Post by Kirikami on Aug 7, 2017 20:18:40 GMT -5
Battlesage Alpha v1.1
Warriors have always sought how to reach a new level of capability. From the days of ancient wars to more contemporary battlefields where magic and might conflict; the riddle of steel always hangs overhead. To a Battlesage the answer to the riddle is simple: make the blade your own, and become the blade yourself.
Battlesages practice the art of martial powers, and do so in depth. Through their study they blend the line between the mundane and the supernatural. They come in many different forms and fashions, seeking out new lore and teachings to adapt to their style. They are the innovators and the pioneers which dive deep into the inner self where they find hidden powers.
Whether they are monastic scholars turned warrior, talented naturals or battle hardened veterns who have found a new way. All battlesages learn to weave techniques together and make them their own.
HD: d8
BaB: Medium
Good Save(s): Ref, Will
Skills: 4+Int
Acrobatics (Dex), Bluff (Cha), Climb (Str), Craft (Int), Escape Artist (Dex), Heal (Wis), Intimidate (Cha), Knowledge (local) (Int), Knowledge (martial) (Int), Knowledge (nature) (Int), Perception (Wis), Profession (Wis), Sense Motive (Wis), Survival (Wis) and Stealth (Dex).
1st Martial Powers, Focus Pool
2nd Sage's Flurry I
3rd Maneuver Training
4th Deft Intuition +1
5th Dual Power
6th Sage's Skirmish I
7th Fortify Focus 1/day
8th Deft Intuition +2
9th Signature Power
10th Dual Power
11th Sage's Flurry II
12th Deft Intuition +3
13th Sage's Skirmish II
14th Fortify Focus 2/day
15th Dual Power
16th Deft Intuition +4
17th Signature Power
18th Dual Power
19th Deft Intuition +5
20th True Battlesage
Proficiency
Battlesages are swift and versatile warriors who are proficient with simple and martial weapons, as well as light armor and bucklers.
Martial Powers
Battlesages are martial practitioners, who learn and utilize extraordinary and supernatural abilities that use a combination of inner strength, mental focus, and physical prowess.These abilities are called Martial Powers.
Battlesage must choose three Disciplines, which can be chosen from the Tome of Battle or Path of War supplements (list of allowed disciplines below). They gain three powers chosen from Rank 1 maneuvers in their disciplines.
Battlesage Discipline Choices
These disciplines can be chosen as the sources for the Battlesage's powers. Alternate choices, rules and quick changes in parentheses)
-Desert Wind (Shocking Sky for lightning, Freezing Gust for cold. Can technically be three separate disciplines)
-Diamond Mind (Sense Motive > Concentration)
-Elemental Flux (For those who don't want to deal with the desert wind derivative disciplines above)
-Golden Lion
-Iron Heart (Follows errata for Iron Heart Surge)
-Mithral Current
-Scarlet Throne (Must use one handed/light weapon and at most a buckler/light parry weapon in off hand)
-Setting Sun (All opposed checks become CMB checks using better between Dex/Str vs CMD)
-Shadow Hand
-Solar Wind
-Steel Serpent
-Stone Dragon
-Thrashing Dragon
-Tempest Gale
-Tiger Claw
-Veiled Moon
Every level they gain another power chosen from one of their disciplines. At 4th, 7th, 10th, 13th and 16th levels they gain access to the next rank higher from which to choose their powers. (Maximum 6th rank by 16th level)
She has a Mastery Level (aka initiator level) equal to her levels in battlesage plus levels in other martial practitioner classes. Wisdom is her Mastery Modifier (aka initiation modifier).
When creatures must save against her powers the DC is equal to 10 + Rank of Power + Mastery Modifier. The battlesage may swap any class skills she has except for craft and profession for her discipline's associated skills. A few mechanical considerations to keep in mind:
Mechanical Considerations
A. Stances are now called Auras, they only last 1 minute per mastery level. (If an aura wouldn't be conceivably useful this way consider an appropriate duration).
B. Powers (aka maneuvers) cost Fp to use, and are not readied or expended. A number of Fp equal to rank must be expended to use them.
C. Otherwise uses the same rule mechanics.
Focus Pool
The Battlesage's reservoir of inner energy, represented as Focus Points (FP). FP are used to activate martial powers. Using other abilities may also require the expenditure of Focus.The number of Focus Points a Battlesage holds per day is equal to her mastery level plus her mastery modifier.
