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<hr />
<div>{{stub|Missing campaign information.}}<br />
{{DnD Base Class Infobox<br />
|img= Archer<br />
|imgloc= http://iseesagitta.files.wordpress.com/2009/03/archer-portrait2.jpg?w=390&h=526<br />
|imgsize= 195px × 263px<br />
|imgcaption= Female archer<br />
|rating_power=5<br />
|raters_power=1<br />
|rating_wording=5<br />
|raters_wording=1<br />
|rating_formatting=2<br />
|raters_formatting=1<br />
|rating_flavor=5<br />
|raters_flavor=1<br />
|status=Complete<br />
|editing=See discussion<br />
|type=Combat-Focused<br />
|desc=The archer excels in combat at a distance, combining skill, speed, and accuracy to deadly effect. A standard and distinct fantasy archetype, the archer has little use for the typical trappings of other warriors. She values agility and skill over brute force and prowess with bow over familiarity with a variety of weapons. <br />
}}<br />
<br />
== Archer ==<br />
<br />
A seasoned marksman who's pursuit of archery and peerless accuracy has elevated and distinguished her amongst adventures.<br />
<br />
=== Making an Archer ===<br />
<br />
The archer excels in combat at a distance, combining skill, speed, and accuracy to deadly effect. A standard and distinct fantasy archetype, the archer has little use for the typical trappings of other warriors. She values accuracy, agility, and skill over brute force and prowess with bow over familiarity with a variety of weapons.<br />
<br />
'''Abilities:''' Dexterity is vital to the archer, as her prowess with the bow and ability to dodge melee blows depend upon it. Wisdom and Strength also benefit many class skills, with Strength allowing her to wield composite bows. Lightly armored, the archer benefits greatly from a high Constitution score which also improves her Aim ability.<br />
<br />
* '''Alignment:''' Any.<br />
<br />
* '''Starting Gold:''' 6d4 x 10gp. ("Moderate" or "As [[fighter]]").<br />
<br />
* '''[[SRD:Race Descriptions#Starting Age|Starting Age]]:''' As [[fighter]].<br />
<br />
* ''' [[Favored Class]]: ''' Archer is a favored class for humans and half-elves, and an additional or alternate favored class for elves, at the DM's discretion.<br />
<br />
{| class="{{d20}}"<br />
|+<br />
<div>{{#anc:Table: The Archer}}</div><br />
Hit Die: d8<br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|BAB]]<br />
! rowspan="2" | AAB<br />
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s<br />
! rowspan="2" | Special<br />
|-<br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st<br />
|class="left"| +0 <br />
|class="left"| +1 || +0 || +2 || +0<br />
| class="left" | Archer’s Aptitude, Aim (+1d8), Archery Feat <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd<br />
|class="left"| +1 <br />
|class="left"| +2 || +0 || +3 || +0<br />
| class="left" | Archery Feat<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd<br />
|class="left"| +2 <br />
|class="left"| +3 || + 1|| +3 || +1<br />
| class="left" |Aim (+2d8)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th<br />
|class="left"| +3 <br />
|class="left"| +4 || +1 || +4 || +1<br />
| class="left" | Archery Feat, Defensive Shot <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th<br />
|class="left"| +3 <br />
|class="left"| +5 || +1 || +4 || +1<br />
| class="left" |Aim (+3d8)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|6th<br />
|class="left"| +4 <br />
|class="left"| +6+1 || +2 || +5 || +2<br />
| class="left" | Archery Feat<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|7th<br />
|class="left"| +5 <br />
|class="left"| +7+2 || +2 || +5 || +2<br />
| class="left" |Aim (+4d8)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|8th<br />
|class="left"| +6/+1 <br />
|class="left"| +8+3 || +2 || +6 || +2<br />
| class="left" | Archery Feat<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|9th<br />
|class="left"| +6/+1 <br />
|class="left"| +9/+4 || +3 || +6 || +3<br />
| class="left" |Aim (+5d8)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|10th<br />
|class="left"| +7/+2 <br />
|class="left"| +10/+5 || +3 || +7 || +3<br />
| class="left" | Special Ability<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|11th<br />
|class="left"| +8/+3 <br />
|class="left"| +11/+6/+1 || +3 || +7 || +3<br />
| class="left" |Aim (+6d8)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|12th<br />
|class="left"| +9/+4 <br />
|class="left"| +12/+7/+2 || +4 || +8 || +4<br />
| class="left" | Special Ability<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|13th<br />
|class="left"| +9/+4 <br />
|class="left"| +13/+8/+3 || +4 || +8 || +4<br />
| class="left" |Aim (+7d8)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|14th<br />
|class="left"| +10/+5 <br />
|class="left"| +14/+9/+4 || +4 || +9 || +4<br />
| class="left" | Special Ability<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|15th<br />
|class="left"| +11/+6/+1 <br />
|class="left"| +15/+10/+5 || +5 || +9 || +5<br />
| class="left" |Aim (+8d8)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|16th<br />
|class="left"| +12/+7/+2 <br />
|class="left"| +16/+11/+6/+1 || +5 || +10 || +5<br />
| class="left" | Special Ability <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|17th<br />
|class="left"| +12/+7/+2 <br />
|class="left"| +17/+12/+7/+2 || +5 || +10 || +5<br />
| class="left" |Aim (+9d8)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|18th<br />
|class="left"| +13/+8/+3 <br />
|class="left"| +18/+13/+8/+3 || +6 || +11 || +6<br />
| class="left" | Special Ability<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|19th<br />
|class="left"| +14/+9/+4 <br />
|class="left"| +19/+14/+9/+4 || +6 || +11 || +6<br />
| class="left" |Aim (+10d8)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|20th<br />
|class="left"| +15/+10/+5 <br />
|class="left"| +20/+15/+10/+5 || +6 || +12 || +6<br />
| class="left" | Special Ability<br />
|}<br />
<br />
'''Class Skills (6 + [[SRD:Intelligence|Int]] modifier per level, &times;4 at 1st level)'''<br/><br />
[[SRD:Climb Skill|Climb]] ([[SRD:Strength|Str]]), [[SRD:Concentration Skill|Concentration]] ([[SRD:Constitution|Con]]), [[SRD:Craft Skill|Craft]] ([[SRD:Intelligence|Int]]), [[SRD:Hide Skill|Hide]] ([[SRD:Dexterity|Dex]]), [[SRD:Jump Skill|Jump]] ([[SRD:Strength|Str]]), [[SRD:Listen Skill|Listen]] ([[SRD:Wisdom|Wis]]), [[SRD:Move Silently Skill|Move Silently]] ([[SRD:Dexterity|Dex]])), [[SRD:Profession Skill|Profession]] ([[SRD:Wisdom|Wis]]), [[SRD:Ride Skill|Ride]] ([[SRD:Dexterity|Dex]]), [[SRD:Spot Skill|Spot]] ([[SRD:Wisdom|Wis]]), and [[SRD:Survival Skill|Survival]] ([[SRD:Wisdom|Wis]]). <br />
<br />
==== Class Features ====<br />
<br />
'''Weapon and Armor Proficiency:''' Archers are proficient with all Simple weapons and with all bows. They are proficient with Light armor but not with shields.<br />
<br />
'''Archer’s Aptitude:''' They excel at archery at the expense of combat with other weapons. While wielding any bow, such as the shortbow or composite longbow, the archer substitutes her [[BAB|Base Attack Bonus]] ([[BAB|BAB]]) with her Archery Attack Bonus (AAB). An archer also uses her AAB in lieu of her [[BAB|BAB]] for the purpose of qualifying for archery feat. Finally her Archer levels are applied as [[SRD:Fighter|fighter]] level for the purpose of accessing [[SRD:Feats|feat]] in the [[SRD:Weapon Focus|Weapon Focus]] tree.<br />
<br />
Therefore a 2nd level [[Fighter|fighter]] ([[BAB|BAB]] +2) / 2nd level Archer ([[BAB|BAB]] +1, AAB +2) would qualify either [[SRD:Weapon Specialization|Weapon Specialization]] (Longbow) and [[SRD:Shot on the Run|Shot on the Run]], assuming she had the prerequisite [[SRD:Feats|feat]](s).<br />
<br />
The archer may also consider using her AAB in lieu of his [[BAB|BAB]] and or apply her archer level as fighter level when qualifying for any archery-based feat or prestige class, such as the Zen Archery feat or arcane archer prestige class, with the DM's approval.<br />
<br />
'''Aim: ''' As a standard action an archer may ready a single arrow and take aim a target within 30ft. In doing so the archer is consider to have readied an attack against the target that can be used as an immediate action. An archer can hold her aim in this way for as long as she chooses but may not take any other actions while doing so. <br />
<br />
At the beginning of each round the archer is entitled to an aim check which is resolved as a concentration check (starting at DC 15, and then +2 for each round aimed beyond the first). Each successful check grants the archer an aim counter. The counters are accumulative however if she rolls a natural one on this check all the counters are lost. Any arrows fired while aiming receives a bonus of +2 per aim counter to attack rolls (+10 max). An archer who spends at least three rounds aiming deals addition +1D8 points of precision damage on damage rolls, plus an addition 1D8 for every two archer levels beyond the first. Once the arrow is fired aim ends and the counter are burned likewise the counters are lost if aim is dismissed or dropped for any other reason.<br />
<br />
An archer is considered flat footed while aiming and is treated as such for any attack directed at her while aiming even if she release in response to being attacked, though doing so negate any chance of the attack interfering with the shot. If the archer takes damage while maintaining aim she must make a concentrate check (DC 15 + damage taken) to continue. If the target moves more then five feet within a single action the archer must immediately make a concentration check DC equal to the movement made to maintain aim. She can however release an arrow in response to the targets movement to avoid this check. If she fails any of these checks aim is dropped and the associated counters are burned.<br />
<br />
'''Archery Feats''' [1st / 2nd / 4th / 6th / 8th level] The archer strives to increase his skill and prowess with the bow. At 1st level and every even numbered level, the archer can select a feat for which she qualifies from the following: Deadeye Shot, [[Far Shot|Far Shot]], [[Improved Critical|Improved Critical]] (Any bow), Improved mounted archery, [[SRD:Improved Precise Shot|Improved Precise Shot]], Improved rapid shot, [[SRD:Manyshot|Manyshot]], [[SRD:Greater Manyshot|Greater Manyshot]], [[SRD:Mounted Archery|Mounted Archery]], Penetrating Shot, [[SRD:Point Blank Shot|Point Blank Shot]], [[SRD:Precise Shot|Precise Shot]], [[SRD:Power Critical|Power Critical]], Ranged disarm, Ranged pin, Range sunder, Ranged Trip, Ranged Weapon Mastery, [[SRD:Rapid Shot|Rapid Shot]], [[SRD:Sharp-Shooting|Sharp-Shooting]], [[SRD:Shot on the Run|Shot on the Run]], [[SRD:Weapon Focus|Weapon Focus]] (Any bow), [[SRD:Greater Weapon Focus|Greater Weapon Focus]] (Any bow), [[SRD:Weapon Specialization|Weapon Specialization]] (Any bow), or [[SRD:Greater Weapon Specialization|Greater Weapon Specialization]] (Any bow).<br />
<br />
'''Defensive Shot: ''' Once per round the archer may spend a swift action to grant herself a +4 dodge bonus versus attacks of opportunity drawn from firing a bow within a threatened square. This bonus last until the beginning of her next turn.<br />
<br />
'''Special Archery Ability''' [10th/12th/14th16th/18th/20th level] The archer learns unusual maneuvers with the bow and arrow, such as ricocheting arrows off walls or peppering her enemies with a barrage of arrows. At 11th level and every two levels thereafter, she may select one of the following special abilities; unless otherwise noted, each special ability can be selected only once:<br />
<br />
''Archery:'' The archer can select an additional feat from the Archery class feature. Archery can be taken multiple times.<br />
<br />
''Barrage:'' ([[SRD:Rapid Shot|Rapid Shot]], and [[SRD:Manyshot|Manyshot]]) This ability can be used once per day as a full round action to lay fire to an area. Barrage effects a designated 60ft cone, allowing the archer to make one attack against each creature within the target area at her highest BAB -2. This ability can be taken multiple times to increase the number of daily uses.<br />
<br />
''Called Shot:'' While aiming the archer can attempt to strike a specific body part on a targeted creature within 30 feet, to cause various effects so long as she has at least one aim counter. The archer must declare her intention to attempt a Called Shot and designate the specific target and body part (an arm, a leg, etc.) before the attack roll is made. The archer then makes a single standard attack at the archer's highest BAB. A successful attack deals weapon damage normally, but if the archer's attack roll exceeds the target's AC by 2 or more or resulted in a successful called shot, striking the targeted body part and causing a debilitating secondary effects. Conditions and penalties incurred by called shot lasts for 24 hours, or until the creature is successfully treated with a DC 15 Heal check, or until it receives the benefit of a lesser restoration spell or equivalent effect. Creatures immune to critical hits are immune to the effects of a Called Shot, and creatures with multiple limbs or eyes may suffer reduced effects. Multiple successful Called Shots against the same body part or body parts of a single creature have a cumulative effects:<br />
<br />
* ''Arm:'' An archer using this ability receives a –2 penalty on her attack roll. A successful hit imparts a -2 penalty to both damage rolls and skill checks (Climb, Sleight of Hand, Use Rope, etc.), which utilize the arm struck. A target with more than four arms is immune to these penalties.<br />
* ''Hand:'' An archer using this ability receives a –5 penalty on her attack roll. The creature struck must succeed Reflex save DC verses damage taken or be disarmed and drop whatever it is holding with the hand struck. A successful hit also imparts a -2 penalty to both attack rolls and skill checks (Climb, Sleight of Hand, Use Rope, etc.), which utilize that hand struck. <br />
* ''Eye:'' An archer using this ability receives a –10 penalty on her attack roll. The creature struck is partially blinded, suffering a -2 penalty to his AC, Spot checks and search checks. If both or all of its eyes are partial blinded with Called Shots, the creature is permanently blinded. If the Called Shot also results in a critical strike, the arrow pierces the brain, and the creature is forced to make a Fortitude 15 save against death from massive damage, regardless of damage roll. A creature with blindsight is immune to these penalties. Blindness and partial blindness represent condition more server than others covered under called shot and require the equivalent a of a remove blindness spell to be cured.<br />
* ''Gut:'' Creature struck by this attack has a 50% chance of being nauseated each round and takes a –2 to Fort saves, until the arrow is removed. Half of the physical damage from this attack is considered subdue damage.<br />
* ''Leg:'' An archer using this ability receives a –2 penalty to attack rolls. A creature stuck by this ability can no longer use a five foot step and can no longer take the run, or charge actions. A successful hit also imparts a -2 penalty to both Reflex saves and skill checks (Climb, Jump, balance, tumble, swim, etc.) in which it utilize it’s legs. Bipeds also incur a –5 movement penalty. A creature with more then 4 legs is unaffected.<br />
* ''Neck:'' An archer using this ability receives a –5 penalty to attack rolls. A creature struck in the neck begins to bleed taking 2 points of Con at the beginning of each of it turn each round. <br />
* ''Wing:'' Reduces target’s creatures fly speed by 5 and their maneuverability by go down one step. A creature brought to 0 speed or below very poor maneuverability losses the ability to fly and falls.<br />
<br />
''Devastating Strike:'' When wielding any bow in which she has [[SRD:Weapon Focus|Weapon Focus]] or [[SRD:Improved Critical|Improved Critical]], the damage multiplier for critical hits increases by x1. Also, should any attack you make with a qualifying weapon deal 50 or more damage in a single attack the DC to avoid death by massive damage is increases from 15 to 20.<br />
<br />
''Dismiss Arrow:'' The archer gains the [[SRD:Deflect Arrows|Deflect Arrows]] feat even if she does not meet the requirements if the archer already has [[SRD:Deflect Arrows|Deflect Arrows]] she instead gains [[SRD:Snatch Arrows|Snatch Arrows]]. This special ability may be taken twice, in order to gain both effects.<br />
<br />
''Eagle Eye:'' While wielding a bow you are considered to be one range increment closer your target for all attack rolls made outside of your first range increment. In addition aim, point blank shot, sniper attack, sneak attack, and skirmish are now effective out to 60ft.<br />
<br />
''Hunter’s Shot:'' (Prerequisite: [[SRD:Survival Skill|Survival]] 12 ranks) The archer can take a shot, while aiming with at least one aim counter, that ignores natural armor. This special ability may be used a number of time per day equal to three plus the archers [[SRD:Wisdom|Wis]] mod.<br />
''Mighty draw:'' ( [[SRD:Strength|Str]] of 15 or higher ) The archer is consider to have +4 Str for the purposes of wielding a composite bow<br />
<br />
''Pepper Shot:'' (Prerequisite: [[SRD:Rapid Shot|Rapid Shot]]) You can use a full round action to pepper a target within 30ft. When doing so make a single attack roll at a -4. Then roll damage as normal plus an additional 4d8 of piercing damage. A successful attack deals full damage and dazes the target for 1 round. If you miss with this attack and have 10 or better on your D20 roll daze is negated but you still deal have damage. This attack expends 5 arrows. Creatures with evasion are afforded no protection from this attack.<br />
<br />
''Piercing Strike:'' When wielding any bow in which she has [[SRD:Weapon Focus|Weapon Focus]] or [[SRD:Improved Critical|Improved Critical]], the net threat range is increased by 1, and is allow to take ten on rolls to confirm crit.<br />
<br />
''Ranged Flank:'' On a successful attack made with a bow against a target within 30ft, you may declare a ranged flanking position. You are therefore treated as though you occupied the nearest square adjacent to the target for the purposes of determining whether or you or and allies are flanking the target, so long as you maintain a position that is known to and within 30ft of the target. You may only use this ability once pre round, and only against one target at a time.<br />
<br />
''Ranged Sneak Attack:'' (Prerequisite: [[SRD:Hide Skill|Hide]] 5 ranks, [[SRD:Move Silently Skill|Move Silently]] and 5 rank) The archer deals an additional +1D6 points of Sneak Attack damage with Projectiles against any target within 30 feet that is flanked or denied its Dexterity bonus to AC. This special ability can be taken multiple times, the effects stack with each other and other sources of sneak attack. This ability otherwise functions as the rouge’s Sneak Attack ability.<br />
<br />
''Ricochet Shot:'' As a standard action the archer can attempt to strike a target within 30 feet with a Ricochet Shot, allowing her to ricochet her arrow off a nearby surface so that the arrow strikes from an angel that negates cover (even total cover) and shield bonus. This ability can be used at any time provide there is a hard surface nearby (ex. Stonewall) and a conceivable flight path. This attack uses the archers highest base attack bonus –2.<br />
<br />
''Sniper:'' (Prerequisite: [[SRD:Hide Skill|Hide]] 12 ranks) When the archer uses the hide skill then attacks she can immediately roll another hide check to remain hidden without incurring the normal penalty so long as she makes only a single attack.<br />
<br />
''Steady Aim:'' The archer no longer losses any accumulated aim bonus on a concentrate check when she rolls a natural and receives a +5 competency bonus on all concentrate checks made for the purpose of aiming.<br />
<br />
''Trace:'' The archer can ignore the first 10 feet of a targets movement and she gains a +10 competency bonus on concentration check required for addition movement beyond that. In addition she may take a five foot step while aiming.<br />
<br />
''Quick Aim:'' This special ability allows the archer may take a single standard action to aim, instantly gaining the benefit of three rounds of aiming. The archer then attempts a DC 15 aim check to receive three aim counters. This ability can be use a number of times each day..<br />
<br />
''Volley:'' As a full round action an archer with this special ability can make an attack against a target who is within line of site but at least four range increment out with a -4 penalty to his attack. This negates all other ranged penalties.<br />
<br />
==== Epic Archer ====<br />
<br />
{| class="{{d20}}"<br />
|+ class="epic" |<br />
<div>{{#anc:Table: The Epic Archer}}</div><br />
Hit Die: d8<br />
|-<br />
! Level !! Special<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 21st || class="left" |<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 22nd || class="left" | Special ability<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 23rd || class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 24th || class="left" | Special ability <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 25th || class="left" | Bonus feat<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 26th || class="left" | Special ability <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 27th || class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 28th || class="left" | Special ability <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 29th || class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 30th || class="left" | Special ability, Bonus feat<br />
|-<br />
| colspan="42" class="skill" |<br />
4 + ([[SRD:Intelligence|Int]]) modifier skill points per level.<br />
|}<br />
<br />
'''Special ability:''' An epic archer gains one additional special ability 22th level and every 2 levels there after.<br />
<br />
'''Aim:''' An epic archer continues to advance in aim as described, gain an addition 1D8 points of precision damage for every 2 level beyond level 19.<br />
<br />
'''{{#anc: Bonus Feats }}:''' The epic Archer gains a bonus feat (selected from the list of epic Archer bonus feats) every 5 levels after 20th.<br />
<br />
''Epic Archer Bonus Feat List:'' [[SRD:Combat Archery|Combat Archery]], [[SRD:Devastating Critical|Devastating Critical]], [[SRD:Distant Shot|Distant Shot]], Epic Dodge, Epic Speed, [[SRD:Epic Prowess|Epic Prowess]], [[SRD:Epic Weapon Focus|Epic Weapon Focus]], [[SRD:Epic Weapon Specialization|Epic Weapon Specialization]], [[SRD:Exceptional Deflection|Exceptional Deflection]], [[SRD:Improved Manyshot|Improved Manyshot]], [[SRD:Infinite Deflection|Infinite Deflection]], [[SRD:Overwhelming Critical|Overwhelming Critical]], [[SRD:Penetrate Damage Reduction|Penetrate Damage Reduction]], [[SRD:Reflect Arrows|Reflect Arrows]], [[SRD:Swarm of Arrows|Swarm of Arrows]], [[SRD:Uncanny Accuracy|Uncanny Accuracy]].<br />
<br />
==== Human Archer Starting Package ====<br />
<br />
'''Weapons:''' Longbow, with 50 arrows<br />
<br />
'''Skill Selection:''' Pick a number of skills equal to 5 + [[Int]] modifier.<br />
<br />
{| class="{{d20}}"<br />
|-<br />
! class="left" | Skill || Ranks || Ability || Armor<br/>Check<br/>Penalty<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | [[SRD:Climb Skill|Climb]] || 4 || [[SRD:Strength|Str]] || 0<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" |[[SRD:Concentration Skill|Concentration]]|| 4 || [[SRD:Concentration Skill|Concentration]] || -<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | [[SRD:Hide Skill|Hide]] || 4 || [[SRD:Dexterity|Dex]] || -<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | [[SRD:Jump Skill|Jump]] || 4 || [[SRD:Strength|Str]] || 0<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | [[SRD:Listen Skill|Listen]] || 4 || ([[SRD:Wisdom|Wis]]) || -<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | [[SRD:Spot Skill|Spot]] || 4 || ([[SRD:Wisdom|Wis]]) || -<br />
|}<br />
<br />
'''Feat:''' Point blank shot.<br />
<br />
'''Bonus Feats:''' Precise shot, Rapid shot.<br />
<br />
'''Gear:''' Leather armor, quiver, hooded lantern, bedroll, waterskin, flint, winter blanket, lump of wax.<br />
<br />
'''Gold:''' 140gc.<br />
<br />
<br />
----<br />
{{DnD Base Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Base Class]]<br />
[[Category:Combat-Focused]]</div>173.245.56.215https://www.dandwiki.com/w/index.php?title=Seafaring_(3.5e_Race)&diff=579435Seafaring (3.5e Race)2012-07-01T19:06:19Z<p>173.245.56.215: /* Racial Traits */</p>
<hr />
<div>{{x0<br />
|la=+1<br />
|ecl=2<br />
|type=[[SRD:Humanoid Type|Humanoid]]<br />
|ability_adjust=+4 Dex, +2 Int, +2 Cha, -2 Wis, -2 Con<br />
|size=Medium<br />
|favored_class=Swashbuckler.<br />
|desc=Raised on the open water, the Seafaring feel most at home in the open sea.<br />
}}<br />
<br />
= The Seafaring =<br />
<br />
== Personality ==<br />
Raised on the open water, the Seafaring feel most at home in the open sea. If given the choice of sleeping at in inn or on their ship, they will prefer to sleep onboard.<br />
They do however enjoy spending the evening at the tavern in the harbor throwing back some ale and telling stories of their harrowing exploits of the sea. But it is not long<br />
before they hear the call of the open water. <br />
<br />
== Physical Description ==<br />
The Seafaring are a typical humanoid height and weight. Their skin does tend to be a bit leathery and rough in appearance due to their exposure to the sun and salty air. <br />
<br />
== Relations ==<br />
The Seafaring gets along well with all races due to their business of offering their services of shipping. They do however have trouble understanding why people would <br />
chose to spend their life on land. <br />
<br />
== Alignment ==<br />
They tend to be of one of the the neutral alignments LN, N, CN. but its not unheard of for them to be of any other. <br />
<br />
== Lands ==<br />
Land? Give me the open sea! <br />
<br />
== Religion ==<br />
Any. <br />
<br />
== Language ==<br />
Common and Aquatic <br />
<br />
== Names ==<br />
The names are given by the parents. <br />
<br />
== Racial Traits ==<br />
<br />
* 4 Dexterity, +2 Intelligence, +2 Charisma, &minus;2 Wisdom, &minus;2 Constitution: Due to their life on the high waves of the sea, they are able to keep their balance very well and navigate by the stars and sun. <br />
* Humanoid <br />
* Medium <br />
* Seafaring [[base land speed]] is 30 feet: <br />
* '''Improved night vision''' : Due to them having to navigate by the stars, The Seafaring have a better than avg nightvision. This is the same as Low-light vision.<br />
* +2 to navigation checks when onboard ship<br />
* '''Sailor's Balance''': Due to their life on the sea, the Seafaring gain a +4 competence bonus on acrobatics and climb checks made while on the deck or in the rigging of a ship. They can also move across a slippery deck at normal speed.<br />
* If the Seafaring spend more than one week on land, they must succeed on a DC15 Will save (every morning) or suffer a negative 1 on all Attacks and AC due to their wish that they were back on the sea. Once the save has failed no other will save is required the negative stays until returning to the ship.<br />
* The Seafaring do not receive the bonus feat at lvl 1 nor do they receive bonus skill points. <br />
* [[Automatic Languages]]: Common and Aquatic. <br />
* [[Favored Class]]: Swashbuckler<br />
* [[Level Adjustment]]: +1<br />
<br />
== Vital Statistics ==<br />
<br />
{| class="d20" cellspacing="0" cellpadding="0"<br />
|+ Table: <-- Seafaring --> As human<br />
|- style="white-space: nowrap;"<br />
! Adulthood || Simple || Moderate || Complex<br />
|- style="white-space: nowrap;"<br />
| <!-- base starting age --> years || +<!-- age modifier for simple classes (i.e. Barbarian, Rogue, and Sorcerer) --> || +<!-- age modifier for moderate classes (i.e. Bard, Fighter, Paladin, and Ranger) --> || +<!-- age modifier for complex classes (i.e. Cleric, Druid, Monk, and Wizard) --><br />
|}<br />
<br />
{| class="d20" cellspacing="0" cellpadding="0"<br />
|+ Table: <!-- insert race name --> Aging Effects<br />
|- style="white-space: nowrap;"<br />
! Middle Age<sup>1</sup> || Old<sup>2</sup> || Venerable<sup>3</sup> || Maximum Age<br />
|- style="white-space: nowrap;"<br />
| <!-- starting age for middle age --> years || <!-- starting age for old age --> years || <!-- starting age for venerable age --> years || +<!-- max age --> years<br />
|- style="white-space: nowrap;"<br />
| colspan="5" class="foot" |<br />
# At middle age, &minus;1 to Str, Dex, and Con; +1 to Int, Wis, and Cha.<br />
# At old age, &minus;2 to Str, Dex, and Con; +1 to Int, Wis, and Cha.<br />
# At venerable age, &minus;3 to Str, Dex, and Con; +1 to Int, Wis, and Cha.<br />
|}<br />
<br />
{| cellspacing="0" cellpadding="0" class="d20"<br />
|-<br />
|+ Table: <!-- insert race name --> Random Height and Weight<br />
|- style="white-space: nowrap;"<br />
! style="text-align: left;" | Gender || Base Height || Height Modifier || Base Weight || Weight Modifier<br />
|- style="white-space: nowrap;"<br />
| style="text-align: left;" | Male || <!-- male base feet height -->' <!-- inches -->" || +<!-- male height modifier --> || <!-- male base weight --> lb. || &times; (<!-- male weight modifier -->) lb.<br />
|- class="even" style="white-space: nowrap;"<br />
| style="text-align: left;" | Female || <!-- female base feet height -->' <!-- inches -->" || +<!-- female height modifier --> || <!-- female base weight --> lb. || &times; (<!-- female weight modifier -->) lb.<br />
|}<br />
<br />
<br />
----<br />
{{3.5e Races Breadcrumb}}<br />
<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Race]]<br />
[[Category:Humanoid Type]]<br />
[[Category:Medium Size]]<br />
[[Category:LA1]]<br />
[[Category:ECL2]]</div>173.245.56.215https://www.dandwiki.com/w/index.php?title=Talk:All_Brawn_No_Brain_(3.5e_Trait)&diff=579237Talk:All Brawn No Brain (3.5e Trait)2012-06-30T00:18:28Z<p>173.245.56.215: </p>
<hr />
<div>This is a bad trait. The benefit way out-weighs the down side. In general a minus to an ability for a plus to an ability is a bad trait, and makes it way too easy of an abuse. -- [[User:Name Violation|Name Violation]] 16:36, 5 November 2009 (MST)<br />
<br />
While I was updating the page format, I knocked down the benefit, tweaked the drawback, and tighten the restriction. This version should be a lot more balanced. -- [[User:Ikrzfi|Ikrzfi]] 2010 April 16 @ 14:10 (EST)<br />
<br />
this is a bad oppion. the point for point trade off is as old as the game its self. I see nouthing wrong with the balance of this trate as a whole. as is or before.</div>173.245.56.215https://www.dandwiki.com/w/index.php?title=Swordmaster_(3.5e_Prestige_Class)&diff=579023Swordmaster (3.5e Prestige Class)2012-06-27T07:27:34Z<p>173.245.56.215: /* Becoming a Swordmaster */</p>
<hr />
<div>{{DnD Prestige Class Infobox<br />
|img=Female swordsman by redpeggy.jpg<br />
|imgloc=http://redpeggy.deviantart.com/art/Female-swordsman-118723835?q=boost%3Apopular%20swordsman&qo=3<br />
|imgsize=<br />
|imgcaption=A swordmaster appears to float through the air.<br />
|rating_power=<br />
|raters_power=<br />
|rating_wording=<br />
|raters_wording=<br />
|rating_formatting=<br />
|raters_formatting=<br />
|rating_flavor=<br />
|raters_flavor=<br />
|status=Finished<br />
|editing=<br />
|type=Combat focused sword user<br />
|desc=Swordmasters dance around the battlefield with techniques learned in the academy.<br />
|len=5<br />
|minlvl=7<br />
}}<br />
<br />
==Swordmaster==<br />
<br />
{{quote<br />
|Parting the curtain became heron spears the fish, and the blade slipped into the gnoll's stomach.<br />
|src=Adventures of Mali Fordre<br />
}}<br />
<br />
Blademasters are the masters of sword fighting. They learn ancient arts of sword style by reading manuscripts and ancient texts then spending hours practicing.<br />
<br />
===Becoming a Swordmaster===<br />
<br />
<br />
<br />
{| class="d20 dragon monstats" cellspacing="0" cellpadding="0"<br />
|+ style="font-size: larger; white-space: nowrap;" | Entry Requirements<br />
|-<br />
! Base Attack Bonus:<br />
| 5.<br />
|-<br />
! Feats:<br />
| Whirlwind Attack.<br />
|-<br />
! Languages:<br />
| Draconic.<br />
|-<br />
! Special:<br />
| Must have trained under another swordmaster, or found an ancient text of sword technique.<br />
|} <br />
<br />
{| class="{{d20}}"<br />
|+ <div>{{#anc:Table: The Swordmaster}}</div><br />
<p>Hit Die: d8</p><br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s<br />
! rowspan="2" | Special<br />
|-<br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1st || +1 || +0 || +2 || +0<br />
| class="left" | Sword Technique, +1 AC, +5 Movement Speed<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2nd || +2 || +0 || +3 || +0<br />
| class="left" | Sword Technique, Bonus Feat<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3rd || +3 || +1 || +3 || +1<br />
| class="left" | Sword Technique, +2 AC, +5 Movement Speed<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4th || +4 || +1 || +4 || +1<br />
| class="left" | Sword Technique, Bonus Feat<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5th || +5 || +1 || +4 || +1<br />
| class="left" | Sword Technique, +3 AC<br />
|-<br />
| colspan="42" class="skill" |<br />
'''Class Skills (6 + [[Int]] modifier per level)'''<br/><br />
[[Balance]] ([[Dex]]), [[Climb]] ([[Str]]), [[Diplomacy]] ([[Cha]]), [[Escape Artist]] ([[Dex]]), [[Intimidate]] ([[Cha]]), [[Jump]] ([[Str]]), [[Knowledge]] (history) ([[Int]]), [[Perform]] ([[Cha]]), [[Spot]] ([[Wis]]), [[Tumble]] ([[Dex]]).<br />
|}<br />
<br />
====Class Features====<br />
<br />
Swordmasters learn secret arts, but they learn them from personal study and tomes of ancient swordplay. Because of this, no two swordmasters have the same style. All of the following are class features of the Swordmaster.<br />
<br />
'''{{#anc:Sword Technique}}:''' At each level the sword master discovers a lost technique of sword fighting. Each can only be chosen more than once, and the abilities stack. Each ability only works with a [[longsword]], [[shortsword]], [[bastard sword]] or [[rapier]]. For abilities that aren't attacks, you must have sword on your person. You can ask your DM for other "sword" weapons. These are chosen from the following:<br />
<br />
''{{#anc:Water Tumbles Over Rocks}} :'' The swordmaster learns to flow over and past her enemies. When ever she makes a bullrush attempt, she may make a single attack at her highest base attack bonus in the same action.<br />
<br />
''{{#anc:The Heron Rises}} :'' The swordmaster makes a part of her body seem open so that the enemy will strike, and then attacks around her enemies weapon. A swordmaster can provoke an attack of opportunity while attacking to make her attack a critical hit. This is a swift action, and must be declared before the attack roll is made. The opponent gets their attack of opportunity before the swordmaster makes her attack<br />
<br />
''{{#anc:The Snake Strikes}} :'' A swordmaster learns to appear as if she is not aware, but she is ready for the first signs of danger. The sword is loose in her sheath, and she pulls it out in an arched motion striking an enemy. A swordmaster with the benefit of the [[Quick Draw]] feat can never be caught flat-footed, and always gets to participate in a surprise round, provided there is one.<br />
<br />
''{{#anc:Parting the Curtain}} :'' A sword master moves her sword in a stab at the enemy, but at the last moment turns it aside to open up their defenses. As a swift action, a swordmaster can declare that she is parting the curtain. Each time she attacks, for the rest of the round, she gains a +2 competence bonus to attack rolls and she deals no damage. Instead if she hits the target of her attack that, target is flat-footed until the end of her next round.<br />
<br />
''{{#anc:Veil of Iron}} :'' A swordmaster learns to block gaze attacks and still be able to see everything by covering her face with her sword in a pattern. She becomes immune to gaze attacks, and gains a +2 bonus on saving throws against mind affecting spells and effects.<br />
<br />
''{{#anc:The Willow Bends}} :'' A swordmaster learns to bend against impacts like the willow tree. She gains DR5.<br />
<br />
''{{#anc:Heron Spears the Fish}} :'' A swordmaster learns to lunge forwards with her sword outstretched at frightening speed. Her reach becomes 5 feet provided she is using a longsword, shortsword, bastard sword, or rapier.<br />
<br />
''{{#anc:The Petal Falls}} :'' A swordmaster learns how to move her body and use her sword to maintain her balance. A blademaster gains a +3 competence bonus on [[Tumble]] and [[Balance]] checks and +1 dodge bonus to [[armor class]].<br />
<br />
''{{#anc:The Wind Changes}} :'' A swordmaster learns how to use her sword to balance herself while moving so that she can seem to be floating in the air. She can change direction once while charging, and she can make [[Tumble]] checks while chargning.<br />
<br />
''{{#anc:Wolf Circles its Prey}} :'' A swordmaster learns to use her sword to feel faint vibrations in the earth, and to make her visage seem different by reflecting light off its blade. She gains a +2 bonus to [[Intimidate]], [[Listen]], and [[Spot]] checks. In addition, she gains a +2 competence bonus to initiative. She also gains +4 to attack rolls when attack a flanked opponent, instead of the usual +2.<br />
<br />
''{{#anc:Water Crashes Against the Shore}} :'' A swordmaster learns how to balance herself to be as immovable as rock. She gains a +10 bonus against being knocked from her feet, or moved against her will.<br />
<br />
''{{#anc:The Farmer Cuts the Wheat}} :'' A swordmaster learns how to strike through legs and armor with as much ease as a farmer harvests his crops. As a swift action she readies herself with a concentration check with a DC of the [[armor class]] of the creature she intends to attack. Then she strikes. She must take an attack action. If the attack hits the targets base land speed is halved for a number of rounds equal to the swordmaster's [[strength]] modifier, and an amount of damage reduction, equal to her [[strength]] modifier, is ignored.<br />
<br />
''{{#anc:The Smith Strikes the Anvil}} :'' A swordmaster learns how to strike at a formation of foes so that they will break formation. When she succeeds a [[bull rush]], all adjacent enemies are pushed back 5 feet, and the one she [[SRD:Bull Rush|bull rushed]] is pushed back 10.<br />
<br />
''{{#anc:The Hawk Dives}} :'' The swordmaster learns how to use her sword to cut air currents around her so that she can fall as she likes. Whenever she falls, the damage from falling is reduced by 1d6, and negated entirely if she falls onto a creature of her size category or larger. If she falls onto a creature she may make a full attack on impact.<br />
<br />
''{{#anc:Flight of Butterflies}} :'' The swordmaster learns how to predict enemy attacks and float out of the way just in the nick of time. She may add her [[intelligence]] modifier, in addition to her [[dexterity]] modifier, to her armor class. This bonus cannot be used if she is [[flat-footed]], and it applies to her touch [[armor class]]. The bonus is removed if she wears [[heavy armor]]. Only one point of [[intelligence]] modifier can be used for each level of swordmaster(+1 at first level, +2 at second, and so on...). At 5th level the armor bonus applies to [[flat-footed]] [[armor class]]. At 5th level, she may use any amount of [[intelligence]] modifier in this bonus(provided she has the [[intelligence]], an [[intelligence]] score of 22 gives a +6 modifier, and she could use all of it.), provided she has [[Weapon Finesse]].<br />
<br />
====Multiclassing====<br />
<br />
The path of a swordmaster requires complete devotion and dedication. If a swordmaster ever multiclasses into a class that doesn't have proficiency with all martial weapons, they can never take another level of swordmaster.<br />
<br />
====Adaptation====<br />
<br />
A variation that could be interesting would be to make the swordmaster a specialist in another weapon set. <br />
<br />
----<br />
{{DnD Prestige Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Prestige Class]]<br />
[[Category:Combat-Focused]]<br />
--></div>173.245.56.215https://www.dandwiki.com/w/index.php?title=Swordmaster_(3.5e_Prestige_Class)&diff=579022Swordmaster (3.5e Prestige Class)2012-06-27T07:25:38Z<p>173.245.56.215: /* Class Features */</p>
<hr />
<div>{{DnD Prestige Class Infobox<br />
|img=Female swordsman by redpeggy.jpg<br />
|imgloc=http://redpeggy.deviantart.com/art/Female-swordsman-118723835?q=boost%3Apopular%20swordsman&qo=3<br />
|imgsize=<br />
|imgcaption=A swordmaster appears to float through the air.<br />
|rating_power=<br />
|raters_power=<br />
|rating_wording=<br />
|raters_wording=<br />
|rating_formatting=<br />
|raters_formatting=<br />
|rating_flavor=<br />
|raters_flavor=<br />
|status=Finished<br />
|editing=<br />
|type=Combat focused sword user<br />
|desc=Swordmasters dance around the battlefield with techniques learned in the academy.<br />
|len=5<br />
|minlvl=7<br />
}}<br />
<br />
==Swordmaster==<br />
<br />
{{quote<br />
|Parting the curtain became heron spears the fish, and the blade slipped into the gnoll's stomach.<br />
|src=Adventures of Mali Fordre<br />
}}<br />
<br />
Blademasters are the masters of sword fighting. They learn ancient arts of sword style by reading manuscripts and ancient texts then spending hours practicing.<br />
<br />
===Becoming a Swordmaster===<br />
<br />
<br />
<br />
{| class="d20 dragon monstats" cellspacing="0" cellpadding="0"<br />
|+ style="font-size: larger; white-space: nowrap;" | Entry Requirements<br />
|-<br />
! Base Attack Bonus:<br />
| 5.<br />
|-<br />
! Feats:<br />
| Whirlwind Attack.<br />
|-<br />
! Languages:<br />
| Draconic.<br />
|-<br />
! Special:<br />
| Must have trained under another swordmaster, or found an ancient text of sword technique.<br />
|} <br />
<br />
{| class="{{d20}}"<br />
|+ <div>{{#anc:Table: The Swordmaster}}</div><br />
<p>Hit Die: d8</p><br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s<br />
! rowspan="2" | Special<br />
