-level maneuvers you know; you need not replace the old maneuver with a maneuver of the same level. For example, upon reaching 10th level, you could trade in a single 1st-, 2nd-, 3rd- or 4th-level maneuver for a maneuver of 5th level or lower, as long as you meet the prerequisite of the new maneuver. You can swap only a single maneuver at any given level. You add your full Sublime Champion levels to your initiator level to determine your total initiator level and your highest-level maneuvers known.
- Maneuvers Readied: You can ready two of your three maneuvers known at 1st level, and as you advance in level and learn more maneuvers, you are able to ready more, but you must still choose which maneuvers to ready. You ready your maneuvers by meditating and exercising for 5 minutes. The maneuvers you choose remain readied until you decide to meditate again and change them. You need not sleep or rest for any long period of time to ready your maneuvers; any time you spend 5 minutes in meditation, you can change your readied maneuvers. You begin an encounter with all your readied maneuvers unexpended, regardless of how many times you might have already used them since you chose them. When you initiate a maneuver, you expend it for the current encounter, so each of your readied maneuvers can be used once per encounter (unless you recover them, as described below). You can recover an expended maneuver by using a fullround action to quickly meditate. Doing this does not provoke attacks of opportunity. If you complete your meditation, you can choose one expended maneuver to refresh. It is now available for use in a subsequent round.
- Stances Known: You begin play with knowledge of one stance from any of your disciplines open to you. At each indicated level, you can choose additional stances. Unlike maneuvers, stances are not expended, and you do not have to ready them. All the stances you know are available to you at all times, and you can change the stance you currently use as a swift action. A stance is an extraordinary ability unless otherwise stated in the stance description. Unlike with maneuvers, you cannot learn a new stance at higher levels in place of one you already know.
- Martial Knowledge (Ex): A Sublime Champion collects odd bits of lore and knowledge regarding the Sublime Way. She adds her Sublime Champion class level to any Martial Lore checks.
- Lorestrike (Ex): A Sublime Champion of 2nd level can use her martial knowledge to assist her initiating. As a move action, she can make a Martial Lore check. For every 10 points of her check result, she adds 1d6 damage on her next strike. She can use this a number of times per day equal to her class level.
- Stance of Mastery (Ex): The save DC (if any) of any maneuver you initiate increases by 1 if it is from the same discipline as the stance you are currently in.
- Supreme Lorestrike (Ex): A Sublime Champion of 10th level can use her martial knowledge to assist her initiating. As a move action, she can make a Martial Lore check. For every 30 points of her check result, she may target one additional creature who is within legal range on her next strike. She can use this three times per day.