A power can be used by spending focus equal to the rank of the power and using the requisite action.
Spent Focus is restored after 8 hours of rest. When a practitioner has 0 focus she is fatigued for ten minutes and must rest before she can use her powers again.
Sage's Flurry
At 2nd level, a battlesage can make a flurry of attacks as a full-attack action. When making a flurry, the battlesage can make one additional attack at her highest base attack bonus. This additional attack stacks with the bonus attacks from haste and other similar effects. When using this ability, the battlesage can make these attacks with any combination of unarmed strikes and weapons of a weapon group of her choice. She takes no penalty for using multiple weapons when making a flurry, but she does not gain any additional attacks beyond what’s already granted by the flurry for doing so. (She can still gain additional attacks from a high base attack bonus, from this ability, and from haste and similar effects).
At 11th level, a battlesage can make an additional attack at her highest base attack bonus whenever she makes a flurry. This stacks with the first attack from this ability and additional attacks from haste and similar effects. She also chooses a second weapon group to use her flurry with.
Maneuver Training
At third level the Battlesage uses her class level in place of her Base Attack Bonus when calculating her Combat Maneuver Bonus [and Combat Maneuver Defense]. Base attack bonuses granted from other classes are unaffected and are added normally.
Deft Intuition
Able to read her surroundings with trained acuity, a 4th level Battlesage enjoys a +1 insight bonus to initiative and dodge bonus to Armor Class and Combat Maneuver Defense. This bonus increases by +1 for every four levels of Battlesage thereafter (8th, 12th, 16th etc).
Dual Power
At fifth level, and every five levels thereafter, the Battlesage learns how to combine her martial powers. She must choose one of the following types of powers: Strike, Boost, Counter or Aura. The rules on each of these features are written below:
Dual Strike
The Battlesage can initiate two strike powers in a flowing, fleeting act of martial prowess. Both must take the same type of action to initiate, both must be the same type of attack (ranged or melee), if both require attack rolls they are rolled simultaneously using your highest attack bonus. Both costs must be paid plus an additional point of focus. The practitioner decides which effect to resolve first, which may effect the second outcome.
Dual Boost
The Battlesage can initiate two boost powers in a focused, flowing display of martial resolve. Both must take the same type of action to initiate, both costs must be paid plus an additional point of focus. Both effects take hold for the shortest duration between the two.
Dual Counter
The Battlesage can initiate two counter powers in an elegant and flowing riposte. Both counters must have the same activation conditions, if both have attack rolls and/or skill checks they are rolled separately, and both costs must be paid plus an additional point of focus. The practitioner decides which effect to resolve first, which may effect the second outcome. Otherwise each counter is resolved normally.
Dual Aura
The Battlesage can initiate and embody two aura powers in a skilled eminence of energy. She gains the benefits of both auras while they are active, though like bonuses don't stack (as normal), and damage die of the same type cannot stack. Upon activation she pays both costs plus an additional point of focus.
Sage's Skirmish
At sixth level the Battlesage has learned how to better maneuver around her foes and use her powers at unexpected moments. She gains the Spring Attack feat even if she does not meet the requirements. If she spends an additional point of focus she can use a strike power instead of a normal sttack when using this feat.
At thirteenth level she no longer must spend additional focus to use a strike power with Spring Attack and she may move up to twice her speed using this class feature
Fortify Focus
At 7th level the Battlesage learns how to meditate deeply, calling forth her inner reserves of focus. Once per day, when she takes the total defense action, she regains a number of focus equal to her mastery modifier. At fourteenth level she can do this twice per day.
Signature Power
At nineth and seventeenth level the Battlesage chooses one power or augment which costs focus points to use. A number of times per day equal to her mastery modifier she spends one less point of focus when using her selected power(s). (Min 0)
True Battlesage
At 20th level the Battlesage has become a potent force of martial perfection, her powers reaching peak levels of efficiency to the point of innate artistic beauty or even sheer overwhelming terror.
-Each attack made during Sage's Flurry can be substituted with a strike power (standard action powers only, resolved in the order they were made).
-She chooses one 9th rank power power from one of her disciplines. She must have at least 4 powers from that discipline. She can spend 9 Focus to use this power.