|-<br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1st || +1 || +0 || +2 || +0<br />
| class="left" | Sword Technique<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2nd || +2 || +0 || +3 || +0<br />
| class="left" | Sword Technique<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3rd || +3 || +1 || +3 || +1<br />
| class="left" | Sword Technique<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4th || +4 || +1 || +4 || +1<br />
| class="left" | Sword Technique<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5th || +5 || +1 || +4 || +1<br />
| class="left" | Sword Technique<br />
|-<br />
| colspan="42" class="skill" |<br />
'''Class Skills (6 + [[Int]] modifier per level)'''<br/><br />
[[Balance]] ([[Dex]]), [[Climb]] ([[Str]]), [[Diplomacy]] ([[Cha]]), [[Escape Artist]] ([[Dex]]), [[Intimidate]] ([[Cha]]), [[Jump]] ([[Str]]), [[Knowledge]] (history) ([[Int]]), [[Perform]] ([[Cha]]), [[Spot]] ([[Wis]]), [[Tumble]] ([[Dex]]).<br />
|}<br />
<br />
====Class Features====<br />
<br />
Swordmasters learn secret arts, but they learn them from personal study and tomes of ancient swordplay. Because of this, no two swordmasters have the same style. All of the following are class features of the Swordmaster.<br />
<br />
'''{{#anc:Sword Technique}}:''' At each level the sword master discovers a lost technique of sword fighting. Each can only be chosen more than once, and the abilities stack. Each ability only works with a [[longsword]], [[shortsword]], [[bastard sword]] or [[rapier]]. For abilities that aren't attacks, you must have sword on your person. You can ask your DM for other "sword" weapons. These are chosen from the following:<br />
<br />
''{{#anc:Water Tumbles Over Rocks}} :'' The swordmaster learns to flow over and past her enemies. When ever she makes a bullrush attempt, she may make a single attack at her highest base attack bonus in the same action.<br />
<br />
''{{#anc:The Heron Rises}} :'' The swordmaster makes a part of her body seem open so that the enemy will strike, and then attacks around her enemies weapon. A swordmaster can provoke an attack of opportunity while attacking to make her attack a critical hit. This is a swift action, and must be declared before the attack roll is made. The opponent gets their attack of opportunity before the swordmaster makes her attack<br />
<br />
''{{#anc:The Snake Strikes}} :'' A swordmaster learns to appear as if she is not aware, but she is ready for the first signs of danger. The sword is loose in her sheath, and she pulls it out in an arched motion striking an enemy. A swordmaster with the benefit of the [[Quick Draw]] feat can never be caught flat-footed, and always gets to participate in a surprise round, provided there is one.<br />
<br />
''{{#anc:Parting the Curtain}} :'' A sword master moves her sword in a stab at the enemy, but at the last moment turns it aside to open up their defenses. As a swift action, a swordmaster can declare that she is parting the curtain. Each time she attacks, for the rest of the round, she gains a +2 competence bonus to attack rolls and she deals no damage. Instead if she hits the target of her attack that, target is flat-footed until the end of her next round.<br />
<br />
''{{#anc:Veil of Iron}} :'' A swordmaster learns to block gaze attacks and still be able to see everything by covering her face with her sword in a pattern. She becomes immune to gaze attacks, and gains a +2 bonus on saving throws against mind affecting spells and effects.<br />
<br />
''{{#anc:The Willow Bends}} :'' A swordmaster learns to bend against impacts like the willow tree. She gains DR5.<br />
<br />
''{{#anc:Heron Spears the Fish}} :'' A swordmaster learns to lunge forwards with her sword outstretched at frightening speed. Her reach becomes 5 feet provided she is using a longsword, shortsword, bastard sword, or rapier.<br />
<br />
''{{#anc:The Petal Falls}} :'' A swordmaster learns how to move her body and use her sword to maintain her balance. A blademaster gains a +3 competence bonus on [[Tumble]] and [[Balance]] checks and +1 dodge bonus to [[armor class]].<br />
<br />
''{{#anc:The Wind Changes}} :'' A swordmaster learns how to use her sword to balance herself while moving so that she can seem to be floating in the air. She can change direction once while charging, and she can make [[Tumble]] checks while chargning.<br />
<br />
''{{#anc:Wolf Circles its Prey}} :'' A swordmaster learns to use her sword to feel faint vibrations in the earth, and to make her visage seem different by reflecting light off its blade. She gains a +2 bonus to [[Intimidate]], [[Listen]], and [[Spot]] checks. In addition, she gains a +2 competence bonus to initiative. She also gains +4 to attack rolls when attack a flanked opponent, instead of the usual +2.<br />
<br />
''{{#anc:Water Crashes Against the Shore}} :'' A swordmaster learns how to balance herself to be as immovable as rock. She gains a +10 bonus against being knocked from her feet, or moved against her will.<br />
<br />
''{{#anc:The Farmer Cuts the Wheat}} :'' A swordmaster learns how to strike through legs and armor with as much ease as a farmer harvests his crops. As a swift action she readies herself with a concentration check with a DC of the [[armor class]] of the creature she intends to attack. Then she strikes. She must take an attack action. If the attack hits the targets base land speed is halved for a number of rounds equal to the swordmaster's [[strength]] modifier, and an amount of damage reduction, equal to her [[strength]] modifier, is ignored.<br />
<br />
''{{#anc:The Smith Strikes the Anvil}} :'' A swordmaster learns how to strike at a formation of foes so that they will break formation. When she succeeds a [[bull rush]], all adjacent enemies are pushed back 5 feet, and the one she [[SRD:Bull Rush|bull rushed]] is pushed back 10.<br />
<br />
''{{#anc:The Hawk Dives}} :'' The swordmaster learns how to use her sword to cut air currents around her so that she can fall as she likes. Whenever she falls, the damage from falling is reduced by 1d6, and negated entirely if she falls onto a creature of her size category or larger. If she falls onto a creature she may make a full attack on impact.<br />
<br />
''{{#anc:Flight of Butterflies}} :'' The swordmaster learns how to predict enemy attacks and float out of the way just in the nick of time. She may add her [[intelligence]] modifier, in addition to her [[dexterity]] modifier, to her armor class. This bonus cannot be used if she is [[flat-footed]], and it applies to her touch [[armor class]]. The bonus is removed if she wears [[heavy armor]]. Only one point of [[intelligence]] modifier can be used for each level of swordmaster(+1 at first level, +2 at second, and so on...). At 5th level the armor bonus applies to [[flat-footed]] [[armor class]]. At 5th level, she may use any amount of [[intelligence]] modifier in this bonus(provided she has the [[intelligence]], an [[intelligence]] score of 22 gives a +6 modifier, and she could use all of it.), provided she has [[Weapon Finesse]].<br />
<br />
====Multiclassing====<br />
<br />
The path of a swordmaster requires complete devotion and dedication. If a swordmaster ever multiclasses into a class that doesn't have proficiency with all martial weapons, they can never take another level of swordmaster.<br />
<br />
====Adaptation====<br />
<br />
A variation that could be interesting would be to make the swordmaster a specialist in another weapon set. <br />
<br />
----<br />
{{DnD Prestige Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Prestige Class]]<br />
[[Category:Combat-Focused]]<br />
--></div>173.245.56.215https://www.dandwiki.com/w/index.php?title=Swordmaster_(3.5e_Prestige_Class)&diff=579021Swordmaster (3.5e Prestige Class)2012-06-27T07:16:52Z<p>173.245.56.215: </p>
<hr />
<div>{{DnD Prestige Class Infobox<br />
|img=Female swordsman by redpeggy.jpg<br />
|imgloc=http://redpeggy.deviantart.com/art/Female-swordsman-118723835?q=boost%3Apopular%20swordsman&qo=3<br />
|imgsize=<br />
|imgcaption=A swordmaster appears to float through the air.<br />
|rating_power=<br />
|raters_power=<br />
|rating_wording=<br />
|raters_wording=<br />
|rating_formatting=<br />
|raters_formatting=<br />
|rating_flavor=<br />
|raters_flavor=<br />
|status=Finished<br />
|editing=<br />
|type=Combat focused sword user<br />
|desc=Swordmasters dance around the battlefield with techniques learned in the academy.<br />
|len=5<br />
|minlvl=7<br />
}}<br />
<br />
==Swordmaster==<br />
<br />
{{quote<br />
|Parting the curtain became heron spears the fish, and the blade slipped into the gnoll's stomach.<br />
|src=Adventures of Mali Fordre<br />
}}<br />
<br />
Blademasters are the masters of sword fighting. They learn ancient arts of sword style by reading manuscripts and ancient texts then spending hours practicing.<br />
<br />
===Becoming a Swordmaster===<br />
<br />
<br />
<br />
{| class="d20 dragon monstats" cellspacing="0" cellpadding="0"<br />
|+ style="font-size: larger; white-space: nowrap;" | Entry Requirements<br />
|-<br />
! Base Attack Bonus:<br />
| 5.<br />
|-<br />
! Feats:<br />
| Whirlwind Attack.<br />
|-<br />
! Languages:<br />
| Draconic.<br />
|-<br />
! Special:<br />
| Must have trained under another swordmaster, or found an ancient text of sword technique.<br />
|} <br />
<br />
{| class="{{d20}}"<br />
|+ <div>{{#anc:Table: The Swordmaster}}</div><br />
<p>Hit Die: d8</p><br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s<br />
! rowspan="2" | Special<br />
|-<br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1st || +1 || +0 || +2 || +0<br />
| class="left" | Sword Technique<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2nd || +2 || +0 || +3 || +0<br />
| class="left" | Sword Technique<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3rd || +3 || +1 || +3 || +1<br />
| class="left" | Sword Technique<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4th || +4 || +1 || +4 || +1<br />
| class="left" | Sword Technique<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5th || +5 || +1 || +4 || +1<br />
| class="left" | Sword Technique<br />
|-<br />
| colspan="42" class="skill" |<br />
'''Class Skills (6 + [[Int]] modifier per level)'''<br/><br />
[[Balance]] ([[Dex]]), [[Climb]] ([[Str]]), [[Diplomacy]] ([[Cha]]), [[Escape Artist]] ([[Dex]]), [[Intimidate]] ([[Cha]]), [[Jump]] ([[Str]]), [[Knowledge]] (history) ([[Int]]), [[Perform]] ([[Cha]]), [[Spot]] ([[Wis]]), [[Tumble]] ([[Dex]]).<br />
|}<br />
<br />
====Class Features====<br />
<br />
Swordmasters learn secret arts, but they learn them from personal study and tomes of ancient swordplay. Because of this, no two swordmasters have the same style. All of the following are class features of the Swordmaster.<br />
<br />
'''{{#anc:Sword Technique}}:''' At each level the sword master discovers a lost technique of sword fighting. Each can only be chosen more than once, and the abilities stack. Each ability only works with a [[longsword]], [[shortsword]], [[bastard sword]] or [[rapier]]. For abilities that aren't attacks, you must have sword on your person. You can ask your DM for other "sword" weapons. These are chosen from the following:<br />
<br />
''{{#anc:Water Tumbles Over Rocks}} :'' The swordmaster learns to flow over and past her enemies. When ever she makes a bullrush attempt, she may make a single attack at her highest base attack bonus in the same action.<br />
<br />
''{{#anc:The Heron Rises}} :'' The swordmaster makes a part of her body seem open so that the enemy will strike, and then attacks around her enemies weapon. A swordmaster can provoke an attack of opportunity while attacking to make her attack a critical hit. This is a swift action, and must be declared before the attack roll is made. The opponent gets their attack of opportunity before the swordmaster makes her attack<br />
<br />
''{{#anc:The Snake Strikes}} :'' A swordmaster learns to appear as if she is not aware, but she is ready for the first signs of danger. The sword is loose in her sheath, and she pulls it out in an arched motion striking an enemy. A swordmaster with the benefit of the [[Quick Draw]] feat can never be caught flat-footed, and always gets to participate in a surprise round, provided there is one.<br />
<br />
''{{#anc:Parting the Curtain}} :'' A sword master moves her sword in a stab at the enemy, but at the last moment turns it aside to open up their defenses. As a swift action, a swordmaster can declare that she is parting the curtain. Each time she attacks, for the rest of the round, she gains a +2 competence bonus to attack rolls and she deals no damage. Instead if she hits the target of her attack that, target is flat-footed until the end of her next round.<br />
<br />
''{{#anc:Veil of Iron}} :'' A swordmaster learns to block gaze attacks and still be able to see everything by covering her face with her sword in a pattern. She becomes immune to gaze attacks, and gains a +2 bonus on saving throws against mind affecting spells and effects.<br />
<br />
''{{#anc:The Willow Bends}} :'' A swordmaster learns to bend against impacts like the willow tree. She gains DR5/piercing.<br />
<br />
''{{#anc:Heron Spears the Fish}} :'' A swordmaster learns to lunge forwards with her sword outstretched at frightening speed. Her reach becomes 5 feet provided she is using a longsword, shortsword, bastard sword, or rapier.<br />
<br />
''{{#anc:The Petal Falls}} :'' A swordmaster learns how to move her body and use her sword to maintain her balance. A blademaster gains a +3 competence bonus on [[Tumble]] and [[Balance]] checks and +1 dodge bonus to [[armor class]].<br />
<br />
''{{#anc:The Wind Changes}} :'' A swordmaster learns how to use her sword to balance herself while moving so that she can seem to be floating in the air. She can change direction once while charging, and she can make [[Tumble]] checks while chargning.<br />
<br />
''{{#anc:Wolf Circles its Prey}} :'' A swordmaster learns to use her sword to feel faint vibrations in the earth, and to make her visage seem different by reflecting light off its blade. She gains a +2 bonus to [[Intimidate]], [[Listen]], and [[Spot]] checks. In addition, she gains a +2 competence bonus to initiative. She also gains +4 to attack rolls when attack a flanked opponent, instead of the usual +2.<br />
<br />
''{{#anc:Water Crashes Against the Shore}} :'' A swordmaster learns how to balance herself to be as immovable as rock. She gains a +10 bonus against being knocked from her feet, or moved against her will.<br />
<br />
''{{#anc:The Farmer Cuts the Wheat}} :'' A swordmaster learns how to strike through legs and armor with as much ease as a farmer harvests his crops. As a swift action she readies herself with a concentration check with a DC of the [[armor class]] of the creature she intends to attack. Then she strikes. She must take an attack action. If the attack hits the targets base land speed is halved for a number of rounds equal to the swordmaster's [[strength]] modifier, and an amount of damage reduction, equal to her [[strength]] modifier, is ignored.<br />
<br />
''{{#anc:The Smith Strikes the Anvil}} :'' A swordmaster learns how to strike at a formation of foes so that they will break formation. When she succeeds a [[bull rush]], all adjacent enemies are pushed back 5 feet, and the one she [[SRD:Bull Rush|bull rushed]] is pushed back 10.<br />
<br />
''{{#anc:The Hawk Dives}} :'' The swordmaster learns how to use her sword to cut air currents around her so that she can fall as she likes. Whenever she falls, the damage from falling is reduced by 1d6, and negated entirely if she falls onto a creature of her size category or larger. If she falls onto a creature she may make a full attack on impact.<br />
<br />
''{{#anc:Flight of Butterflies}} :'' The swordmaster learns how to predict enemy attacks and float out of the way just in the nick of time. She may add her [[intelligence]] modifier, in addition to her [[dexterity]] modifier, to her armor class. This bonus cannot be used if she is [[flat-footed]], and it applies to her touch [[armor class]]. The bonus is removed if she wears [[heavy armor]]. Only one point of [[intelligence]] modifier can be used for each level of swordmaster(+1 at first level, +2 at second, and so on...). At 5th level the armor bonus applies to [[flat-footed]] [[armor class]]. At 5th level, she may use any amount of [[intelligence]] modifier in this bonus(provided she has the [[intelligence]], an [[intelligence]] score of 22 gives a +6 modifier, and she could use all of it.), provided she has [[Weapon Finesse]].<br />
<br />
====Multiclassing====<br />
<br />
The path of a swordmaster requires complete devotion and dedication. If a swordmaster ever multiclasses into a class that doesn't have proficiency with all martial weapons, they can never take another level of swordmaster.<br />
<br />
====Adaptation====<br />
<br />
A variation that could be interesting would be to make the swordmaster a specialist in another weapon set. <br />
<br />
----<br />
{{DnD Prestige Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Prestige Class]]<br />
[[Category:Combat-Focused]]<br />
--></div>173.245.56.215https://www.dandwiki.com/w/index.php?title=City_Guard_(4e_Creature)&diff=578698City Guard (4e Creature)2012-06-24T03:54:32Z<p>173.245.56.215: Created page with " <!-General descriptive text about your creature. If this page encompasses multiple creatures this should cover all of them.-> === Lore === '''DC <!-lore DC->:''' <!-Lore ..."</p>
<hr />
<div><br />
<br />
<!-General descriptive text about your creature. If this page encompasses multiple creatures this should cover all of them.-><br />
<br />
=== Lore ===<br />
<br />
'''DC <!-lore DC->:''' <!-Lore explanation.-><br />
<br />
'''DC <!-lore DC->:''' <!-Lore explanation.-><br />
<br />
'''DC <!-lore DC->:''' <!-Lore explanation.-><br />
<br />
<br />
=== Encounters ===<br />
<br />
<!-Descriptive text about how these creatures interact with other creatures within the encounter groups and general flavor text.-><br />
<br />
<br />
;Encounter Examples<br />
<br />
'''Level <!-encounter level-> Encounter (XP <!-XP gained from encounter->)'''<br />
<br />
* <!-# of creatures-> <!-Encounter creature #1's name-> (Level <!-encounter creatures #1's level #-> <!-Encounter creature #1's role->)<br />
* <!-# of creatures-> <!-Encounter creature #2's name-> (Level <!-encounter creatures #2's level #-> <!-Encounter creature #2's role->)<br />
* <!-# of creatures-> <!-Encounter creature #3's name-> (Level <!-encounter creatures #3's level #-> <!-Encounter creature #3's role->)<br />
* <!-# of creatures-> <!-Encounter creature #4's name-> (Level <!-encounter creatures #4's level #-> <!-Encounter creature #4's role->)<br />
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'''Level <!-encounter level-> Encounter (XP <!-XP gained from encounter->)'''<br />
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* <!-# of creatures-> <!-Encounter creature #1's name-> (Level <!-encounter creatures #1's level #-> <!-Encounter creature #1's role->)<br />
* <!-# of creatures-> <!-Encounter creature #2's name-> (Level <!-encounter creatures #2's level #-> <!-Encounter creature #2's role->)<br />
* <!-# of creatures-> <!-Encounter creature #3's name-> (Level <!-encounter creatures #3's level #-> <!-Encounter creature #3's role->)<br />
* <!-# of creatures-> <!-Encounter creature #4's name-> (Level <!-encounter creatures #4's level #-> <!-Encounter creature #4's role->)<br />
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<br />
'''Level <!-encounter level-> Encounter (XP <!-XP gained from encounter->)'''<br />
<br />
* <!-# of creatures-> <!-Encounter creature #1's name-> (Level <!-encounter creatures #1's level #-> <!-Encounter creature #1's role->)<br />
* <!-# of creatures-> <!-Encounter creature #2's name-> (Level <!-encounter creatures #2's level #-> <!-Encounter creature #2's role->)<br />
* <!-# of creatures-> <!-Encounter creature #3's name-> (Level <!-encounter creatures #3's level #-> <!-Encounter creature #3's role->)<br />
* <!-# of creatures-> <!-Encounter creature #4's name-> (Level <!-encounter creatures #4's level #-> <!-Encounter creature #4's role->)<br />
<br />
<br />
=== City Guard ===<br />
<br />
<!--Text to introduce your creatures stat block. This is where a physical description, an in-game description, or anything along those lines goes. Optional.--><br />
<br />
{{4e Creature Top Essentials<br />
|name=City Guard<br />
|level=8<br />
|role=Soldier<br />
|role2=Elite<br />
|size=Medium<br />
|origin=Natural<br />
|type=Humanoid<br />
|keywords=<br />
|xp=700<br />
|initiative=+6<br />
|perception=+8<br />
|senses= <br />
|hp=220<br />
|bloodied=110<br />
|ac=26<br />
|fortitude=19<br />
|reflex=18<br />
|will=15<br />
|immune=<br />
|resist=<br />
|vulnerable=<br />
|savingthrows=+2<br />
|actionpoints=1<br />
|speed=6<br />
}}<br />
{{4e action header|Standard Actions}}<br />
{{4e Creature Power Essentials<br />
|name=Longsword<br />
|usage=At-Will<br />
|keyword=Weapon<br />
|type={{BM}}<br />
|attack=+15 vs. AC<br />
|hit=1d8 + 8 damage, and the target is marked until the end of the city guard's next turn<br />
|miss=<br />
|effect=<br />
}}<br />
{{4e Creature Power Essentials<br />
|name=Crossbow<br />
|usage=At-Will<br />
|keyword=Weapon<br />
|type={{R}}<br />
|attack=Ranged 15/30; +14 vs. AC<br />
|hit=1d8 + 6 damage<br />
|miss=<br />
|effect=<br />
}}<br />
{{4e Creature Power Essentials<br />
|name=Shield Bash<br />
|usage=At-Will<br />
|keyword=Shield<br />
|type={{M}}<br />
|attack=Requires heavy shield; +13 vs. Fortitude<br />
|hit=5 damage, and the target is pushed one square<br />
|miss=<br />
|effect=<br />
}}<br />
{{4e Creature Power Essentials<br />
|name=Back Off<br />
|usage=Recharge when first bloodied<br />
|keyword=Force<br />
|type={{A}}<br />
|attack=Close burst 1; +13 vs. Fortitude<br />
|hit=3d8 + 5 damage, and push each enemy in burst 2 squares and the target is weakened until the end of its next turn<br />
|miss=<br />
|effect=<br />
}}<br />
{{4e Creature Bottom<br />
|alignment=Lawful Good<br />
|languages=Common<br />
|skills= Streetwise +7, Athletics +9<br />
|strength=20<br />
|strbonus=+5<br />
|dexterity=18<br />
|dexbonus=+4<br />
|wisdom=15<br />
|wisbonus=+2<br />
|constitution=19<br />
|conbonus=+4<br />
|intelligence=14<br />
|intbonus=+2<br />
|charisma=17<br />
|chabonus=+3<br />
|equipment=chainmail, longsword, heavy shield, crossbow with 20 bolts<br />
}}<br />
{{ImageNeeded}}<br />
<br />
==== City Guards in Combat ====<br />
<br />
<!--Insert combat tactics here.--><br />
<br />
<br />
<div style="clear: both;"><br />
----<br />
{{4e Creatures Level 8 Breadcrumb}}<br />
<!--Most categories are transcluded from the 4e Creature Top template - make sure role, role2, type and origin are capitalized. You still need to set your keyword categories manually.--><br />
[[Category:<!-Keyword-> Keyword]]<br />
</div></div>173.245.56.215https://www.dandwiki.com/w/index.php?title=Immortalist_(3.5e_Prestige_Class)&diff=578595Immortalist (3.5e Prestige Class)2012-06-22T19:23:41Z<p>173.245.56.215: </p>
<hr />
<div>{{DnD Prestige Class Infobox<br />
|img=<br />
|imgloc=<br />
|imgsize=<br />
|imgcaption=<br />
|rating_power=2<br />
|raters_power=4<br />
|rating_wording=4.5<br />
|raters_wording=4<br />
|rating_formatting=4.375<br />
|raters_formatting=4<br />
|rating_flavor=4<br />
|raters_flavor=4<br />
|status=Playable.<br />
|editing= Spelling and Grammar Only, Please<br />
|type=Strong Spellcasting<br />
|desc= Some are cowards, some fear death more than anything else in the world. Some become liches, undead or other non-living abominations. Some others don't want to surrender the pleasures of flesh. They take the path of the immortalist.<br />
|len=5<br />
|minlvl=15<br />
}}<br />
<br />
==Immortalist==<br />
<br />
{{quote<br />
|No longer shall I fear death!<br />
|orig=Leosla, Human Immortalist}}<br />
<br />
Immortalists are powerful spellcasters who have transcended mortality in a way few would dare to imagine. These masters of their art have irrevocably erased death and can no longer die. Unlike some profane means of becoming immortal, an immortalist manages to keep his flesh and mortality's pleasures. Many necromancers envy them; common mortals fear them. They are a truly marvelous example on how magic can put nature and even time itself in its place.<br />
<br />
===Becoming an Immortalist===<br />
<br />
The path of the immortalist is a tempting one; usually greedy or cowardly individuals take this path over undeath or other terrible means of extending one's lifespan. <br />
<br />
{| class="d20 dragon monstats" cellspacing="0" cellpadding="0"<br />
|+ style="font-size: larger; white-space: nowrap;" | Entry Requirements<br />
|-<br />
! Alignment:<br />
| Any non-good.<br />
|-<br />
! Race:<br />
| Any non-undead.<br />
|-<br />
! Skills:<br />
| [[SRD:Knowledge Skill|Knowledge]] (Religion) 12 ranks, [[SRD:Spellcraft Skill|Spellcraft]] 12 ranks.<br />
|-<br />
! Spellcasting:<br />
| Able to cast 6th level spells.<br />
|-<br />
!Special: <br />
| Must know his or her own true name. <br />
|-<br />
<br />
{| class="{{d20}}"<br />
|+ <div>{{#anc:Table: The Immortalist}}</div><br />
<p>Hit Die: d6</p><br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s<br />
! rowspan="2" | Special<br />
! rowspan="2" | [[#Spellcasting|Spellcasting]] <br />
|-<br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1st || +0 || +0 || +0 || +2<br />
| class="left" | [[#Extend Lifespan|Extend Lifespan]], [[#Timeless Body|Timeless Body]]<br />
| class="left" | +1 to Existing Spellcasting Class<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2nd || +1 || +0 || +0 || +3<br />
| class="left" | [[#Extend Lifespan|Extend Lifespan]], [[#Immortal Fortitude|Immortal Fortitude]]<br />
| class="left" | +1 to Existing Spellcasting Class<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3rd || +2 || +1 || +1 || +3<br />
| class="left" | [[#Extend Lifespan|Extend Lifespan]]<br />
| class="left" | +1 to Existing Spellcasting Class<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4th || +3 || +1 || +1 || +4<br />
| class="left" | [[#Deathless|Deathless]], [[#Extend Lifespan|Extend Lifespan]]<br />
| class="left" | +1 to Existing Spellcasting Class<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5th || +3 || +1 || +1 || +4<br />
| class="left" | [[#True Immortality|True Immortality]]<br />
| class="left" | +1 to Existing Spellcasting Class<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|-<br />
| colspan="42" class="skill" |<br />
'''Class Skills (4 + [[Int]] modifier per level)'''<br/><br />
[[SRD:Concentration Skill|Concentration]] ([[SRD:Constitution|Con]]), [[SRD:Craft Skill|Craft]] ([[SRD:Intelligence|Int]]), [[SRD:Decipher Script Skill|Decipher Script]] ([[SRD:Intelligence|Int]]), [[SRD:Knowledge Skill|Knowledge]] (all skills, taken individually) ([[SRD:Intelligence|Int]]), [[SRD:Profession Skill|Profession]] ([[SRD:Wisdom|Wis]]), [[SRD:Spellcraft Skill|Spellcraft]] ([[SRD:Intelligence|Int]]).<br />
|}<br />
<br />
====Class Features====<br />
<br />
All of the following are class features of the immortalist.<br />
<br />
'''{{#anc:Spellcasting}}:''' When a new immortalist level is gained, the character gains new spells per day as if he had also gained a level in whatever spellcasting class he belonged to before he added the prestige class. He does not, however, gain any other benefit a character of that class would have gained. This essentially means that he adds the level of immortalist to the level of whatever other spellcasting class the character has, then determines spells per day and caster level accordingly.<br />
<br />
If a character had more than one spellcasting class before he became an immortalist, he must decide to which class he adds each level of immortalist for the purpose of determining spells per day. <br />
<br />
'''{{#anc:Extend Lifespan}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At each level except 5th, an immortalist extends his lifespan. Each time he gains this ability, he regresses to his last age category, keeping all of the gained age bonuses while losing any age penalties. He starts at the minimum age for the age category. This ability cannot regress the immortalist beyond young adult.<br />
<br />
'''{{#anc:Timeless Body}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 1st level, a immortalist no longer takes [[SRD:Ability Scores|ability score]] penalties for aging and cannot be magically aged. Any penalties she may have already incurred, however, remain in place.<br />
<br />
Bonuses still accrue, and the immortalist still dies of old age when his time is up.<br />
<br />
'''{{#anc:Immortal Fortitude}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 2nd level, an immortalist makes the second step in the pursuit of true immortality. His body no longer requires mortal needs and loses many of its previous weaknesses.<br />
<br />
* Immunity to diseases, posion, ability damage/drain, fatigue/exhaustion.<br />
* An immortalist no longer needs to eat, sleep, drink or breath, though he may do so if he wishes.<br />
<br />
'''{{#anc:Deathless}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 4th level, an immortalist makes the penultimate step in his pursuit of avoiding death. By manipulating his true name and other primal pillars of existence, he is able to erase his vulnerability to even supernatural death.<br />
<br />
* The immortalist no longer loses levels or experience for dying and being resurrected or raised.<br />
* The immortalist becomes immune to death effects and can no longer be the subject of soul-stealing spells such as [[SRD:Soul Bind|Soul Bind]] or [[SRD:Trap the Soul|Trap the Soul]].<br />
* The immortalist gains immunity to Energy Drain.<br />
* The immortalist can no longer be made into an undead creature, no matter how strong the necromantic magic is.<br />
<br />
'''{{#anc:True Immortality}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 5th level, the immortalist makes the final step toward immortality. He takes on the following traits:<br />
<br />
* Can no longer die of old age. The immortalist is still considered aging for the purpose of gaining bonus based on age. His age category, for all other purposes, is young adult.<br />
* Becomes an Outsider (Native).<br />
* Gains Regeneration 10. (With exceptions; see below.)<br />
*: An immortalist's regeneration ability can be overcome in two fashions. Firstly, an immortalist's regeneration is overcome by a weapon aligned to the opposite of one component of the immortalist's alignment (Ex. Lawful counteracts chaotic, good counteracts evil and visa versa.) A neutral immortalist must choose one alignment component that bypasses their regeneration. Secondly, an immortalist must choose one material (Such as steel, mithral, adamantine, cold iron or some other material with their DM's approval) that automatically bypasses their regeneration. A weapon does not need to have both an alignment component and a material component to overcome an immortalist's regeneration; only one of the two is necessary.<br />
* An immortalist regrows any lost body part within one minute; the body part reattaches immediately if pressed against the wound. An immortalist also no longer dies because of head removal. They are, however, helpless until the head is reattached.<br />
* Once per year, an immortalist may return to the world of the living after dying; he is affected by the spell [[SRD:True Resurrection|''true resurrection'']] one day after his death, no matter the circumstance. This Resurrection ability renews itself each year, at the immortalist's birthday (The day he came into existence). If an immortalist dies when he has already used up his resurrection for the year he is instead resurrected on his birthday (using up his Resurrection use for the year). An immortalist returns where he wants, to his home on a demiplane on the edge of existence or in his native homeland; distance and location do not matter.<br />
* The immortalist is immune to any kind of death or seal over his soul; he cannot be stopped from resurrecting by any means. (Example: The Immortalist is immune to the True Death quality of some elder evil).<br />
<br />
===Campaign Information===<br />
<br />
====Playing an Immortalist====<br />
<br />
'''Combat:''' As the base class. <br />
<br />
'''Advancement:''' Immortalists come from every domain of spellcasting. When an immortalist takes upon this path, he usually finishes it. Multiclassing would only delay their ultimate goal.<br />
<br />
'''Resources:''' Immortalists gain support depending on their moral outlook and former classes; an immortalist wizard should still have the support of his guild and an immortalist cleric should still be in good status with his church.<br />
<br />
====Immortalists in the World====<br />
<br />
{{quote|I have forever turned away the Grim Reaper himself! Do you think you scare me?|orig=Gi, Human Wizard Immortalist}}<br />
<br />
An immortalist is a spellcaster who succeeded at avoiding death, forever. They may take any form, whether the PCs' mentors or the archvillain. <br />
<br />
'''NPC Reactions:''' Immortalists tend to be unpopular among followers of nature; NPCs like druids tend to hate them for playing with the natural cycle. However, unlike undeath, immortalists still retain their former race's basic features. Immortalists may live multiple lives, using persisted [[SRD:Disguise Self|Disguise Self]] or other spells to live normal lives. <br />
<br />
====Immortalist Lore====<br />
<br />
Characters with ranks in [[SRD:Knowledge Skill|Knowledge]] (Religion) can research immortalists to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.<br />
<br />
{| class="d20" {{#vardefine: odd | 0}}<br />
|+ [[SRD:Knowledge Skill|Knowledge]] (Religion)<br />
! DC || class="left" | Result<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 11 || class="left" | Immortalists are not a myth.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 16 || class="left" | Immortalists use true naming and arcane or divine magic to erase death from their true name, a powerful process that makes them effectively impervious to final death.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 21 || class="left" | An immortalist who finally achieves his goal can never effectively be killed. Thus, they simply return once each year, no matter the circumstance of death.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 26 || class="left" | Info on particular Immortalist.<br />
|}<br />
<br />
====Immortalist in the Game====<br />
<br />
Immortalists deviate from the natural cycle. They tend to be unpopular amongst druids, inevitables and non-player characters. An NPC immortalist is usually a villain using his immortality to get what they want, when they want. An immortalist villian, however, may give the player the feeling that they can never win (Especially against a 5th level immortalist). If an evil immortalist cannot achieve his goal because of some heroes, he can simply wait and outlive them. <br />
<br />
'''Adaptation:''' Immortalism fits in any generic magical campaign, unless magic is weird in your world you won't need extensive adaptation. <br />
<br />
'''Sample Encounter:''' COMING SOON<br />
<br />
''EL whatever:'' COMING SOON<br />
<br />
<br />
----<br />
{{DnD Prestige Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Prestige Class]]<br />
[[Category:Strong Spellcasting]]<br />
[[Category:User:Lord Dhazriel]]</div>173.245.56.215https://www.dandwiki.com/w/index.php?title=Ogre_Gang_Leader_(4e_Creature)&diff=578551Ogre Gang Leader (4e Creature)2012-06-22T00:44:15Z<p>173.245.56.215: </p>
<hr />
<div><br />
<br />
<!-General descriptive text about your creature. If this page encompasses multiple creatures this should cover all of them.-><br />
<br />
=== Lore ===<br />
<br />
'''DC <!-lore DC->:''' <!-Lore explanation.-><br />
<br />
'''DC <!-lore DC->:''' <!-Lore explanation.-><br />
<br />
'''DC <!-lore DC->:''' <!-Lore explanation.-><br />
<br />
<br />
=== Encounters ===<br />
<br />
<!-Descriptive text about how these creatures interact with other creatures within the encounter groups and general flavor text.-><br />
<br />
<!-Th<br />
;Encounter Examples<br />
<br />
'''Level <!-encounter level-> Encounter (XP <!-XP gained from encounter->)'''<br />
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* <!-# of creatures-> <!-Encounter creature #1's name-> (Level <!-encounter creatures #1's level #-> <!-Encounter creature #1's role->)<br />
* <!-# of creatures-> <!-Encounter creature #2's name-> (Level <!-encounter creatures #2's level #-> <!-Encounter creature #2's role->)<br />
* <!-# of creatures-> <!-Encounter creature #3's name-> (Level <!-encounter creatures #3's level #-> <!-Encounter creature #3's role->)<br />
* <!-# of creatures-> <!-Encounter creature #4's name-> (Level <!-encounter creatures #4's level #-> <!-Encounter creature #4's role->)<br />
<!-repeat as necessary - REMOVE THIS LINE-><br />
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'''Level <!-encounter level-> Encounter (XP <!-XP gained from encounter->)'''<br />
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* <!-# of creatures-> <!-Encounter creature #1's name-> (Level <!-encounter creatures #1's level #-> <!-Encounter creature #1's role->)<br />
* <!-# of creatures-> <!-Encounter creature #2's name-> (Level <!-encounter creatures #2's level #-> <!-Encounter creature #2's role->)<br />
* <!-# of creatures-> <!-Encounter creature #3's name-> (Level <!-encounter creatures #3's level #-> <!-Encounter creature #3's role->)<br />
* <!-# of creatures-> <!-Encounter creature #4's name-> (Level <!-encounter creatures #4's level #-> <!-Encounter creature #4's role->)<br />
<!-repeat as necessary - REMOVE THIS LINE-><br />
<br />
'''Level <!-encounter level-> Encounter (XP <!-XP gained from encounter->)'''<br />
<br />
* <!-# of creatures-> <!-Encounter creature #1's name-> (Level <!-encounter creatures #1's level #-> <!-Encounter creature #1's role->)<br />
* <!-# of creatures-> <!-Encounter creature #2's name-> (Level <!-encounter creatures #2's level #-> <!-Encounter creature #2's role->)<br />
* <!-# of creatures-> <!-Encounter creature #3's name-> (Level <!-encounter creatures #3's level #-> <!-Encounter creature #3's role->)<br />
* <!-# of creatures-> <!-Encounter creature #4's name-> (Level <!-encounter creatures #4's level #-> <!-Encounter creature #4's role->)<br />
<br />
<br />
=== <!-Creature Name-> ===<br />
<br />
<!--Text to introduce your creatures stat block. This is where a physical description, an in-game description, or anything along those lines goes. Optional.--><br />
<br />
{{4e Creature Top Essentials<br />
|name=Ogre Gang Leader<br />
|level=8<br />
|role=Soldier<br />
|role2=Solo<br />
|size=Large<br />
|origin=Natural<br />
|type=Humanoid<br />
|keywords=<br />
|xp=1750<br />
|initiative=+5<br />
|perception=+5<br />
|senses= <br />
|hp=290<br />
|bloodied=145<br />
|ac=26<br />
|fortitude=23<br />
|reflex=17<br />
|will=24<br />
|immune=<br />
|resist=<br />
|vulnerable=<br />
|savingthrows=+5<br />
|actionpoints=2<br />
|speed=8<br />
}}<br />
{{4e action header|Traits}}<br />
{{4e Creature Power Essentials<br />
|name=Ogre Gang Leader Tactics<br />
|usage=<br />
|trait=Ogre Gang Leader and its allies deal an extra 1d6 damage against enemies that Ogre Gang Leader flanks.<br />
}}<br />
{{4e Creature Power Essentials<br />
|name=Combat Experience<br />
|usage=<br />
|trait=Ogre Gang Leader can score critical hits on attack rolls of natural 19 and 20<br />
}}<br />
{{4e Creature Power Essentials<br />
|name=Inspiring Assault<br />
|usage=<br />
|trait=When it scores a critical hit, Ogre Gang Leader and all allies within 5 squares of it regain 4 hit points.<br />
}}<br />
{{4e action header|Standard Actions}}<br />
{{4e Creature Power Essentials<br />
|name=Heavy Flail<br />
|usage=At-Will<br />
|keyword=Weapon<br />
|type={{BM}}<br />
|attack=Reach 2; +12 vs. AC<br />
|hit=2d8 + 4 damage, and the target slides 2 squares<br />
|miss=<br />
|effect=<br />
}}<br />
{{4e Creature Power Essentials<br />
|name=Sweeping Flail<br />
|usage=At-Will<br />
|keyword=Weapon<br />
|type={{C}}<br />
|attack=Requires heavy flail; close burst 2; targets enemies only; +12 vs. AC<br />
|hit=2d8 + 4 damage, and the target is knocked prone<br />
|miss=<br />
|effect=<br />
}}<br />
{{4e Creature Power Essentials<br />
|name=Flail Charge<br />
|usage=Encounter<br />
|keyword=Weapon<br />
|type={{M}}{{C}}<br />
|attack=Ogre Gang Leader moves its speed; requires heavy flail; close burst 2; targets enemies only; +14 vs. AC<br />
|hit=2d8 + 6 damage and the target is knocked prone and is dazed until the end of its next turn<br />
|miss=<br />
|effect=<br />
}}<br />
{{4e Creature Bottom<br />
|alignment=Chaotic Evil<br />
|languages=Common, Giant<br />
|skills=<br />
|strength=18<br />
|strbonus=+8<br />
|dexterity=12<br />
|dexbonus=+5<br />
|wisdom=12<br />
|wisbonus=+5<br />
|constitution=18<br />
|conbonus=+8<br />
|intelligence=12<br />
|intbonus=+5<br />
|charisma=20<br />
|chabonus=+9<br />
|equipment=hide armor, heavy flail<br />
}}<br />
{{ImageNeeded}}<br />
<br />
==== Ogre Gang Leader in Combat ====<br />
<br />
The Ogre Gang Leader will use its heavy flail attack if in danger and uses sweeping flail to take advantage of flanking from his allies. If a group of enemies is too far to hit with either of its basic attacks, then Ogre Gang Leader will use its charging flail sweep to disable the group and let its allies get close up.<br />
<br />
<br />
<div style="clear: both;"><br />
----<br />
{{4e Creatures Level 8 Breadcrumb}}<br />
<!--Most categories are transcluded from the 4e Creature Top template - make sure role, role2, type and origin are capitalized. You still need to set your keyword categories manually.--><br />
[[Category:<!-Keyword-> Keyword]]<br />
</div></div>173.245.56.215https://www.dandwiki.com/w/index.php?title=Ogre_Gang_Leader_(4e_Creature)&diff=578550Ogre Gang Leader (4e Creature)2012-06-22T00:40:31Z<p>173.245.56.215: Created page with "<nowiki><!-REMOVE THIS LINE <!-General descriptive text about your creature. If this page encompasses multiple creatures this should cover all of them.-> === Lore === '''D..."</p>
<hr />
<div><nowiki><!-REMOVE THIS LINE<br />
<br />
<!-General descriptive text about your creature. If this page encompasses multiple creatures this should cover all of them.-><br />
<br />
=== Lore ===<br />
<br />
'''DC <!-lore DC->:''' <!-Lore explanation.-><br />
<br />
'''DC <!-lore DC->:''' <!-Lore explanation.-><br />
<br />
'''DC <!-lore DC->:''' <!-Lore explanation.-><br />
<!-repeat as necessary-><!-REMOVE THIS LINE-><br />
<br />
=== Encounters ===<br />
<br />
<!-Descriptive text about how these creatures interact with other creatures within the encounter groups and general flavor text.-><br />
<br />
<!-The below is optional in this section.-><!-REMOVE THIS LINE-><br />
;Encounter Examples<br />
<br />
'''Level <!-encounter level-> Encounter (XP <!-XP gained from encounter->)'''<br />
<br />
* <!-# of creatures-> <!-Encounter creature #1's name-> (Level <!-encounter creatures #1's level #-> <!-Encounter creature #1's role->)<br />
* <!-# of creatures-> <!-Encounter creature #2's name-> (Level <!-encounter creatures #2's level #-> <!-Encounter creature #2's role->)<br />
* <!-# of creatures-> <!-Encounter creature #3's name-> (Level <!-encounter creatures #3's level #-> <!-Encounter creature #3's role->)<br />
* <!-# of creatures-> <!-Encounter creature #4's name-> (Level <!-encounter creatures #4's level #-> <!-Encounter creature #4's role->)<br />
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<br />
'''Level <!-encounter level-> Encounter (XP <!-XP gained from encounter->)'''<br />
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* <!-# of creatures-> <!-Encounter creature #1's name-> (Level <!-encounter creatures #1's level #-> <!-Encounter creature #1's role->)<br />
* <!-# of creatures-> <!-Encounter creature #2's name-> (Level <!-encounter creatures #2's level #-> <!-Encounter creature #2's role->)<br />
* <!-# of creatures-> <!-Encounter creature #3's name-> (Level <!-encounter creatures #3's level #-> <!-Encounter creature #3's role->)<br />
* <!-# of creatures-> <!-Encounter creature #4's name-> (Level <!-encounter creatures #4's level #-> <!-Encounter creature #4's role->)<br />
<!-repeat as necessary - REMOVE THIS LINE-><br />
<br />
'''Level <!-encounter level-> Encounter (XP <!-XP gained from encounter->)'''<br />
<br />
* <!-# of creatures-> <!-Encounter creature #1's name-> (Level <!-encounter creatures #1's level #-> <!-Encounter creature #1's role->)<br />
* <!-# of creatures-> <!-Encounter creature #2's name-> (Level <!-encounter creatures #2's level #-> <!-Encounter creature #2's role->)<br />
* <!-# of creatures-> <!-Encounter creature #3's name-> (Level <!-encounter creatures #3's level #-> <!-Encounter creature #3's role->)<br />
* <!-# of creatures-> <!-Encounter creature #4's name-> (Level <!-encounter creatures #4's level #-> <!-Encounter creature #4's role->)<br />
<!-repeat as necessary - REMOVE THIS LINE-><br />
<br />
=== <!-Creature Name-> ===<br />
<br />
<!--Text to introduce your creatures stat block. This is where a physical description, an in-game description, or anything along those lines goes. Optional.--><br />
<br />
{{4e Creature Top Essentials<br />
|name=Ogre Gang Leader<br />
|level=8<br />
|role=Soldier<br />
|role2=Solo<br />
|size=Large<br />
|origin=Natural<br />
|type=Humanoid<br />
|keywords=<br />
|xp=1750<br />
|initiative=+5<br />
|perception=+5<br />
|senses= <br />
|hp=290<br />
|bloodied=145<br />
|ac=26<br />
|fortitude=23<br />
|reflex=17<br />
|will=24<br />
|immune=<br />
|resist=<br />
|vulnerable=<br />
|savingthrows=+5<br />
|actionpoints=2<br />
|speed=8<br />
}}<br />
{{4e action header|Traits}}<br />
{{4e Creature Power Essentials<br />
|name=Ogre Gang Leader Tactics<br />
|usage=<br />
|trait=Ogre Gang Leader and its allies deal an extra 1d6 damage against enemies that Ogre Gang Leader flanks.<br />
}}<br />
{{4e Creature Power Essentials<br />
|name=Combat Experience<br />
|usage=<br />
|trait=Ogre Gang Leader can score critical hits on attack rolls of natural 19 and 20<br />
}}<br />
{{4e Creature Power Essentials<br />
|name=Inspiring Assault<br />
|usage=<br />
|trait=When it scores a critical hit, Ogre Gang Leader and all allies within 5 squares of it regain 4 hit points.<br />
}}<br />
{{4e action header|Standard Actions}}<br />
{{4e Creature Power Essentials<br />
|name=Heavy Flail<br />
|usage=At-Will<br />
|keyword=Weapon<br />
|type={{BM}}<br />
|attack=Reach 2; +12 vs. AC<br />
|hit=2d8 + 4 damage, and the target slides 2 squares<br />
|miss=<br />
|effect=<br />
}}<br />
{{4e Creature Power Essentials<br />
|name=Sweeping Flail<br />
|usage=At-Will<br />
|keyword=Weapon<br />
|type={{C}}<br />
|attack=Requires heavy flail; close burst 2; targets enemies only; +12 vs. AC<br />
|hit=2d8 + 4 damage, and the target is knocked prone<br />
|miss=<br />
|effect=<br />
}}<br />
{{4e Creature Power Essentials<br />
|name=Sweeping Flail<br />
|usage=At-Will<br />
|keyword=Weapon<br />
|type={{C}}<br />
|attack=Requires heavy flail; close burst 2; targets enemies only; +12 vs. AC<br />
|hit=2d8 + 4 damage, and the target is knocked prone<br />
|miss=<br />
|effect=<br />
}}<br />
{{4e Creature Power Essentials<br />
|name=Flail Charge<br />
|usage=Encounter<br />
|keyword=Weapon<br />
|type={{M}}{{C}}<br />
|attack=Ogre Gang Leader moves its speed; requires heavy flail; close burst 2; targets enemies only; +14 vs. AC<br />
|hit=2d8 + 6 damage and the target is knocked prone and is dazed until the end of its next turn<br />
|miss=<br />
|effect=<br />
}}<br />
{{4e Creature Bottom<br />
|alignment=Chaotic Evil<br />
|languages=Common, Giant<br />
|skills=<br />
|strength=18<br />
|strbonus=+8<br />
|dexterity=12<br />
|dexbonus=+5<br />
|wisdom=12<br />
|wisbonus=+5<br />
|constitution=18<br />
|conbonus=+8<br />
|intelligence=12<br />
|intbonus=+5<br />
|charisma=20<br />
|chabonus=+9<br />
|equipment=hide armor, heavy flail<br />
}}<br />
{{ImageNeeded}}<br />
<br />
==== Ogre Gang Leader in Combat ====<br />
<br />
The Ogre Gang Leader will use its heavy flail attack if in danger and uses sweeping flail to take advantage of flanking from his allies. If a group of enemies is too far to hit with either of its basic attacks, then Ogre Gang Leader will use his charging flail sweep to disable the group and let his allies get close up.<br />
<br />
<br />
<div style="clear: both;"><br />
----<br />
{{4e Creatures Level 8 Breadcrumb}}<br />
<!--Most categories are transcluded from the 4e Creature Top template - make sure role, role2, type and origin are capitalized. You still need to set your keyword categories manually.--><br />
[[Category:<!-Keyword-> Keyword]]<br />
</div></div>173.245.56.215https://www.dandwiki.com/w/index.php?title=3e_SRD:Feats&diff=5784113e SRD:Feats2012-06-20T22:04:50Z<p>173.245.56.215: No Greater Leadership in SRD; homebrew.</p>
<hr />
<div>{{OGL Top}}<br />
__NOEDITSECTION__<br />
==Feats Overview==<br />
{| class="column" cellspacing="0" cellpadding="0"<br />
|<br />
* [[SRD3e:Item Creation Feats|Item Creation Feats]]<br />
* [[SRD3e:Metamagic Feats|Metamagic Feats]]<br />
|<br />
* [[SRD3e:Feat Descriptions|Reading Feat Entries]]<br />
|}<br />
==Feats==<br />
{| class="column" cellspacing="0" cellpadding="0"<br />
|<br />
* [[SRD3e:Alertness|Alertness]] [General]<br />
* [[SRD3e:Ambidexterity|Ambidexterity]] <small>(<span style="color: red;">coming soon</span>)</small> [General]<br />
* [[SRD3e:Armor Proficiency (heavy)|Armor Proficiency (heavy)]] <small>(<span style="color: red;">coming soon</span>)</small> [General]<br />
* [[SRD3e:Armor Proficiency (light)|Armor Proficiency (light)]] <small>(<span style="color: red;">coming soon</span>)</small> [General]<br />
* [[SRD3e:Blind-Fight|Blind-Fight]] <small>(<span style="color: red;">coming soon</span>)</small> [General]<br />
* [[SRD3e:Brew Potion|Brew Potion]] <small>(<span style="color: red;">coming soon</span>)</small> [Item Creation]<br />
* [[SRD3e:Cleave|Cleave]] <small>(<span style="color: red;">coming soon</span>)</small> [General]<br />
* [[SRD3e:Combat Casting|Combat Casting]] <small>(<span style="color: red;">coming soon</span>)</small> [General]<br />
* [[SRD3e:Combat Reflexes|Combat Reflexes]] <small>(<span style="color: red;">coming soon</span>)</small> [General]<br />
* [[SRD3e:Craft Magic Arms and Armor|Craft Magic Arms and Armor]] <small>(<span style="color: red;">coming soon</span>)</small> [Item Creation]<br />
* [[SRD3e:Craft Rod|Craft Rod]] <small>(<span style="color: red;">coming soon</span>)</small> [Item Creation]<br />
* [[SRD3e:Craft Staff|Craft Staff]] <small>(<span style="color: red;">coming soon</span>)</small> [Item Creation]<br />
* [[SRD3e:Craft Wand|Craft Wand]] <small>(<span style="color: red;">coming soon</span>)</small> [Item Creation]<br />
* [[SRD3e:Craft Wondrous Item|Craft Wondrous Item]] <small>(<span style="color: red;">coming soon</span>)</small> [Item Creation]<br />
* [[SRD3e:Deflect Arrows|Deflect Arrows]] <small>(<span style="color: red;">coming soon</span>)</small> [General]<br />
|<br />
* [[SRD3e:Dodge|Dodge]] <small>(<span style="color: red;">coming soon</span>)</small> [General]]<br />
* [[SRD3e:Empower Spell|Empower Spell]] <small>(<span style="color: red;">coming soon</span>)</small> [Metamagic]<br />
* [[SRD3e:Endurance|Endurance]] <small>(<span style="color: red;">coming soon</span>)</small> [General]<br />
* [[SRD3e:Enlarge Spell|Enlarge Spell]] <small>(<span style="color: red;">coming soon</span>)</small> [Metamagic]<br />
* [[SRD3e:Extend Spell|Extend Spell]] <small>(<span style="color: red;">coming soon</span>)</small> [Metamagic]<br />
* [[SRD3e:Extra Turning|Extra Turning]] <small>(<span style="color: red;">coming soon</span>)</small> [Special]<br />
* [[SRD3e:Exotic Weapon Proficiency|Exotic Weapon Proficiency]] <small>(<span style="color: red;">coming soon</span>)</small> [General]<br />
* [[SRD3e:Expertise|Expertise]] <small>(<span style="color: red;">coming soon</span>)</small> [General]<br />
* [[SRD3e:Far Shot|Far Shot]] <small>(<span style="color: red;">coming soon</span>)</small> [General]<br />
* [[SRD3e:Flyby Attack|Flyby Attack]] <small>(<span style="color: red;">coming soon</span>)</small> [General]<br />
* [[SRD3e:Forge Ring|Forge Ring]] <small>(<span style="color: red;">coming soon</span>)</small> [Item Creation]<br />
* [[SRD3e:Great Cleave|Great Cleave]] <small>(<span style="color: red;">coming soon</span>)</small> [General]<br />
* [[SRD3e:Great Fortitude|Great Fortitude]] <small>(<span style="color: red;">coming soon</span>)</small> [General]<br />
* [[SRD3e:Heighten Spell|Heighten Spell]] <small>(<span style="color: red;">coming soon</span>)</small> [Metamagic]<br />
* [[SRD3e:Improved Bull Rush|Improved Bull Rush]] <small>(<span style="color: red;">coming soon</span>)</small> [General]<br />
|<br />
* [[SRD3e:Improved Critical|Improved Critical]] <small>(<span style="color: red;">coming soon</span>)</small> [General]<br />
* [[SRD3e:Improved Disarm|Improved Disarm]] <small>(<span style="color: red;">coming soon</span>)</small> [General]<br />
* [[SRD3e:Improved Initiative|Improved Initiative]] <small>(<span style="color: red;">coming soon</span>)</small> [General]<br />
* [[SRD3e:Improved Trip|Improved Trip]] <small>(<span style="color: red;">coming soon</span>)</small> [General]<br />
* [[SRD3e:Improved Two-Weapon Fighting|Improved Two-Weapon Fighting]] <small>(<span style="color: red;">coming soon</span>)</small> [General]<br />
* [[SRD3e:Improved Unarmed Strike|Improved Unarmed Strike]] <small>(<span style="color: red;">coming soon</span>)</small> [General]<br />
* [[SRD3e:Iron Will|Iron Will]] <small>(<span style="color: red;">coming soon</span>)</small> [General]<br />
* [[SRD3e:Leadership|Leadership]] <small>(<span style="color: red;">coming soon</span>)</small> [General]<br />
* [[SRD3e:Lightning Reflexes|Lightning Reflexes]] <small>(<span style="color: red;">coming soon</span>)</small> [General]<br />
* [[SRD3e:Martial Weapon Proficiency|Martial Weapon Proficiency]] <small>(<span style="color: red;">coming soon</span>)</small> [General]<br />
* [[SRD3e:Maximize Spell|Maximize Spell]] <small>(<span style="color: red;">coming soon</span>)</small> [Metamagic]<br />
* [[SRD3e:Mobility|Mobility]] <small>(<span style="color: red;">coming soon</span>)</small> [General]<br />
* [[SRD3e:Mounted Archery|Mounted Archery]] <small>(<span style="color: red;">coming soon</span>)</small> [General]<br />
* [[SRD3e:Mounted Combat|Mounted Combat]] <small>(<span style="color: red;">coming soon</span>)</small> [General]<br />
* [[SRD3e:Multiattack|Multiattack]] <small>(<span style="color: red;">coming soon</span>)</small> [General]<br />
|<br />
* [[SRD3e:Multidexterity|Multidexterity]] <small>(<span style="color: red;">coming soon</span>)</small> [General]<br />
* [[SRD3e:Multiweapon Fighting|Multiweapon Fighting]] <small>(<span style="color: red;">coming soon</span>)</small> [General]<br />
* [[SRD3e:Point Blank Shot|Point Blank Shot]] <small>(<span style="color: red;">coming soon</span>)</small> [General]<br />
* [[SRD3e:Power Attack|Power Attack]] <small>(<span style="color: red;">coming soon</span>)</small> [General]<br />
* [[SRD3e:Precise Shot|Precise Shot]] <small>(<span style="color: red;">coming soon</span>)</small> [General]<br />
* [[SRD3e:Quick Draw|Quick Draw]] <small>(<span style="color: red;">coming soon</span>)</small> [General]<br />
* [[SRD3e:Quicken Spell|Quicken Spell]] <small>(<span style="color: red;">coming soon</span>)</small> [Metamgic]<br />
* [[SRD3e:Rapid Shot|Rapid Shot]] <small>(<span style="color: red;">coming soon</span>)</small> [General]<br />
* [[SRD3e:Ride-By Attack|Ride-By Attack]] <small>(<span style="color: red;">coming soon</span>)</small> [General]<br />
* [[SRD3e:Run|Run]] <small>(<span style="color: red;">coming soon</span>)</small> [General]<br />
* [[SRD3e:Scribe Scroll|Scribe Scroll]] <small>(<span style="color: red;">coming soon</span>)</small> [Item Creation]<br />
* [[SRD3e:Shield Proficiency|Shield Proficiency]] <small>(<span style="color: red;">coming soon</span>)</small> [General]<br />
* [[SRD3e:Shot on the Run|Shot on the Run]] <small>(<span style="color: red;">coming soon</span>)</small> [General]<br />
* [[SRD3e:Silent Spell|Silent Spell]] <small>(<span style="color: red;">coming soon</span>)</small> [Metamgic]<br />
* [[SRD3e:Simple Weapon Proficiency|Simple Weapon Proficiency]] <small>(<span style="color: red;">coming soon</span>)</small> [General]<br />
* [[SRD3e:Skill Focus|Skill Focus]] <small>(<span style="color: red;">coming soon</span>)</small> [General]<br />
|<br />
* [[SRD3e:Spell Penetration|Spell Penetration]] <small>(<span style="color: red;">coming soon</span>)</small> [General]<br />
* [[SRD3e:Spell Focus|Spell Focus]] <small>(<span style="color: red;">coming soon</span>)</small> [General]<br />
* [[SRD3e:Spell Mastery|Spell Mastery]] <small>(<span style="color: red;">coming soon</span>)</small> [Special]<br />
* [[SRD3e:Spirited Charge|Spirited Charge]] <small>(<span style="color: red;">coming soon</span>)</small> [General]<br />
* [[SRD3e:Spring Attack|Spring Attack]] <small>(<span style="color: red;">coming soon</span>)</small> [General]<br />
* [[SRD3e:Still Spell|Still Spell]] <small>(<span style="color: red;">coming soon</span>)</small> [Metamagic]<br />
* [[SRD3e:Stunning Fist|Stunning Fist]] <small>(<span style="color: red;">coming soon</span>)</small> [General]<br />
* [[SRD3e:Sunder|Sunder]] <small>(<span style="color: red;">coming soon</span>)</small> [General]<br />
* [[SRD3e:Toughness|Toughness]] <small>(<span style="color: red;">coming soon</span>)</small> [General]<br />
* [[SRD3e:Track|Track]] <small>(<span style="color: red;">coming soon</span>)</small> [General]<br />
* [[SRD3e:Trample|Trample]] <small>(<span style="color: red;">coming soon</span>)</small> [General]<br />
* [[SRD3e:Two-Weapon Fighting|Two-Weapon Fighting]] <small>(<span style="color: red;">coming soon</span>)</small> [General]<br />
* [[SRD3e:Weapon Finesse|Weapon Finesse]] <small>(<span style="color: red;">coming soon</span>)</small> [General]<br />
* [[SRD3e:Weapon Focus|Weapon Focus]] <small>(<span style="color: red;">coming soon</span>)</small> [General]<br />
* [[SRD3e:Weapon Specialization|Weapon Specialization]] <small>(<span style="color: red;">coming soon</span>)</small> [General]<br />
* [[SRD3e:Whirlwind Attack|Whirlwind Attack]] <small>(<span style="color: red;">coming soon</span>)</small> [General]<br />
|}<br />
<br />
<br />
----<br />
{{SRD3e System Reference Document Breadcrumb}}<br />
{{SRD3e OGL Footer}}<br />
[[Category:OGL]]<br />
[[Category:SRD]]<br />
[[Category:3e]]<br />
[[Category:Rule]]</div>173.245.56.215https://www.dandwiki.com/w/index.php?title=Thor_(3.5e_Deity)&diff=578183Thor (3.5e Deity)2012-06-18T21:18:33Z<p>173.245.56.215: </p>
<hr />
<div>__NOTOC__<br />
{{Deity<br />
|hdligo= i<br />
|sym= A warhammer (named Mjöllnir) with A streak of lightning behind it<br />
|plane= Ysgard.<br />
|align= Chaotic Good<br />
|port= Honor, Protection, Thunder, and Strength.<br />
|calign= CG, CN, NG.<br />
|dom= Good, Protection, Storm, Strength, and War.<br />
|favweap= Warhammer<br />
}}<br />
{{ImageNeeded}}<br />
<br />
Thor, the red-haired and bearded god of thunder, is Chaotic good. His titles are Mjollnir Lord, Slayer of Giants, and The Thunderer. Thor calls his follower to Protect the weak and fight tryanny and all evil no matter what the self cost is. His domains are Storm, Protection, Good, War, and Strength. His favored weapon is his Divine leveled warhammer Mjollnir and he is worshipped by good barbarians, good druids and hardy fighters.<br />
<br />
=== Dogma ===<br />
<br />
Encouraged: To fight evil and tyranny wherever it is found. To protect the weak and help the good. To boast of the many good deeds inside of drinking halls with good mead. <br />
Discouraged: To bring harm on the weak. To side with tyranny wherever it is. And to ignore pleads of protection (unless it is from someone who is evil)<br />
<br />
=== Clergy and Temples ===<br />
<br />
Clerics of Thor worship him inside of drinking halls filled with mead and ale. More devote worshipers travel far and wide to locations of great storms and pray to him in the eye of the storm. Clerics pray for spells in the midst of a storm or in the calm and stillness of the morning.<br />
<br />
=== Pantheon ===<br />
<br />
<!-- If this deity adheres to a pantheon describe it's affiliation here. --><br />
<br />
<br />
----<br />
{{3.5e Intermediary Deity Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Deity]]<br />
[[Category: Intermediary Deity]]</div>173.245.56.215https://www.dandwiki.com/w/index.php?title=Thor_(3.5e_Deity)&diff=578182Thor (3.5e Deity)2012-06-18T21:13:35Z<p>173.245.56.215: </p>
<hr />
<div>__NOTOC__<br />
{{Deity<br />
|hdligo= i<br />
|sym= A warhammer (named Mjöllnir) with A streak of lightning behind it<br />
|plane= asgard<br />
|align= Chaotic Good<br />
|port= Thunder, Protection, honor, Valor and Duty<br />
|calign= CG, CN, NG.<br />
|dom= Good, Protection, Storm, Strength, and War.<br />
|favweap= Warhammer<br />
}}<br />
{{ImageNeeded}}<br />
<br />
Thor, the red-haired and bearded god of thunder, is Chaotic good. His titles are Mjollnir Lord, Slayer of Giants, and The Thunderer. Thor calls his follower to Protect the weak and fight tryanny and all evil no matter what the self cost is. His domains are Storm, Protection, Good, War, and Strength. His favored weapon is his Divine leveled warhammer Mjollnir and he is worshipped by good barbarians, good druids and hardy fighters.<br />
<br />
=== Dogma ===<br />
<br />
Encouraged: To fight evil and tyranny wherever it is found. To protect the weak and help the good. To boast of the many good deeds inside of drinking halls with good mead. <br />
Discouraged: To bring harm on the weak. To side with tyranny wherever it is. And to ignore pleads of protection (unless it is from someone who is evil)<br />
<br />
=== Clergy and Temples ===<br />
<br />
Clerics of Thor worship him inside of drinking halls filled with mead and ale. More devote worshipers travel far and wide to locations of great storms and pray to him in the eye of the storm. Clerics pray for spells in the midst of a storm or in the calm and stillness of the morning.<br />
<br />
=== Pantheon ===<br />
<br />
<!-- If this deity adheres to a pantheon describe it's affiliation here. --><br />
<br />
<br />
----<br />
{{3.5e Intermediary Deity Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Deity]]<br />
[[Category: Intermediary Deity]]</div>173.245.56.215https://www.dandwiki.com/w/index.php?title=Thor_(3.5e_Deity)&diff=578181Thor (3.5e Deity)2012-06-18T21:11:24Z<p>173.245.56.215: </p>
<hr />
<div>__NOTOC__<br />
{{Deity<br />
|hdligo= i<br />
|sym= A warhammer (named Mjöllnir) with A streak of lightning behind it<br />
|plane= asgard<br />
|align= Chaotic Good<br />
|port= Thunder, Protection, honor, Valor and Duty<br />
|calign= CG,CN,NG<br />
|dom= Good, Protection, Storm, Strength, and War.<br />
|favweap= Warhammer<br />
}}<br />
{{ImageNeeded}}<br />
<br />
Thor, the red-haired and bearded god of thunder, is Chaotic good. His titles are Mjollnir Lord, Slayer of Giants, and The Thunderer. Thor calls his follower to Protect the weak and fight tryanny and all evil no matter what the self cost is. His domains are Storm, Protection, Good, War, and Strength. His favored weapon is his Divine leveled warhammer Mjollnir and he is worshipped by good barbarians, good druids and hardy fighters.<br />
<br />
=== Dogma ===<br />
<br />
Encouraged: To fight evil and tyranny wherever it is found. To protect the weak and help the good. To boast of the many good deeds inside of drinking halls with good mead. <br />
Discouraged: To bring harm on the weak. To side with tyranny wherever it is. And to ignore pleads of protection (unless it is from someone who is evil)<br />
<br />
=== Clergy and Temples ===<br />
<br />
Clerics of Thor worship him inside of drinking halls filled with mead and ale. More devote worshipers travel far and wide to locations of great storms and pray to him in the eye of the storm. Clerics pray for spells in the midst of a storm or in the calm and stillness of the morning.<br />
<br />
=== Pantheon ===<br />
<br />
<!-- If this deity adheres to a pantheon describe it's affiliation here. --><br />
<br />
<br />
----<br />
{{3.5e Intermediary Deity Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Deity]]<br />
[[Category: Intermediary Deity]]</div>173.245.56.215https://www.dandwiki.com/w/index.php?title=Thor_(3.5e_Deity)&diff=578179Thor (3.5e Deity)2012-06-18T21:08:04Z<p>173.245.56.215: </p>
<hr />
<div>__NOTOC__<br />
{{Deity<br />
|hdligo= i<br />
|sym= A warhammer (named Mjöllnir) with A streak of lightning behind it<br />
|plane= asgard<br />
|align= Chaotic Good<br />
|port= Thunder, Protection, honor, Valor and Duty<br />
|calign= CG,CN,NG<br />
|dom= Protection, Destruction, War and Law.<br />
|favweap= Warhammer<br />
}}<br />
{{ImageNeeded}}<br />
<br />
Thor, the red-haired and bearded god of thunder, is Chaotic good. His titles are Mjollnir Lord, Slayer of Giants, and The Thunderer. Thor calls his follower to Protect the weak and fight tryanny and all evil no matter what the self cost is. His domains are Storm, Protection, Destruction, Good, War, and Strength. His favored weapon is his Divine leveled warhammer Mjollnir and he is worshipped by good barbarians, good druids and hardy fighters.<br />
<br />
=== Dogma ===<br />
<br />
Encouraged: To fight evil and tyranny wherever it is found. To protect the weak and help the good. To boast of the many good deeds inside of drinking halls with good mead. <br />
Discouraged: To bring harm on the weak. To side with tyranny wherever it is. And to ignore pleads of protection (unless it is from someone who is evil)<br />
<br />
=== Clergy and Temples ===<br />
<br />
Clerics of Thor worship him inside of drinking halls filled with mead and ale. More devote worshipers travel far and wide to locations of great storms and pray to him in the eye of the storm. Clerics pray for spells in the midst of a storm or in the calm and stillness of the morning.<br />
<br />
=== Pantheon ===<br />
<br />
<!-- If this deity adheres to a pantheon describe it's affiliation here. --><br />
<br />
<br />
----<br />
{{3.5e Intermediary Deity Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Deity]]<br />
[[Category: Intermediary Deity]]</div>173.245.56.215https://www.dandwiki.com/w/index.php?title=Descendant_of_Red_Dragon_(3.5e_Prestige_Class)&diff=576709Descendant of Red Dragon (3.5e Prestige Class)2012-06-09T00:04:55Z<p>173.245.56.215: /* Prerequisites */</p>
<hr />
<div>=Descendant of Red Dragon=<br />
<br />
It is rumored that the magical powers of sorcerers and bards are somehow connected to the presence of dragon blood tree in his hereditary. Red Dragon Disciple are sorcerers, and sometimes bards, who use their magical power as a catalyst to ascend his red dragon blood, causing it to reach its apex. They prefer a life of exploration to a cloistered existence. As already adept at magic, many look for adventure, especially if they result in more information about their inheritance dragon. They often feel drawn to areas where you know that dragons live ...<br />
<br />
<br />
==Prerequisites==<br />
{| class="d20 dragon monstats" cellspacing="0" cellpadding="0"<br />
|+ style="font-size: larger; white-space: nowrap;" | Entry Requirements<br />
|<br />
|-<br />
! Alignment: <br />
| Chaotic Evil or Chaotic Neutral<br />
|-<br />
! Class:<br />
| [[Sorcerer]] or [[Bard]]<br />
|-<br />
! Ability:<br />
| [[Wisdom]] 14 or higher.<br />
|-<br />
! Skills: <br />
| [[SRD:Knowledge Skill|Knowledge]] (Arcana) 8 ranks or [[SRD:Knowledge Skill|Knowledge]] (History) 8 ranks.<br />
|-<br />
! Other: <br />
| Must be able to speak Draconic.<br />
|}<br />
<br />
<br />
{| cellspacing="0" cellpadding="0" class="d20"<br />
|+ <div style="float: right;">Hit Die: d10</div>Table: Descendant of Red Dragon<br />
|-<br />
! rowspan="2" |Level|| rowspan="2" |Base Attack Bonus|| rowspan="2" |Fort Save|| rowspan="2" |Ref Save|| rowspan="2" |Will Save|| style="text-align: left;" rowspan="2" |Special!!colspan="6"|——–—— Spells per Day ——–—— !!colspan="6"|——–—— Spells Known ——–——<br />
|-<br />
!3rd||4th||5th||6th||7th||8th||3rd||4th||5th||6th||7th||8th<br />
|-<br />
| 1. || +1 || +2 || +0 || +0 || style="text-align: left;" | Dragonfoe, Natural armor increase (+1) || 2 || 1 || - || - || - || - || 3 || 1 || - || - || - || - <br />
|- class="even"<br />
| 2. || +2 || +3 || +0 || +0 || style="text-align: left;" | Str +2 || 2 || 2 || - || - || - || - || 4 || 2 || - || - || - || - <br />
|-<br />
| 3. || +3 || +3 || +1 || +1 || style="text-align: left;" | Dragonbane, Firebreathing || 3 || 2 || 1 || - || - || - || 4 || 2 || 1 || - || - || - <br />
|- class="even"<br />
| 4. || +4 || +4 || +1 || +1 || style="text-align: left;" | Natural armor increase (+2), Str +2 || 3 || 3 || 2 || - || - || - || 4 || 3 || 2 || - || - || - <br />
|-<br />
| 5. || +5 || +4 || +1 || +1 || style="text-align: left;" | Dragon Hunter || 3 || 3 || 2 || 1 || - || - || 4 || 3 || 2 || 1 || - || - <br />
|- class="even"<br />
| 6. || +6 || +5 || +2 || +2 || style="text-align: left;" | Cons +2 || 4 || 3 || 3 || 2 || - || - || 4 || 4 || 3 || 2 || - || - <br />
|-<br />
| 7. || +7 || +5 || +2 || +2 || style="text-align: left;" | Natural armor increase (+3), Dragon Hunter Defense || 4 || 4 || 3 || 2 || 1 || - || 4 || 4 || 3 || 2 || 1 || - <br />
|- class="even"<br />
| 8. || +8 || +6 || +2 || +2 || style="text-align: left;" | Wis +2, Firebreathing 2/day || 4 || 4 || 3 || 3 || 2 || - || 4 || 4 || 4 || 3 || 2 || - <br />
|-<br />
| 9. || +9 || +6 || +3 || +3 || style="text-align: left;" | Natural armor increase (+3), Wings || 4 || 4 || 4 || 3 || 2 || 1 || 4 || 4 || 4 || 3 || 2 || 1 <br />
|- class="even"<br />
| 10.|| +10 || +7 || +3 || +3 || style="text-align: left;" | Str +4, Immunity to fire,sleep and paralyze || 5 || 4 || 4 || 3 || 3 || 2 || 4 || 4 || 4 || 4 || 3 || 2<br />
|-<br />
| colspan="18" style="text-align: left; border: none;" |<br />
<br />
*Spells kept the previous class (Bards do not learn and use 7th and 8th spells).<br />
'''Class Skills (4 + Int modifier per level)'''<br/>Bluff, Concentration, Craft, Decipher Script, Diplomacy, Heal, Knowledge (arcana), Knowledge (history), Knowledge (local), Knowledge (religion), Knowledge (the planes), Perform, Profession, Sense Motive, Speak Language, Spellcraft, Use Magic Device<br />
|}<br />
<br />
==Class Features==<br />
<br />
''All the following are class features of the Descendant of Red Dragon:''<br />
<br />
'''Hit Die:''' D10<br />
<br />
''''Weapons and Armor Proficiency:'''' Descendant of Red Dragon gains proficiency with any commom weapons and light armors. <br />
<br />
''''{{#anc:Dragonfoe }}:'''' At 1st you gain a +2 bonus on attack rolls against dragons and a +2 bonus on caster level checks made to overcome a dragon's spell resistance. Also, dragons take a -2 penalty on saving throws against your spells, spell-like abilities, and supernatural abilities.<br />
<br />
''''{{#anc:Dragonbane}}:'''' At 3rd level, Descendant of Red Dragon may use a full-round action to make a single attack (melee or ranged) against a dragon with a +4 bonus on the attack roll. Such an attack deals an extra 2d6 points of damage if it hits. For a ranged attack, the dragon must be within 30 feet to gain the bonus to hit and the extra damage.<br />
<br />
'''{{#anc:Natural armor increase}}:''' At 1st, 4th, 7th and 9th level a Descendant of Red Dragon gains +1 natural armor.<br />
<br />
'''{{#anc:Dragon Hunter}}:''' At 5th level a Descendant of Red Dragon gain a +2 dodge bonus to Armor Class against attacks made by dragons and a +2 competence bonus on saving throws against the spells, attacks, and special abilities of dragons. Likewise, you gain a +2 competence bonus on any opposed check (such as a bull rush attempt or a grapple check) you make against a dragon.<br />
<br />
'''{{#anc:Dragon Hunter Defense}}:''' At 7th level the character gain the evasion ability against the breath weapons of dragons. (If a dragon's breath weapon allows a Reflex save for half damage, a successful save indicates that you take no damage.) Also, you gain a bonus equal to 1/2 your character level on all saving throws you make against the supernatural or spell-like abilities of dragons.<br />
<br />
'''{{#anc:Firebreathing}}:''' At 3rd level, the Descendant of Red Dragon gains the ability to breathe a cone of fire that causes 2d10 damage to all creatures within the area. The damage increases to 4d10 at 6th level and 6d10 at 10th level. Targets can make a Reflex saving throw (DC 10 + ½ class level + Red Dragon Disciple's Charisma bonus character).<br />
<br />
'''{{#anc:Wings}}:''' At 9th level, the character grows a set of draconic wings. He may now fly at a speed equal to his normal land speed, with average maneuverability.<br />
<br />
<br />
----<br />
{{DnD Prestige Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Prestige Class]]<br />
[[Category:Strong Spellcasting]]</div>173.245.56.215https://www.dandwiki.com/w/index.php?title=Martial_Artist_(3.5e_Class)&diff=576311Martial Artist (3.5e Class)2012-06-04T07:39:25Z<p>173.245.56.215: /* Making a Martial Artist */</p>
<hr />
<div>{{DnD Base Class Infobox<br />
|img=<br />
|imgloc=<br />
|imgsize=<br />
|imgcaption=<br />
|rating_power=<br />
|raters_power=<br />
|rating_wording=<br />
|raters_wording=<br />
|rating_formatting=<br />
|raters_formatting=<br />
|rating_flavor=<br />
|raters_flavor=<br />
|status=Just starting<br />
|editing=<br />
|type=Combat-Focused<br />
|desc=A master of the honed art of fighting.<br />
}}<br />
<br />
==Martial Artist==<br />
<br />
A martial artist is a person that has taken the training and conditioning of his body and mind to the greatest attainable heights. Through honing and steeling himself, he has gained prowess in the art of fighting that other characters cannot fathom. Martial artists fight unarmed or with a simple assortment of efficient weapons that aid them in battle<br />
<br />
===Making a Martial Artist===<br />
<br />
Martial artists are strong, conditioned, agile and adaptive, and have a great many skills. On the field of battle, they are difficult to outwit or outmaneuver, but most of a martial artist's skill is geared towards close or mid-range battle.<br />
<br />
'''Abilities:''' Mastering martial arts requires a healthy body, a versatile, skillful mind, but most of all agility and insight. The most important ability scores for a martial artist are [[SRD:Dexterity|Dexterity]] and [[SRD:Intelligence|Intelligence]]. [[SRD:Strength|Strength]] and [[SRD:Constitution|Constitution]] provide much-needed durability and power to the martial artist's fighting arsenal.<br />
<br />
'''Races:''' True martial artists in any fashion are reasonably rare. Most races instinctively prefer things that they can see over things that they can't, and it is natural for those races to rely overmuch on such superficial things like physical strength. Even humans, one of the most versatile of races, much sooner become [[SRD:Fighter|fighters]] or [[SRD:Barbarian|barbarians]]. Still, in cultures influenced by centuries of war, or that are open to the metaphysical and possess opportunities for physical and spiritual enlightenment, the path of martial arts exist.<br />
<br />
'''Alignment:''' Any. Martial artists are not monks. Some follow the tenets of the dojo where they train, and yet others abide by their own code. Martial artists are as varied as the reasons for which they've taken up their art.<br />
<br />
'''Starting Gold:''' 2d4&times;10 gp (50 gp).<br />
<br />
'''[[SRD:Race Descriptions#Starting Age|Starting Age]]:''' As [[rogue]].<br />
<br />
{| class="{{d20}}"<br />
|+<br />
<div>{{#anc:Table: The Martial Artist}}</div><br />
Hit Dice: d8<br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s<br />
! rowspan="2" | Special<br />
! colspan="4" | [[#Fighting Style|Fighting Style]]<br />
|-<br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]] || [[#Techniques|Techniques<br/>Known]] || [[#Techniques|Techniques<br/>Readied]] || [[#Stances|Stances<br/> Known]] || Max. Maneuver<br/> Level<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st|| class="left" | +1 || +2 || +2 || +2<br />
| class="left" | [[#AC Bonus|AC Bonus]], [[#Discipline|Discipline]] ([[SRD:Concentration Skill|Concentration]]), [[#The Art of Fighting|The Art of Fighting]]<br />
| 3 || 3 || 1 || 1st<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd|| class="left" | +2 || +3 || +3 || +3<br />
| class="left" | [[#Bonus Feat|Bonus Feat]] <br />
| 4 || 3 || 1 || 1st<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd|| class="left" | +3 || +3 || +3 || +3<br />
| class="left" | [[#Evasion|Evasion]]<br />
| 5 || 3 || 2 || 1st<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th||class="left" | +4 || +4 || +4 || +4<br />
| class="left" | [[#Flurry|Flurry]]<br />
| 6 || 4 || 2 || 1st<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th||class="left" | +5 || +4 || +4 || +4<br />
| class="left" | [[#Bonus Feat|Bonus Feat]] <br />
| 6 || 4 || 2 || 2nd<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|6th||class="left" | +6/+1 || +5 || +5 || +5<br />
| class="left" | [[#Martial Defense|Martial Defense]]<br />
| 7 || 4 || 2 || 2nd<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|7th||class="left" | +7/+2 || +5 || +5 || +5<br />
| class="left" | [[#Bonus Feat|Bonus Feat]]<br />
| 8 || 4 || 3 || 2nd<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|8th||class="left" | +8/+3 || +6 || +6 || +6<br />
| class="left" | <br />
| 9 || 5 || 3 || 2nd<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|9th||class="left" | +9/+4 || +6 || +6 || +6<br />
| class="left" | [[#Bonus Feat|Bonus Feat]]<br />
| 9 || 5 || 3 || 3rd<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|10th||class="left" | +10/+5 || +7 || +7 || +7<br />
| class="left" | [[#Greater Flurry|Greater Flurry]]<br />
| 10 || 5 || 3 || 3rd<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|11th||class="left" | +11/+6/+1 || +7 || +7 || +7<br />
| class="left" | [[#Improved Evasion|Improved Evasion]]<br />
| 11 || 5 || 4 || 3rd<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|12th||class="left" | +12/+7/+2 || +8 || +8 || +8<br />
| class="left" | [[#Martial Defense|Improved Martial Defense]]<br />
| 12 || 6 || 4 || 3rd<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|13th||class="left" | +13/+8/+3 || +8 || +8 || +8<br />
| class="left" | [[#Bonus Feat|Bonus Feat]]<br />
| 12 || 6 || 4 || 4th<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|14th||class="left" | +14/+9/+4 || +9 || +9 || +9<br />
| class="left" | <br />
| 13 || 6 || 4 || 4th<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|15th||class="left" | +15/+10/+5 || +9 || +9 || +9<br />
| class="left" | [[#Bonus Feat|Bonus Feat]]<br />
| 14 || 6 || 5 || 4th<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|16th||class="left" | +16/+11/+6/+1 || +10 || +10 || +10<br />
| class="left" | [[#Master Flurry|Master Flurry]]<br />
| 15 || 7 || 5 || 4th<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|17th||class="left" | +17/+12/+7/+2 || +10 || +10 || +10<br />
| class="left" | [[#Bonus Feat|Bonus Feat]]<br />
| 15 || 7 || 5 || 5th<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|18th||class="left" | +18/+13/+8/+3 || +11 || +11 || +11<br />
| class="left" | [[#Martial Defense|Greater Martial Defense]]<br />
| 16 || 7 || 5 || 5th<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|19th||class="left" | +19/+14/+9/+4 || +11 || +11 || +11<br />
| class="left" | <br />
| 17 || 7 || 6 || 5th<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|20th||class="left" | +20/+15/+10/+5 || +12 || +12 || +12<br />
| class="left" | [[#Bonus Feat|Bonus Feat]]<br />
| 18 || 8 || 6 || 5th<br />
|-<br />
| colspan="42" class="skill" |<br />
'''Class Skills (4 + [[SRD:Intelligence|Int]] modifier per level, &times;4 at 1st level)'''<br/><br />
[[SRD:Balance Skill|Balance]] ([[SRD:Dexterity|Dex]]), [[SRD:Bluff Skill|Bluff]] ([[SRD:Charisma|Cha]]), [[SRD:Climb Skill|Climb]] ([[SRD:Strength|Str]]), [[SRD:Concentration Skill|Concentration]] ([[SRD:Constitution|Con]]), [[SRD:Craft Skill|Craft]] ([[SRD:Intelligence|Int]]), [[SRD:Escape Artist Skill|Escape Artist]] ([[SRD:Dexterity|Dex]]), [[SRD:Hide Skill|Hide]] ([[SRD:Dexterity|Dex]]), [[SRD:Jump Skill|Jump]] ([[SRD:Strength|Str]]), [[SRD:Knowledge Skill|Knowledge]] (history) ([[SRD:Intelligence|Int]]), [[SRD:Knowledge Skill|Knowledge]] (local) ([[SRD:Intelligence|Int]]), [[SRD:Listen Skill|Listen]] ([[SRD:Wisdom|Wis]]), Martial Lore<sup>[[Tome of Battle|ToB]]</sup> ([[SRD:Intelligence|Int]]), [[SRD:Move Silently Skill|Move Silently]] ([[SRD:Dexterity|Dex]]), [[SRD:Profession Skill|Profession]] ([[SRD:Wisdom|Wis]]), [[SRD:Search Skill|Search]] ([[SRD:Intelligence|Int]]), [[SRD:Sense Motive Skill|Sense Motive]] ([[SRD:Wisdom|Wis]]), [[SRD:Sleight of Hand Skill|Sleight Of Hand]] ([[SRD:Dexterity|Dex]]), [[SRD:Spot Skill|Spot]] ([[SRD:Wisdom|Wis]]), [[SRD:Swim Skill|Swim]] ([[SRD:Strength|Str]]), [[SRD:Tumble Skill|Tumble]] ([[SRD:Dexterity|Dex]]), [[SRD:Use Rope Skill|Use Rope]] ([[SRD:Dexterity|Dex]]).<br />
|}<br />
<br />
====Class Features====<br />
<br />
All of the following are class features of the martial artist.<br />
<br />
'''Weapon and Armor Proficiency:''' The martial artist is proficient with all [[SRD:Simple Weapon|simple]] weapons, as well as all [[SRD:Light Weapon|light]] or [[SRD:Double Weapon|double]] [[SRD:Martial Weapon|martial]] weapons. He may choose 2 [[SRD:Light Weapon|light]] or [[SRD:Double Weapon|double]] [[SRD:Exotic Weapon|exotic]] weapons to be proficient with at 1st level, and furthermore increases his ability with weapons as he trains. For the purpose of a martial artist's weapon proficiency, '[[SRD:Light Weapon|light weapon]]' extends to any weapon that qualifies for use with [[SRD:Weapon Finesse|Weapon Finesse]], even if that weapon is two-handed. At every three levels after 1st (4th, 7th, 10th, etc.), a martial artist may automatically become proficient with a new [[SRD:Light Weapon|light]] or [[SRD:Double Weapon|double]] weapon of his choosing. If that weapon is [[SRD:Exotic Weapon|exotic]], he gains [[SRD:Exotic Weapon Proficiency|Exotic Weapon Proficiency]] for the weapon for free.<br />
<br />
A martial artist is not proficient with any armor or shields.<br />
<br />
'''{{#anc:The Art of Fighting}}:''' A martial artist has a body trained to deliver quick and well-honed strikes, both with his weapons and his bare hands. He has the [[SRD:Weapon Finesse|Weapon Finesse]] and the [[SRD:Improved Unarmed Strike|Improved Unarmed Strike]] feat, and his [[SRD:Unarmed Strike|unarmed strikes]] do a base damage of 1d8 (or either 1d6 if the character is [[SRD:Small Size|Small]] or 2d6 if he is [[SRD:Large Size|Large]]). A martial artist’s attacks may be with either fist interchangeably or even from elbows, knees, and feet. This means that a martial artist may even make unarmed strikes with his hands full. There is no such thing as an off-hand attack for a martial artist striking either unarmed or with weapons. As such, if he uses a [[SRD:Two-Handed Weapon|two-handed weapon]] with which he is proficient, he adds twice his [[SRD:Strength|Strength]] modifier to damage rolls.<br />
<br />
A martial artist qualifies for [[SRD:Fighter|fighter]] feats as a fighter of four levels lower (for instance, allowing him to take [[SRD:Greater Weapon Focus|Greater Weapon Focus]] at 12th level).<br />
<br />
Usually a martial artist’s unarmed strikes deal lethal damage, but he can choose to deal nonlethal damage instead with no penalty on his attack roll. He has the same choice to deal lethal or nonlethal damage while grappling.<br />
<br />
'''{{#anc:Fighting Style}}:''' You begin your career in martial arts with knowledge of four [[Martial Arts Maneuvers|martial arts maneuvers]]. All different flows of martial arts (that is to say Active, Aggressive, Hard, Reactive, Soft and Tempered) are open to you. For more information on the particular 'flows', see [[#Martial Arts Maneuvers|Martial Arts Maneuvers]] below.<br />
<br />