Warriors have always sought how to reach a new level of capability. From the days of ancient wars to more contemporary battlefields where magic and might conflict; the riddle of steel always hangs overhead. To a Battlesage the answer to the riddle is simple: make the blade your own, and become the blade yourself.
Battlesages practice the art of martial powers, and do so in depth. Through their study they blend the line between the mundane and the supernatural. They come in many different forms and fashions, seeking out new lore and teachings to adapt to their style. They are the innovators and the pioneers which dive deep into the inner self where they find hidden powers.
Whether they are monastic scholars turned warrior, talented naturals or battle hardened veterns who have found a new way. All battlesages learn to weave techniques together and make them their own.
HD: d8
BaB: Medium
Good Save(s): Ref, Will
Skills: 4+Int
Acrobatics (Dex), Bluff (Cha), Climb (Str), Craft (Int), Escape Artist (Dex), Heal (Wis), Intimidate (Cha), Knowledge (local) (Int), Knowledge (martial) (Int), Knowledge (nature) (Int), Perception (Wis), Profession (Wis), Sense Motive (Wis), Survival (Wis) and Stealth (Dex).
1st Martial Powers, Focus Pool
2nd Sage's Flurry I
3rd Maneuver Training
4th Deft Intuition +1
5th Dual Power
6th Sage's Skirmish I
7th Fortify Focus 1/day
8th Deft Intuition +2
9th Signature Power
10th Dual Power
11th Sage's Flurry II
12th Deft Intuition +3
13th Sage's Skirmish II
14th Fortify Focus 2/day
15th Dual Power
16th Deft Intuition +4
17th Signature Power
18th Dual Power
19th Deft Intuition +5
20th True Battlesage
Proficiency
Battlesages are swift and versatile warriors who are proficient with simple and martial weapons, as well as light armor and bucklers.
Martial Powers
Battlesages are martial practitioners, who learn and utilize extraordinary and supernatural abilities that use a combination of inner strength, mental focus, and physical prowess.These abilities are called Martial Powers.
Battlesage must choose three Disciplines, which can be chosen from the Tome of Battle or Path of War supplements (list of allowed disciplines below). They gain three powers chosen from Rank 1 maneuvers in their disciplines.
Battlesage Discipline Choices
These disciplines can be chosen as the sources for the Battlesage's powers. Alternate choices, rules and quick changes in parentheses)
-Desert Wind (Shocking Sky for lightning, Freezing Gust for cold. Can technically be three separate disciplines)
-Diamond Mind (Sense Motive > Concentration)
-Elemental Flux (For those who don't want to deal with the desert wind derivative disciplines above)
-Golden Lion
-Iron Heart (Follows errata for Iron Heart Surge)
-Mithral Current
-Scarlet Throne (Must use one handed/light weapon and at most a buckler/light parry weapon in off hand)
-Setting Sun (All opposed checks become CMB checks using better between Dex/Str vs CMD)
-Shadow Hand
-Solar Wind
-Steel Serpent
-Stone Dragon
-Thrashing Dragon
-Tempest Gale
-Tiger Claw
-Veiled Moon
Every level they gain another power chosen from one of their disciplines. At 4th, 7th, 10th, 13th and 16th levels they gain access to the next rank higher from which to choose their powers. (Maximum 6th rank by 16th level)
She has a Mastery Level (aka initiator level) equal to her levels in battlesage plus levels in other martial practitioner classes. Wisdom is her Mastery Modifier (aka initiation modifier).
When creatures must save against her powers the DC is equal to 10 + Rank of Power + Mastery Modifier. The battlesage may swap any class skills she has except for craft and profession for her discipline's associated skills. A few mechanical considerations to keep in mind:
Mechanical Considerations
A. Stances are now called Auras, they only last 1 minute per mastery level. (If an aura wouldn't be conceivably useful this way consider an appropriate duration).
B. Powers (aka maneuvers) cost Fp to use, and are not readied or expended. A number of Fp equal to rank must be expended to use them.
C. Otherwise uses the same rule mechanics.
Focus Pool
The Battlesage's reservoir of inner energy, represented as Focus Points (FP). FP are used to activate martial powers. Using other abilities may also require the expenditure of Focus.The number of Focus Points a Battlesage holds per day is equal to her mastery level plus her mastery modifier.