Once you know a martial arts maneuver, you must ready it before you can use it (see [[#Maneuvers Readied|Maneuvers Readied]] below). A martial arts maneuver is always considered a [[SRD:Extraordinary Ability|extraordinary ability]]. Martial arts maneuvers are not affected by [[SRD:Spell Resistance|spell resistance]], and you do not provoke [[SRD:Attack of Opportunity|attacks of opportunity]] when you initiate one. You learn additional martial arts maneuvers at higher levels, as shown on [[#Table: The Martial Artist|Table: The Martial Artist]]. You must meet a martial arts maneuver's prerequisite to learn it. The table also shows the highest-level maneuvers you can learn.<br />
<br />
Upon reaching 4th level, and at every even-numbered martial artist level after that, 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 a 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. You can swap only a single maneuver at any given level.<br />
<br />
'''{{#anc:Maneuvers Readied}}:''' You can ready three of the martial arts maneuvers you know at 1st level. You ready your maneuvers by exercising for 5 minutes. The maneuvers you choose remain readied until you decide to exercise 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 practice, you can change your readied maneuvers.<br />
<br />
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 (until you recover them, as described below).<br />
<br />
You can recover all expended maneuvers with a single [[SRD:Swift Action|swift action]], which must be immediately followed in the same round with a melee attack or using a standard action to do nothing else in the round (such as executing a simple martial arts kata or a flourish with a weapon). You can not initiate a maneuver or change your stance while you are recovering your expended maneuvers, but you can remain in the stance in which you began your turn.<br />
<br />
Maneuvers are not like spells or powers, and are initiated rather than cast or activated. A martial artist has an ''initiator level'' equal to his class level.<br />
<br />
'''Stances Known:''' You begin play with knowledge of one 1st level stance from any flow of [[Martial Arts Maneuvers|martial arts]]. At 3rd, 7th, 11th, 15th and 19th 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 are currently using as a [[SRD:Swift Action|swift action]]. A stance always is an [[SRD:Extraordinary Ability|extraordinary ability]]. <br />
<br />
Unlike with maneuvers, you cannot learn a stance at higher levels in place of one you already know.<br />
<br />
'''{{#anc:AC Bonus}}:''' A martial artist has a highly developed personal defense. He adds his [[SRD:Intelligence|Intelligence]] bonus to [[SRD:Armor Class|Armor Class]]. In addition, the martial artist gains a ''defense bonus'' to [[SRD:Armor Class|AC]]. This defense bonus starts out at +1 at 2nd level, and increases by another +1 every three levels after that (+2 at 5th, +3 at 8th, +4 at 11th, and so on). <br />
<br />
'''{{#anc:Discipline}}:''' A martial artist gains his [[SRD:Intelligence|Intelligence]] bonus as a bonus to [[SRD:Concentration Skill|Concentration]] checks.<br />
<br />
'''{{#anc:Bonus Feat}}:''' A martial artist gains a bonus feat at 2nd,5th,7th,9th,13th,15th,17th and 20th levels. He may choose any of the feats from the following list, provided he meets the prerequisites: [[SRD:Combat Expertise|Combat Expertise]], [[SRD:Deflect Arrows|Deflect Arrows]], [[SRD:Dodge|Dodge]], [[SRD:Improved Disarm|Improved Disarm]], [[SRD:Improved Feint|Improved Feint]], [[SRD:Improved Grapple|Improved Grapple]], [[SRD:Improved Trip|Improved Trip]], [[SRD:Mobility|Mobility]], [[SRD:Snatch Arrows|Snatch Arrows]], [[SRD:Spring Attack|Spring Attack]], [[SRD:Weapon Focus|Weapon Focus]], [[SRD:Whirlwind Attack|Whirlwind Attack]], [[SRD:Improved Initiative|Improved Initiative]], [[SRD:Acrobatic|Acrobatic]], [[Acrobatic Attack (3.5e Feat)|Acrobatic Attack]], [[Acrobatic Defense (3.5e Feat)|Acrobatic Defense]], [[Combat Precision (3.5e Feat)|Combat Precision]], [[SRD:Combat Reflexes|Combat Reflexes]], [[Double Kick (3.5e Feat)|Double Kick]], [[Lightning Parry (3.5e Feat)|Lightning Parry]].<br />
<br />
'''{{#anc:Evasion}} ([[SRD:Extraordinary Ability|Ex]]):''' At 3rd level or higher if a martial artist makes a successful [[SRD:Saving Throw#Reflex|Reflex]] saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if a martial artist is wearing [[SRD:Light Armor|light armor]] or no armor. A helpless martial artist does not gain the benefit of evasion.<br />
<br />
'''{{#anc:Flurry}} ([[SRD:Extraordinary Ability|Ex]]):''' At 4th level, when a martial artist fights either unarmed or interchangeably with [[SRD:Unarmed Strike|unarmed strike]] and one or more [[SRD:Light Weapon|light]], [[SRD:Double Weapon|double]] or [[SRD:Thrown Weapon|thrown]] weapons, he gains an extra attack as per the [[SRD:Two-Weapon Fighting|Two-Weapon Fighting]] feat. This attack can be either an unarmed strike, a melee attack or a thrown ranged attack. At 10th level, the martial artist's flurry gains a second extra attack, as per [[SRD:Improved Two-Weapon Fighting|Improved Two-Weapon Fighting]], and at 16th it gains a third attack, as per [[SRD:Greater Two-Weapon Fighting|Greater Two-Weapon Fighting]].<br />
<br />
'''{{#anc:Martial Defense}} ([[SRD:Extraordinary Ability|Ex]]):''' As a martial artist grows in skill, his self-defense becomes more advanced and eventually, almost physically and mentally reflex-intuitive. At 6th level, a martial artist gains a martial defense. Martial defense is the equivalent of [[SRD:Spell Resistance|spell resistance]] for maneuvers. A character that uses maneuvers (like the classes from [[Tome of Battle]], or other martial artists) must make an initiator level check against the martial artist's martial defense whenever he attempts a maneuver that specifically targets the martial artist. If the opponent fails this check, his maneuver fails to take effect (but he still deals normal damage if he beats the martial artist's [[SRD:Armor Class|AC]]). At first, this martial defense is 5 + class level. At 12th level, a martial artist's martial defense becomes 10 + class level. At 18th level, it becomes (and stays) 15 + class level.<br />
<br />
'''{{#anc:Improved Evasion}} ([[SRD:Extraordinary Ability|Ex]]):''' At 11th level, a martial artist’s evasion ability improves. He still takes no damage on a successful [[SRD:Saving Throw#Reflex|Reflex]] saving throw against attacks, but henceforth he takes only half damage on a failed save. A helpless martial artist does not gain the benefit of improved evasion.<br />
<br />
==={{#anc:Martial Arts Maneuvers}}===<br />
<br />
Maneuvers are the meat and bones of a martial artist's ability. A martial artist's fighting style consists of maneuvers that are divided up into techniques and stances. They often say that the fighting style defines the martial artist, and matures as the martial artist develops his skills. Martial arts maneuvers come in various shapes and sizes, and are divided into 5 levels. Higher level maneuvers are correspondingly more powerful than lower level maneuvers and are learned over time. A martial artist has a maximum number of techniques readied (see [[#Table: The Martial Artist|Table: The Martial Artist]].<br />
<br />
'''Techniques:''' A technique is a maneuver that is consciously activated during battle. Techniques are divided into action techniques and counter techniques. Action technique include attacks, movements and boosts and are always activated during the martial artist's turn. Attack actions require a [[SRD:Standard Actions|standard action]] to initiate unless their description says otherwise, whereas Movement and Boost actions usually require a [[SRD:Move Actions|move action]]. Counter techniques are always [[SRD:Immediate Actions|immediate actions]], that can be activated in response to actions taken by an opponent. A martial artist can employ a maximum of one action technique and one counter technique per round.<br />
<br />
'''Stances:''' A stance is not so much a maneuver, but rather a position or a range of positions your body gets into in order to better focus its power or abilities. Stances have no fixed duration and can remain active for lengthy periods of time, although certain stances are dropped when you take specific actions. Assuming or switching stances requires a [[SRD:Swift Actions|swift action]].<br />
<br />
====Flows====<br />
<br />
Martial arts techniques are divided into several substrata called flows. A martial artist naturally possesses certain personality traits, and as such he is limited to a small number of styles and philosophies to convert into fighting skill. Certain flows focus on dealing massive damage and crippling the opponent, whether others seek to be more reactive or attempt to strike more surgically. Flows come in opposites. All six of these flows are open to the martial artist, but focusing on specific flows for his fighting style nets the martial artist bonuses in and out of combat. Furthermore, focusing on one or two of the six flows will allow the martial artist to better qualify for the most powerful 5th level maneuvers at high levels.<br />
<br />
'''Hard / Soft:''' Hard flow focuses the power of the body outward, culminating it in powerful strikes that damage the enemy. Hard flow is associated with the fist, and superficial damage. On the other hand, soft flow focuses the power of the body inward. Soft flow is associated with the palm, and internal damage.<br />
<br />
'''Aggressive / Tempered:''' Aggressive flow focuses on unrelenting assault, often attempting to overwhelm the enemy by denying him the time to recover. Aggressive flow contains relatively many boost action techniques. Tempered flow is more patient, focusing on moving as little as possible, or making as few attacks as possible with the greatest possible effect.<br />
<br />
'''Active / Reactive:''' These two opposed flows both deal with taking charge of the battlefield. Active flow signifies action before reaction, and deals with taking the initiative to strike effectively and with conquering the opponent through those means. Reactive flow prefers to let the enemy act first, and deals with allowing you to react accordingly.<br />
<br />
===Martial Arts Maneuvers===<br />
<br />
You will find a comprehensive collection of the martial artist's maneuvers '''[[Martial Arts Maneuvers|here]]'''. Every list entry contains the following.<br />
<br />
''Note:'' Only a fraction of the overall maneuvers are finished. In the end, I wish to end up with about 120 maneuvers in all, with slightly fewer high level maneuvers than low level ones. All of the six flows will be roughly equal in variety by that time. If you have special ideas for maneuvers, please let me know ''':)'''. If you feel like making up maneuvers by (or for) yourself, you can of course use this preload.<br />
<br />
<div style="text-align: left; width: 24.75em; margin: 2em;"><br />
<inputbox><br />
type=create<br />
break=no<br />
buttonlabel=Create New Martial Arts Maneuver<br />
default=MyManeuver (Martial Arts Maneuver)<br />
preload=Martial Arts Maneuver Preload<br />
</inputbox><br />
</div> <br />
<br />
=====Name===== <br />
<br />
The name of the maneuver.<br />
<br />
=====Descriptive Blurb=====<br />
<br />
A cursively lettered description of flavour. Serves no purpose other than to make it look a little nice.<br />
<br />
=====Level=====<br />
<br />
Determines the level of the maneuver and the flow it belongs to. Possibilities are Hard, Soft, Aggressive, Tempered, Active or Reactive, followed by the level of the maneuver (ranging from 1 to 5). ''Example:'' Active 3.<br />
<br />
=====Type=====<br />
<br />
Determines what kind of maneuver it is. Possibilities are Action, Counter and Stance. In the case of Action, there may be descriptors detailing the type of technique, such as Attack, Movement or Boost, which are added in parentheses. ''Example:'' Action (Boost).<br />
<br />
=====Prerequisites=====<br />
<br />
Certain maneuvers have prerequisites. These prerequisites most often come in the shape of a fixed number of maneuvers of a certain kind.<br />
<br />
=====Description=====<br />
<br />
Explains the effect of the maneuver.<br />
<br />
<br />
<br />
----<br />
{{DnD Base Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:User Sulacu]]<br />
[[Category:Class]]<br />
[[Category:Base Class]]<br />
[[Category:Combat-Focused]]</div>173.245.56.215https://www.dandwiki.com/w/index.php?title=Martial_Artist_(3.5e_Class)&diff=576310Martial Artist (3.5e Class)2012-06-04T07:38:02Z<p>173.245.56.215: /* Class Features */</p>
<hr />
<div>{{DnD Base Class Infobox<br />
|img=<br />
|imgloc=<br />
|imgsize=<br />
|imgcaption=<br />
|rating_power=<br />
|raters_power=<br />
|rating_wording=<br />
|raters_wording=<br />
|rating_formatting=<br />
|raters_formatting=<br />
|rating_flavor=<br />
|raters_flavor=<br />
|status=Just starting<br />
|editing=<br />
|type=Combat-Focused<br />
|desc=A master of the honed art of fighting.<br />
}}<br />
<br />
==Martial Artist==<br />
<br />
A martial artist is a person that has taken the training and conditioning of his body and mind to the greatest attainable heights. Through honing and steeling himself, he has gained prowess in the art of fighting that other characters cannot fathom. Martial artists fight unarmed or with a simple assortment of efficient weapons that aid them in battle<br />
<br />
===Making a Martial Artist===<br />
<br />
Martial artists are strong, conditioned, agile and adaptive, and have a great many skills. On the field of battle, they are difficult to outwit or outmaneuver, but most of a martial artist's skill is geared towards close or mid-range battle.<br />
<br />
'''Abilities:''' Mastering martial arts requires a healthy body, a versatile, skillful mind, but most of all agility and insight. The most important ability scores for a martial artist are [[SRD:Dexterity|Dexterity]] and [[SRD:Intelligence|Intelligence]]. [[SRD:Strength|Strength]] and [[SRD:Constitution|Constitution]] provide much-needed durability and power to the martial artist's fighting arsenal.<br />
<br />
'''Races:''' True martial artists in any fashion are reasonably rare. Most races instinctively prefer things that they can see over things that they can't, and it is natural for those races to rely overmuch on such superficial things like physical strength. Even humans, one of the most versatile of races, much sooner become [[SRD:Fighter|fighters]] or [[SRD:Barbarian|barbarians]]. Still, in cultures influenced by centuries of war, or that are open to the metaphysical and possess opportunities for physical and spiritual enlightenment, the path of martial arts exist.<br />
<br />
'''Alignment:''' Any. Martial artists are not monks. Some follow the tenets of the dojo where they train, and yet others abide by their own code. Martial artists are as varied as the reasons for which they've taken up their art.<br />
<br />
'''Starting Gold:''' 2d4&times;10 gp (50 gp).<br />
<br />
'''[[SRD:Race Descriptions#Starting Age|Starting Age]]:''' As [[rogue]].<br />
<br />
{| class="{{d20}}"<br />
|+<br />
<div>{{#anc:Table: The Martial Artist}}</div><br />
Hit Dice: d8<br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s<br />
! rowspan="2" | Special<br />
! colspan="4" | [[#Fighting Style|Fighting Style]]<br />
|-<br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]] || [[#Techniques|Techniques<br/>Known]] || [[#Techniques|Techniques<br/>Readied]] || [[#Stances|Stances<br/> Known]] || Max. Maneuver<br/> Level<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st|| class="left" | +1 || +2 || +2 || +2<br />
| class="left" | [[#AC Bonus|AC Bonus]], [[#Discipline|Discipline]] ([[SRD:Concentration Skill|Concentration]]), [[#The Art of Fighting|The Art of Fighting]]<br />
| 3 || 3 || 1 || 1st<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd|| class="left" | +2 || +3 || +3 || +3<br />
| class="left" | [[#Bonus Feat|Bonus Feat]] <br />
| 4 || 3 || 1 || 1st<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd|| class="left" | +3 || +3 || +3 || +3<br />
| class="left" | [[#Evasion|Evasion]]<br />
| 5 || 3 || 2 || 1st<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th||class="left" | +4 || +4 || +4 || +4<br />
| class="left" | [[#Flurry|Flurry]]<br />
| 6 || 4 || 2 || 1st<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th||class="left" | +5 || +4 || +4 || +4<br />
| class="left" | [[#Bonus Feat|Bonus Feat]] <br />
| 6 || 4 || 2 || 2nd<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|6th||class="left" | +6/+1 || +5 || +5 || +5<br />
| class="left" | [[#Martial Defense|Martial Defense]]<br />
| 7 || 4 || 2 || 2nd<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|7th||class="left" | +7/+2 || +5 || +5 || +5<br />
| class="left" | [[#Bonus Feat|Bonus Feat]]<br />
| 8 || 4 || 3 || 2nd<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|8th||class="left" | +8/+3 || +6 || +6 || +6<br />
| class="left" | <br />
| 9 || 5 || 3 || 2nd<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|9th||class="left" | +9/+4 || +6 || +6 || +6<br />
| class="left" | [[#Bonus Feat|Bonus Feat]]<br />
| 9 || 5 || 3 || 3rd<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|10th||class="left" | +10/+5 || +7 || +7 || +7<br />
| class="left" | [[#Greater Flurry|Greater Flurry]]<br />
| 10 || 5 || 3 || 3rd<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|11th||class="left" | +11/+6/+1 || +7 || +7 || +7<br />
| class="left" | [[#Improved Evasion|Improved Evasion]]<br />
| 11 || 5 || 4 || 3rd<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|12th||class="left" | +12/+7/+2 || +8 || +8 || +8<br />
| class="left" | [[#Martial Defense|Improved Martial Defense]]<br />
| 12 || 6 || 4 || 3rd<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|13th||class="left" | +13/+8/+3 || +8 || +8 || +8<br />
| class="left" | [[#Bonus Feat|Bonus Feat]]<br />
| 12 || 6 || 4 || 4th<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|14th||class="left" | +14/+9/+4 || +9 || +9 || +9<br />
| class="left" | <br />
| 13 || 6 || 4 || 4th<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|15th||class="left" | +15/+10/+5 || +9 || +9 || +9<br />
| class="left" | [[#Bonus Feat|Bonus Feat]]<br />
| 14 || 6 || 5 || 4th<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|16th||class="left" | +16/+11/+6/+1 || +10 || +10 || +10<br />
| class="left" | [[#Master Flurry|Master Flurry]]<br />
| 15 || 7 || 5 || 4th<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|17th||class="left" | +17/+12/+7/+2 || +10 || +10 || +10<br />
| class="left" | [[#Bonus Feat|Bonus Feat]]<br />
| 15 || 7 || 5 || 5th<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|18th||class="left" | +18/+13/+8/+3 || +11 || +11 || +11<br />
| class="left" | [[#Martial Defense|Greater Martial Defense]]<br />
| 16 || 7 || 5 || 5th<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|19th||class="left" | +19/+14/+9/+4 || +11 || +11 || +11<br />
| class="left" | <br />
| 17 || 7 || 6 || 5th<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|20th||class="left" | +20/+15/+10/+5 || +12 || +12 || +12<br />
| class="left" | [[#Bonus Feat|Bonus Feat]]<br />
| 18 || 8 || 6 || 5th<br />
|-<br />
| colspan="42" class="skill" |<br />
'''Class Skills (4 + [[SRD:Intelligence|Int]] modifier per level, &times;4 at 1st level)'''<br/><br />
Acrobatics ([[SRD:Dexterity|Dex]]), [[SRD:Balance Skill|Balance]] ([[SRD:Dexterity|Dex]]), [[SRD:Bluff Skill|Bluff]] ([[SRD:Charisma|Cha]]), [[SRD:Climb Skill|Climb]] ([[SRD:Strength|Str]]), [[SRD:Concentration Skill|Concentration]] ([[SRD:Constitution|Con]]), [[SRD:Craft Skill|Craft]] ([[SRD:Intelligence|Int]]), [[SRD:Escape Artist Skill|Escape Artist]] ([[SRD:Dexterity|Dex]]), [[SRD:Hide Skill|Hide]] ([[SRD:Dexterity|Dex]]), [[SRD:Jump Skill|Jump]] ([[SRD:Strength|Str]]), [[SRD:Knowledge Skill|Knowledge]] (history) ([[SRD:Intelligence|Int]]), [[SRD:Knowledge Skill|Knowledge]] (local) ([[SRD:Intelligence|Int]]), [[SRD:Listen Skill|Listen]] ([[SRD:Wisdom|Wis]]), Martial Lore<sup>[[Tome of Battle|ToB]]</sup> ([[SRD:Intelligence|Int]]), [[SRD:Move Silently Skill|Move Silently]] ([[SRD:Dexterity|Dex]]), [[SRD:Profession Skill|Profession]] ([[SRD:Wisdom|Wis]]), [[SRD:Search Skill|Search]] ([[SRD:Intelligence|Int]]), [[SRD:Sense Motive Skill|Sense Motive]] ([[SRD:Wisdom|Wis]]), [[SRD:Sleight of Hand Skill|Sleight Of Hand]] ([[SRD:Dexterity|Dex]]), [[SRD:Spot Skill|Spot]] ([[SRD:Wisdom|Wis]]), [[SRD:Swim Skill|Swim]] ([[SRD:Strength|Str]]), [[SRD:Tumble Skill|Tumble]] ([[SRD:Dexterity|Dex]]), [[SRD:Use Rope Skill|Use Rope]] ([[SRD:Dexterity|Dex]]).<br />
|}<br />
<br />
====Class Features====<br />
<br />
All of the following are class features of the martial artist.<br />
<br />
'''Weapon and Armor Proficiency:''' The martial artist is proficient with all [[SRD:Simple Weapon|simple]] weapons, as well as all [[SRD:Light Weapon|light]] or [[SRD:Double Weapon|double]] [[SRD:Martial Weapon|martial]] weapons. He may choose 2 [[SRD:Light Weapon|light]] or [[SRD:Double Weapon|double]] [[SRD:Exotic Weapon|exotic]] weapons to be proficient with at 1st level, and furthermore increases his ability with weapons as he trains. For the purpose of a martial artist's weapon proficiency, '[[SRD:Light Weapon|light weapon]]' extends to any weapon that qualifies for use with [[SRD:Weapon Finesse|Weapon Finesse]], even if that weapon is two-handed. At every three levels after 1st (4th, 7th, 10th, etc.), a martial artist may automatically become proficient with a new [[SRD:Light Weapon|light]] or [[SRD:Double Weapon|double]] weapon of his choosing. If that weapon is [[SRD:Exotic Weapon|exotic]], he gains [[SRD:Exotic Weapon Proficiency|Exotic Weapon Proficiency]] for the weapon for free.<br />
<br />
A martial artist is not proficient with any armor or shields.<br />
<br />
'''{{#anc:The Art of Fighting}}:''' A martial artist has a body trained to deliver quick and well-honed strikes, both with his weapons and his bare hands. He has the [[SRD:Weapon Finesse|Weapon Finesse]] and the [[SRD:Improved Unarmed Strike|Improved Unarmed Strike]] feat, and his [[SRD:Unarmed Strike|unarmed strikes]] do a base damage of 1d8 (or either 1d6 if the character is [[SRD:Small Size|Small]] or 2d6 if he is [[SRD:Large Size|Large]]). A martial artist’s attacks may be with either fist interchangeably or even from elbows, knees, and feet. This means that a martial artist may even make unarmed strikes with his hands full. There is no such thing as an off-hand attack for a martial artist striking either unarmed or with weapons. As such, if he uses a [[SRD:Two-Handed Weapon|two-handed weapon]] with which he is proficient, he adds twice his [[SRD:Strength|Strength]] modifier to damage rolls.<br />
<br />
A martial artist qualifies for [[SRD:Fighter|fighter]] feats as a fighter of four levels lower (for instance, allowing him to take [[SRD:Greater Weapon Focus|Greater Weapon Focus]] at 12th level).<br />
<br />
Usually a martial artist’s unarmed strikes deal lethal damage, but he can choose to deal nonlethal damage instead with no penalty on his attack roll. He has the same choice to deal lethal or nonlethal damage while grappling.<br />
<br />
'''{{#anc:Fighting Style}}:''' You begin your career in martial arts with knowledge of four [[Martial Arts Maneuvers|martial arts maneuvers]]. All different flows of martial arts (that is to say Active, Aggressive, Hard, Reactive, Soft and Tempered) are open to you. For more information on the particular 'flows', see [[#Martial Arts Maneuvers|Martial Arts Maneuvers]] below.<br />
<br />
Once you know a martial arts maneuver, you must ready it before you can use it (see [[#Maneuvers Readied|Maneuvers Readied]] below). A martial arts maneuver is always considered a [[SRD:Extraordinary Ability|extraordinary ability]]. Martial arts maneuvers are not affected by [[SRD:Spell Resistance|spell resistance]], and you do not provoke [[SRD:Attack of Opportunity|attacks of opportunity]] when you initiate one. You learn additional martial arts maneuvers at higher levels, as shown on [[#Table: The Martial Artist|Table: The Martial Artist]]. You must meet a martial arts maneuver's prerequisite to learn it. The table also shows the highest-level maneuvers you can learn.<br />
<br />
Upon reaching 4th level, and at every even-numbered martial artist level after that, 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 a 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. You can swap only a single maneuver at any given level.<br />
<br />
'''{{#anc:Maneuvers Readied}}:''' You can ready three of the martial arts maneuvers you know at 1st level. You ready your maneuvers by exercising for 5 minutes. The maneuvers you choose remain readied until you decide to exercise 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 practice, you can change your readied maneuvers.<br />
<br />
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 (until you recover them, as described below).<br />
<br />
You can recover all expended maneuvers with a single [[SRD:Swift Action|swift action]], which must be immediately followed in the same round with a melee attack or using a standard action to do nothing else in the round (such as executing a simple martial arts kata or a flourish with a weapon). You can not initiate a maneuver or change your stance while you are recovering your expended maneuvers, but you can remain in the stance in which you began your turn.<br />
<br />
Maneuvers are not like spells or powers, and are initiated rather than cast or activated. A martial artist has an ''initiator level'' equal to his class level.<br />
<br />
'''Stances Known:''' You begin play with knowledge of one 1st level stance from any flow of [[Martial Arts Maneuvers|martial arts]]. At 3rd, 7th, 11th, 15th and 19th 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 are currently using as a [[SRD:Swift Action|swift action]]. A stance always is an [[SRD:Extraordinary Ability|extraordinary ability]]. <br />
<br />
Unlike with maneuvers, you cannot learn a stance at higher levels in place of one you already know.<br />
<br />
'''{{#anc:AC Bonus}}:''' A martial artist has a highly developed personal defense. He adds his [[SRD:Intelligence|Intelligence]] bonus to [[SRD:Armor Class|Armor Class]]. In addition, the martial artist gains a ''defense bonus'' to [[SRD:Armor Class|AC]]. This defense bonus starts out at +1 at 2nd level, and increases by another +1 every three levels after that (+2 at 5th, +3 at 8th, +4 at 11th, and so on). <br />
<br />
'''{{#anc:Discipline}}:''' A martial artist gains his [[SRD:Intelligence|Intelligence]] bonus as a bonus to [[SRD:Concentration Skill|Concentration]] checks.<br />
<br />
'''{{#anc:Bonus Feat}}:''' A martial artist gains a bonus feat at 2nd,5th,7th,9th,13th,15th,17th and 20th levels. He may choose any of the feats from the following list, provided he meets the prerequisites: [[SRD:Combat Expertise|Combat Expertise]], [[SRD:Deflect Arrows|Deflect Arrows]], [[SRD:Dodge|Dodge]], [[SRD:Improved Disarm|Improved Disarm]], [[SRD:Improved Feint|Improved Feint]], [[SRD:Improved Grapple|Improved Grapple]], [[SRD:Improved Trip|Improved Trip]], [[SRD:Mobility|Mobility]], [[SRD:Snatch Arrows|Snatch Arrows]], [[SRD:Spring Attack|Spring Attack]], [[SRD:Weapon Focus|Weapon Focus]], [[SRD:Whirlwind Attack|Whirlwind Attack]], [[SRD:Improved Initiative|Improved Initiative]], [[SRD:Acrobatic|Acrobatic]], [[Acrobatic Attack (3.5e Feat)|Acrobatic Attack]], [[Acrobatic Defense (3.5e Feat)|Acrobatic Defense]], [[Combat Precision (3.5e Feat)|Combat Precision]], [[SRD:Combat Reflexes|Combat Reflexes]], [[Double Kick (3.5e Feat)|Double Kick]], [[Lightning Parry (3.5e Feat)|Lightning Parry]].<br />
<br />
'''{{#anc:Evasion}} ([[SRD:Extraordinary Ability|Ex]]):''' At 3rd level or higher if a martial artist makes a successful [[SRD:Saving Throw#Reflex|Reflex]] saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if a martial artist is wearing [[SRD:Light Armor|light armor]] or no armor. A helpless martial artist does not gain the benefit of evasion.<br />
<br />
'''{{#anc:Flurry}} ([[SRD:Extraordinary Ability|Ex]]):''' At 4th level, when a martial artist fights either unarmed or interchangeably with [[SRD:Unarmed Strike|unarmed strike]] and one or more [[SRD:Light Weapon|light]], [[SRD:Double Weapon|double]] or [[SRD:Thrown Weapon|thrown]] weapons, he gains an extra attack as per the [[SRD:Two-Weapon Fighting|Two-Weapon Fighting]] feat. This attack can be either an unarmed strike, a melee attack or a thrown ranged attack. At 10th level, the martial artist's flurry gains a second extra attack, as per [[SRD:Improved Two-Weapon Fighting|Improved Two-Weapon Fighting]], and at 16th it gains a third attack, as per [[SRD:Greater Two-Weapon Fighting|Greater Two-Weapon Fighting]].<br />
<br />
'''{{#anc:Martial Defense}} ([[SRD:Extraordinary Ability|Ex]]):''' As a martial artist grows in skill, his self-defense becomes more advanced and eventually, almost physically and mentally reflex-intuitive. At 6th level, a martial artist gains a martial defense. Martial defense is the equivalent of [[SRD:Spell Resistance|spell resistance]] for maneuvers. A character that uses maneuvers (like the classes from [[Tome of Battle]], or other martial artists) must make an initiator level check against the martial artist's martial defense whenever he attempts a maneuver that specifically targets the martial artist. If the opponent fails this check, his maneuver fails to take effect (but he still deals normal damage if he beats the martial artist's [[SRD:Armor Class|AC]]). At first, this martial defense is 5 + class level. At 12th level, a martial artist's martial defense becomes 10 + class level. At 18th level, it becomes (and stays) 15 + class level.<br />
<br />
'''{{#anc:Improved Evasion}} ([[SRD:Extraordinary Ability|Ex]]):''' At 11th level, a martial artist’s evasion ability improves. He still takes no damage on a successful [[SRD:Saving Throw#Reflex|Reflex]] saving throw against attacks, but henceforth he takes only half damage on a failed save. A helpless martial artist does not gain the benefit of improved evasion.<br />
<br />
==={{#anc:Martial Arts Maneuvers}}===<br />
<br />
Maneuvers are the meat and bones of a martial artist's ability. A martial artist's fighting style consists of maneuvers that are divided up into techniques and stances. They often say that the fighting style defines the martial artist, and matures as the martial artist develops his skills. Martial arts maneuvers come in various shapes and sizes, and are divided into 5 levels. Higher level maneuvers are correspondingly more powerful than lower level maneuvers and are learned over time. A martial artist has a maximum number of techniques readied (see [[#Table: The Martial Artist|Table: The Martial Artist]].<br />
<br />
'''Techniques:''' A technique is a maneuver that is consciously activated during battle. Techniques are divided into action techniques and counter techniques. Action technique include attacks, movements and boosts and are always activated during the martial artist's turn. Attack actions require a [[SRD:Standard Actions|standard action]] to initiate unless their description says otherwise, whereas Movement and Boost actions usually require a [[SRD:Move Actions|move action]]. Counter techniques are always [[SRD:Immediate Actions|immediate actions]], that can be activated in response to actions taken by an opponent. A martial artist can employ a maximum of one action technique and one counter technique per round.<br />
<br />
'''Stances:''' A stance is not so much a maneuver, but rather a position or a range of positions your body gets into in order to better focus its power or abilities. Stances have no fixed duration and can remain active for lengthy periods of time, although certain stances are dropped when you take specific actions. Assuming or switching stances requires a [[SRD:Swift Actions|swift action]].<br />
<br />
====Flows====<br />
<br />
Martial arts techniques are divided into several substrata called flows. A martial artist naturally possesses certain personality traits, and as such he is limited to a small number of styles and philosophies to convert into fighting skill. Certain flows focus on dealing massive damage and crippling the opponent, whether others seek to be more reactive or attempt to strike more surgically. Flows come in opposites. All six of these flows are open to the martial artist, but focusing on specific flows for his fighting style nets the martial artist bonuses in and out of combat. Furthermore, focusing on one or two of the six flows will allow the martial artist to better qualify for the most powerful 5th level maneuvers at high levels.<br />
<br />
'''Hard / Soft:''' Hard flow focuses the power of the body outward, culminating it in powerful strikes that damage the enemy. Hard flow is associated with the fist, and superficial damage. On the other hand, soft flow focuses the power of the body inward. Soft flow is associated with the palm, and internal damage.<br />
<br />
'''Aggressive / Tempered:''' Aggressive flow focuses on unrelenting assault, often attempting to overwhelm the enemy by denying him the time to recover. Aggressive flow contains relatively many boost action techniques. Tempered flow is more patient, focusing on moving as little as possible, or making as few attacks as possible with the greatest possible effect.<br />
<br />
'''Active / Reactive:''' These two opposed flows both deal with taking charge of the battlefield. Active flow signifies action before reaction, and deals with taking the initiative to strike effectively and with conquering the opponent through those means. Reactive flow prefers to let the enemy act first, and deals with allowing you to react accordingly.<br />
<br />
===Martial Arts Maneuvers===<br />
<br />
You will find a comprehensive collection of the martial artist's maneuvers '''[[Martial Arts Maneuvers|here]]'''. Every list entry contains the following.<br />
<br />
''Note:'' Only a fraction of the overall maneuvers are finished. In the end, I wish to end up with about 120 maneuvers in all, with slightly fewer high level maneuvers than low level ones. All of the six flows will be roughly equal in variety by that time. If you have special ideas for maneuvers, please let me know ''':)'''. If you feel like making up maneuvers by (or for) yourself, you can of course use this preload.<br />
<br />
<div style="text-align: left; width: 24.75em; margin: 2em;"><br />
<inputbox><br />
type=create<br />
break=no<br />
buttonlabel=Create New Martial Arts Maneuver<br />
default=MyManeuver (Martial Arts Maneuver)<br />
preload=Martial Arts Maneuver Preload<br />
</inputbox><br />
</div> <br />
<br />
=====Name===== <br />
<br />
The name of the maneuver.<br />
<br />
=====Descriptive Blurb=====<br />
<br />
A cursively lettered description of flavour. Serves no purpose other than to make it look a little nice.<br />
<br />
=====Level=====<br />
<br />
Determines the level of the maneuver and the flow it belongs to. Possibilities are Hard, Soft, Aggressive, Tempered, Active or Reactive, followed by the level of the maneuver (ranging from 1 to 5). ''Example:'' Active 3.<br />
<br />
=====Type=====<br />
<br />
Determines what kind of maneuver it is. Possibilities are Action, Counter and Stance. In the case of Action, there may be descriptors detailing the type of technique, such as Attack, Movement or Boost, which are added in parentheses. ''Example:'' Action (Boost).<br />
<br />
=====Prerequisites=====<br />
<br />
Certain maneuvers have prerequisites. These prerequisites most often come in the shape of a fixed number of maneuvers of a certain kind.<br />
<br />
=====Description=====<br />
<br />
Explains the effect of the maneuver.<br />
<br />
<br />
<br />
----<br />
{{DnD Base Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:User Sulacu]]<br />
[[Category:Class]]<br />
[[Category:Base Class]]<br />
[[Category:Combat-Focused]]</div>173.245.56.215https://www.dandwiki.com/w/index.php?title=Martial_Artist_(3.5e_Class)&diff=576309Martial Artist (3.5e Class)2012-06-04T07:35:39Z<p>173.245.56.215: /* Making a Martial Artist */</p>
<hr />
<div>{{DnD Base Class Infobox<br />
|img=<br />
|imgloc=<br />
|imgsize=<br />
|imgcaption=<br />
|rating_power=<br />
|raters_power=<br />
|rating_wording=<br />
|raters_wording=<br />
|rating_formatting=<br />
|raters_formatting=<br />
|rating_flavor=<br />
|raters_flavor=<br />
|status=Just starting<br />
|editing=<br />
|type=Combat-Focused<br />
|desc=A master of the honed art of fighting.<br />
}}<br />
<br />
==Martial Artist==<br />
<br />
A martial artist is a person that has taken the training and conditioning of his body and mind to the greatest attainable heights. Through honing and steeling himself, he has gained prowess in the art of fighting that other characters cannot fathom. Martial artists fight unarmed or with a simple assortment of efficient weapons that aid them in battle<br />
<br />
===Making a Martial Artist===<br />
<br />
Martial artists are strong, conditioned, agile and adaptive, and have a great many skills. On the field of battle, they are difficult to outwit or outmaneuver, but most of a martial artist's skill is geared towards close or mid-range battle.<br />
<br />
'''Abilities:''' Mastering martial arts requires a healthy body, a versatile, skillful mind, but most of all agility and insight. The most important ability scores for a martial artist are [[SRD:Dexterity|Dexterity]] and [[SRD:Intelligence|Intelligence]]. [[SRD:Strength|Strength]] and [[SRD:Constitution|Constitution]] provide much-needed durability and power to the martial artist's fighting arsenal.<br />
<br />
'''Races:''' True martial artists in any fashion are reasonably rare. Most races instinctively prefer things that they can see over things that they can't, and it is natural for those races to rely overmuch on such superficial things like physical strength. Even humans, one of the most versatile of races, much sooner become [[SRD:Fighter|fighters]] or [[SRD:Barbarian|barbarians]]. Still, in cultures influenced by centuries of war, or that are open to the metaphysical and possess opportunities for physical and spiritual enlightenment, the path of martial arts exist.<br />
<br />
'''Alignment:''' Any. Martial artists are not monks. Some follow the tenets of the dojo where they train, and yet others abide by their own code. Martial artists are as varied as the reasons for which they've taken up their art.<br />
<br />
'''Starting Gold:''' 2d4&times;10 gp (50 gp).<br />
<br />
'''[[SRD:Race Descriptions#Starting Age|Starting Age]]:''' As [[rogue]].<br />
<br />
{| class="{{d20}}"<br />
|+<br />
<div>{{#anc:Table: The Martial Artist}}</div><br />
Hit Dice: d8<br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s<br />
! rowspan="2" | Special<br />
! colspan="4" | [[#Fighting Style|Fighting Style]]<br />
|-<br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]] || [[#Techniques|Techniques<br/>Known]] || [[#Techniques|Techniques<br/>Readied]] || [[#Stances|Stances<br/> Known]] || Max. Maneuver<br/> Level<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st|| class="left" | +1 || +2 || +2 || +2<br />
| class="left" | [[#AC Bonus|AC Bonus]], [[#Discipline|Discipline]] ([[SRD:Concentration Skill|Concentration]]), [[#The Art of Fighting|The Art of Fighting]]<br />
| 3 || 3 || 1 || 1st<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd|| class="left" | +2 || +3 || +3 || +3<br />
| class="left" | [[#Bonus Feat|Bonus Feat]] <br />
| 4 || 3 || 1 || 1st<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd|| class="left" | +3 || +3 || +3 || +3<br />
| class="left" | [[#Evasion|Evasion]]<br />
| 5 || 3 || 2 || 1st<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th||class="left" | +4 || +4 || +4 || +4<br />
| class="left" | [[#Flurry|Flurry]]<br />
| 6 || 4 || 2 || 1st<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th||class="left" | +5 || +4 || +4 || +4<br />
| class="left" | [[#Bonus Feat|Bonus Feat]] <br />
| 6 || 4 || 2 || 2nd<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|6th||class="left" | +6/+1 || +5 || +5 || +5<br />
| class="left" | [[#Martial Defense|Martial Defense]]<br />
| 7 || 4 || 2 || 2nd<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|7th||class="left" | +7/+2 || +5 || +5 || +5<br />
| class="left" | [[#Bonus Feat|Bonus Feat]]<br />
| 8 || 4 || 3 || 2nd<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|8th||class="left" | +8/+3 || +6 || +6 || +6<br />
| class="left" | <br />
| 9 || 5 || 3 || 2nd<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|9th||class="left" | +9/+4 || +6 || +6 || +6<br />
| class="left" | [[#Bonus Feat|Bonus Feat]]<br />
| 9 || 5 || 3 || 3rd<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|10th||class="left" | +10/+5 || +7 || +7 || +7<br />
| class="left" | [[#Greater Flurry|Greater Flurry]]<br />
| 10 || 5 || 3 || 3rd<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|11th||class="left" | +11/+6/+1 || +7 || +7 || +7<br />
| class="left" | [[#Improved Evasion|Improved Evasion]]<br />
| 11 || 5 || 4 || 3rd<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|12th||class="left" | +12/+7/+2 || +8 || +8 || +8<br />
| class="left" | [[#Martial Defense|Improved Martial Defense]]<br />
| 12 || 6 || 4 || 3rd<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|13th||class="left" | +13/+8/+3 || +8 || +8 || +8<br />
| class="left" | [[#Bonus Feat|Bonus Feat]]<br />
| 12 || 6 || 4 || 4th<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|14th||class="left" | +14/+9/+4 || +9 || +9 || +9<br />
| class="left" | <br />
| 13 || 6 || 4 || 4th<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|15th||class="left" | +15/+10/+5 || +9 || +9 || +9<br />
| class="left" | [[#Bonus Feat|Bonus Feat]]<br />
| 14 || 6 || 5 || 4th<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|16th||class="left" | +16/+11/+6/+1 || +10 || +10 || +10<br />
| class="left" | [[#Master Flurry|Master Flurry]]<br />
| 15 || 7 || 5 || 4th<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|17th||class="left" | +17/+12/+7/+2 || +10 || +10 || +10<br />
| class="left" | [[#Bonus Feat|Bonus Feat]]<br />
| 15 || 7 || 5 || 5th<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|18th||class="left" | +18/+13/+8/+3 || +11 || +11 || +11<br />
| class="left" | [[#Martial Defense|Greater Martial Defense]]<br />
| 16 || 7 || 5 || 5th<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|19th||class="left" | +19/+14/+9/+4 || +11 || +11 || +11<br />
| class="left" | <br />
| 17 || 7 || 6 || 5th<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|20th||class="left" | +20/+15/+10/+5 || +12 || +12 || +12<br />
| class="left" | [[#Bonus Feat|Bonus Feat]]<br />
| 18 || 8 || 6 || 5th<br />
|-<br />
| colspan="42" class="skill" |<br />
'''Class Skills (4 + [[SRD:Intelligence|Int]] modifier per level, &times;4 at 1st level)'''<br/><br />
Acrobatics ([[SRD:Dexterity|Dex]]), [[SRD:Balance Skill|Balance]] ([[SRD:Dexterity|Dex]]), [[SRD:Bluff Skill|Bluff]] ([[SRD:Charisma|Cha]]), [[SRD:Climb Skill|Climb]] ([[SRD:Strength|Str]]), [[SRD:Concentration Skill|Concentration]] ([[SRD:Constitution|Con]]), [[SRD:Craft Skill|Craft]] ([[SRD:Intelligence|Int]]), [[SRD:Escape Artist Skill|Escape Artist]] ([[SRD:Dexterity|Dex]]), [[SRD:Hide Skill|Hide]] ([[SRD:Dexterity|Dex]]), [[SRD:Jump Skill|Jump]] ([[SRD:Strength|Str]]), [[SRD:Knowledge Skill|Knowledge]] (history) ([[SRD:Intelligence|Int]]), [[SRD:Knowledge Skill|Knowledge]] (local) ([[SRD:Intelligence|Int]]), [[SRD:Listen Skill|Listen]] ([[SRD:Wisdom|Wis]]), Martial Lore<sup>[[Tome of Battle|ToB]]</sup> ([[SRD:Intelligence|Int]]), [[SRD:Move Silently Skill|Move Silently]] ([[SRD:Dexterity|Dex]]), [[SRD:Profession Skill|Profession]] ([[SRD:Wisdom|Wis]]), [[SRD:Search Skill|Search]] ([[SRD:Intelligence|Int]]), [[SRD:Sense Motive Skill|Sense Motive]] ([[SRD:Wisdom|Wis]]), [[SRD:Sleight of Hand Skill|Sleight Of Hand]] ([[SRD:Dexterity|Dex]]), [[SRD:Spot Skill|Spot]] ([[SRD:Wisdom|Wis]]), [[SRD:Swim Skill|Swim]] ([[SRD:Strength|Str]]), [[SRD:Tumble Skill|Tumble]] ([[SRD:Dexterity|Dex]]), [[SRD:Use Rope Skill|Use Rope]] ([[SRD:Dexterity|Dex]]).<br />
|}<br />
<br />
====Class Features====<br />
<br />
All of the following are class features of the martial artist.<br />
<br />
'''Weapon and Armor Proficiency:''' The martial artist is proficient with all [[SRD:Simple Weapon|simple]] weapons, as well as all [[SRD:Light Weapon|light]] or [[SRD:Double Weapon|double]] [[SRD:Martial Weapon|martial]] weapons. He may choose 2 [[SRD:Light Weapon|light]] or [[SRD:Double Weapon|double]] [[SRD:Exotic Weapon|exotic]] weapons to be proficient with at 1st level, and furthermore increases his ability with weapons as he trains. For the purpose of a martial artist's weapon proficiency, '[[SRD:Light Weapon|light weapon]]' extends to any weapon that qualifies for use with [[SRD:Weapon Finesse|Weapon Finesse]], even if that weapon is two-handed. At every three levels after 1st (4th, 7th, 10th, etc.), a martial artist may automatically become proficient with a new [[SRD:Light Weapon|light]] or [[SRD:Double Weapon|double]] weapon of his choosing. If that weapon is [[SRD:Exotic Weapon|exotic]], he gains [[SRD:Exotic Weapon Proficiency|Exotic Weapon Proficiency]] for the weapon for free.<br />
<br />
A martial artist is not proficient with any armor or shields.<br />
<br />
'''{{#anc:The Art of Fighting}}:''' A martial artist has a body trained to deliver quick and well-honed strikes, both with his weapons and his bare hands. He has the [[SRD:Weapon Finesse|Weapon Finesse]] and the [[SRD:Improved Unarmed Strike|Improved Unarmed Strike]] feat, and his [[SRD:Unarmed Strike|unarmed strikes]] do a base damage of 1d8 (or either 1d6 if the character is [[SRD:Small Size|Small]] or 2d6 if he is [[SRD:Large Size|Large]]). A martial artist’s attacks may be with either fist interchangeably or even from elbows, knees, and feet. This means that a martial artist may even make unarmed strikes with his hands full. There is no such thing as an off-hand attack for a martial artist striking either unarmed or with weapons. As such, if he uses a [[SRD:Two-Handed Weapon|two-handed weapon]] with which he is proficient, he adds twice his [[SRD:Strength|Strength]] modifier to damage rolls.<br />
<br />
A martial artist qualifies for [[SRD:Fighter|fighter]] feats as a fighter of four levels lower (for instance, allowing him to take [[SRD:Greater Weapon Focus|Greater Weapon Focus]] at 12th level).<br />
<br />
Usually a martial artist’s unarmed strikes deal lethal damage, but he can choose to deal nonlethal damage instead with no penalty on his attack roll. He has the same choice to deal lethal or nonlethal damage while grappling.<br />
<br />
'''{{#anc:Fighting Style}}:''' You begin your career in martial arts with knowledge of four [[Martial Arts Maneuvers|martial arts maneuvers]]. All different flows of martial arts (that is to say Active, Aggressive, Hard, Reactive, Soft and Tempered) are open to you. For more information on the particular 'flows', see [[#Martial Arts Maneuvers|Martial Arts Maneuvers]] below.<br />
<br />
Once you know a martial arts maneuver, you must ready it before you can use it (see [[#Maneuvers Readied|Maneuvers Readied]] below). A martial arts maneuver is always considered a [[SRD:Extraordinary Ability|extraordinary ability]]. Martial arts maneuvers are not affected by [[SRD:Spell Resistance|spell resistance]], and you do not provoke [[SRD:Attack of Opportunity|attacks of opportunity]] when you initiate one. You learn additional martial arts maneuvers at higher levels, as shown on [[#Table: The Martial Artist|Table: The Martial Artist]]. You must meet a martial arts maneuver's prerequisite to learn it. The table also shows the highest-level maneuvers you can learn.<br />
<br />
Upon reaching 4th level, and at every even-numbered martial artist level after that, 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 a 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. You can swap only a single maneuver at any given level.<br />
<br />
'''{{#anc:Maneuvers Readied}}:''' You can ready three of the martial arts maneuvers you know at 1st level. You ready your maneuvers by exercising for 5 minutes. The maneuvers you choose remain readied until you decide to exercise 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 practice, you can change your readied maneuvers.<br />
<br />
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 (until you recover them, as described below).<br />
<br />
You can recover all expended maneuvers with a single [[SRD:Swift Action|swift action]], which must be immediately followed in the same round with a melee attack or using a standard action to do nothing else in the round (such as executing a simple martial arts kata or a flourish with a weapon). You can not initiate a maneuver or change your stance while you are recovering your expended maneuvers, but you can remain in the stance in which you began your turn.<br />
<br />
Maneuvers are not like spells or powers, and are initiated rather than cast or activated. A martial artist has an ''initiator level'' equal to his class level.<br />
<br />
'''Stances Known:''' You begin play with knowledge of one 1st level stance from any flow of [[Martial Arts Maneuvers|martial arts]]. At 3rd, 7th, 11th, 15th and 19th 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 are currently using as a [[SRD:Swift Action|swift action]]. A stance always is an [[SRD:Extraordinary Ability|extraordinary ability]]. <br />
<br />
Unlike with maneuvers, you cannot learn a stance at higher levels in place of one you already know.<br />
<br />
'''{{#anc:AC Bonus}}:''' A martial artist has a highly developed personal defense. He adds his [[SRD:Intelligence|Intelligence]] bonus to [[SRD:Armor Class|Armor Class]]. In addition, the martial artist gains a ''defense bonus'' to [[SRD:Armor Class|AC]]. This defense bonus starts out at +1 at 2nd level, and increases by another +1 every three levels after that (+2 at 5th, +3 at 8th, +4 at 11th, and so on). <br />
<br />
'''{{#anc:Discipline}}:''' A martial artist gains his [[SRD:Intelligence|Intelligence]] bonus as a bonus to [[SRD:Concentration Skill|Concentration]] checks.<br />
<br />
'''{{#anc:Bonus Feat}}:''' A martial artist gains a bonus feat at 2nd, 5th, 8th, 13th and 17th levels. He may choose any of the feats from the following list, provided he meets the prerequisites: [[SRD:Combat Expertise|Combat Expertise]], [[SRD:Deflect Arrows|Deflect Arrows]], [[SRD:Dodge|Dodge]], [[SRD:Improved Disarm|Improved Disarm]], [[SRD:Improved Feint|Improved Feint]], [[SRD:Improved Grapple|Improved Grapple]], [[SRD:Improved Trip|Improved Trip]], [[SRD:Mobility|Mobility]], [[SRD:Snatch Arrows|Snatch Arrows]], [[SRD:Spring Attack|Spring Attack]], [[SRD:Weapon Focus|Weapon Focus]], [[SRD:Whirlwind Attack|Whirlwind Attack]], [[SRD:Improved Initiative|Improved Initiative]], [[SRD:Acrobatic|Acrobatic]], [[Acrobatic Attack (3.5e Feat)|Acrobatic Attack]], [[Acrobatic Defense (3.5e Feat)|Acrobatic Defense]], [[Combat Precision (3.5e Feat)|Combat Precision]], [[SRD:Combat Reflexes|Combat Reflexes]], [[Double Kick (3.5e Feat)|Double Kick]], [[Lightning Parry (3.5e Feat)|Lightning Parry]].<br />
<br />
'''{{#anc:Evasion}} ([[SRD:Extraordinary Ability|Ex]]):''' At 3rd level or higher if a martial artist makes a successful [[SRD:Saving Throw#Reflex|Reflex]] saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if a martial artist is wearing [[SRD:Light Armor|light armor]] or no armor. A helpless martial artist does not gain the benefit of evasion.<br />
<br />
'''{{#anc:Flurry}} ([[SRD:Extraordinary Ability|Ex]]):''' At 4th level, when a martial artist fights either unarmed or interchangeably with [[SRD:Unarmed Strike|unarmed strike]] and one or more [[SRD:Light Weapon|light]], [[SRD:Double Weapon|double]] or [[SRD:Thrown Weapon|thrown]] weapons, he gains an extra attack as per the [[SRD:Two-Weapon Fighting|Two-Weapon Fighting]] feat. This attack can be either an unarmed strike, a melee attack or a thrown ranged attack. At 10th level, the martial artist's flurry gains a second extra attack, as per [[SRD:Improved Two-Weapon Fighting|Improved Two-Weapon Fighting]], and at 16th it gains a third attack, as per [[SRD:Greater Two-Weapon Fighting|Greater Two-Weapon Fighting]].<br />
<br />
'''{{#anc:Martial Defense}} ([[SRD:Extraordinary Ability|Ex]]):''' As a martial artist grows in skill, his self-defense becomes more advanced and eventually, almost physically and mentally reflex-intuitive. At 6th level, a martial artist gains a martial defense. Martial defense is the equivalent of [[SRD:Spell Resistance|spell resistance]] for maneuvers. A character that uses maneuvers (like the classes from [[Tome of Battle]], or other martial artists) must make an initiator level check against the martial artist's martial defense whenever he attempts a maneuver that specifically targets the martial artist. If the opponent fails this check, his maneuver fails to take effect (but he still deals normal damage if he beats the martial artist's [[SRD:Armor Class|AC]]). At first, this martial defense is 5 + class level. At 12th level, a martial artist's martial defense becomes 10 + class level. At 18th level, it becomes (and stays) 15 + class level.<br />
<br />
'''{{#anc:Improved Evasion}} ([[SRD:Extraordinary Ability|Ex]]):''' At 11th level, a martial artist’s evasion ability improves. He still takes no damage on a successful [[SRD:Saving Throw#Reflex|Reflex]] saving throw against attacks, but henceforth he takes only half damage on a failed save. A helpless martial artist does not gain the benefit of improved evasion.<br />
<br />
==={{#anc:Martial Arts Maneuvers}}===<br />
<br />
Maneuvers are the meat and bones of a martial artist's ability. A martial artist's fighting style consists of maneuvers that are divided up into techniques and stances. They often say that the fighting style defines the martial artist, and matures as the martial artist develops his skills. Martial arts maneuvers come in various shapes and sizes, and are divided into 5 levels. Higher level maneuvers are correspondingly more powerful than lower level maneuvers and are learned over time. A martial artist has a maximum number of techniques readied (see [[#Table: The Martial Artist|Table: The Martial Artist]].<br />
<br />
'''Techniques:''' A technique is a maneuver that is consciously activated during battle. Techniques are divided into action techniques and counter techniques. Action technique include attacks, movements and boosts and are always activated during the martial artist's turn. Attack actions require a [[SRD:Standard Actions|standard action]] to initiate unless their description says otherwise, whereas Movement and Boost actions usually require a [[SRD:Move Actions|move action]]. Counter techniques are always [[SRD:Immediate Actions|immediate actions]], that can be activated in response to actions taken by an opponent. A martial artist can employ a maximum of one action technique and one counter technique per round.<br />
<br />
'''Stances:''' A stance is not so much a maneuver, but rather a position or a range of positions your body gets into in order to better focus its power or abilities. Stances have no fixed duration and can remain active for lengthy periods of time, although certain stances are dropped when you take specific actions. Assuming or switching stances requires a [[SRD:Swift Actions|swift action]].<br />
<br />
====Flows====<br />
<br />
Martial arts techniques are divided into several substrata called flows. A martial artist naturally possesses certain personality traits, and as such he is limited to a small number of styles and philosophies to convert into fighting skill. Certain flows focus on dealing massive damage and crippling the opponent, whether others seek to be more reactive or attempt to strike more surgically. Flows come in opposites. All six of these flows are open to the martial artist, but focusing on specific flows for his fighting style nets the martial artist bonuses in and out of combat. Furthermore, focusing on one or two of the six flows will allow the martial artist to better qualify for the most powerful 5th level maneuvers at high levels.<br />
<br />
'''Hard / Soft:''' Hard flow focuses the power of the body outward, culminating it in powerful strikes that damage the enemy. Hard flow is associated with the fist, and superficial damage. On the other hand, soft flow focuses the power of the body inward. Soft flow is associated with the palm, and internal damage.<br />
<br />
'''Aggressive / Tempered:''' Aggressive flow focuses on unrelenting assault, often attempting to overwhelm the enemy by denying him the time to recover. Aggressive flow contains relatively many boost action techniques. Tempered flow is more patient, focusing on moving as little as possible, or making as few attacks as possible with the greatest possible effect.<br />
<br />
'''Active / Reactive:''' These two opposed flows both deal with taking charge of the battlefield. Active flow signifies action before reaction, and deals with taking the initiative to strike effectively and with conquering the opponent through those means. Reactive flow prefers to let the enemy act first, and deals with allowing you to react accordingly.<br />
<br />
===Martial Arts Maneuvers===<br />
<br />
You will find a comprehensive collection of the martial artist's maneuvers '''[[Martial Arts Maneuvers|here]]'''. Every list entry contains the following.<br />
<br />
''Note:'' Only a fraction of the overall maneuvers are finished. In the end, I wish to end up with about 120 maneuvers in all, with slightly fewer high level maneuvers than low level ones. All of the six flows will be roughly equal in variety by that time. If you have special ideas for maneuvers, please let me know ''':)'''. If you feel like making up maneuvers by (or for) yourself, you can of course use this preload.<br />
<br />
<div style="text-align: left; width: 24.75em; margin: 2em;"><br />
<inputbox><br />
type=create<br />
break=no<br />
buttonlabel=Create New Martial Arts Maneuver<br />
default=MyManeuver (Martial Arts Maneuver)<br />
preload=Martial Arts Maneuver Preload<br />
</inputbox><br />
</div> <br />
<br />
=====Name===== <br />
<br />
The name of the maneuver.<br />
<br />
=====Descriptive Blurb=====<br />
<br />
A cursively lettered description of flavour. Serves no purpose other than to make it look a little nice.<br />
<br />
=====Level=====<br />
<br />
Determines the level of the maneuver and the flow it belongs to. Possibilities are Hard, Soft, Aggressive, Tempered, Active or Reactive, followed by the level of the maneuver (ranging from 1 to 5). ''Example:'' Active 3.<br />
<br />
=====Type=====<br />
<br />
Determines what kind of maneuver it is. Possibilities are Action, Counter and Stance. In the case of Action, there may be descriptors detailing the type of technique, such as Attack, Movement or Boost, which are added in parentheses. ''Example:'' Action (Boost).<br />
<br />
=====Prerequisites=====<br />
<br />
Certain maneuvers have prerequisites. These prerequisites most often come in the shape of a fixed number of maneuvers of a certain kind.<br />
<br />
=====Description=====<br />
<br />
Explains the effect of the maneuver.<br />
<br />
<br />
<br />
----<br />
{{DnD Base Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:User Sulacu]]<br />
[[Category:Class]]<br />
[[Category:Base Class]]<br />
[[Category:Combat-Focused]]</div>173.245.56.215https://www.dandwiki.com/w/index.php?title=Martial_Artist_(3.5e_Class)&diff=576308Martial Artist (3.5e Class)2012-06-04T07:34:28Z<p>173.245.56.215: /* Making a Martial Artist */</p>
<hr />
<div>{{DnD Base Class Infobox<br />
|img=<br />
|imgloc=<br />
|imgsize=<br />
|imgcaption=<br />
|rating_power=<br />
|raters_power=<br />
|rating_wording=<br />
|raters_wording=<br />
|rating_formatting=<br />
|raters_formatting=<br />
|rating_flavor=<br />
|raters_flavor=<br />
|status=Just starting<br />
|editing=<br />
|type=Combat-Focused<br />
|desc=A master of the honed art of fighting.<br />
}}<br />
<br />
==Martial Artist==<br />
<br />
A martial artist is a person that has taken the training and conditioning of his body and mind to the greatest attainable heights. Through honing and steeling himself, he has gained prowess in the art of fighting that other characters cannot fathom. Martial artists fight unarmed or with a simple assortment of efficient weapons that aid them in battle<br />
<br />
===Making a Martial Artist===<br />
<br />
Martial artists are strong, conditioned, agile and adaptive, and have a great many skills. On the field of battle, they are difficult to outwit or outmaneuver, but most of a martial artist's skill is geared towards close or mid-range battle.<br />
<br />
'''Abilities:''' Mastering martial arts requires a healthy body, a versatile, skillful mind, but most of all agility and insight. The most important ability scores for a martial artist are [[SRD:Dexterity|Dexterity]] and [[SRD:Intelligence|Intelligence]]. [[SRD:Strength|Strength]] and [[SRD:Constitution|Constitution]] provide much-needed durability and power to the martial artist's fighting arsenal.<br />
<br />
'''Races:''' True martial artists in any fashion are reasonably rare. Most races instinctively prefer things that they can see over things that they can't, and it is natural for those races to rely overmuch on such superficial things like physical strength. Even humans, one of the most versatile of races, much sooner become [[SRD:Fighter|fighters]] or [[SRD:Barbarian|barbarians]]. Still, in cultures influenced by centuries of war, or that are open to the metaphysical and possess opportunities for physical and spiritual enlightenment, the path of martial arts exist.<br />
<br />
'''Alignment:''' Any. Martial artists are not monks. Some follow the tenets of the dojo where they train, and yet others abide by their own code. Martial artists are as varied as the reasons for which they've taken up their art.<br />
<br />
'''Starting Gold:''' 2d4&times;10 gp (50 gp).<br />
<br />
'''[[SRD:Race Descriptions#Starting Age|Starting Age]]:''' As [[rogue]].<br />
<br />
{| class="{{d20}}"<br />
|+<br />
<div>{{#anc:Table: The Martial Artist}}</div><br />
Hit Dice: d8<br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s<br />
! rowspan="2" | Special<br />
! colspan="4" | [[#Fighting Style|Fighting Style]]<br />
|-<br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]] || [[#Techniques|Techniques<br/>Known]] || [[#Techniques|Techniques<br/>Readied]] || [[#Stances|Stances<br/> Known]] || Max. Maneuver<br/> Level<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st|| class="left" | +1 || +2 || +2 || +2<br />
| class="left" | [[#AC Bonus|AC Bonus]], [[#Discipline|Discipline]] ([[SRD:Concentration Skill|Concentration]]), [[#The Art of Fighting|The Art of Fighting]]<br />
| 3 || 3 || 1 || 1st<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd|| class="left" | +2 || +3 || +3 || +3<br />
| class="left" | [[#Bonus Feat|Bonus Feat]] <br />
| 4 || 3 || 1 || 1st<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd|| class="left" | +3 || +3 || +3 || +3<br />
| class="left" | [[#Evasion|Evasion]]<br />
| 5 || 3 || 2 || 1st<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th||class="left" | +4 || +4 || +4 || +4<br />
| class="left" | [[#Flurry|Flurry]]<br />
| 6 || 4 || 2 || 1st<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th||class="left" | +5 || +4 || +4 || +4<br />
| class="left" | [[#Bonus Feat|Bonus Feat]] <br />
| 6 || 4 || 2 || 2nd<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|6th||class="left" | +6/+1 || +5 || +5 || +5<br />
| class="left" | [[#Martial Defense|Martial Defense]]<br />
| 7 || 4 || 2 || 2nd<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|7th||class="left" | +7/+2 || +5 || +5 || +5<br />
| class="left" | [[#Bonus Feat|Bonus Feat]]<br />
| 8 || 4 || 3 || 2nd<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|8th||class="left" | +8/+3 || +6 || +6 || +6<br />
| class="left" | <br />
| 9 || 5 || 3 || 2nd<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|9th||class="left" | +9/+4 || +6 || +6 || +6<br />
| class="left" | [[#Bonus Feat|Bonus Feat]]<br />
| 9 || 5 || 3 || 3rd<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|10th||class="left" | +10/+5 || +7 || +7 || +7<br />
| class="left" | [[#Greater Flurry|Greater Flurry]]<br />
| 10 || 5 || 3 || 3rd<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|11th||class="left" | +11/+6/+1 || +7 || +7 || +7<br />
| class="left" | [[#Improved Evasion|Improved Evasion]]<br />
| 11 || 5 || 4 || 3rd<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|12th||class="left" | +12/+7/+2 || +8 || +8 || +8<br />
| class="left" | [[#Martial Defense|Improved Martial Defense]]<br />
| 12 || 6 || 4 || 3rd<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|13th||class="left" | +13/+8/+3 || +8 || +8 || +8<br />
| class="left" | [[#Bonus Feat|Bonus Feat]]<br />
| 12 || 6 || 4 || 4th<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|14th||class="left" | +14/+9/+4 || +9 || +9 || +9<br />
| class="left" | [[#Bonus Feat|Bonus Feat]]<br />
| 13 || 6 || 4 || 4th<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|15th||class="left" | +15/+10/+5 || +9 || +9 || +9<br />
| class="left" | <br />
| 14 || 6 || 5 || 4th<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|16th||class="left" | +16/+11/+6/+1 || +10 || +10 || +10<br />
| class="left" | [[#Master Flurry|Master Flurry]]<br />
| 15 || 7 || 5 || 4th<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|17th||class="left" | +17/+12/+7/+2 || +10 || +10 || +10<br />
| class="left" | [[#Bonus Feat|Bonus Feat]]<br />
| 15 || 7 || 5 || 5th<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|18th||class="left" | +18/+13/+8/+3 || +11 || +11 || +11<br />
| class="left" | [[#Martial Defense|Greater Martial Defense]]<br />
| 16 || 7 || 5 || 5th<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|19th||class="left" | +19/+14/+9/+4 || +11 || +11 || +11<br />
| class="left" | <br />
| 17 || 7 || 6 || 5th<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|20th||class="left" | +20/+15/+10/+5 || +12 || +12 || +12<br />
| class="left" | [[#Bonus Feat|Bonus Feat]]<br />
| 18 || 8 || 6 || 5th<br />
|-<br />
| colspan="42" class="skill" |<br />
'''Class Skills (4 + [[SRD:Intelligence|Int]] modifier per level, &times;4 at 1st level)'''<br/><br />
Acrobatics ([[SRD:Dexterity|Dex]]), [[SRD:Balance Skill|Balance]] ([[SRD:Dexterity|Dex]]), [[SRD:Bluff Skill|Bluff]] ([[SRD:Charisma|Cha]]), [[SRD:Climb Skill|Climb]] ([[SRD:Strength|Str]]), [[SRD:Concentration Skill|Concentration]] ([[SRD:Constitution|Con]]), [[SRD:Craft Skill|Craft]] ([[SRD:Intelligence|Int]]), [[SRD:Escape Artist Skill|Escape Artist]] ([[SRD:Dexterity|Dex]]), [[SRD:Hide Skill|Hide]] ([[SRD:Dexterity|Dex]]), [[SRD:Jump Skill|Jump]] ([[SRD:Strength|Str]]), [[SRD:Knowledge Skill|Knowledge]] (history) ([[SRD:Intelligence|Int]]), [[SRD:Knowledge Skill|Knowledge]] (local) ([[SRD:Intelligence|Int]]), [[SRD:Listen Skill|Listen]] ([[SRD:Wisdom|Wis]]), Martial Lore<sup>[[Tome of Battle|ToB]]</sup> ([[SRD:Intelligence|Int]]), [[SRD:Move Silently Skill|Move Silently]] ([[SRD:Dexterity|Dex]]), [[SRD:Profession Skill|Profession]] ([[SRD:Wisdom|Wis]]), [[SRD:Search Skill|Search]] ([[SRD:Intelligence|Int]]), [[SRD:Sense Motive Skill|Sense Motive]] ([[SRD:Wisdom|Wis]]), [[SRD:Sleight of Hand Skill|Sleight Of Hand]] ([[SRD:Dexterity|Dex]]), [[SRD:Spot Skill|Spot]] ([[SRD:Wisdom|Wis]]), [[SRD:Swim Skill|Swim]] ([[SRD:Strength|Str]]), [[SRD:Tumble Skill|Tumble]] ([[SRD:Dexterity|Dex]]), [[SRD:Use Rope Skill|Use Rope]] ([[SRD:Dexterity|Dex]]).<br />
|}<br />
<br />
====Class Features====<br />
<br />
All of the following are class features of the martial artist.<br />
<br />
'''Weapon and Armor Proficiency:''' The martial artist is proficient with all [[SRD:Simple Weapon|simple]] weapons, as well as all [[SRD:Light Weapon|light]] or [[SRD:Double Weapon|double]] [[SRD:Martial Weapon|martial]] weapons. He may choose 2 [[SRD:Light Weapon|light]] or [[SRD:Double Weapon|double]] [[SRD:Exotic Weapon|exotic]] weapons to be proficient with at 1st level, and furthermore increases his ability with weapons as he trains. For the purpose of a martial artist's weapon proficiency, '[[SRD:Light Weapon|light weapon]]' extends to any weapon that qualifies for use with [[SRD:Weapon Finesse|Weapon Finesse]], even if that weapon is two-handed. At every three levels after 1st (4th, 7th, 10th, etc.), a martial artist may automatically become proficient with a new [[SRD:Light Weapon|light]] or [[SRD:Double Weapon|double]] weapon of his choosing. If that weapon is [[SRD:Exotic Weapon|exotic]], he gains [[SRD:Exotic Weapon Proficiency|Exotic Weapon Proficiency]] for the weapon for free.<br />
<br />
A martial artist is not proficient with any armor or shields.<br />
<br />
'''{{#anc:The Art of Fighting}}:''' A martial artist has a body trained to deliver quick and well-honed strikes, both with his weapons and his bare hands. He has the [[SRD:Weapon Finesse|Weapon Finesse]] and the [[SRD:Improved Unarmed Strike|Improved Unarmed Strike]] feat, and his [[SRD:Unarmed Strike|unarmed strikes]] do a base damage of 1d8 (or either 1d6 if the character is [[SRD:Small Size|Small]] or 2d6 if he is [[SRD:Large Size|Large]]). A martial artist’s attacks may be with either fist interchangeably or even from elbows, knees, and feet. This means that a martial artist may even make unarmed strikes with his hands full. There is no such thing as an off-hand attack for a martial artist striking either unarmed or with weapons. As such, if he uses a [[SRD:Two-Handed Weapon|two-handed weapon]] with which he is proficient, he adds twice his [[SRD:Strength|Strength]] modifier to damage rolls.<br />
<br />
A martial artist qualifies for [[SRD:Fighter|fighter]] feats as a fighter of four levels lower (for instance, allowing him to take [[SRD:Greater Weapon Focus|Greater Weapon Focus]] at 12th level).<br />
<br />
Usually a martial artist’s unarmed strikes deal lethal damage, but he can choose to deal nonlethal damage instead with no penalty on his attack roll. He has the same choice to deal lethal or nonlethal damage while grappling.<br />
<br />
'''{{#anc:Fighting Style}}:''' You begin your career in martial arts with knowledge of four [[Martial Arts Maneuvers|martial arts maneuvers]]. All different flows of martial arts (that is to say Active, Aggressive, Hard, Reactive, Soft and Tempered) are open to you. For more information on the particular 'flows', see [[#Martial Arts Maneuvers|Martial Arts Maneuvers]] below.<br />
<br />
Once you know a martial arts maneuver, you must ready it before you can use it (see [[#Maneuvers Readied|Maneuvers Readied]] below). A martial arts maneuver is always considered a [[SRD:Extraordinary Ability|extraordinary ability]]. Martial arts maneuvers are not affected by [[SRD:Spell Resistance|spell resistance]], and you do not provoke [[SRD:Attack of Opportunity|attacks of opportunity]] when you initiate one. You learn additional martial arts maneuvers at higher levels, as shown on [[#Table: The Martial Artist|Table: The Martial Artist]]. You must meet a martial arts maneuver's prerequisite to learn it. The table also shows the highest-level maneuvers you can learn.<br />
<br />
Upon reaching 4th level, and at every even-numbered martial artist level after that, 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 a 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. You can swap only a single maneuver at any given level.<br />
<br />
'''{{#anc:Maneuvers Readied}}:''' You can ready three of the martial arts maneuvers you know at 1st level. You ready your maneuvers by exercising for 5 minutes. The maneuvers you choose remain readied until you decide to exercise 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 practice, you can change your readied maneuvers.<br />
<br />
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 (until you recover them, as described below).<br />
<br />
You can recover all expended maneuvers with a single [[SRD:Swift Action|swift action]], which must be immediately followed in the same round with a melee attack or using a standard action to do nothing else in the round (such as executing a simple martial arts kata or a flourish with a weapon). You can not initiate a maneuver or change your stance while you are recovering your expended maneuvers, but you can remain in the stance in which you began your turn.<br />
<br />
Maneuvers are not like spells or powers, and are initiated rather than cast or activated. A martial artist has an ''initiator level'' equal to his class level.<br />
<br />
'''Stances Known:''' You begin play with knowledge of one 1st level stance from any flow of [[Martial Arts Maneuvers|martial arts]]. At 3rd, 7th, 11th, 15th and 19th 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 are currently using as a [[SRD:Swift Action|swift action]]. A stance always is an [[SRD:Extraordinary Ability|extraordinary ability]]. <br />
<br />
Unlike with maneuvers, you cannot learn a stance at higher levels in place of one you already know.<br />
<br />
'''{{#anc:AC Bonus}}:''' A martial artist has a highly developed personal defense. He adds his [[SRD:Intelligence|Intelligence]] bonus to [[SRD:Armor Class|Armor Class]]. In addition, the martial artist gains a ''defense bonus'' to [[SRD:Armor Class|AC]]. This defense bonus starts out at +1 at 2nd level, and increases by another +1 every three levels after that (+2 at 5th, +3 at 8th, +4 at 11th, and so on). <br />
<br />
'''{{#anc:Discipline}}:''' A martial artist gains his [[SRD:Intelligence|Intelligence]] bonus as a bonus to [[SRD:Concentration Skill|Concentration]] checks.<br />
<br />
'''{{#anc:Bonus Feat}}:''' A martial artist gains a bonus feat at 2nd, 5th, 8th, 13th and 17th levels. He may choose any of the feats from the following list, provided he meets the prerequisites: [[SRD:Combat Expertise|Combat Expertise]], [[SRD:Deflect Arrows|Deflect Arrows]], [[SRD:Dodge|Dodge]], [[SRD:Improved Disarm|Improved Disarm]], [[SRD:Improved Feint|Improved Feint]], [[SRD:Improved Grapple|Improved Grapple]], [[SRD:Improved Trip|Improved Trip]], [[SRD:Mobility|Mobility]], [[SRD:Snatch Arrows|Snatch Arrows]], [[SRD:Spring Attack|Spring Attack]], [[SRD:Weapon Focus|Weapon Focus]], [[SRD:Whirlwind Attack|Whirlwind Attack]], [[SRD:Improved Initiative|Improved Initiative]], [[SRD:Acrobatic|Acrobatic]], [[Acrobatic Attack (3.5e Feat)|Acrobatic Attack]], [[Acrobatic Defense (3.5e Feat)|Acrobatic Defense]], [[Combat Precision (3.5e Feat)|Combat Precision]], [[SRD:Combat Reflexes|Combat Reflexes]], [[Double Kick (3.5e Feat)|Double Kick]], [[Lightning Parry (3.5e Feat)|Lightning Parry]].<br />
<br />
'''{{#anc:Evasion}} ([[SRD:Extraordinary Ability|Ex]]):''' At 3rd level or higher if a martial artist makes a successful [[SRD:Saving Throw#Reflex|Reflex]] saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if a martial artist is wearing [[SRD:Light Armor|light armor]] or no armor. A helpless martial artist does not gain the benefit of evasion.<br />
<br />
'''{{#anc:Flurry}} ([[SRD:Extraordinary Ability|Ex]]):''' At 4th level, when a martial artist fights either unarmed or interchangeably with [[SRD:Unarmed Strike|unarmed strike]] and one or more [[SRD:Light Weapon|light]], [[SRD:Double Weapon|double]] or [[SRD:Thrown Weapon|thrown]] weapons, he gains an extra attack as per the [[SRD:Two-Weapon Fighting|Two-Weapon Fighting]] feat. This attack can be either an unarmed strike, a melee attack or a thrown ranged attack. At 10th level, the martial artist's flurry gains a second extra attack, as per [[SRD:Improved Two-Weapon Fighting|Improved Two-Weapon Fighting]], and at 16th it gains a third attack, as per [[SRD:Greater Two-Weapon Fighting|Greater Two-Weapon Fighting]].<br />
<br />
'''{{#anc:Martial Defense}} ([[SRD:Extraordinary Ability|Ex]]):''' As a martial artist grows in skill, his self-defense becomes more advanced and eventually, almost physically and mentally reflex-intuitive. At 6th level, a martial artist gains a martial defense. Martial defense is the equivalent of [[SRD:Spell Resistance|spell resistance]] for maneuvers. A character that uses maneuvers (like the classes from [[Tome of Battle]], or other martial artists) must make an initiator level check against the martial artist's martial defense whenever he attempts a maneuver that specifically targets the martial artist. If the opponent fails this check, his maneuver fails to take effect (but he still deals normal damage if he beats the martial artist's [[SRD:Armor Class|AC]]). At first, this martial defense is 5 + class level. At 12th level, a martial artist's martial defense becomes 10 + class level. At 18th level, it becomes (and stays) 15 + class level.<br />
<br />
'''{{#anc:Improved Evasion}} ([[SRD:Extraordinary Ability|Ex]]):''' At 11th level, a martial artist’s evasion ability improves. He still takes no damage on a successful [[SRD:Saving Throw#Reflex|Reflex]] saving throw against attacks, but henceforth he takes only half damage on a failed save. A helpless martial artist does not gain the benefit of improved evasion.<br />
<br />
==={{#anc:Martial Arts Maneuvers}}===<br />
<br />
Maneuvers are the meat and bones of a martial artist's ability. A martial artist's fighting style consists of maneuvers that are divided up into techniques and stances. They often say that the fighting style defines the martial artist, and matures as the martial artist develops his skills. Martial arts maneuvers come in various shapes and sizes, and are divided into 5 levels. Higher level maneuvers are correspondingly more powerful than lower level maneuvers and are learned over time. A martial artist has a maximum number of techniques readied (see [[#Table: The Martial Artist|Table: The Martial Artist]].<br />
<br />
'''Techniques:''' A technique is a maneuver that is consciously activated during battle. Techniques are divided into action techniques and counter techniques. Action technique include attacks, movements and boosts and are always activated during the martial artist's turn. Attack actions require a [[SRD:Standard Actions|standard action]] to initiate unless their description says otherwise, whereas Movement and Boost actions usually require a [[SRD:Move Actions|move action]]. Counter techniques are always [[SRD:Immediate Actions|immediate actions]], that can be activated in response to actions taken by an opponent. A martial artist can employ a maximum of one action technique and one counter technique per round.<br />
<br />
'''Stances:''' A stance is not so much a maneuver, but rather a position or a range of positions your body gets into in order to better focus its power or abilities. Stances have no fixed duration and can remain active for lengthy periods of time, although certain stances are dropped when you take specific actions. Assuming or switching stances requires a [[SRD:Swift Actions|swift action]].<br />
<br />
====Flows====<br />
<br />
Martial arts techniques are divided into several substrata called flows. A martial artist naturally possesses certain personality traits, and as such he is limited to a small number of styles and philosophies to convert into fighting skill. Certain flows focus on dealing massive damage and crippling the opponent, whether others seek to be more reactive or attempt to strike more surgically. Flows come in opposites. All six of these flows are open to the martial artist, but focusing on specific flows for his fighting style nets the martial artist bonuses in and out of combat. Furthermore, focusing on one or two of the six flows will allow the martial artist to better qualify for the most powerful 5th level maneuvers at high levels.<br />
<br />
'''Hard / Soft:''' Hard flow focuses the power of the body outward, culminating it in powerful strikes that damage the enemy. Hard flow is associated with the fist, and superficial damage. On the other hand, soft flow focuses the power of the body inward. Soft flow is associated with the palm, and internal damage.<br />
<br />
'''Aggressive / Tempered:''' Aggressive flow focuses on unrelenting assault, often attempting to overwhelm the enemy by denying him the time to recover. Aggressive flow contains relatively many boost action techniques. Tempered flow is more patient, focusing on moving as little as possible, or making as few attacks as possible with the greatest possible effect.<br />
<br />
'''Active / Reactive:''' These two opposed flows both deal with taking charge of the battlefield. Active flow signifies action before reaction, and deals with taking the initiative to strike effectively and with conquering the opponent through those means. Reactive flow prefers to let the enemy act first, and deals with allowing you to react accordingly.<br />
<br />
===Martial Arts Maneuvers===<br />
<br />
You will find a comprehensive collection of the martial artist's maneuvers '''[[Martial Arts Maneuvers|here]]'''. Every list entry contains the following.<br />
<br />
''Note:'' Only a fraction of the overall maneuvers are finished. In the end, I wish to end up with about 120 maneuvers in all, with slightly fewer high level maneuvers than low level ones. All of the six flows will be roughly equal in variety by that time. If you have special ideas for maneuvers, please let me know ''':)'''. If you feel like making up maneuvers by (or for) yourself, you can of course use this preload.<br />
<br />
<div style="text-align: left; width: 24.75em; margin: 2em;"><br />
<inputbox><br />
type=create<br />
break=no<br />
buttonlabel=Create New Martial Arts Maneuver<br />
default=MyManeuver (Martial Arts Maneuver)<br />
preload=Martial Arts Maneuver Preload<br />
</inputbox><br />
</div> <br />
<br />
=====Name===== <br />
<br />
The name of the maneuver.<br />
<br />
=====Descriptive Blurb=====<br />
<br />
A cursively lettered description of flavour. Serves no purpose other than to make it look a little nice.<br />
<br />
=====Level=====<br />
<br />
Determines the level of the maneuver and the flow it belongs to. Possibilities are Hard, Soft, Aggressive, Tempered, Active or Reactive, followed by the level of the maneuver (ranging from 1 to 5). ''Example:'' Active 3.<br />
<br />
=====Type=====<br />
<br />
Determines what kind of maneuver it is. Possibilities are Action, Counter and Stance. In the case of Action, there may be descriptors detailing the type of technique, such as Attack, Movement or Boost, which are added in parentheses. ''Example:'' Action (Boost).<br />
<br />
=====Prerequisites=====<br />
<br />
Certain maneuvers have prerequisites. These prerequisites most often come in the shape of a fixed number of maneuvers of a certain kind.<br />
<br />
=====Description=====<br />
<br />
Explains the effect of the maneuver.<br />
<br />
<br />
<br />
----<br />
{{DnD Base Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:User Sulacu]]<br />
[[Category:Class]]<br />
[[Category:Base Class]]<br />
[[Category:Combat-Focused]]</div>173.245.56.215https://www.dandwiki.com/w/index.php?title=Martial_Artist_(3.5e_Class)&diff=576307Martial Artist (3.5e Class)2012-06-04T07:31:42Z<p>173.245.56.215: /* Class Features */</p>
<hr />
<div>{{DnD Base Class Infobox<br />
|img=<br />
|imgloc=<br />
|imgsize=<br />
|imgcaption=<br />
|rating_power=<br />
|raters_power=<br />
|rating_wording=<br />
|raters_wording=<br />
|rating_formatting=<br />
|raters_formatting=<br />
|rating_flavor=<br />
|raters_flavor=<br />
|status=Just starting<br />
|editing=<br />
|type=Combat-Focused<br />
|desc=A master of the honed art of fighting.<br />
}}<br />
<br />
==Martial Artist==<br />
<br />
A martial artist is a person that has taken the training and conditioning of his body and mind to the greatest attainable heights. Through honing and steeling himself, he has gained prowess in the art of fighting that other characters cannot fathom. Martial artists fight unarmed or with a simple assortment of efficient weapons that aid them in battle<br />
<br />
===Making a Martial Artist===<br />
<br />
Martial artists are strong, conditioned, agile and adaptive, and have a great many skills. On the field of battle, they are difficult to outwit or outmaneuver, but most of a martial artist's skill is geared towards close or mid-range battle.<br />
<br />
'''Abilities:''' Mastering martial arts requires a healthy body, a versatile, skillful mind, but most of all agility and insight. The most important ability scores for a martial artist are [[SRD:Dexterity|Dexterity]] and [[SRD:Intelligence|Intelligence]]. [[SRD:Strength|Strength]] and [[SRD:Constitution|Constitution]] provide much-needed durability and power to the martial artist's fighting arsenal.<br />