A power can be used by spending focus equal to the rank of the power and using the requisite action.
Spent Focus is restored after 8 hours of rest. When a practitioner has 0 focus she is fatigued for ten minutes and must rest before she can use her powers again.
Sage's Flurry
At 2nd level, a battlesage can make a flurry of attacks as a full-attack action. When making a flurry, the battlesage can make one additional attack at her highest base attack bonus. This additional attack stacks with the bonus attacks from haste and other similar effects. When using this ability, the battlesage can make these attacks with any combination of unarmed strikes and weapons of a weapon group of her choice. She takes no penalty for using multiple weapons when making a flurry, but she does not gain any additional attacks beyond what’s already granted by the flurry for doing so. (She can still gain additional attacks from a high base attack bonus, from this ability, and from haste and similar effects).
At 11th level, a battlesage can make an additional attack at her highest base attack bonus whenever she makes a flurry. This stacks with the first attack from this ability and additional attacks from haste and similar effects. She also chooses a second weapon group to use her flurry with.
Maneuver Training
At third level the Battlesage uses her class level in place of her Base Attack Bonus when calculating her Combat Maneuver Bonus [and Combat Maneuver Defense]. Base attack bonuses granted from other classes are unaffected and are added normally.
Deft Intuition
Able to read her surroundings with trained acuity, a 4th level Battlesage enjoys a +1 insight bonus to initiative and dodge bonus to Armor Class and Combat Maneuver Defense. This bonus increases by +1 for every four levels of Battlesage thereafter (8th, 12th, 16th etc).
Dual Power
At fifth level, and every five levels thereafter, the Battlesage learns how to combine her martial powers. She must choose one of the following types of powers: Strike, Boost, Counter or Aura. The rules on each of these features are written below:
Dual Strike
The Battlesage can initiate two strike powers in a flowing, fleeting act of martial prowess. Both must take the same type of action to initiate, both must be the same type of attack (ranged or melee), if both require attack rolls they are rolled simultaneously using your highest attack bonus. Both costs must be paid plus an additional point of focus. The practitioner decides which effect to resolve first, which may effect the second outcome.
Dual Boost
The Battlesage can initiate two boost powers in a focused, flowing display of martial resolve. Both must take the same type of action to initiate, both costs must be paid plus an additional point of focus. Both effects take hold for the shortest duration between the two.
Dual Counter
The Battlesage can initiate two counter powers in an elegant and flowing riposte. Both counters must have the same activation conditions, if both have attack rolls and/or skill checks they are rolled separately, and both costs must be paid plus an additional point of focus. The practitioner decides which effect to resolve first, which may effect the second outcome. Otherwise each counter is resolved normally.
Dual Aura
The Battlesage can initiate and embody two aura powers in a skilled eminence of energy. She gains the benefits of both auras while they are active, though like bonuses don't stack (as normal), and damage die of the same type cannot stack. Upon activation she pays both costs plus an additional point of focus.
Sage's Skirmish
At sixth level the Battlesage has learned how to better maneuver around her foes and use her powers at unexpected moments. She gains the Spring Attack feat even if she does not meet the requirements. If she spends an additional point of focus she can use a strike power instead of a normal sttack when using this feat.
At thirteenth level she no longer must spend additional focus to use a strike power with Spring Attack and she may move up to twice her speed using this class feature
Fortify Focus
At 7th level the Battlesage learns how to meditate deeply, calling forth her inner reserves of focus. Once per day, when she takes the total defense action, she regains a number of focus equal to her mastery modifier. At fourteenth level she can do this twice per day.
Signature Power
At nineth and seventeenth level the Battlesage chooses one power or augment which costs focus points to use. A number of times per day equal to her mastery modifier she spends one less point of focus when using her selected power(s). (Min 0)
True Battlesage
At 20th level the Battlesage has become a potent force of martial perfection, her powers reaching peak levels of efficiency to the point of innate artistic beauty or even sheer overwhelming terror.
-Each attack made during Sage's Flurry can be substituted with a strike power (standard action powers only, resolved in the order they were made).
-She chooses one 9th rank power power from one of her disciplines. She must have at least 4 powers from that discipline. She can spend 9 Focus to use this power.