<br />
'''Races:''' True martial artists in any fashion are reasonably rare. Most races instinctively prefer things that they can see over things that they can't, and it is natural for those races to rely overmuch on such superficial things like physical strength. Even humans, one of the most versatile of races, much sooner become [[SRD:Fighter|fighters]] or [[SRD:Barbarian|barbarians]]. Still, in cultures influenced by centuries of war, or that are open to the metaphysical and possess opportunities for physical and spiritual enlightenment, the path of martial arts exist.<br />
<br />
'''Alignment:''' Any. Martial artists are not monks. Some follow the tenets of the dojo where they train, and yet others abide by their own code. Martial artists are as varied as the reasons for which they've taken up their art.<br />
<br />
'''Starting Gold:''' 2d4&times;10 gp (50 gp).<br />
<br />
'''[[SRD:Race Descriptions#Starting Age|Starting Age]]:''' As [[rogue]].<br />
<br />
{| class="{{d20}}"<br />
|+<br />
<div>{{#anc:Table: The Martial Artist}}</div><br />
Hit Dice: d8<br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s<br />
! rowspan="2" | Special<br />
! colspan="4" | [[#Fighting Style|Fighting Style]]<br />
|-<br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]] || [[#Techniques|Techniques<br/>Known]] || [[#Techniques|Techniques<br/>Readied]] || [[#Stances|Stances<br/> Known]] || Max. Maneuver<br/> Level<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st|| class="left" | +1 || +2 || +2 || +2<br />
| class="left" | [[#AC Bonus|AC Bonus]], [[#Discipline|Discipline]] ([[SRD:Concentration Skill|Concentration]]), [[#The Art of Fighting|The Art of Fighting]]<br />
| 3 || 3 || 1 || 1st<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd|| class="left" | +2 || +3 || +3 || +3<br />
| class="left" | [[#Bonus Feat|Bonus Feat]] <br />
| 4 || 3 || 1 || 1st<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd|| class="left" | +3 || +3 || +3 || +3<br />
| class="left" | [[#Evasion|Evasion]]<br />
| 5 || 3 || 2 || 1st<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th||class="left" | +4 || +4 || +4 || +4<br />
| class="left" | [[#Flurry|Flurry]]<br />
| 6 || 4 || 2 || 1st<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th||class="left" | +5 || +4 || +4 || +4<br />
| class="left" | [[#Bonus Feat|Bonus Feat]] <br />
| 6 || 4 || 2 || 2nd<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|6th||class="left" | +6/+1 || +5 || +5 || +5<br />
| class="left" | [[#Martial Defense|Martial Defense]]<br />
| 7 || 4 || 2 || 2nd<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|7th||class="left" | +7/+2 || +5 || +5 || +5<br />
| class="left" | <br />
| 8 || 4 || 3 || 2nd<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|8th||class="left" | +8/+3 || +6 || +6 || +6<br />
| class="left" | [[#Bonus Feat|Bonus Feat]]<br />
| 9 || 5 || 3 || 2nd<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|9th||class="left" | +9/+4 || +6 || +6 || +6<br />
| class="left" | <br />
| 9 || 5 || 3 || 3rd<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|10th||class="left" | +10/+5 || +7 || +7 || +7<br />
| class="left" | [[#Greater Flurry|Greater Flurry]]<br />
| 10 || 5 || 3 || 3rd<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|11th||class="left" | +11/+6/+1 || +7 || +7 || +7<br />
| class="left" | [[#Improved Evasion|Improved Evasion]]<br />
| 11 || 5 || 4 || 3rd<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|12th||class="left" | +12/+7/+2 || +8 || +8 || +8<br />
| class="left" | [[#Martial Defense|Improved Martial Defense]]<br />
| 12 || 6 || 4 || 3rd<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|13th||class="left" | +13/+8/+3 || +8 || +8 || +8<br />
| class="left" | [[#Bonus Feat|Bonus Feat]]<br />
| 12 || 6 || 4 || 4th<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|14th||class="left" | +14/+9/+4 || +9 || +9 || +9<br />
| class="left" | <br />
| 13 || 6 || 4 || 4th<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|15th||class="left" | +15/+10/+5 || +9 || +9 || +9<br />
| class="left" | <br />
| 14 || 6 || 5 || 4th<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|16th||class="left" | +16/+11/+6/+1 || +10 || +10 || +10<br />
| class="left" | [[#Master Flurry|Master Flurry]]<br />
| 15 || 7 || 5 || 4th<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|17th||class="left" | +17/+12/+7/+2 || +10 || +10 || +10<br />
| class="left" | [[#Bonus Feat|Bonus Feat]]<br />
| 15 || 7 || 5 || 5th<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|18th||class="left" | +18/+13/+8/+3 || +11 || +11 || +11<br />
| class="left" | [[#Martial Defense|Greater Martial Defense]]<br />
| 16 || 7 || 5 || 5th<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|19th||class="left" | +19/+14/+9/+4 || +11 || +11 || +11<br />
| class="left" | <br />
| 17 || 7 || 6 || 5th<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|20th||class="left" | +20/+15/+10/+5 || +12 || +12 || +12<br />
| class="left" | <br />
| 18 || 8 || 6 || 5th<br />
|-<br />
| colspan="42" class="skill" |<br />
'''Class Skills (4 + [[SRD:Intelligence|Int]] modifier per level, &times;4 at 1st level)'''<br/><br />
Acrobatics ([[SRD:Dexterity|Dex]]), [[SRD:Balance Skill|Balance]] ([[SRD:Dexterity|Dex]]), [[SRD:Bluff Skill|Bluff]] ([[SRD:Charisma|Cha]]), [[SRD:Climb Skill|Climb]] ([[SRD:Strength|Str]]), [[SRD:Concentration Skill|Concentration]] ([[SRD:Constitution|Con]]), [[SRD:Craft Skill|Craft]] ([[SRD:Intelligence|Int]]), [[SRD:Escape Artist Skill|Escape Artist]] ([[SRD:Dexterity|Dex]]), [[SRD:Hide Skill|Hide]] ([[SRD:Dexterity|Dex]]), [[SRD:Jump Skill|Jump]] ([[SRD:Strength|Str]]), [[SRD:Knowledge Skill|Knowledge]] (history) ([[SRD:Intelligence|Int]]), [[SRD:Knowledge Skill|Knowledge]] (local) ([[SRD:Intelligence|Int]]), [[SRD:Listen Skill|Listen]] ([[SRD:Wisdom|Wis]]), Martial Lore<sup>[[Tome of Battle|ToB]]</sup> ([[SRD:Intelligence|Int]]), [[SRD:Move Silently Skill|Move Silently]] ([[SRD:Dexterity|Dex]]), [[SRD:Profession Skill|Profession]] ([[SRD:Wisdom|Wis]]), [[SRD:Search Skill|Search]] ([[SRD:Intelligence|Int]]), [[SRD:Sense Motive Skill|Sense Motive]] ([[SRD:Wisdom|Wis]]), [[SRD:Sleight of Hand Skill|Sleight Of Hand]] ([[SRD:Dexterity|Dex]]), [[SRD:Spot Skill|Spot]] ([[SRD:Wisdom|Wis]]), [[SRD:Swim Skill|Swim]] ([[SRD:Strength|Str]]), [[SRD:Tumble Skill|Tumble]] ([[SRD:Dexterity|Dex]]), [[SRD:Use Rope Skill|Use Rope]] ([[SRD:Dexterity|Dex]]).<br />
|}<br />
<br />
====Class Features====<br />
<br />
All of the following are class features of the martial artist.<br />
<br />
'''Weapon and Armor Proficiency:''' The martial artist is proficient with all [[SRD:Simple Weapon|simple]] weapons, as well as all [[SRD:Light Weapon|light]] or [[SRD:Double Weapon|double]] [[SRD:Martial Weapon|martial]] weapons. He may choose 2 [[SRD:Light Weapon|light]] or [[SRD:Double Weapon|double]] [[SRD:Exotic Weapon|exotic]] weapons to be proficient with at 1st level, and furthermore increases his ability with weapons as he trains. For the purpose of a martial artist's weapon proficiency, '[[SRD:Light Weapon|light weapon]]' extends to any weapon that qualifies for use with [[SRD:Weapon Finesse|Weapon Finesse]], even if that weapon is two-handed. At every three levels after 1st (4th, 7th, 10th, etc.), a martial artist may automatically become proficient with a new [[SRD:Light Weapon|light]] or [[SRD:Double Weapon|double]] weapon of his choosing. If that weapon is [[SRD:Exotic Weapon|exotic]], he gains [[SRD:Exotic Weapon Proficiency|Exotic Weapon Proficiency]] for the weapon for free.<br />
<br />
A martial artist is not proficient with any armor or shields.<br />
<br />
'''{{#anc:The Art of Fighting}}:''' A martial artist has a body trained to deliver quick and well-honed strikes, both with his weapons and his bare hands. He has the [[SRD:Weapon Finesse|Weapon Finesse]] and the [[SRD:Improved Unarmed Strike|Improved Unarmed Strike]] feat, and his [[SRD:Unarmed Strike|unarmed strikes]] do a base damage of 1d8 (or either 1d6 if the character is [[SRD:Small Size|Small]] or 2d6 if he is [[SRD:Large Size|Large]]). A martial artist’s attacks may be with either fist interchangeably or even from elbows, knees, and feet. This means that a martial artist may even make unarmed strikes with his hands full. There is no such thing as an off-hand attack for a martial artist striking either unarmed or with weapons. As such, if he uses a [[SRD:Two-Handed Weapon|two-handed weapon]] with which he is proficient, he adds twice his [[SRD:Strength|Strength]] modifier to damage rolls.<br />
<br />
A martial artist qualifies for [[SRD:Fighter|fighter]] feats as a fighter of four levels lower (for instance, allowing him to take [[SRD:Greater Weapon Focus|Greater Weapon Focus]] at 12th level).<br />
<br />
Usually a martial artist’s unarmed strikes deal lethal damage, but he can choose to deal nonlethal damage instead with no penalty on his attack roll. He has the same choice to deal lethal or nonlethal damage while grappling.<br />
<br />
'''{{#anc:Fighting Style}}:''' You begin your career in martial arts with knowledge of four [[Martial Arts Maneuvers|martial arts maneuvers]]. All different flows of martial arts (that is to say Active, Aggressive, Hard, Reactive, Soft and Tempered) are open to you. For more information on the particular 'flows', see [[#Martial Arts Maneuvers|Martial Arts Maneuvers]] below.<br />
<br />
Once you know a martial arts maneuver, you must ready it before you can use it (see [[#Maneuvers Readied|Maneuvers Readied]] below). A martial arts maneuver is always considered a [[SRD:Extraordinary Ability|extraordinary ability]]. Martial arts maneuvers are not affected by [[SRD:Spell Resistance|spell resistance]], and you do not provoke [[SRD:Attack of Opportunity|attacks of opportunity]] when you initiate one. You learn additional martial arts maneuvers at higher levels, as shown on [[#Table: The Martial Artist|Table: The Martial Artist]]. You must meet a martial arts maneuver's prerequisite to learn it. The table also shows the highest-level maneuvers you can learn.<br />
<br />
Upon reaching 4th level, and at every even-numbered martial artist level after that, 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 a 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. You can swap only a single maneuver at any given level.<br />
<br />
'''{{#anc:Maneuvers Readied}}:''' You can ready three of the martial arts maneuvers you know at 1st level. You ready your maneuvers by exercising for 5 minutes. The maneuvers you choose remain readied until you decide to exercise 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 practice, you can change your readied maneuvers.<br />
<br />
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 (until you recover them, as described below).<br />
<br />
You can recover all expended maneuvers with a single [[SRD:Swift Action|swift action]], which must be immediately followed in the same round with a melee attack or using a standard action to do nothing else in the round (such as executing a simple martial arts kata or a flourish with a weapon). You can not initiate a maneuver or change your stance while you are recovering your expended maneuvers, but you can remain in the stance in which you began your turn.<br />
<br />
Maneuvers are not like spells or powers, and are initiated rather than cast or activated. A martial artist has an ''initiator level'' equal to his class level.<br />
<br />
'''Stances Known:''' You begin play with knowledge of one 1st level stance from any flow of [[Martial Arts Maneuvers|martial arts]]. At 3rd, 7th, 11th, 15th and 19th 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 are currently using as a [[SRD:Swift Action|swift action]]. A stance always is an [[SRD:Extraordinary Ability|extraordinary ability]]. <br />
<br />
Unlike with maneuvers, you cannot learn a stance at higher levels in place of one you already know.<br />
<br />
'''{{#anc:AC Bonus}}:''' A martial artist has a highly developed personal defense. He adds his [[SRD:Intelligence|Intelligence]] bonus to [[SRD:Armor Class|Armor Class]]. In addition, the martial artist gains a ''defense bonus'' to [[SRD:Armor Class|AC]]. This defense bonus starts out at +1 at 2nd level, and increases by another +1 every three levels after that (+2 at 5th, +3 at 8th, +4 at 11th, and so on). <br />
<br />
'''{{#anc:Discipline}}:''' A martial artist gains his [[SRD:Intelligence|Intelligence]] bonus as a bonus to [[SRD:Concentration Skill|Concentration]] checks.<br />
<br />
'''{{#anc:Bonus Feat}}:''' A martial artist gains a bonus feat at 2nd, 5th, 8th, 13th and 17th levels. He may choose any of the feats from the following list, provided he meets the prerequisites: [[SRD:Combat Expertise|Combat Expertise]], [[SRD:Deflect Arrows|Deflect Arrows]], [[SRD:Dodge|Dodge]], [[SRD:Improved Disarm|Improved Disarm]], [[SRD:Improved Feint|Improved Feint]], [[SRD:Improved Grapple|Improved Grapple]], [[SRD:Improved Trip|Improved Trip]], [[SRD:Mobility|Mobility]], [[SRD:Snatch Arrows|Snatch Arrows]], [[SRD:Spring Attack|Spring Attack]], [[SRD:Weapon Focus|Weapon Focus]], [[SRD:Whirlwind Attack|Whirlwind Attack]], [[SRD:Improved Initiative|Improved Initiative]], [[SRD:Acrobatic|Acrobatic]], [[Acrobatic Attack (3.5e Feat)|Acrobatic Attack]], [[Acrobatic Defense (3.5e Feat)|Acrobatic Defense]], [[Combat Precision (3.5e Feat)|Combat Precision]], [[SRD:Combat Reflexes|Combat Reflexes]], [[Double Kick (3.5e Feat)|Double Kick]], [[Lightning Parry (3.5e Feat)|Lightning Parry]].<br />
<br />
'''{{#anc:Evasion}} ([[SRD:Extraordinary Ability|Ex]]):''' At 3rd level or higher if a martial artist makes a successful [[SRD:Saving Throw#Reflex|Reflex]] saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if a martial artist is wearing [[SRD:Light Armor|light armor]] or no armor. A helpless martial artist does not gain the benefit of evasion.<br />
<br />
'''{{#anc:Flurry}} ([[SRD:Extraordinary Ability|Ex]]):''' At 4th level, when a martial artist fights either unarmed or interchangeably with [[SRD:Unarmed Strike|unarmed strike]] and one or more [[SRD:Light Weapon|light]], [[SRD:Double Weapon|double]] or [[SRD:Thrown Weapon|thrown]] weapons, he gains an extra attack as per the [[SRD:Two-Weapon Fighting|Two-Weapon Fighting]] feat. This attack can be either an unarmed strike, a melee attack or a thrown ranged attack. At 10th level, the martial artist's flurry gains a second extra attack, as per [[SRD:Improved Two-Weapon Fighting|Improved Two-Weapon Fighting]], and at 16th it gains a third attack, as per [[SRD:Greater Two-Weapon Fighting|Greater Two-Weapon Fighting]].<br />
<br />
'''{{#anc:Martial Defense}} ([[SRD:Extraordinary Ability|Ex]]):''' As a martial artist grows in skill, his self-defense becomes more advanced and eventually, almost physically and mentally reflex-intuitive. At 6th level, a martial artist gains a martial defense. Martial defense is the equivalent of [[SRD:Spell Resistance|spell resistance]] for maneuvers. A character that uses maneuvers (like the classes from [[Tome of Battle]], or other martial artists) must make an initiator level check against the martial artist's martial defense whenever he attempts a maneuver that specifically targets the martial artist. If the opponent fails this check, his maneuver fails to take effect (but he still deals normal damage if he beats the martial artist's [[SRD:Armor Class|AC]]). At first, this martial defense is 5 + class level. At 12th level, a martial artist's martial defense becomes 10 + class level. At 18th level, it becomes (and stays) 15 + class level.<br />
<br />
'''{{#anc:Improved Evasion}} ([[SRD:Extraordinary Ability|Ex]]):''' At 11th level, a martial artist’s evasion ability improves. He still takes no damage on a successful [[SRD:Saving Throw#Reflex|Reflex]] saving throw against attacks, but henceforth he takes only half damage on a failed save. A helpless martial artist does not gain the benefit of improved evasion.<br />
<br />
==={{#anc:Martial Arts Maneuvers}}===<br />
<br />
Maneuvers are the meat and bones of a martial artist's ability. A martial artist's fighting style consists of maneuvers that are divided up into techniques and stances. They often say that the fighting style defines the martial artist, and matures as the martial artist develops his skills. Martial arts maneuvers come in various shapes and sizes, and are divided into 5 levels. Higher level maneuvers are correspondingly more powerful than lower level maneuvers and are learned over time. A martial artist has a maximum number of techniques readied (see [[#Table: The Martial Artist|Table: The Martial Artist]].<br />
<br />
'''Techniques:''' A technique is a maneuver that is consciously activated during battle. Techniques are divided into action techniques and counter techniques. Action technique include attacks, movements and boosts and are always activated during the martial artist's turn. Attack actions require a [[SRD:Standard Actions|standard action]] to initiate unless their description says otherwise, whereas Movement and Boost actions usually require a [[SRD:Move Actions|move action]]. Counter techniques are always [[SRD:Immediate Actions|immediate actions]], that can be activated in response to actions taken by an opponent. A martial artist can employ a maximum of one action technique and one counter technique per round.<br />
<br />
'''Stances:''' A stance is not so much a maneuver, but rather a position or a range of positions your body gets into in order to better focus its power or abilities. Stances have no fixed duration and can remain active for lengthy periods of time, although certain stances are dropped when you take specific actions. Assuming or switching stances requires a [[SRD:Swift Actions|swift action]].<br />
<br />
====Flows====<br />
<br />
Martial arts techniques are divided into several substrata called flows. A martial artist naturally possesses certain personality traits, and as such he is limited to a small number of styles and philosophies to convert into fighting skill. Certain flows focus on dealing massive damage and crippling the opponent, whether others seek to be more reactive or attempt to strike more surgically. Flows come in opposites. All six of these flows are open to the martial artist, but focusing on specific flows for his fighting style nets the martial artist bonuses in and out of combat. Furthermore, focusing on one or two of the six flows will allow the martial artist to better qualify for the most powerful 5th level maneuvers at high levels.<br />
<br />
'''Hard / Soft:''' Hard flow focuses the power of the body outward, culminating it in powerful strikes that damage the enemy. Hard flow is associated with the fist, and superficial damage. On the other hand, soft flow focuses the power of the body inward. Soft flow is associated with the palm, and internal damage.<br />
<br />
'''Aggressive / Tempered:''' Aggressive flow focuses on unrelenting assault, often attempting to overwhelm the enemy by denying him the time to recover. Aggressive flow contains relatively many boost action techniques. Tempered flow is more patient, focusing on moving as little as possible, or making as few attacks as possible with the greatest possible effect.<br />
<br />
'''Active / Reactive:''' These two opposed flows both deal with taking charge of the battlefield. Active flow signifies action before reaction, and deals with taking the initiative to strike effectively and with conquering the opponent through those means. Reactive flow prefers to let the enemy act first, and deals with allowing you to react accordingly.<br />
<br />
===Martial Arts Maneuvers===<br />
<br />
You will find a comprehensive collection of the martial artist's maneuvers '''[[Martial Arts Maneuvers|here]]'''. Every list entry contains the following.<br />
<br />
''Note:'' Only a fraction of the overall maneuvers are finished. In the end, I wish to end up with about 120 maneuvers in all, with slightly fewer high level maneuvers than low level ones. All of the six flows will be roughly equal in variety by that time. If you have special ideas for maneuvers, please let me know ''':)'''. If you feel like making up maneuvers by (or for) yourself, you can of course use this preload.<br />
<br />
<div style="text-align: left; width: 24.75em; margin: 2em;"><br />
<inputbox><br />
type=create<br />
break=no<br />
buttonlabel=Create New Martial Arts Maneuver<br />
default=MyManeuver (Martial Arts Maneuver)<br />
preload=Martial Arts Maneuver Preload<br />
</inputbox><br />
</div> <br />
<br />
=====Name===== <br />
<br />
The name of the maneuver.<br />
<br />
=====Descriptive Blurb=====<br />
<br />
A cursively lettered description of flavour. Serves no purpose other than to make it look a little nice.<br />
<br />
=====Level=====<br />
<br />
Determines the level of the maneuver and the flow it belongs to. Possibilities are Hard, Soft, Aggressive, Tempered, Active or Reactive, followed by the level of the maneuver (ranging from 1 to 5). ''Example:'' Active 3.<br />
<br />
=====Type=====<br />
<br />
Determines what kind of maneuver it is. Possibilities are Action, Counter and Stance. In the case of Action, there may be descriptors detailing the type of technique, such as Attack, Movement or Boost, which are added in parentheses. ''Example:'' Action (Boost).<br />
<br />
=====Prerequisites=====<br />
<br />
Certain maneuvers have prerequisites. These prerequisites most often come in the shape of a fixed number of maneuvers of a certain kind.<br />
<br />
=====Description=====<br />
<br />
Explains the effect of the maneuver.<br />
<br />
<br />
<br />
----<br />
{{DnD Base Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:User Sulacu]]<br />
[[Category:Class]]<br />
[[Category:Base Class]]<br />
[[Category:Combat-Focused]]</div>173.245.56.215https://www.dandwiki.com/w/index.php?title=Martial_Artist_(3.5e_Class)&diff=576304Martial Artist (3.5e Class)2012-06-04T07:09:03Z<p>173.245.56.215: /* Class Features */</p>
<hr />
<div>{{DnD Base Class Infobox<br />
|img=<br />
|imgloc=<br />
|imgsize=<br />
|imgcaption=<br />
|rating_power=<br />
|raters_power=<br />
|rating_wording=<br />
|raters_wording=<br />
|rating_formatting=<br />
|raters_formatting=<br />
|rating_flavor=<br />
|raters_flavor=<br />
|status=Just starting<br />
|editing=<br />
|type=Combat-Focused<br />
|desc=A master of the honed art of fighting.<br />
}}<br />
<br />
==Martial Artist==<br />
<br />
A martial artist is a person that has taken the training and conditioning of his body and mind to the greatest attainable heights. Through honing and steeling himself, he has gained prowess in the art of fighting that other characters cannot fathom. Martial artists fight unarmed or with a simple assortment of efficient weapons that aid them in battle<br />
<br />
===Making a Martial Artist===<br />
<br />
Martial artists are strong, conditioned, agile and adaptive, and have a great many skills. On the field of battle, they are difficult to outwit or outmaneuver, but most of a martial artist's skill is geared towards close or mid-range battle.<br />
<br />
'''Abilities:''' Mastering martial arts requires a healthy body, a versatile, skillful mind, but most of all agility and insight. The most important ability scores for a martial artist are [[SRD:Dexterity|Dexterity]] and [[SRD:Intelligence|Intelligence]]. [[SRD:Strength|Strength]] and [[SRD:Constitution|Constitution]] provide much-needed durability and power to the martial artist's fighting arsenal.<br />
<br />
'''Races:''' True martial artists in any fashion are reasonably rare. Most races instinctively prefer things that they can see over things that they can't, and it is natural for those races to rely overmuch on such superficial things like physical strength. Even humans, one of the most versatile of races, much sooner become [[SRD:Fighter|fighters]] or [[SRD:Barbarian|barbarians]]. Still, in cultures influenced by centuries of war, or that are open to the metaphysical and possess opportunities for physical and spiritual enlightenment, the path of martial arts exist.<br />
<br />
'''Alignment:''' Any. Martial artists are not monks. Some follow the tenets of the dojo where they train, and yet others abide by their own code. Martial artists are as varied as the reasons for which they've taken up their art.<br />
<br />
'''Starting Gold:''' 2d4&times;10 gp (50 gp).<br />
<br />
'''[[SRD:Race Descriptions#Starting Age|Starting Age]]:''' As [[rogue]].<br />
<br />
{| class="{{d20}}"<br />
|+<br />
<div>{{#anc:Table: The Martial Artist}}</div><br />
Hit Dice: d8<br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s<br />
! rowspan="2" | Special<br />
! colspan="4" | [[#Fighting Style|Fighting Style]]<br />
|-<br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]] || [[#Techniques|Techniques<br/>Known]] || [[#Techniques|Techniques<br/>Readied]] || [[#Stances|Stances<br/> Known]] || Max. Maneuver<br/> Level<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st|| class="left" | +1 || +2 || +2 || +2<br />
| class="left" | [[#AC Bonus|AC Bonus]], [[#Discipline|Discipline]] ([[SRD:Concentration Skill|Concentration]]), [[#The Art of Fighting|The Art of Fighting]]<br />
| 3 || 3 || 1 || 1st<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd|| class="left" | +2 || +3 || +3 || +3<br />
| class="left" | [[#Bonus Feat|Bonus Feat]] <br />
| 4 || 3 || 1 || 1st<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd|| class="left" | +3 || +3 || +3 || +3<br />
| class="left" | [[#Evasion|Evasion]]<br />
| 5 || 3 || 2 || 1st<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th||class="left" | +4 || +4 || +4 || +4<br />
| class="left" | [[#Flurry|Flurry]]<br />
| 6 || 4 || 2 || 1st<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th||class="left" | +5 || +4 || +4 || +4<br />
| class="left" | [[#Bonus Feat|Bonus Feat]] <br />
| 6 || 4 || 2 || 2nd<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|6th||class="left" | +6/+1 || +5 || +5 || +5<br />
| class="left" | [[#Martial Defense|Martial Defense]]<br />
| 7 || 4 || 2 || 2nd<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|7th||class="left" | +7/+2 || +5 || +5 || +5<br />
| class="left" | <br />
| 8 || 4 || 3 || 2nd<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|8th||class="left" | +8/+3 || +6 || +6 || +6<br />
| class="left" | [[#Bonus Feat|Bonus Feat]]<br />
| 9 || 5 || 3 || 2nd<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|9th||class="left" | +9/+4 || +6 || +6 || +6<br />
| class="left" | <br />
| 9 || 5 || 3 || 3rd<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|10th||class="left" | +10/+5 || +7 || +7 || +7<br />
| class="left" | [[#Greater Flurry|Greater Flurry]]<br />
| 10 || 5 || 3 || 3rd<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|11th||class="left" | +11/+6/+1 || +7 || +7 || +7<br />
| class="left" | [[#Improved Evasion|Improved Evasion]]<br />
| 11 || 5 || 4 || 3rd<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|12th||class="left" | +12/+7/+2 || +8 || +8 || +8<br />
| class="left" | [[#Martial Defense|Improved Martial Defense]]<br />
| 12 || 6 || 4 || 3rd<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|13th||class="left" | +13/+8/+3 || +8 || +8 || +8<br />
| class="left" | [[#Bonus Feat|Bonus Feat]]<br />
| 12 || 6 || 4 || 4th<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|14th||class="left" | +14/+9/+4 || +9 || +9 || +9<br />
| class="left" | <br />
| 13 || 6 || 4 || 4th<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|15th||class="left" | +15/+10/+5 || +9 || +9 || +9<br />
| class="left" | <br />
| 14 || 6 || 5 || 4th<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|16th||class="left" | +16/+11/+6/+1 || +10 || +10 || +10<br />
| class="left" | [[#Master Flurry|Master Flurry]]<br />
| 15 || 7 || 5 || 4th<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|17th||class="left" | +17/+12/+7/+2 || +10 || +10 || +10<br />
| class="left" | [[#Bonus Feat|Bonus Feat]]<br />
| 15 || 7 || 5 || 5th<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|18th||class="left" | +18/+13/+8/+3 || +11 || +11 || +11<br />
| class="left" | [[#Martial Defense|Greater Martial Defense]]<br />
| 16 || 7 || 5 || 5th<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|19th||class="left" | +19/+14/+9/+4 || +11 || +11 || +11<br />
| class="left" | <br />
| 17 || 7 || 6 || 5th<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|20th||class="left" | +20/+15/+10/+5 || +12 || +12 || +12<br />
| class="left" | <br />
| 18 || 8 || 6 || 5th<br />
|-<br />
| colspan="42" class="skill" |<br />
'''Class Skills (4 + [[SRD:Intelligence|Int]] modifier per level, &times;4 at 1st level)'''<br/><br />
Acrobatics ([[SRD:Dexterity|Dex]]), [[SRD:Balance Skill|Balance]] ([[SRD:Dexterity|Dex]]), [[SRD:Bluff Skill|Bluff]] ([[SRD:Charisma|Cha]]), [[SRD:Climb Skill|Climb]] ([[SRD:Strength|Str]]), [[SRD:Concentration Skill|Concentration]] ([[SRD:Constitution|Con]]), [[SRD:Craft Skill|Craft]] ([[SRD:Intelligence|Int]]), [[SRD:Escape Artist Skill|Escape Artist]] ([[SRD:Dexterity|Dex]]), [[SRD:Hide Skill|Hide]] ([[SRD:Dexterity|Dex]]), [[SRD:Jump Skill|Jump]] ([[SRD:Strength|Str]]), [[SRD:Knowledge Skill|Knowledge]] (history) ([[SRD:Intelligence|Int]]), [[SRD:Knowledge Skill|Knowledge]] (local) ([[SRD:Intelligence|Int]]), [[SRD:Listen Skill|Listen]] ([[SRD:Wisdom|Wis]]), Martial Lore<sup>[[Tome of Battle|ToB]]</sup> ([[SRD:Intelligence|Int]]), [[SRD:Move Silently Skill|Move Silently]] ([[SRD:Dexterity|Dex]]), [[SRD:Profession Skill|Profession]] ([[SRD:Wisdom|Wis]]), [[SRD:Search Skill|Search]] ([[SRD:Intelligence|Int]]), [[SRD:Sense Motive Skill|Sense Motive]] ([[SRD:Wisdom|Wis]]), [[SRD:Sleight of Hand Skill|Sleight Of Hand]] ([[SRD:Dexterity|Dex]]), [[SRD:Spot Skill|Spot]] ([[SRD:Wisdom|Wis]]), [[SRD:Swim Skill|Swim]] ([[SRD:Strength|Str]]), [[SRD:Tumble Skill|Tumble]] ([[SRD:Dexterity|Dex]]), [[SRD:Use Rope Skill|Use Rope]] ([[SRD:Dexterity|Dex]]).<br />
|}<br />
<br />
====Class Features====<br />
<br />
All of the following are class features of the martial artist.<br />
<br />
'''Weapon and Armor Proficiency:''' The martial artist is proficient with all [[SRD:Simple Weapon|simple]] weapons, as well as all [[SRD:Light Weapon|light]] or [[SRD:Double Weapon|double]] [[SRD:Martial Weapon|martial]] weapons. He may choose 2 [[SRD:Light Weapon|light]] or [[SRD:Double Weapon|double]] [[SRD:Exotic Weapon|exotic]] weapons to be proficient with at 1st level, and furthermore increases his ability with weapons as he trains. For the purpose of a martial artist's weapon proficiency, '[[SRD:Light Weapon|light weapon]]' extends to any weapon that qualifies for use with [[SRD:Weapon Finesse|Weapon Finesse]], even if that weapon is two-handed. At every three levels after 1st (4th, 7th, 10th, etc.), a martial artist may automatically become proficient with a new [[SRD:Light Weapon|light]] or [[SRD:Double Weapon|double]] weapon of his choosing. If that weapon is [[SRD:Exotic Weapon|exotic]], he gains [[SRD:Exotic Weapon Proficiency|Exotic Weapon Proficiency]] for the weapon for free.<br />
<br />
A martial artist is not proficient with any armor or shields.<br />
<br />
'''{{#anc:The Art of Fighting}}:''' A martial artist has a body trained to deliver quick and well-honed strikes, both with his weapons and his bare hands. He has the [[SRD:Weapon Finesse|Weapon Finesse]] and the [[SRD:Improved Unarmed Strike|Improved Unarmed Strike]] feat, and his [[SRD:Unarmed Strike|unarmed strikes]] do a base damage of 1d8 (or either 1d6 if the character is [[SRD:Small Size|Small]] or 2d6 if he is [[SRD:Large Size|Large]]). A martial artist’s attacks may be with either fist interchangeably or even from elbows, knees, and feet. This means that a martial artist may even make unarmed strikes with his hands full. There is no such thing as an off-hand attack for a martial artist striking either unarmed or with weapons. As such, if he uses a [[SRD:Two-Handed Weapon|two-handed weapon]] with which he is proficient, he adds twice his [[SRD:Strength|Strength]] modifier to damage rolls.<br />
<br />
A martial artist qualifies for [[SRD:Fighter|fighter]] feats as a fighter of four levels lower (for instance, allowing him to take [[SRD:Greater Weapon Focus|Greater Weapon Focus]] at 12th level).<br />
<br />
Usually a martial artist’s unarmed strikes deal lethal damage, but he can choose to deal nonlethal damage instead with no penalty on his attack roll. He has the same choice to deal lethal or nonlethal damage while grappling.<br />
<br />
'''{{#anc:Fighting Style}}:''' You begin your career in martial arts with knowledge of four [[Martial Arts Maneuvers|martial arts maneuvers]]. All different flows of martial arts (that is to say Active, Aggressive, Hard, Reactive, Soft and Tempered) are open to you. For more information on the particular 'flows', see [[#Martial Arts Maneuvers|Martial Arts Maneuvers]] below.<br />
<br />
Once you know a martial arts maneuver, you must ready it before you can use it (see [[#Maneuvers Readied|Maneuvers Readied]] below). A martial arts maneuver is always considered a [[SRD:Extraordinary Ability|extraordinary ability]]. Martial arts maneuvers are not affected by [[SRD:Spell Resistance|spell resistance]], and you do not provoke [[SRD:Attack of Opportunity|attacks of opportunity]] when you initiate one. You learn additional martial arts maneuvers at higher levels, as shown on [[#Table: The Martial Artist|Table: The Martial Artist]]. You must meet a martial arts maneuver's prerequisite to learn it. The table also shows the highest-level maneuvers you can learn.<br />
<br />
Upon reaching 4th level, and at every even-numbered martial artist level after that, 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 a 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. You can swap only a single maneuver at any given level.<br />
<br />
'''{{#anc:Maneuvers Readied}}:''' You can ready three of the martial arts maneuvers you know at 1st level. You ready your maneuvers by exercising for 5 minutes. The maneuvers you choose remain readied until you decide to exercise 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 practice, you can change your readied maneuvers.<br />
<br />
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 (until you recover them, as described below).<br />
<br />
You can recover all expended maneuvers with a single [[SRD:Swift Action|swift action]], which must be immediately followed in the same round with a melee attack or using a standard action to do nothing else in the round (such as executing a simple martial arts kata or a flourish with a weapon). You can not initiate a maneuver or change your stance while you are recovering your expended maneuvers, but you can remain in the stance in which you began your turn.<br />
<br />
Maneuvers are not like spells or powers, and are initiated rather than cast or activated. A martial artist has an ''initiator level'' equal to his class level.<br />
<br />
'''Stances Known:''' You begin play with knowledge of one 1st level stance from any flow of [[Martial Arts Maneuvers|martial arts]]. At 3rd, 7th, 11th, 15th and 19th 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 are currently using as a [[SRD:Swift Action|swift action]]. A stance always is an [[SRD:Extraordinary Ability|extraordinary ability]]. <br />
<br />
Unlike with maneuvers, you cannot learn a stance at higher levels in place of one you already know.<br />
<br />
'''{{#anc:AC Bonus}}:''' A martial artist has a highly developed personal defense. He adds his [[SRD:Intelligence|Intelligence]] bonus to [[SRD:Armor Class|Armor Class]]. In addition, the martial artist gains a ''defense bonus'' to [[SRD:Armor Class|AC]]. This defense bonus starts out at +1 at 2nd level, and increases by another +1 every three levels after that (+2 at 5th, +3 at 8th, +4 at 11th, and so on). <br />
<br />
'''{{#anc:Discipline}}:''' A martial artist gains his [[SRD:Intelligence|Intelligence]] bonus as a bonus to [[SRD:Concentration Skill|Concentration]] checks.<br />
<br />
'''{{#anc:Bonus Feat}}:''' A martial artist gains a bonus feat at 2nd, 5th, 8th, 13th and 17th levels. He may choose any of the feats from the following list, provided he meets the prerequisites: [[SRD:Combat Expertise|Combat Expertise]], [[SRD:Deflect Arrows|Deflect Arrows]], [[SRD:Dodge|Dodge]], [[SRD:Improved Disarm|Improved Disarm]], [[SRD:Improved Feint|Improved Feint]], [[SRD:Improved Grapple|Improved Grapple]], [[SRD:Improved Trip|Improved Trip]], [[SRD:Mobility|Mobility]], [[SRD:Snatch Arrows|Snatch Arrows]], [[SRD:Spring Attack|Spring Attack]], [[SRD:Weapon Focus|Weapon Focus]], [[SRD:Whirlwind Attack|Whirlwind Attack]], [[SRD:Improved Initiative|Improved Initiative]], [[SRD:Acrobatic|Acrobatic]], [[Acrobatic Attack (3.5e Feat)|Acrobatic Attack]], [[Acrobatic Defense (3.5e Feat)|Acrobatic Defense]], [[Combat Precision (3.5e Feat)|Combat Precision]], [[SRD:Combat Reflexes|Combat Reflexes]].<br />
<br />
'''{{#anc:Evasion}} ([[SRD:Extraordinary Ability|Ex]]):''' At 3rd level or higher if a martial artist makes a successful [[SRD:Saving Throw#Reflex|Reflex]] saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if a martial artist is wearing [[SRD:Light Armor|light armor]] or no armor. A helpless martial artist does not gain the benefit of evasion.<br />
<br />
'''{{#anc:Flurry}} ([[SRD:Extraordinary Ability|Ex]]):''' At 4th level, when a martial artist fights either unarmed or interchangeably with [[SRD:Unarmed Strike|unarmed strike]] and one or more [[SRD:Light Weapon|light]], [[SRD:Double Weapon|double]] or [[SRD:Thrown Weapon|thrown]] weapons, he gains an extra attack as per the [[SRD:Two-Weapon Fighting|Two-Weapon Fighting]] feat. This attack can be either an unarmed strike, a melee attack or a thrown ranged attack. At 10th level, the martial artist's flurry gains a second extra attack, as per [[SRD:Improved Two-Weapon Fighting|Improved Two-Weapon Fighting]], and at 16th it gains a third attack, as per [[SRD:Greater Two-Weapon Fighting|Greater Two-Weapon Fighting]].<br />
<br />
'''{{#anc:Martial Defense}} ([[SRD:Extraordinary Ability|Ex]]):''' As a martial artist grows in skill, his self-defense becomes more advanced and eventually, almost physically and mentally reflex-intuitive. At 6th level, a martial artist gains a martial defense. Martial defense is the equivalent of [[SRD:Spell Resistance|spell resistance]] for maneuvers. A character that uses maneuvers (like the classes from [[Tome of Battle]], or other martial artists) must make an initiator level check against the martial artist's martial defense whenever he attempts a maneuver that specifically targets the martial artist. If the opponent fails this check, his maneuver fails to take effect (but he still deals normal damage if he beats the martial artist's [[SRD:Armor Class|AC]]). At first, this martial defense is 5 + class level. At 12th level, a martial artist's martial defense becomes 10 + class level. At 18th level, it becomes (and stays) 15 + class level.<br />
<br />
'''{{#anc:Improved Evasion}} ([[SRD:Extraordinary Ability|Ex]]):''' At 11th level, a martial artist’s evasion ability improves. He still takes no damage on a successful [[SRD:Saving Throw#Reflex|Reflex]] saving throw against attacks, but henceforth he takes only half damage on a failed save. A helpless martial artist does not gain the benefit of improved evasion.<br />
<br />
==={{#anc:Martial Arts Maneuvers}}===<br />
<br />
Maneuvers are the meat and bones of a martial artist's ability. A martial artist's fighting style consists of maneuvers that are divided up into techniques and stances. They often say that the fighting style defines the martial artist, and matures as the martial artist develops his skills. Martial arts maneuvers come in various shapes and sizes, and are divided into 5 levels. Higher level maneuvers are correspondingly more powerful than lower level maneuvers and are learned over time. A martial artist has a maximum number of techniques readied (see [[#Table: The Martial Artist|Table: The Martial Artist]].<br />
<br />
'''Techniques:''' A technique is a maneuver that is consciously activated during battle. Techniques are divided into action techniques and counter techniques. Action technique include attacks, movements and boosts and are always activated during the martial artist's turn. Attack actions require a [[SRD:Standard Actions|standard action]] to initiate unless their description says otherwise, whereas Movement and Boost actions usually require a [[SRD:Move Actions|move action]]. Counter techniques are always [[SRD:Immediate Actions|immediate actions]], that can be activated in response to actions taken by an opponent. A martial artist can employ a maximum of one action technique and one counter technique per round.<br />
<br />
'''Stances:''' A stance is not so much a maneuver, but rather a position or a range of positions your body gets into in order to better focus its power or abilities. Stances have no fixed duration and can remain active for lengthy periods of time, although certain stances are dropped when you take specific actions. Assuming or switching stances requires a [[SRD:Swift Actions|swift action]].<br />
<br />
====Flows====<br />
<br />
Martial arts techniques are divided into several substrata called flows. A martial artist naturally possesses certain personality traits, and as such he is limited to a small number of styles and philosophies to convert into fighting skill. Certain flows focus on dealing massive damage and crippling the opponent, whether others seek to be more reactive or attempt to strike more surgically. Flows come in opposites. All six of these flows are open to the martial artist, but focusing on specific flows for his fighting style nets the martial artist bonuses in and out of combat. Furthermore, focusing on one or two of the six flows will allow the martial artist to better qualify for the most powerful 5th level maneuvers at high levels.<br />
<br />
'''Hard / Soft:''' Hard flow focuses the power of the body outward, culminating it in powerful strikes that damage the enemy. Hard flow is associated with the fist, and superficial damage. On the other hand, soft flow focuses the power of the body inward. Soft flow is associated with the palm, and internal damage.<br />
<br />
'''Aggressive / Tempered:''' Aggressive flow focuses on unrelenting assault, often attempting to overwhelm the enemy by denying him the time to recover. Aggressive flow contains relatively many boost action techniques. Tempered flow is more patient, focusing on moving as little as possible, or making as few attacks as possible with the greatest possible effect.<br />
<br />
'''Active / Reactive:''' These two opposed flows both deal with taking charge of the battlefield. Active flow signifies action before reaction, and deals with taking the initiative to strike effectively and with conquering the opponent through those means. Reactive flow prefers to let the enemy act first, and deals with allowing you to react accordingly.<br />
<br />
===Martial Arts Maneuvers===<br />
<br />
You will find a comprehensive collection of the martial artist's maneuvers '''[[Martial Arts Maneuvers|here]]'''. Every list entry contains the following.<br />
<br />
''Note:'' Only a fraction of the overall maneuvers are finished. In the end, I wish to end up with about 120 maneuvers in all, with slightly fewer high level maneuvers than low level ones. All of the six flows will be roughly equal in variety by that time. If you have special ideas for maneuvers, please let me know ''':)'''. If you feel like making up maneuvers by (or for) yourself, you can of course use this preload.<br />
<br />
<div style="text-align: left; width: 24.75em; margin: 2em;"><br />
<inputbox><br />
type=create<br />
break=no<br />
buttonlabel=Create New Martial Arts Maneuver<br />
default=MyManeuver (Martial Arts Maneuver)<br />
preload=Martial Arts Maneuver Preload<br />
</inputbox><br />
</div> <br />
<br />
=====Name===== <br />
<br />
The name of the maneuver.<br />
<br />
=====Descriptive Blurb=====<br />
<br />
A cursively lettered description of flavour. Serves no purpose other than to make it look a little nice.<br />
<br />
=====Level=====<br />
<br />
Determines the level of the maneuver and the flow it belongs to. Possibilities are Hard, Soft, Aggressive, Tempered, Active or Reactive, followed by the level of the maneuver (ranging from 1 to 5). ''Example:'' Active 3.<br />
<br />
=====Type=====<br />
<br />
Determines what kind of maneuver it is. Possibilities are Action, Counter and Stance. In the case of Action, there may be descriptors detailing the type of technique, such as Attack, Movement or Boost, which are added in parentheses. ''Example:'' Action (Boost).<br />
<br />
=====Prerequisites=====<br />
<br />
Certain maneuvers have prerequisites. These prerequisites most often come in the shape of a fixed number of maneuvers of a certain kind.<br />
<br />
=====Description=====<br />
<br />
Explains the effect of the maneuver.<br />
<br />
<br />
<br />
----<br />
{{DnD Base Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:User Sulacu]]<br />
[[Category:Class]]<br />
[[Category:Base Class]]<br />
[[Category:Combat-Focused]]</div>173.245.56.215https://www.dandwiki.com/w/index.php?title=Martial_Artist_(3.5e_Class)&diff=576303Martial Artist (3.5e Class)2012-06-04T07:05:00Z<p>173.245.56.215: /* Class Features */</p>
<hr />
<div>{{DnD Base Class Infobox<br />
|img=<br />
|imgloc=<br />
|imgsize=<br />
|imgcaption=<br />
|rating_power=<br />
|raters_power=<br />
|rating_wording=<br />
|raters_wording=<br />
|rating_formatting=<br />
|raters_formatting=<br />
|rating_flavor=<br />
|raters_flavor=<br />
|status=Just starting<br />
|editing=<br />
|type=Combat-Focused<br />
|desc=A master of the honed art of fighting.<br />
}}<br />
<br />
==Martial Artist==<br />
<br />
A martial artist is a person that has taken the training and conditioning of his body and mind to the greatest attainable heights. Through honing and steeling himself, he has gained prowess in the art of fighting that other characters cannot fathom. Martial artists fight unarmed or with a simple assortment of efficient weapons that aid them in battle<br />
<br />
===Making a Martial Artist===<br />
<br />
Martial artists are strong, conditioned, agile and adaptive, and have a great many skills. On the field of battle, they are difficult to outwit or outmaneuver, but most of a martial artist's skill is geared towards close or mid-range battle.<br />
<br />
'''Abilities:''' Mastering martial arts requires a healthy body, a versatile, skillful mind, but most of all agility and insight. The most important ability scores for a martial artist are [[SRD:Dexterity|Dexterity]] and [[SRD:Intelligence|Intelligence]]. [[SRD:Strength|Strength]] and [[SRD:Constitution|Constitution]] provide much-needed durability and power to the martial artist's fighting arsenal.<br />
<br />
'''Races:''' True martial artists in any fashion are reasonably rare. Most races instinctively prefer things that they can see over things that they can't, and it is natural for those races to rely overmuch on such superficial things like physical strength. Even humans, one of the most versatile of races, much sooner become [[SRD:Fighter|fighters]] or [[SRD:Barbarian|barbarians]]. Still, in cultures influenced by centuries of war, or that are open to the metaphysical and possess opportunities for physical and spiritual enlightenment, the path of martial arts exist.<br />
<br />
'''Alignment:''' Any. Martial artists are not monks. Some follow the tenets of the dojo where they train, and yet others abide by their own code. Martial artists are as varied as the reasons for which they've taken up their art.<br />
<br />
'''Starting Gold:''' 2d4&times;10 gp (50 gp).<br />
<br />
'''[[SRD:Race Descriptions#Starting Age|Starting Age]]:''' As [[rogue]].<br />
<br />
{| class="{{d20}}"<br />
|+<br />
<div>{{#anc:Table: The Martial Artist}}</div><br />
Hit Dice: d8<br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s<br />
! rowspan="2" | Special<br />
! colspan="4" | [[#Fighting Style|Fighting Style]]<br />
|-<br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]] || [[#Techniques|Techniques<br/>Known]] || [[#Techniques|Techniques<br/>Readied]] || [[#Stances|Stances<br/> Known]] || Max. Maneuver<br/> Level<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st|| class="left" | +1 || +2 || +2 || +2<br />
| class="left" | [[#AC Bonus|AC Bonus]], [[#Discipline|Discipline]] ([[SRD:Concentration Skill|Concentration]]), [[#The Art of Fighting|The Art of Fighting]]<br />
| 3 || 3 || 1 || 1st<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd|| class="left" | +2 || +3 || +3 || +3<br />
| class="left" | [[#Bonus Feat|Bonus Feat]] <br />
| 4 || 3 || 1 || 1st<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd|| class="left" | +3 || +3 || +3 || +3<br />
| class="left" | [[#Evasion|Evasion]]<br />
| 5 || 3 || 2 || 1st<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th||class="left" | +4 || +4 || +4 || +4<br />
| class="left" | [[#Flurry|Flurry]]<br />
| 6 || 4 || 2 || 1st<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th||class="left" | +5 || +4 || +4 || +4<br />
| class="left" | [[#Bonus Feat|Bonus Feat]] <br />
| 6 || 4 || 2 || 2nd<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|6th||class="left" | +6/+1 || +5 || +5 || +5<br />
| class="left" | [[#Martial Defense|Martial Defense]]<br />
| 7 || 4 || 2 || 2nd<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|7th||class="left" | +7/+2 || +5 || +5 || +5<br />
| class="left" | <br />
| 8 || 4 || 3 || 2nd<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|8th||class="left" | +8/+3 || +6 || +6 || +6<br />
| class="left" | [[#Bonus Feat|Bonus Feat]]<br />
| 9 || 5 || 3 || 2nd<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|9th||class="left" | +9/+4 || +6 || +6 || +6<br />
| class="left" | <br />
| 9 || 5 || 3 || 3rd<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|10th||class="left" | +10/+5 || +7 || +7 || +7<br />
| class="left" | [[#Greater Flurry|Greater Flurry]]<br />
| 10 || 5 || 3 || 3rd<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|11th||class="left" | +11/+6/+1 || +7 || +7 || +7<br />
| class="left" | [[#Improved Evasion|Improved Evasion]]<br />
| 11 || 5 || 4 || 3rd<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|12th||class="left" | +12/+7/+2 || +8 || +8 || +8<br />
| class="left" | [[#Martial Defense|Improved Martial Defense]]<br />
| 12 || 6 || 4 || 3rd<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|13th||class="left" | +13/+8/+3 || +8 || +8 || +8<br />
| class="left" | [[#Bonus Feat|Bonus Feat]]<br />
| 12 || 6 || 4 || 4th<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|14th||class="left" | +14/+9/+4 || +9 || +9 || +9<br />
| class="left" | <br />
| 13 || 6 || 4 || 4th<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|15th||class="left" | +15/+10/+5 || +9 || +9 || +9<br />
| class="left" | <br />
| 14 || 6 || 5 || 4th<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|16th||class="left" | +16/+11/+6/+1 || +10 || +10 || +10<br />
| class="left" | [[#Master Flurry|Master Flurry]]<br />
| 15 || 7 || 5 || 4th<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|17th||class="left" | +17/+12/+7/+2 || +10 || +10 || +10<br />
| class="left" | [[#Bonus Feat|Bonus Feat]]<br />
| 15 || 7 || 5 || 5th<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|18th||class="left" | +18/+13/+8/+3 || +11 || +11 || +11<br />
| class="left" | [[#Martial Defense|Greater Martial Defense]]<br />
| 16 || 7 || 5 || 5th<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|19th||class="left" | +19/+14/+9/+4 || +11 || +11 || +11<br />
| class="left" | <br />
| 17 || 7 || 6 || 5th<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|20th||class="left" | +20/+15/+10/+5 || +12 || +12 || +12<br />
| class="left" | <br />
| 18 || 8 || 6 || 5th<br />
|-<br />
| colspan="42" class="skill" |<br />
'''Class Skills (4 + [[SRD:Intelligence|Int]] modifier per level, &times;4 at 1st level)'''<br/><br />
Acrobatics ([[SRD:Dexterity|Dex]]), [[SRD:Balance Skill|Balance]] ([[SRD:Dexterity|Dex]]), [[SRD:Bluff Skill|Bluff]] ([[SRD:Charisma|Cha]]), [[SRD:Climb Skill|Climb]] ([[SRD:Strength|Str]]), [[SRD:Concentration Skill|Concentration]] ([[SRD:Constitution|Con]]), [[SRD:Craft Skill|Craft]] ([[SRD:Intelligence|Int]]), [[SRD:Escape Artist Skill|Escape Artist]] ([[SRD:Dexterity|Dex]]), [[SRD:Hide Skill|Hide]] ([[SRD:Dexterity|Dex]]), [[SRD:Jump Skill|Jump]] ([[SRD:Strength|Str]]), [[SRD:Knowledge Skill|Knowledge]] (history) ([[SRD:Intelligence|Int]]), [[SRD:Knowledge Skill|Knowledge]] (local) ([[SRD:Intelligence|Int]]), [[SRD:Listen Skill|Listen]] ([[SRD:Wisdom|Wis]]), Martial Lore<sup>[[Tome of Battle|ToB]]</sup> ([[SRD:Intelligence|Int]]), [[SRD:Move Silently Skill|Move Silently]] ([[SRD:Dexterity|Dex]]), [[SRD:Profession Skill|Profession]] ([[SRD:Wisdom|Wis]]), [[SRD:Search Skill|Search]] ([[SRD:Intelligence|Int]]), [[SRD:Sense Motive Skill|Sense Motive]] ([[SRD:Wisdom|Wis]]), [[SRD:Sleight of Hand Skill|Sleight Of Hand]] ([[SRD:Dexterity|Dex]]), [[SRD:Spot Skill|Spot]] ([[SRD:Wisdom|Wis]]), [[SRD:Swim Skill|Swim]] ([[SRD:Strength|Str]]), [[SRD:Tumble Skill|Tumble]] ([[SRD:Dexterity|Dex]]), [[SRD:Use Rope Skill|Use Rope]] ([[SRD:Dexterity|Dex]]).<br />
|}<br />
<br />
====Class Features====<br />
<br />
All of the following are class features of the martial artist.<br />
<br />
'''Weapon and Armor Proficiency:''' The martial artist is proficient with all [[SRD:Simple Weapon|simple]] weapons, as well as all [[SRD:Light Weapon|light]] or [[SRD:Double Weapon|double]] [[SRD:Martial Weapon|martial]] weapons. He may choose 2 [[SRD:Light Weapon|light]] or [[SRD:Double Weapon|double]] [[SRD:Exotic Weapon|exotic]] weapons to be proficient with at 1st level, and furthermore increases his ability with weapons as he trains. For the purpose of a martial artist's weapon proficiency, '[[SRD:Light Weapon|light weapon]]' extends to any weapon that qualifies for use with [[SRD:Weapon Finesse|Weapon Finesse]], even if that weapon is two-handed. At every three levels after 1st (4th, 7th, 10th, etc.), a martial artist may automatically become proficient with a new [[SRD:Light Weapon|light]] or [[SRD:Double Weapon|double]] weapon of his choosing. If that weapon is [[SRD:Exotic Weapon|exotic]], he gains [[SRD:Exotic Weapon Proficiency|Exotic Weapon Proficiency]] for the weapon for free.<br />
<br />
A martial artist is not proficient with any armor or shields.<br />
<br />
'''{{#anc:The Art of Fighting}}:''' A martial artist has a body trained to deliver quick and well-honed strikes, both with his weapons and his bare hands. He has the [[SRD:Weapon Finesse|Weapon Finesse]] and the [[SRD:Improved Unarmed Strike|Improved Unarmed Strike]] feat, and his [[SRD:Unarmed Strike|unarmed strikes]] do a base damage of 1d8 (or either 1d6 if the character is [[SRD:Small Size|Small]] or 2d6 if he is [[SRD:Large Size|Large]]). A martial artist’s attacks may be with either fist interchangeably or even from elbows, knees, and feet. This means that a martial artist may even make unarmed strikes with his hands full. There is no such thing as an off-hand attack for a martial artist striking either unarmed or with weapons. As such, if he uses a [[SRD:Two-Handed Weapon|two-handed weapon]] with which he is proficient, he adds twice his [[SRD:Strength|Strength]] modifier to damage rolls.<br />
<br />
A martial artist qualifies for [[SRD:Fighter|fighter]] feats as a fighter of four levels lower (for instance, allowing him to take [[SRD:Greater Weapon Focus|Greater Weapon Focus]] at 12th level).<br />
<br />
Usually a martial artist’s unarmed strikes deal lethal damage, but he can choose to deal nonlethal damage instead with no penalty on his attack roll. He has the same choice to deal lethal or nonlethal damage while grappling.<br />
<br />
'''{{#anc:Fighting Style}}:''' You begin your career in martial arts with knowledge of four [[Martial Arts Maneuvers|martial arts maneuvers]]. All different flows of martial arts (that is to say Active, Aggressive, Hard, Reactive, Soft and Tempered) are open to you. For more information on the particular 'flows', see [[#Martial Arts Maneuvers|Martial Arts Maneuvers]] below.<br />
<br />
Once you know a martial arts maneuver, you must ready it before you can use it (see [[#Maneuvers Readied|Maneuvers Readied]] below). A martial arts maneuver is always considered a [[SRD:Extraordinary Ability|extraordinary ability]]. Martial arts maneuvers are not affected by [[SRD:Spell Resistance|spell resistance]], and you do not provoke [[SRD:Attack of Opportunity|attacks of opportunity]] when you initiate one. You learn additional martial arts maneuvers at higher levels, as shown on [[#Table: The Martial Artist|Table: The Martial Artist]]. You must meet a martial arts maneuver's prerequisite to learn it. The table also shows the highest-level maneuvers you can learn.<br />
<br />
Upon reaching 4th level, and at every even-numbered martial artist level after that, 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 a 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. You can swap only a single maneuver at any given level.<br />
<br />
'''{{#anc:Maneuvers Readied}}:''' You can ready three of the martial arts maneuvers you know at 1st level. You ready your maneuvers by exercising for 5 minutes. The maneuvers you choose remain readied until you decide to exercise 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 practice, you can change your readied maneuvers.<br />
<br />
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 (until you recover them, as described below).<br />
<br />
You can recover all expended maneuvers with a single [[SRD:Swift Action|swift action]], which must be immediately followed in the same round with a melee attack or using a standard action to do nothing else in the round (such as executing a simple martial arts kata or a flourish with a weapon). You can not initiate a maneuver or change your stance while you are recovering your expended maneuvers, but you can remain in the stance in which you began your turn.<br />
<br />
Maneuvers are not like spells or powers, and are initiated rather than cast or activated. A martial artist has an ''initiator level'' equal to his class level.<br />
<br />
'''Stances Known:''' You begin play with knowledge of one 1st level stance from any flow of [[Martial Arts Maneuvers|martial arts]]. At 3rd, 7th, 11th, 15th and 19th 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 are currently using as a [[SRD:Swift Action|swift action]]. A stance always is an [[SRD:Extraordinary Ability|extraordinary ability]]. <br />
<br />
Unlike with maneuvers, you cannot learn a stance at higher levels in place of one you already know.<br />
<br />
'''{{#anc:AC Bonus}}:''' A martial artist has a highly developed personal defense. He adds his [[SRD:Intelligence|Intelligence]] bonus to [[SRD:Armor Class|Armor Class]]. In addition, the martial artist gains a ''defense bonus'' to [[SRD:Armor Class|AC]]. This defense bonus starts out at +1 at 2nd level, and increases by another +1 every three levels after that (+2 at 5th, +3 at 8th, +4 at 11th, and so on). <br />
<br />
'''{{#anc:Discipline}}:''' A martial artist gains his [[SRD:Intelligence|Intelligence]] bonus as a bonus to [[SRD:Concentration Skill|Concentration]] checks.<br />
<br />
'''{{#anc:Bonus Feat}}:''' A martial artist gains a bonus feat at 2nd, 5th, 8th, 13th and 17th levels. He may choose any of the feats from the following list, provided he meets the prerequisites: [[SRD:Combat Expertise|Combat Expertise]], [[SRD:Deflect Arrows|Deflect Arrows]], [[SRD:Dodge|Dodge]], [[SRD:Improved Disarm|Improved Disarm]], [[SRD:Improved Feint|Improved Feint]], [[SRD:Improved Grapple|Improved Grapple]], [[SRD:Improved Trip|Improved Trip]], [[SRD:Mobility|Mobility]], [[SRD:Snatch Arrows|Snatch Arrows]], [[SRD:Spring Attack|Spring Attack]], [[SRD:Weapon Focus|Weapon Focus]], [[SRD:Whirlwind Attack|Whirlwind Attack]], [[SRD:Improved Initiative|Improved Initiative]], [[SRD:Acrobatic|Acrobatic]], [[SRD:Acrobatic Attack|Acrobatic Attack]], [[SRD:Acrobatic Defense|Acrobatic Defense]], [[SRD:Combat Precision|Combat Precision]], [[SRD:Combat Reflexes|Combat Reflexes]].<br />
<br />
'''{{#anc:Evasion}} ([[SRD:Extraordinary Ability|Ex]]):''' At 3rd level or higher if a martial artist makes a successful [[SRD:Saving Throw#Reflex|Reflex]] saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if a martial artist is wearing [[SRD:Light Armor|light armor]] or no armor. A helpless martial artist does not gain the benefit of evasion.<br />
<br />
'''{{#anc:Flurry}} ([[SRD:Extraordinary Ability|Ex]]):''' At 4th level, when a martial artist fights either unarmed or interchangeably with [[SRD:Unarmed Strike|unarmed strike]] and one or more [[SRD:Light Weapon|light]], [[SRD:Double Weapon|double]] or [[SRD:Thrown Weapon|thrown]] weapons, he gains an extra attack as per the [[SRD:Two-Weapon Fighting|Two-Weapon Fighting]] feat. This attack can be either an unarmed strike, a melee attack or a thrown ranged attack. At 10th level, the martial artist's flurry gains a second extra attack, as per [[SRD:Improved Two-Weapon Fighting|Improved Two-Weapon Fighting]], and at 16th it gains a third attack, as per [[SRD:Greater Two-Weapon Fighting|Greater Two-Weapon Fighting]].<br />
<br />
'''{{#anc:Martial Defense}} ([[SRD:Extraordinary Ability|Ex]]):''' As a martial artist grows in skill, his self-defense becomes more advanced and eventually, almost physically and mentally reflex-intuitive. At 6th level, a martial artist gains a martial defense. Martial defense is the equivalent of [[SRD:Spell Resistance|spell resistance]] for maneuvers. A character that uses maneuvers (like the classes from [[Tome of Battle]], or other martial artists) must make an initiator level check against the martial artist's martial defense whenever he attempts a maneuver that specifically targets the martial artist. If the opponent fails this check, his maneuver fails to take effect (but he still deals normal damage if he beats the martial artist's [[SRD:Armor Class|AC]]). At first, this martial defense is 5 + class level. At 12th level, a martial artist's martial defense becomes 10 + class level. At 18th level, it becomes (and stays) 15 + class level.<br />
<br />
'''{{#anc:Improved Evasion}} ([[SRD:Extraordinary Ability|Ex]]):''' At 11th level, a martial artist’s evasion ability improves. He still takes no damage on a successful [[SRD:Saving Throw#Reflex|Reflex]] saving throw against attacks, but henceforth he takes only half damage on a failed save. A helpless martial artist does not gain the benefit of improved evasion.<br />
<br />
==={{#anc:Martial Arts Maneuvers}}===<br />
<br />
Maneuvers are the meat and bones of a martial artist's ability. A martial artist's fighting style consists of maneuvers that are divided up into techniques and stances. They often say that the fighting style defines the martial artist, and matures as the martial artist develops his skills. Martial arts maneuvers come in various shapes and sizes, and are divided into 5 levels. Higher level maneuvers are correspondingly more powerful than lower level maneuvers and are learned over time. A martial artist has a maximum number of techniques readied (see [[#Table: The Martial Artist|Table: The Martial Artist]].<br />
<br />
'''Techniques:''' A technique is a maneuver that is consciously activated during battle. Techniques are divided into action techniques and counter techniques. Action technique include attacks, movements and boosts and are always activated during the martial artist's turn. Attack actions require a [[SRD:Standard Actions|standard action]] to initiate unless their description says otherwise, whereas Movement and Boost actions usually require a [[SRD:Move Actions|move action]]. Counter techniques are always [[SRD:Immediate Actions|immediate actions]], that can be activated in response to actions taken by an opponent. A martial artist can employ a maximum of one action technique and one counter technique per round.<br />
<br />
'''Stances:''' A stance is not so much a maneuver, but rather a position or a range of positions your body gets into in order to better focus its power or abilities. Stances have no fixed duration and can remain active for lengthy periods of time, although certain stances are dropped when you take specific actions. Assuming or switching stances requires a [[SRD:Swift Actions|swift action]].<br />
<br />
====Flows====<br />
<br />
Martial arts techniques are divided into several substrata called flows. A martial artist naturally possesses certain personality traits, and as such he is limited to a small number of styles and philosophies to convert into fighting skill. Certain flows focus on dealing massive damage and crippling the opponent, whether others seek to be more reactive or attempt to strike more surgically. Flows come in opposites. All six of these flows are open to the martial artist, but focusing on specific flows for his fighting style nets the martial artist bonuses in and out of combat. Furthermore, focusing on one or two of the six flows will allow the martial artist to better qualify for the most powerful 5th level maneuvers at high levels.<br />
<br />
'''Hard / Soft:''' Hard flow focuses the power of the body outward, culminating it in powerful strikes that damage the enemy. Hard flow is associated with the fist, and superficial damage. On the other hand, soft flow focuses the power of the body inward. Soft flow is associated with the palm, and internal damage.<br />
<br />
'''Aggressive / Tempered:''' Aggressive flow focuses on unrelenting assault, often attempting to overwhelm the enemy by denying him the time to recover. Aggressive flow contains relatively many boost action techniques. Tempered flow is more patient, focusing on moving as little as possible, or making as few attacks as possible with the greatest possible effect.<br />
<br />
'''Active / Reactive:''' These two opposed flows both deal with taking charge of the battlefield. Active flow signifies action before reaction, and deals with taking the initiative to strike effectively and with conquering the opponent through those means. Reactive flow prefers to let the enemy act first, and deals with allowing you to react accordingly.<br />
<br />
===Martial Arts Maneuvers===<br />
<br />
You will find a comprehensive collection of the martial artist's maneuvers '''[[Martial Arts Maneuvers|here]]'''. Every list entry contains the following.<br />
<br />
''Note:'' Only a fraction of the overall maneuvers are finished. In the end, I wish to end up with about 120 maneuvers in all, with slightly fewer high level maneuvers than low level ones. All of the six flows will be roughly equal in variety by that time. If you have special ideas for maneuvers, please let me know ''':)'''. If you feel like making up maneuvers by (or for) yourself, you can of course use this preload.<br />
<br />
<div style="text-align: left; width: 24.75em; margin: 2em;"><br />
<inputbox><br />
type=create<br />
break=no<br />
buttonlabel=Create New Martial Arts Maneuver<br />
default=MyManeuver (Martial Arts Maneuver)<br />
preload=Martial Arts Maneuver Preload<br />
</inputbox><br />
</div> <br />
<br />
=====Name===== <br />
<br />
The name of the maneuver.<br />
<br />
=====Descriptive Blurb=====<br />
<br />
A cursively lettered description of flavour. Serves no purpose other than to make it look a little nice.<br />
<br />
=====Level=====<br />
<br />
Determines the level of the maneuver and the flow it belongs to. Possibilities are Hard, Soft, Aggressive, Tempered, Active or Reactive, followed by the level of the maneuver (ranging from 1 to 5). ''Example:'' Active 3.<br />
<br />
=====Type=====<br />
<br />
Determines what kind of maneuver it is. Possibilities are Action, Counter and Stance. In the case of Action, there may be descriptors detailing the type of technique, such as Attack, Movement or Boost, which are added in parentheses. ''Example:'' Action (Boost).<br />
<br />
=====Prerequisites=====<br />
<br />
Certain maneuvers have prerequisites. These prerequisites most often come in the shape of a fixed number of maneuvers of a certain kind.<br />
<br />
=====Description=====<br />
<br />
Explains the effect of the maneuver.<br />
<br />
<br />
<br />
----<br />
{{DnD Base Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:User Sulacu]]<br />
[[Category:Class]]<br />
[[Category:Base Class]]<br />
[[Category:Combat-Focused]]</div>173.245.56.215https://www.dandwiki.com/w/index.php?title=Martial_Artist_(3.5e_Class)&diff=576285Martial Artist (3.5e Class)2012-06-04T03:08:38Z<p>173.245.56.215: /* Making a Martial Artist */</p>
<hr />
<div>{{DnD Base Class Infobox<br />
|img=<br />
|imgloc=<br />
|imgsize=<br />
|imgcaption=<br />
|rating_power=<br />
|raters_power=<br />
|rating_wording=<br />
|raters_wording=<br />
|rating_formatting=<br />
|raters_formatting=<br />
|rating_flavor=<br />
|raters_flavor=<br />
|status=Just starting<br />
|editing=<br />
|type=Combat-Focused<br />
|desc=A master of the honed art of fighting.<br />
}}<br />
<br />
==Martial Artist==<br />
<br />
A martial artist is a person that has taken the training and conditioning of his body and mind to the greatest attainable heights. Through honing and steeling himself, he has gained prowess in the art of fighting that other characters cannot fathom. Martial artists fight unarmed or with a simple assortment of efficient weapons that aid them in battle<br />
<br />
===Making a Martial Artist===<br />
<br />
Martial artists are strong, conditioned, agile and adaptive, and have a great many skills. On the field of battle, they are difficult to outwit or outmaneuver, but most of a martial artist's skill is geared towards close or mid-range battle.<br />
<br />
'''Abilities:''' Mastering martial arts requires a healthy body, a versatile, skillful mind, but most of all agility and insight. The most important ability scores for a martial artist are [[SRD:Dexterity|Dexterity]] and [[SRD:Intelligence|Intelligence]]. [[SRD:Strength|Strength]] and [[SRD:Constitution|Constitution]] provide much-needed durability and power to the martial artist's fighting arsenal.<br />
<br />
'''Races:''' True martial artists in any fashion are reasonably rare. Most races instinctively prefer things that they can see over things that they can't, and it is natural for those races to rely overmuch on such superficial things like physical strength. Even humans, one of the most versatile of races, much sooner become [[SRD:Fighter|fighters]] or [[SRD:Barbarian|barbarians]]. Still, in cultures influenced by centuries of war, or that are open to the metaphysical and possess opportunities for physical and spiritual enlightenment, the path of martial arts exist.<br />
<br />
'''Alignment:''' Any. Martial artists are not monks. Some follow the tenets of the dojo where they train, and yet others abide by their own code. Martial artists are as varied as the reasons for which they've taken up their art.<br />
<br />
'''Starting Gold:''' 2d4&times;10 gp (50 gp).<br />
<br />
'''[[SRD:Race Descriptions#Starting Age|Starting Age]]:''' As [[rogue]].<br />
<br />
{| class="{{d20}}"<br />
|+<br />
<div>{{#anc:Table: The Martial Artist}}</div><br />
Hit Dice: d8<br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s<br />
! rowspan="2" | Special<br />
! colspan="4" | [[#Fighting Style|Fighting Style]]<br />
|-<br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]] || [[#Techniques|Techniques<br/>Known]] || [[#Techniques|Techniques<br/>Readied]] || [[#Stances|Stances<br/> Known]] || Max. Maneuver<br/> Level<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st|| class="left" | +1 || +2 || +2 || +2<br />
| class="left" | [[#AC Bonus|AC Bonus]], [[#Discipline|Discipline]] ([[SRD:Concentration Skill|Concentration]]), [[#The Art of Fighting|The Art of Fighting]]<br />
| 3 || 3 || 1 || 1st<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd|| class="left" | +2 || +3 || +3 || +3<br />
| class="left" | [[#Bonus Feat|Bonus Feat]] <br />
| 4 || 3 || 1 || 1st<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd|| class="left" | +3 || +3 || +3 || +3<br />
| class="left" | [[#Evasion|Evasion]]<br />
| 5 || 3 || 2 || 1st<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th||class="left" | +4 || +4 || +4 || +4<br />
| class="left" | [[#Flurry|Flurry]]<br />
| 6 || 4 || 2 || 1st<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th||class="left" | +5 || +4 || +4 || +4<br />
| class="left" | [[#Bonus Feat|Bonus Feat]] <br />
| 6 || 4 || 2 || 2nd<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|6th||class="left" | +6/+1 || +5 || +5 || +5<br />
| class="left" | [[#Martial Defense|Martial Defense]]<br />
| 7 || 4 || 2 || 2nd<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|7th||class="left" | +7/+2 || +5 || +5 || +5<br />
| class="left" | <br />
| 8 || 4 || 3 || 2nd<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|8th||class="left" | +8/+3 || +6 || +6 || +6<br />
| class="left" | [[#Bonus Feat|Bonus Feat]]<br />
| 9 || 5 || 3 || 2nd<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|9th||class="left" | +9/+4 || +6 || +6 || +6<br />
| class="left" | <br />
| 9 || 5 || 3 || 3rd<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|10th||class="left" | +10/+5 || +7 || +7 || +7<br />
| class="left" | [[#Greater Flurry|Greater Flurry]]<br />
| 10 || 5 || 3 || 3rd<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|11th||class="left" | +11/+6/+1 || +7 || +7 || +7<br />
| class="left" | [[#Improved Evasion|Improved Evasion]]<br />
| 11 || 5 || 4 || 3rd<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|12th||class="left" | +12/+7/+2 || +8 || +8 || +8<br />
| class="left" | [[#Martial Defense|Improved Martial Defense]]<br />
| 12 || 6 || 4 || 3rd<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|13th||class="left" | +13/+8/+3 || +8 || +8 || +8<br />
| class="left" | [[#Bonus Feat|Bonus Feat]]<br />
| 12 || 6 || 4 || 4th<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|14th||class="left" | +14/+9/+4 || +9 || +9 || +9<br />
| class="left" | <br />
| 13 || 6 || 4 || 4th<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|15th||class="left" | +15/+10/+5 || +9 || +9 || +9<br />
| class="left" | <br />
| 14 || 6 || 5 || 4th<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|16th||class="left" | +16/+11/+6/+1 || +10 || +10 || +10<br />
| class="left" | [[#Master Flurry|Master Flurry]]<br />
| 15 || 7 || 5 || 4th<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|17th||class="left" | +17/+12/+7/+2 || +10 || +10 || +10<br />
| class="left" | [[#Bonus Feat|Bonus Feat]]<br />
| 15 || 7 || 5 || 5th<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|18th||class="left" | +18/+13/+8/+3 || +11 || +11 || +11<br />
| class="left" | [[#Martial Defense|Greater Martial Defense]]<br />
| 16 || 7 || 5 || 5th<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|19th||class="left" | +19/+14/+9/+4 || +11 || +11 || +11<br />
| class="left" | <br />
| 17 || 7 || 6 || 5th<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|20th||class="left" | +20/+15/+10/+5 || +12 || +12 || +12<br />
| class="left" | <br />
| 18 || 8 || 6 || 5th<br />
|-<br />
| colspan="42" class="skill" |<br />
'''Class Skills (4 + [[SRD:Intelligence|Int]] modifier per level, &times;4 at 1st level)'''<br/><br />
Acrobatics ([[SRD:Dexterity|Dex]]), [[SRD:Balance Skill|Balance]] ([[SRD:Dexterity|Dex]]), [[SRD:Bluff Skill|Bluff]] ([[SRD:Charisma|Cha]]), [[SRD:Climb Skill|Climb]] ([[SRD:Strength|Str]]), [[SRD:Concentration Skill|Concentration]] ([[SRD:Constitution|Con]]), [[SRD:Craft Skill|Craft]] ([[SRD:Intelligence|Int]]), [[SRD:Escape Artist Skill|Escape Artist]] ([[SRD:Dexterity|Dex]]), [[SRD:Hide Skill|Hide]] ([[SRD:Dexterity|Dex]]), [[SRD:Jump Skill|Jump]] ([[SRD:Strength|Str]]), [[SRD:Knowledge Skill|Knowledge]] (history) ([[SRD:Intelligence|Int]]), [[SRD:Knowledge Skill|Knowledge]] (local) ([[SRD:Intelligence|Int]]), [[SRD:Listen Skill|Listen]] ([[SRD:Wisdom|Wis]]), Martial Lore<sup>[[Tome of Battle|ToB]]</sup> ([[SRD:Intelligence|Int]]), [[SRD:Move Silently Skill|Move Silently]] ([[SRD:Dexterity|Dex]]), [[SRD:Profession Skill|Profession]] ([[SRD:Wisdom|Wis]]), [[SRD:Search Skill|Search]] ([[SRD:Intelligence|Int]]), [[SRD:Sense Motive Skill|Sense Motive]] ([[SRD:Wisdom|Wis]]), [[SRD:Sleight of Hand Skill|Sleight Of Hand]] ([[SRD:Dexterity|Dex]]), [[SRD:Spot Skill|Spot]] ([[SRD:Wisdom|Wis]]), [[SRD:Swim Skill|Swim]] ([[SRD:Strength|Str]]), [[SRD:Tumble Skill|Tumble]] ([[SRD:Dexterity|Dex]]), [[SRD:Use Rope Skill|Use Rope]] ([[SRD:Dexterity|Dex]]).<br />
|}<br />
<br />
====Class Features====<br />
<br />
All of the following are class features of the martial artist.<br />
<br />
'''Weapon and Armor Proficiency:''' The martial artist is proficient with all [[SRD:Simple Weapon|simple]] weapons, as well as all [[SRD:Light Weapon|light]] or [[SRD:Double Weapon|double]] [[SRD:Martial Weapon|martial]] weapons. He may choose 2 [[SRD:Light Weapon|light]] or [[SRD:Double Weapon|double]] [[SRD:Exotic Weapon|exotic]] weapons to be proficient with at 1st level, and furthermore increases his ability with weapons as he trains. For the purpose of a martial artist's weapon proficiency, '[[SRD:Light Weapon|light weapon]]' extends to any weapon that qualifies for use with [[SRD:Weapon Finesse|Weapon Finesse]], even if that weapon is two-handed. At every three levels after 1st (4th, 7th, 10th, etc.), a martial artist may automatically become proficient with a new [[SRD:Light Weapon|light]] or [[SRD:Double Weapon|double]] weapon of his choosing. If that weapon is [[SRD:Exotic Weapon|exotic]], he gains [[SRD:Exotic Weapon Proficiency|Exotic Weapon Proficiency]] for the weapon for free.<br />
<br />
A martial artist is not proficient with any armor or shields.<br />
<br />
'''{{#anc:The Art of Fighting}}:''' A martial artist has a body trained to deliver quick and well-honed strikes, both with his weapons and his bare hands. He has the [[SRD:Weapon Finesse|Weapon Finesse]] and the [[SRD:Improved Unarmed Strike|Improved Unarmed Strike]] feat, and his [[SRD:Unarmed Strike|unarmed strikes]] do a base damage of 1d8 (or either 1d6 if the character is [[SRD:Small Size|Small]] or 2d6 if he is [[SRD:Large Size|Large]]). A martial artist’s attacks may be with either fist interchangeably or even from elbows, knees, and feet. This means that a martial artist may even make unarmed strikes with his hands full. There is no such thing as an off-hand attack for a martial artist striking either unarmed or with weapons. As such, if he uses a [[SRD:Two-Handed Weapon|two-handed weapon]] with which he is proficient, he adds twice his [[SRD:Strength|Strength]] modifier to damage rolls.<br />
<br />
A martial artist qualifies for [[SRD:Fighter|fighter]] feats as a fighter of four levels lower (for instance, allowing him to take [[SRD:Greater Weapon Focus|Greater Weapon Focus]] at 12th level).<br />
<br />
Usually a martial artist’s unarmed strikes deal lethal damage, but he can choose to deal nonlethal damage instead with no penalty on his attack roll. He has the same choice to deal lethal or nonlethal damage while grappling.<br />
<br />
'''{{#anc:Fighting Style}}:''' You begin your career in martial arts with knowledge of four [[Martial Arts Maneuvers|martial arts maneuvers]]. All different flows of martial arts (that is to say Active, Aggressive, Hard, Reactive, Soft and Tempered) are open to you. For more information on the particular 'flows', see [[#Martial Arts Maneuvers|Martial Arts Maneuvers]] below.<br />
<br />
Once you know a martial arts maneuver, you must ready it before you can use it (see [[#Maneuvers Readied|Maneuvers Readied]] below). A martial arts maneuver is always considered a [[SRD:Extraordinary Ability|extraordinary ability]]. Martial arts maneuvers are not affected by [[SRD:Spell Resistance|spell resistance]], and you do not provoke [[SRD:Attack of Opportunity|attacks of opportunity]] when you initiate one. You learn additional martial arts maneuvers at higher levels, as shown on [[#Table: The Martial Artist|Table: The Martial Artist]]. You must meet a martial arts maneuver's prerequisite to learn it. The table also shows the highest-level maneuvers you can learn.<br />
<br />
Upon reaching 4th level, and at every even-numbered martial artist level after that, 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 a 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. You can swap only a single maneuver at any given level.<br />
<br />
'''{{#anc:Maneuvers Readied}}:''' You can ready three of the martial arts maneuvers you know at 1st level. You ready your maneuvers by exercising for 5 minutes. The maneuvers you choose remain readied until you decide to exercise 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 practice, you can change your readied maneuvers.<br />
<br />
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 (until you recover them, as described below).<br />
<br />
You can recover all expended maneuvers with a single [[SRD:Swift Action|swift action]], which must be immediately followed in the same round with a melee attack or using a standard action to do nothing else in the round (such as executing a simple martial arts kata or a flourish with a weapon). You can not initiate a maneuver or change your stance while you are recovering your expended maneuvers, but you can remain in the stance in which you began your turn.<br />
<br />
Maneuvers are not like spells or powers, and are initiated rather than cast or activated. A martial artist has an ''initiator level'' equal to his class level.<br />
<br />
'''Stances Known:''' You begin play with knowledge of one 1st level stance from any flow of [[Martial Arts Maneuvers|martial arts]]. At 3rd, 7th, 11th, 15th and 19th 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 are currently using as a [[SRD:Swift Action|swift action]]. A stance always is an [[SRD:Extraordinary Ability|extraordinary ability]]. <br />
<br />
Unlike with maneuvers, you cannot learn a stance at higher levels in place of one you already know.<br />
<br />
'''{{#anc:AC Bonus}}:''' A martial artist has a highly developed personal defense. He adds his [[SRD:Intelligence|Intelligence]] bonus to [[SRD:Armor Class|Armor Class]]. In addition, the martial artist gains a ''defense bonus'' to [[SRD:Armor Class|AC]]. This defense bonus starts out at +1 at 2nd level, and increases by another +1 every three levels after that (+2 at 5th, +3 at 8th, +4 at 11th, and so on). <br />
<br />
'''{{#anc:Discipline}}:''' A martial artist gains his [[SRD:Intelligence|Intelligence]] bonus as a bonus to [[SRD:Concentration Skill|Concentration]] checks.<br />
<br />
'''{{#anc:Bonus Feat}}:''' A martial artist gains a bonus feat at 2nd, 5th, 8th, 13th and 17th levels. He may choose any of the feats from the following list, provided he meets the prerequisites: [[SRD:Combat Expertise|Combat Expertise]], [[SRD:Deflect Arrows|Deflect Arrows]], [[SRD:Dodge|Dodge]], [[SRD:Improved Disarm|Improved Disarm]], [[SRD:Improved Feint|Improved Feint]], [[SRD:Improved Grapple|Improved Grapple]], [[SRD:Improved Trip|Improved Trip]], [[SRD:Mobility|Mobility]], [[SRD:Snatch Arrows|Snatch Arrows]], [[SRD:Spring Attack|Spring Attack]], [[SRD:Weapon Focus|Weapon Focus]], [[SRD:Whirlwind Attack|Whirlwind Attack]].<br />
<br />
'''{{#anc:Evasion}} ([[SRD:Extraordinary Ability|Ex]]):''' At 3rd level or higher if a martial artist makes a successful [[SRD:Saving Throw#Reflex|Reflex]] saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if a martial artist is wearing [[SRD:Light Armor|light armor]] or no armor. A helpless martial artist does not gain the benefit of evasion.<br />
<br />
'''{{#anc:Flurry}} ([[SRD:Extraordinary Ability|Ex]]):''' At 4th level, when a martial artist fights either unarmed or interchangeably with [[SRD:Unarmed Strike|unarmed strike]] and one or more [[SRD:Light Weapon|light]], [[SRD:Double Weapon|double]] or [[SRD:Thrown Weapon|thrown]] weapons, he gains an extra attack as per the [[SRD:Two-Weapon Fighting|Two-Weapon Fighting]] feat. This attack can be either an unarmed strike, a melee attack or a thrown ranged attack. At 10th level, the martial artist's flurry gains a second extra attack, as per [[SRD:Improved Two-Weapon Fighting|Improved Two-Weapon Fighting]], and at 16th it gains a third attack, as per [[SRD:Greater Two-Weapon Fighting|Greater Two-Weapon Fighting]].<br />
<br />
'''{{#anc:Martial Defense}} ([[SRD:Extraordinary Ability|Ex]]):''' As a martial artist grows in skill, his self-defense becomes more advanced and eventually, almost physically and mentally reflex-intuitive. At 6th level, a martial artist gains a martial defense. Martial defense is the equivalent of [[SRD:Spell Resistance|spell resistance]] for maneuvers. A character that uses maneuvers (like the classes from [[Tome of Battle]], or other martial artists) must make an initiator level check against the martial artist's martial defense whenever he attempts a maneuver that specifically targets the martial artist. If the opponent fails this check, his maneuver fails to take effect (but he still deals normal damage if he beats the martial artist's [[SRD:Armor Class|AC]]). At first, this martial defense is 5 + class level. At 12th level, a martial artist's martial defense becomes 10 + class level. At 18th level, it becomes (and stays) 15 + class level.<br />
<br />
'''{{#anc:Improved Evasion}} ([[SRD:Extraordinary Ability|Ex]]):''' At 11th level, a martial artist’s evasion ability improves. He still takes no damage on a successful [[SRD:Saving Throw#Reflex|Reflex]] saving throw against attacks, but henceforth he takes only half damage on a failed save. A helpless martial artist does not gain the benefit of improved evasion.<br />
<br />
==={{#anc:Martial Arts Maneuvers}}===<br />
<br />
Maneuvers are the meat and bones of a martial artist's ability. A martial artist's fighting style consists of maneuvers that are divided up into techniques and stances. They often say that the fighting style defines the martial artist, and matures as the martial artist develops his skills. Martial arts maneuvers come in various shapes and sizes, and are divided into 5 levels. Higher level maneuvers are correspondingly more powerful than lower level maneuvers and are learned over time. A martial artist has a maximum number of techniques readied (see [[#Table: The Martial Artist|Table: The Martial Artist]].<br />
<br />
'''Techniques:''' A technique is a maneuver that is consciously activated during battle. Techniques are divided into action techniques and counter techniques. Action technique include attacks, movements and boosts and are always activated during the martial artist's turn. Attack actions require a [[SRD:Standard Actions|standard action]] to initiate unless their description says otherwise, whereas Movement and Boost actions usually require a [[SRD:Move Actions|move action]]. Counter techniques are always [[SRD:Immediate Actions|immediate actions]], that can be activated in response to actions taken by an opponent. A martial artist can employ a maximum of one action technique and one counter technique per round.<br />
<br />
'''Stances:''' A stance is not so much a maneuver, but rather a position or a range of positions your body gets into in order to better focus its power or abilities. Stances have no fixed duration and can remain active for lengthy periods of time, although certain stances are dropped when you take specific actions. Assuming or switching stances requires a [[SRD:Swift Actions|swift action]].<br />
<br />
====Flows====<br />
<br />
Martial arts techniques are divided into several substrata called flows. A martial artist naturally possesses certain personality traits, and as such he is limited to a small number of styles and philosophies to convert into fighting skill. Certain flows focus on dealing massive damage and crippling the opponent, whether others seek to be more reactive or attempt to strike more surgically. Flows come in opposites. All six of these flows are open to the martial artist, but focusing on specific flows for his fighting style nets the martial artist bonuses in and out of combat. Furthermore, focusing on one or two of the six flows will allow the martial artist to better qualify for the most powerful 5th level maneuvers at high levels.<br />
<br />
'''Hard / Soft:''' Hard flow focuses the power of the body outward, culminating it in powerful strikes that damage the enemy. Hard flow is associated with the fist, and superficial damage. On the other hand, soft flow focuses the power of the body inward. Soft flow is associated with the palm, and internal damage.<br />
<br />
'''Aggressive / Tempered:''' Aggressive flow focuses on unrelenting assault, often attempting to overwhelm the enemy by denying him the time to recover. Aggressive flow contains relatively many boost action techniques. Tempered flow is more patient, focusing on moving as little as possible, or making as few attacks as possible with the greatest possible effect.<br />
<br />
'''Active / Reactive:''' These two opposed flows both deal with taking charge of the battlefield. Active flow signifies action before reaction, and deals with taking the initiative to strike effectively and with conquering the opponent through those means. Reactive flow prefers to let the enemy act first, and deals with allowing you to react accordingly.<br />
<br />
===Martial Arts Maneuvers===<br />
<br />
You will find a comprehensive collection of the martial artist's maneuvers '''[[Martial Arts Maneuvers|here]]'''. Every list entry contains the following.<br />
<br />
''Note:'' Only a fraction of the overall maneuvers are finished. In the end, I wish to end up with about 120 maneuvers in all, with slightly fewer high level maneuvers than low level ones. All of the six flows will be roughly equal in variety by that time. If you have special ideas for maneuvers, please let me know ''':)'''. If you feel like making up maneuvers by (or for) yourself, you can of course use this preload.<br />
<br />
<div style="text-align: left; width: 24.75em; margin: 2em;"><br />
<inputbox><br />
type=create<br />
break=no<br />
buttonlabel=Create New Martial Arts Maneuver<br />
default=MyManeuver (Martial Arts Maneuver)<br />
preload=Martial Arts Maneuver Preload<br />
</inputbox><br />
</div> <br />
<br />
=====Name===== <br />
<br />
The name of the maneuver.<br />
<br />
=====Descriptive Blurb=====<br />
<br />
A cursively lettered description of flavour. Serves no purpose other than to make it look a little nice.<br />
<br />
=====Level=====<br />
<br />
Determines the level of the maneuver and the flow it belongs to. Possibilities are Hard, Soft, Aggressive, Tempered, Active or Reactive, followed by the level of the maneuver (ranging from 1 to 5). ''Example:'' Active 3.<br />
<br />
=====Type=====<br />
<br />
Determines what kind of maneuver it is. Possibilities are Action, Counter and Stance. In the case of Action, there may be descriptors detailing the type of technique, such as Attack, Movement or Boost, which are added in parentheses. ''Example:'' Action (Boost).<br />
<br />
=====Prerequisites=====<br />
<br />
Certain maneuvers have prerequisites. These prerequisites most often come in the shape of a fixed number of maneuvers of a certain kind.<br />
<br />
=====Description=====<br />
<br />
Explains the effect of the maneuver.<br />
<br />
<br />
<br />
----<br />
{{DnD Base Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:User Sulacu]]<br />
[[Category:Class]]<br />
[[Category:Base Class]]<br />
[[Category:Combat-Focused]]</div>173.245.56.215https://www.dandwiki.com/w/index.php?title=Martial_Artist_(3.5e_Class)&diff=576282Martial Artist (3.5e Class)2012-06-04T02:45:53Z<p>173.245.56.215: /* Making a Martial Artist */</p>
<hr />
<div>{{DnD Base Class Infobox<br />
|img=<br />
|imgloc=<br />
|imgsize=<br />
|imgcaption=<br />
|rating_power=<br />
|raters_power=<br />
|rating_wording=<br />
|raters_wording=<br />
|rating_formatting=<br />
|raters_formatting=<br />
|rating_flavor=<br />
|raters_flavor=<br />
|status=Just starting<br />
|editing=<br />
|type=Combat-Focused<br />
|desc=A master of the honed art of fighting.<br />
}}<br />
<br />
==Martial Artist==<br />
<br />
A martial artist is a person that has taken the training and conditioning of his body and mind to the greatest attainable heights. Through honing and steeling himself, he has gained prowess in the art of fighting that other characters cannot fathom. Martial artists fight unarmed or with a simple assortment of efficient weapons that aid them in battle<br />
<br />
===Making a Martial Artist===<br />
<br />
Martial artists are strong, conditioned, agile and adaptive, and have a great many skills. On the field of battle, they are difficult to outwit or outmaneuver, but most of a martial artist's skill is geared towards close or mid-range battle.<br />
<br />
'''Abilities:''' Mastering martial arts requires a healthy body, a versatile, skillful mind, but most of all agility and insight. The most important ability scores for a martial artist are [[SRD:Dexterity|Dexterity]] and [[SRD:Intelligence|Intelligence]]. [[SRD:Strength|Strength]] and [[SRD:Constitution|Constitution]] provide much-needed durability and power to the martial artist's fighting arsenal.<br />
<br />
'''Races:''' True martial artists in any fashion are reasonably rare. Most races instinctively prefer things that they can see over things that they can't, and it is natural for those races to rely overmuch on such superficial things like physical strength. Even humans, one of the most versatile of races, much sooner become [[SRD:Fighter|fighters]] or [[SRD:Barbarian|barbarians]]. Still, in cultures influenced by centuries of war, or that are open to the metaphysical and possess opportunities for physical and spiritual enlightenment, the path of martial arts exist.<br />
<br />
'''Alignment:''' Any. Martial artists are not monks. Some follow the tenets of the dojo where they train, and yet others abide by their own code. Martial artists are as varied as the reasons for which they've taken up their art.<br />
<br />
'''Starting Gold:''' 2d4&times;10 gp (50 gp).<br />
<br />
'''[[SRD:Race Descriptions#Starting Age|Starting Age]]:''' As [[rogue]].<br />
<br />
{| class="{{d20}}"<br />
|+<br />
<div>{{#anc:Table: The Martial Artist}}</div><br />
Hit Dice: d8<br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s<br />
! rowspan="2" | Special<br />
! colspan="4" | [[#Fighting Style|Fighting Style]]<br />
|-<br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]] || [[#Techniques|Techniques<br/>Known]] || [[#Techniques|Techniques<br/>Readied]] || [[#Stances|Stances<br/> Known]] || Max. Maneuver<br/> Level<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st|| class="left" | +1 || +2 || +2 || +2<br />
| class="left" | [[#AC Bonus|AC Bonus]], [[#Discipline|Discipline]] ([[SRD:Concentration Skill|Concentration]]), [[#The Art of Fighting|The Art of Fighting]]<br />
| 3 || 3 || 1 || 1st<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd|| class="left" | +2 || +3 || +3 || +3<br />
| class="left" | [[#Bonus Feat|Bonus Feat]] <br />
| 4 || 3 || 1 || 1st<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd|| class="left" | +3 || +3 || +3 || +3<br />
| class="left" | [[#Evasion|Evasion]]<br />
| 5 || 3 || 2 || 1st<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th||class="left" | +4 || +4 || +4 || +4<br />
| class="left" | [[#Flurry|Flurry]]<br />
| 6 || 4 || 2 || 1st<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th||class="left" | +5 || +4 || +4 || +4<br />
| class="left" | [[#Bonus Feat|Bonus Feat]] <br />
| 6 || 4 || 2 || 2nd<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|6th||class="left" | +6/+1 || +5 || +5 || +5<br />
| class="left" | [[#Martial Defense|Martial Defense]]<br />
| 7 || 4 || 2 || 2nd<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|7th||class="left" | +7/+2 || +5 || +5 || +5<br />
| class="left" | <br />
| 8 || 4 || 3 || 2nd<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|8th||class="left" | +8/+3 || +6 || +6 || +6<br />
| class="left" | [[#Bonus Feat|Bonus Feat]]<br />
| 9 || 5 || 3 || 2nd<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|9th||class="left" | +9/+4 || +6 || +6 || +6<br />
| class="left" | [[#Bonus Feat|Bonus Feat]]<br />
| 9 || 5 || 3 || 3rd<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|10th||class="left" | +10/+5 || +7 || +7 || +7<br />
| class="left" | [[#Greater Flurry|Greater Flurry]]<br />
| 10 || 5 || 3 || 3rd<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|11th||class="left" | +11/+6/+1 || +7 || +7 || +7<br />
| class="left" | [[#Improved Evasion|Improved Evasion]]<br />
| 11 || 5 || 4 || 3rd<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|12th||class="left" | +12/+7/+2 || +8 || +8 || +8<br />
| class="left" | [[#Martial Defense|Improved Martial Defense]]<br />
| 12 || 6 || 4 || 3rd<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|13th||class="left" | +13/+8/+3 || +8 || +8 || +8<br />
| class="left" | [[#Bonus Feat|Bonus Feat]]<br />
| 12 || 6 || 4 || 4th<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|14th||class="left" | +14/+9/+4 || +9 || +9 || +9<br />
| class="left" | <br />
| 13 || 6 || 4 || 4th<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|15th||class="left" | +15/+10/+5 || +9 || +9 || +9<br />
| class="left" | <br />
| 14 || 6 || 5 || 4th<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|16th||class="left" | +16/+11/+6/+1 || +10 || +10 || +10<br />
| class="left" | [[#Master Flurry|Master Flurry]]<br />
| 15 || 7 || 5 || 4th<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|17th||class="left" | +17/+12/+7/+2 || +10 || +10 || +10<br />
| class="left" | [[#Bonus Feat|Bonus Feat]]<br />
| 15 || 7 || 5 || 5th<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|18th||class="left" | +18/+13/+8/+3 || +11 || +11 || +11<br />
| class="left" | [[#Martial Defense|Greater Martial Defense]]<br />
| 16 || 7 || 5 || 5th<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|19th||class="left" | +19/+14/+9/+4 || +11 || +11 || +11<br />
| class="left" | <br />
| 17 || 7 || 6 || 5th<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|20th||class="left" | +20/+15/+10/+5 || +12 || +12 || +12<br />
| class="left" | <br />
| 18 || 8 || 6 || 5th<br />
|-<br />
| colspan="42" class="skill" |<br />
'''Class Skills (4 + [[SRD:Intelligence|Int]] modifier per level, &times;4 at 1st level)'''<br/><br />
[[SRD:Acrobatics Skill|Acrobatics]] ([[SRD:Dexterity|Dex]]), [[SRD:Balance Skill|Balance]] ([[SRD:Dexterity|Dex]]), [[SRD:Bluff Skill|Bluff]] ([[SRD:Charisma|Cha]]), [[SRD:Climb Skill|Climb]] ([[SRD:Strength|Str]]), [[SRD:Concentration Skill|Concentration]] ([[SRD:Constitution|Con]]), [[SRD:Craft Skill|Craft]] ([[SRD:Intelligence|Int]]), [[SRD:Escape Artist Skill|Escape Artist]] ([[SRD:Dexterity|Dex]]), [[SRD:Hide Skill|Hide]] ([[SRD:Dexterity|Dex]]), [[SRD:Jump Skill|Jump]] ([[SRD:Strength|Str]]), [[SRD:Knowledge Skill|Knowledge]] (history) ([[SRD:Intelligence|Int]]), [[SRD:Knowledge Skill|Knowledge]] (local) ([[SRD:Intelligence|Int]]), [[SRD:Listen Skill|Listen]] ([[SRD:Wisdom|Wis]]), Martial Lore<sup>[[Tome of Battle|ToB]]</sup> ([[SRD:Intelligence|Int]]), [[SRD:Move Silently Skill|Move Silently]] ([[SRD:Dexterity|Dex]]), [[SRD:Profession Skill|Profession]] ([[SRD:Wisdom|Wis]]), [[SRD:Search Skill|Search]] ([[SRD:Intelligence|Int]]), [[SRD:Sense Motive Skill|Sense Motive]] ([[SRD:Wisdom|Wis]]), [[SRD:Sleight of Hand Skill|Sleight Of Hand]] ([[SRD:Dexterity|Dex]]), [[SRD:Spot Skill|Spot]] ([[SRD:Wisdom|Wis]]), [[SRD:Swim Skill|Swim]] ([[SRD:Strength|Str]]), [[SRD:Tumble Skill|Tumble]] ([[SRD:Dexterity|Dex]]), [[SRD:Use Rope Skill|Use Rope]] ([[SRD:Dexterity|Dex]]).<br />
|}<br />
<br />
====Class Features====<br />
<br />
All of the following are class features of the martial artist.<br />
<br />
'''Weapon and Armor Proficiency:''' The martial artist is proficient with all [[SRD:Simple Weapon|simple]] weapons, as well as all [[SRD:Light Weapon|light]] or [[SRD:Double Weapon|double]] [[SRD:Martial Weapon|martial]] weapons. He may choose 2 [[SRD:Light Weapon|light]] or [[SRD:Double Weapon|double]] [[SRD:Exotic Weapon|exotic]] weapons to be proficient with at 1st level, and furthermore increases his ability with weapons as he trains. For the purpose of a martial artist's weapon proficiency, '[[SRD:Light Weapon|light weapon]]' extends to any weapon that qualifies for use with [[SRD:Weapon Finesse|Weapon Finesse]], even if that weapon is two-handed. At every three levels after 1st (4th, 7th, 10th, etc.), a martial artist may automatically become proficient with a new [[SRD:Light Weapon|light]] or [[SRD:Double Weapon|double]] weapon of his choosing. If that weapon is [[SRD:Exotic Weapon|exotic]], he gains [[SRD:Exotic Weapon Proficiency|Exotic Weapon Proficiency]] for the weapon for free.<br />
<br />
A martial artist is not proficient with any armor or shields.<br />
<br />
'''{{#anc:The Art of Fighting}}:''' A martial artist has a body trained to deliver quick and well-honed strikes, both with his weapons and his bare hands. He has the [[SRD:Weapon Finesse|Weapon Finesse]] and the [[SRD:Improved Unarmed Strike|Improved Unarmed Strike]] feat, and his [[SRD:Unarmed Strike|unarmed strikes]] do a base damage of 1d8 (or either 1d6 if the character is [[SRD:Small Size|Small]] or 2d6 if he is [[SRD:Large Size|Large]]). A martial artist’s attacks may be with either fist interchangeably or even from elbows, knees, and feet. This means that a martial artist may even make unarmed strikes with his hands full. There is no such thing as an off-hand attack for a martial artist striking either unarmed or with weapons. As such, if he uses a [[SRD:Two-Handed Weapon|two-handed weapon]] with which he is proficient, he adds twice his [[SRD:Strength|Strength]] modifier to damage rolls.<br />
<br />
A martial artist qualifies for [[SRD:Fighter|fighter]] feats as a fighter of four levels lower (for instance, allowing him to take [[SRD:Greater Weapon Focus|Greater Weapon Focus]] at 12th level).<br />
<br />
Usually a martial artist’s unarmed strikes deal lethal damage, but he can choose to deal nonlethal damage instead with no penalty on his attack roll. He has the same choice to deal lethal or nonlethal damage while grappling.<br />
<br />
'''{{#anc:Fighting Style}}:''' You begin your career in martial arts with knowledge of four [[Martial Arts Maneuvers|martial arts maneuvers]]. All different flows of martial arts (that is to say Active, Aggressive, Hard, Reactive, Soft and Tempered) are open to you. For more information on the particular 'flows', see [[#Martial Arts Maneuvers|Martial Arts Maneuvers]] below.<br />
<br />
Once you know a martial arts maneuver, you must ready it before you can use it (see [[#Maneuvers Readied|Maneuvers Readied]] below). A martial arts maneuver is always considered a [[SRD:Extraordinary Ability|extraordinary ability]]. Martial arts maneuvers are not affected by [[SRD:Spell Resistance|spell resistance]], and you do not provoke [[SRD:Attack of Opportunity|attacks of opportunity]] when you initiate one. You learn additional martial arts maneuvers at higher levels, as shown on [[#Table: The Martial Artist|Table: The Martial Artist]]. You must meet a martial arts maneuver's prerequisite to learn it. The table also shows the highest-level maneuvers you can learn.<br />
<br />
Upon reaching 4th level, and at every even-numbered martial artist level after that, 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 a 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. You can swap only a single maneuver at any given level.<br />
<br />
'''{{#anc:Maneuvers Readied}}:''' You can ready three of the martial arts maneuvers you know at 1st level. You ready your maneuvers by exercising for 5 minutes. The maneuvers you choose remain readied until you decide to exercise 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 practice, you can change your readied maneuvers.<br />
<br />
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 (until you recover them, as described below).<br />
<br />
You can recover all expended maneuvers with a single [[SRD:Swift Action|swift action]], which must be immediately followed in the same round with a melee attack or using a standard action to do nothing else in the round (such as executing a simple martial arts kata or a flourish with a weapon). You can not initiate a maneuver or change your stance while you are recovering your expended maneuvers, but you can remain in the stance in which you began your turn.<br />
<br />
Maneuvers are not like spells or powers, and are initiated rather than cast or activated. A martial artist has an ''initiator level'' equal to his class level.<br />
<br />
'''Stances Known:''' You begin play with knowledge of one 1st level stance from any flow of [[Martial Arts Maneuvers|martial arts]]. At 3rd, 7th, 11th, 15th and 19th 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 are currently using as a [[SRD:Swift Action|swift action]]. A stance always is an [[SRD:Extraordinary Ability|extraordinary ability]]. <br />
<br />
Unlike with maneuvers, you cannot learn a stance at higher levels in place of one you already know.<br />
<br />
'''{{#anc:AC Bonus}}:''' A martial artist has a highly developed personal defense. He adds his [[SRD:Intelligence|Intelligence]] bonus to [[SRD:Armor Class|Armor Class]]. In addition, the martial artist gains a ''defense bonus'' to [[SRD:Armor Class|AC]]. This defense bonus starts out at +1 at 2nd level, and increases by another +1 every three levels after that (+2 at 5th, +3 at 8th, +4 at 11th, and so on). <br />
<br />
'''{{#anc:Discipline}}:''' A martial artist gains his [[SRD:Intelligence|Intelligence]] bonus as a bonus to [[SRD:Concentration Skill|Concentration]] checks.<br />
<br />
'''{{#anc:Bonus Feat}}:''' A martial artist gains a bonus feat at 2nd, 5th, 8th, 9th, 13th and 17th levels. He may choose any of the feats from the following list, provided he meets the prerequisites: [[SRD:Combat Expertise|Combat Expertise]], [[SRD:Deflect Arrows|Deflect Arrows]], [[SRD:Dodge|Dodge]], [[SRD:Improved Disarm|Improved Disarm]], [[SRD:Improved Feint|Improved Feint]], [[SRD:Improved Grapple|Improved Grapple]], [[SRD:Improved Trip|Improved Trip]], [[SRD:Mobility|Mobility]], [[SRD:Snatch Arrows|Snatch Arrows]], [[SRD:Spring Attack|Spring Attack]], [[SRD:Weapon Focus|Weapon Focus]], [[SRD:Whirlwind Attack|Whirlwind Attack]].<br />
<br />
'''{{#anc:Evasion}} ([[SRD:Extraordinary Ability|Ex]]):''' At 3rd level or higher if a martial artist makes a successful [[SRD:Saving Throw#Reflex|Reflex]] saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if a martial artist is wearing [[SRD:Light Armor|light armor]] or no armor. A helpless martial artist does not gain the benefit of evasion.<br />
<br />
'''{{#anc:Flurry}} ([[SRD:Extraordinary Ability|Ex]]):''' At 4th level, when a martial artist fights either unarmed or interchangeably with [[SRD:Unarmed Strike|unarmed strike]] and one or more [[SRD:Light Weapon|light]], [[SRD:Double Weapon|double]] or [[SRD:Thrown Weapon|thrown]] weapons, he gains an extra attack as per the [[SRD:Two-Weapon Fighting|Two-Weapon Fighting]] feat. This attack can be either an unarmed strike, a melee attack or a thrown ranged attack. At 10th level, the martial artist's flurry gains a second extra attack, as per [[SRD:Improved Two-Weapon Fighting|Improved Two-Weapon Fighting]], and at 16th it gains a third attack, as per [[SRD:Greater Two-Weapon Fighting|Greater Two-Weapon Fighting]].<br />
<br />
'''{{#anc:Martial Defense}} ([[SRD:Extraordinary Ability|Ex]]):''' As a martial artist grows in skill, his self-defense becomes more advanced and eventually, almost physically and mentally reflex-intuitive. At 6th level, a martial artist gains a martial defense. Martial defense is the equivalent of [[SRD:Spell Resistance|spell resistance]] for maneuvers. A character that uses maneuvers (like the classes from [[Tome of Battle]], or other martial artists) must make an initiator level check against the martial artist's martial defense whenever he attempts a maneuver that specifically targets the martial artist. If the opponent fails this check, his maneuver fails to take effect (but he still deals normal damage if he beats the martial artist's [[SRD:Armor Class|AC]]). At first, this martial defense is 5 + class level. At 12th level, a martial artist's martial defense becomes 10 + class level. At 18th level, it becomes (and stays) 15 + class level.<br />
<br />
'''{{#anc:Improved Evasion}} ([[SRD:Extraordinary Ability|Ex]]):''' At 11th level, a martial artist’s evasion ability improves. He still takes no damage on a successful [[SRD:Saving Throw#Reflex|Reflex]] saving throw against attacks, but henceforth he takes only half damage on a failed save. A helpless martial artist does not gain the benefit of improved evasion.<br />
<br />
==={{#anc:Martial Arts Maneuvers}}===<br />
<br />
Maneuvers are the meat and bones of a martial artist's ability. A martial artist's fighting style consists of maneuvers that are divided up into techniques and stances. They often say that the fighting style defines the martial artist, and matures as the martial artist develops his skills. Martial arts maneuvers come in various shapes and sizes, and are divided into 5 levels. Higher level maneuvers are correspondingly more powerful than lower level maneuvers and are learned over time. A martial artist has a maximum number of techniques readied (see [[#Table: The Martial Artist|Table: The Martial Artist]].<br />
<br />
'''Techniques:''' A technique is a maneuver that is consciously activated during battle. Techniques are divided into action techniques and counter techniques. Action technique include attacks, movements and boosts and are always activated during the martial artist's turn. Attack actions require a [[SRD:Standard Actions|standard action]] to initiate unless their description says otherwise, whereas Movement and Boost actions usually require a [[SRD:Move Actions|move action]]. Counter techniques are always [[SRD:Immediate Actions|immediate actions]], that can be activated in response to actions taken by an opponent. A martial artist can employ a maximum of one action technique and one counter technique per round.<br />
<br />
'''Stances:''' A stance is not so much a maneuver, but rather a position or a range of positions your body gets into in order to better focus its power or abilities. Stances have no fixed duration and can remain active for lengthy periods of time, although certain stances are dropped when you take specific actions. Assuming or switching stances requires a [[SRD:Swift Actions|swift action]].<br />
<br />
====Flows====<br />
<br />
Martial arts techniques are divided into several substrata called flows. A martial artist naturally possesses certain personality traits, and as such he is limited to a small number of styles and philosophies to convert into fighting skill. Certain flows focus on dealing massive damage and crippling the opponent, whether others seek to be more reactive or attempt to strike more surgically. Flows come in opposites. All six of these flows are open to the martial artist, but focusing on specific flows for his fighting style nets the martial artist bonuses in and out of combat. Furthermore, focusing on one or two of the six flows will allow the martial artist to better qualify for the most powerful 5th level maneuvers at high levels.<br />
<br />
'''Hard / Soft:''' Hard flow focuses the power of the body outward, culminating it in powerful strikes that damage the enemy. Hard flow is associated with the fist, and superficial damage. On the other hand, soft flow focuses the power of the body inward. Soft flow is associated with the palm, and internal damage.<br />
<br />
'''Aggressive / Tempered:''' Aggressive flow focuses on unrelenting assault, often attempting to overwhelm the enemy by denying him the time to recover. Aggressive flow contains relatively many boost action techniques. Tempered flow is more patient, focusing on moving as little as possible, or making as few attacks as possible with the greatest possible effect.<br />
<br />
'''Active / Reactive:''' These two opposed flows both deal with taking charge of the battlefield. Active flow signifies action before reaction, and deals with taking the initiative to strike effectively and with conquering the opponent through those means. Reactive flow prefers to let the enemy act first, and deals with allowing you to react accordingly.<br />
<br />
===Martial Arts Maneuvers===<br />
<br />
You will find a comprehensive collection of the martial artist's maneuvers '''[[Martial Arts Maneuvers|here]]'''. Every list entry contains the following.<br />
<br />
''Note:'' Only a fraction of the overall maneuvers are finished. In the end, I wish to end up with about 120 maneuvers in all, with slightly fewer high level maneuvers than low level ones. All of the six flows will be roughly equal in variety by that time. If you have special ideas for maneuvers, please let me know ''':)'''. If you feel like making up maneuvers by (or for) yourself, you can of course use this preload.<br />
<br />
<div style="text-align: left; width: 24.75em; margin: 2em;"><br />
<inputbox><br />
type=create<br />
break=no<br />
buttonlabel=Create New Martial Arts Maneuver<br />
default=MyManeuver (Martial Arts Maneuver)<br />
preload=Martial Arts Maneuver Preload<br />
</inputbox><br />
</div> <br />
<br />
=====Name===== <br />
<br />
The name of the maneuver.<br />
<br />
=====Descriptive Blurb=====<br />
<br />
A cursively lettered description of flavour. Serves no purpose other than to make it look a little nice.<br />
<br />
=====Level=====<br />
<br />
Determines the level of the maneuver and the flow it belongs to. Possibilities are Hard, Soft, Aggressive, Tempered, Active or Reactive, followed by the level of the maneuver (ranging from 1 to 5). ''Example:'' Active 3.<br />
<br />
=====Type=====<br />
<br />
Determines what kind of maneuver it is. Possibilities are Action, Counter and Stance. In the case of Action, there may be descriptors detailing the type of technique, such as Attack, Movement or Boost, which are added in parentheses. ''Example:'' Action (Boost).<br />
<br />
=====Prerequisites=====<br />
<br />
Certain maneuvers have prerequisites. These prerequisites most often come in the shape of a fixed number of maneuvers of a certain kind.<br />
<br />
=====Description=====<br />
<br />
Explains the effect of the maneuver.<br />
<br />
<br />
<br />
----<br />
{{DnD Base Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:User Sulacu]]<br />
[[Category:Class]]<br />
[[Category:Base Class]]<br />
[[Category:Combat-Focused]]</div>173.245.56.215https://www.dandwiki.com/w/index.php?title=Martial_Artist_(3.5e_Class)&diff=576281Martial Artist (3.5e Class)2012-06-04T02:41:26Z<p>173.245.56.215: /* Making a Martial Artist */</p>
<hr />
<div>{{DnD Base Class Infobox<br />
|img=<br />
|imgloc=<br />
|imgsize=<br />
|imgcaption=<br />
|rating_power=<br />
|raters_power=<br />
|rating_wording=<br />
|raters_wording=<br />
|rating_formatting=<br />
|raters_formatting=<br />
|rating_flavor=<br />
|raters_flavor=<br />
|status=Just starting<br />
|editing=<br />
|type=Combat-Focused<br />
|desc=A master of the honed art of fighting.<br />
}}<br />
<br />
==Martial Artist==<br />
<br />
A martial artist is a person that has taken the training and conditioning of his body and mind to the greatest attainable heights. Through honing and steeling himself, he has gained prowess in the art of fighting that other characters cannot fathom. Martial artists fight unarmed or with a simple assortment of efficient weapons that aid them in battle<br />
<br />
===Making a Martial Artist===<br />
<br />
Martial artists are strong, conditioned, agile and adaptive, and have a great many skills. On the field of battle, they are difficult to outwit or outmaneuver, but most of a martial artist's skill is geared towards close or mid-range battle.<br />
<br />
'''Abilities:''' Mastering martial arts requires a healthy body, a versatile, skillful mind, but most of all agility and insight. The most important ability scores for a martial artist are [[SRD:Dexterity|Dexterity]] and [[SRD:Intelligence|Intelligence]]. [[SRD:Strength|Strength]] and [[SRD:Constitution|Constitution]] provide much-needed durability and power to the martial artist's fighting arsenal.<br />
<br />
'''Races:''' True martial artists in any fashion are reasonably rare. Most races instinctively prefer things that they can see over things that they can't, and it is natural for those races to rely overmuch on such superficial things like physical strength. Even humans, one of the most versatile of races, much sooner become [[SRD:Fighter|fighters]] or [[SRD:Barbarian|barbarians]]. Still, in cultures influenced by centuries of war, or that are open to the metaphysical and possess opportunities for physical and spiritual enlightenment, the path of martial arts exist.<br />
<br />
'''Alignment:''' Any. Martial artists are not monks. Some follow the tenets of the dojo where they train, and yet others abide by their own code. Martial artists are as varied as the reasons for which they've taken up their art.<br />
<br />
'''Starting Gold:''' 2d4&times;10 gp (50 gp).<br />
<br />
'''[[SRD:Race Descriptions#Starting Age|Starting Age]]:''' As [[rogue]].<br />
<br />
{| class="{{d20}}"<br />
|+<br />
<div>{{#anc:Table: The Martial Artist}}</div><br />
Hit Dice: d8<br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s<br />
! rowspan="2" | Special<br />
! colspan="4" | [[#Fighting Style|Fighting Style]]<br />
|-<br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]] || [[#Techniques|Techniques<br/>Known]] || [[#Techniques|Techniques<br/>Readied]] || [[#Stances|Stances<br/> Known]] || Max. Maneuver<br/> Level<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st|| class="left" | +1 || +2 || +2 || +2<br />
| class="left" | [[#AC Bonus|AC Bonus]], [[#Discipline|Discipline]] ([[SRD:Concentration Skill|Concentration]]), [[#The Art of Fighting|The Art of Fighting]]<br />
| 3 || 3 || 1 || 1st<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd|| class="left" | +2 || +3 || +3 || +3<br />
| class="left" | [[#Bonus Feat|Bonus Feat]] <br />
| 4 || 3 || 1 || 1st<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd|| class="left" | +3 || +3 || +3 || +3<br />
| class="left" | [[#Evasion|Evasion]]<br />
| 5 || 3 || 2 || 1st<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th||class="left" | +4 || +4 || +4 || +4<br />
| class="left" | [[#Flurry|Flurry]]<br />
| 6 || 4 || 2 || 1st<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th||class="left" | +5 || +4 || +4 || +4<br />
| class="left" | [[#Bonus Feat|Bonus Feat]] <br />
| 6 || 4 || 2 || 2nd<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|6th||class="left" | +6/+1 || +5 || +5 || +5<br />
| class="left" | [[#Martial Defense|Martial Defense]]<br />
| 7 || 4 || 2 || 2nd<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|7th||class="left" | +7/+2 || +5 || +5 || +5<br />
| class="left" | <br />
| 8 || 4 || 3 || 2nd<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|8th||class="left" | +8/+3 || +6 || +6 || +6<br />
| class="left" | [[#Bonus Feat|Bonus Feat]]<br />
| 9 || 5 || 3 || 2nd<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|9th||class="left" | +9/+4 || +6 || +6 || +6<br />
| class="left" | [[#Bonus Feat|Bonus Feat]]<br />
| 9 || 5 || 3 || 3rd<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|10th||class="left" | +10/+5 || +7 || +7 || +7<br />
| class="left" | [[#Greater Flurry|Greater Flurry]]<br />
| 10 || 5 || 3 || 3rd<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|11th||class="left" | +11/+6/+1 || +7 || +7 || +7<br />
| class="left" | [[#Improved Evasion|Improved Evasion]]<br />
| 11 || 5 || 4 || 3rd<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|12th||class="left" | +12/+7/+2 || +8 || +8 || +8<br />
| class="left" | [[#Martial Defense|Improved Martial Defense]]<br />
| 12 || 6 || 4 || 3rd<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|13th||class="left" | +13/+8/+3 || +8 || +8 || +8<br />
| class="left" | [[#Bonus Feat|Bonus Feat]]<br />
| 12 || 6 || 4 || 4th<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|14th||class="left" | +14/+9/+4 || +9 || +9 || +9<br />
| class="left" | <br />
| 13 || 6 || 4 || 4th<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|15th||class="left" | +15/+10/+5 || +9 || +9 || +9<br />
| class="left" | <br />
| 14 || 6 || 5 || 4th<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|16th||class="left" | +16/+11/+6/+1 || +10 || +10 || +10<br />
| class="left" | [[#Master Flurry|Master Flurry]]<br />
| 15 || 7 || 5 || 4th<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|17th||class="left" | +17/+12/+7/+2 || +10 || +10 || +10<br />
| class="left" | [[#Bonus Feat|Bonus Feat]]<br />
| 15 || 7 || 5 || 5th<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|18th||class="left" | +18/+13/+8/+3 || +11 || +11 || +11<br />
| class="left" | [[#Martial Defense|Greater Martial Defense]]<br />
| 16 || 7 || 5 || 5th<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|19th||class="left" | +19/+14/+9/+4 || +11 || +11 || +11<br />
| class="left" | <br />
| 17 || 7 || 6 || 5th<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|20th||class="left" | +20/+15/+10/+5 || +12 || +12 || +12<br />
| class="left" | <br />
| 18 || 8 || 6 || 5th<br />
|-<br />
| colspan="42" class="skill" |<br />
'''Class Skills (4 + [[SRD:Intelligence|Int]] modifier per level, &times;4 at 1st level)'''<br/><br />
[[SRD:Acrobatics Skill|Acrobatics]] [[SRD:Balance Skill|Balance]] ([[SRD:Dexterity|Dex]]), [[SRD:Bluff Skill|Bluff]] ([[SRD:Charisma|Cha]]), [[SRD:Climb Skill|Climb]] ([[SRD:Strength|Str]]), [[SRD:Concentration Skill|Concentration]] ([[SRD:Constitution|Con]]), [[SRD:Craft Skill|Craft]] ([[SRD:Intelligence|Int]]), [[SRD:Escape Artist Skill|Escape Artist]] ([[SRD:Dexterity|Dex]]), [[SRD:Hide Skill|Hide]] ([[SRD:Dexterity|Dex]]), [[SRD:Jump Skill|Jump]] ([[SRD:Strength|Str]]), [[SRD:Knowledge Skill|Knowledge]] (history) ([[SRD:Intelligence|Int]]), [[SRD:Knowledge Skill|Knowledge]] (local) ([[SRD:Intelligence|Int]]), [[SRD:Listen Skill|Listen]] ([[SRD:Wisdom|Wis]]), Martial Lore<sup>[[Tome of Battle|ToB]]</sup> ([[SRD:Intelligence|Int]]), [[SRD:Move Silently Skill|Move Silently]] ([[SRD:Dexterity|Dex]]), [[SRD:Profession Skill|Profession]] ([[SRD:Wisdom|Wis]]), [[SRD:Search Skill|Search]] ([[SRD:Intelligence|Int]]), [[SRD:Sense Motive Skill|Sense Motive]] ([[SRD:Wisdom|Wis]]), [[SRD:Sleight of Hand Skill|Sleight Of Hand]] ([[SRD:Dexterity|Dex]]), [[SRD:Spot Skill|Spot]] ([[SRD:Wisdom|Wis]]), [[SRD:Swim Skill|Swim]] ([[SRD:Strength|Str]]), [[SRD:Tumble Skill|Tumble]] ([[SRD:Dexterity|Dex]]), [[SRD:Use Rope Skill|Use Rope]] ([[SRD:Dexterity|Dex]]).<br />
|}<br />
<br />
====Class Features====<br />
<br />
All of the following are class features of the martial artist.<br />
<br />
'''Weapon and Armor Proficiency:''' The martial artist is proficient with all [[SRD:Simple Weapon|simple]] weapons, as well as all [[SRD:Light Weapon|light]] or [[SRD:Double Weapon|double]] [[SRD:Martial Weapon|martial]] weapons. He may choose 2 [[SRD:Light Weapon|light]] or [[SRD:Double Weapon|double]] [[SRD:Exotic Weapon|exotic]] weapons to be proficient with at 1st level, and furthermore increases his ability with weapons as he trains. For the purpose of a martial artist's weapon proficiency, '[[SRD:Light Weapon|light weapon]]' extends to any weapon that qualifies for use with [[SRD:Weapon Finesse|Weapon Finesse]], even if that weapon is two-handed. At every three levels after 1st (4th, 7th, 10th, etc.), a martial artist may automatically become proficient with a new [[SRD:Light Weapon|light]] or [[SRD:Double Weapon|double]] weapon of his choosing. If that weapon is [[SRD:Exotic Weapon|exotic]], he gains [[SRD:Exotic Weapon Proficiency|Exotic Weapon Proficiency]] for the weapon for free.<br />
<br />
A martial artist is not proficient with any armor or shields.<br />
<br />
'''{{#anc:The Art of Fighting}}:''' A martial artist has a body trained to deliver quick and well-honed strikes, both with his weapons and his bare hands. He has the [[SRD:Weapon Finesse|Weapon Finesse]] and the [[SRD:Improved Unarmed Strike|Improved Unarmed Strike]] feat, and his [[SRD:Unarmed Strike|unarmed strikes]] do a base damage of 1d8 (or either 1d6 if the character is [[SRD:Small Size|Small]] or 2d6 if he is [[SRD:Large Size|Large]]). A martial artist’s attacks may be with either fist interchangeably or even from elbows, knees, and feet. This means that a martial artist may even make unarmed strikes with his hands full. There is no such thing as an off-hand attack for a martial artist striking either unarmed or with weapons. As such, if he uses a [[SRD:Two-Handed Weapon|two-handed weapon]] with which he is proficient, he adds twice his [[SRD:Strength|Strength]] modifier to damage rolls.<br />
<br />
A martial artist qualifies for [[SRD:Fighter|fighter]] feats as a fighter of four levels lower (for instance, allowing him to take [[SRD:Greater Weapon Focus|Greater Weapon Focus]] at 12th level).<br />
<br />
Usually a martial artist’s unarmed strikes deal lethal damage, but he can choose to deal nonlethal damage instead with no penalty on his attack roll. He has the same choice to deal lethal or nonlethal damage while grappling.<br />
<br />
'''{{#anc:Fighting Style}}:''' You begin your career in martial arts with knowledge of four [[Martial Arts Maneuvers|martial arts maneuvers]]. All different flows of martial arts (that is to say Active, Aggressive, Hard, Reactive, Soft and Tempered) are open to you. For more information on the particular 'flows', see [[#Martial Arts Maneuvers|Martial Arts Maneuvers]] below.<br />
<br />
Once you know a martial arts maneuver, you must ready it before you can use it (see [[#Maneuvers Readied|Maneuvers Readied]] below). A martial arts maneuver is always considered a [[SRD:Extraordinary Ability|extraordinary ability]]. Martial arts maneuvers are not affected by [[SRD:Spell Resistance|spell resistance]], and you do not provoke [[SRD:Attack of Opportunity|attacks of opportunity]] when you initiate one. You learn additional martial arts maneuvers at higher levels, as shown on [[#Table: The Martial Artist|Table: The Martial Artist]]. You must meet a martial arts maneuver's prerequisite to learn it. The table also shows the highest-level maneuvers you can learn.<br />
<br />
Upon reaching 4th level, and at every even-numbered martial artist level after that, 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 a 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. You can swap only a single maneuver at any given level.<br />
<br />
'''{{#anc:Maneuvers Readied}}:''' You can ready three of the martial arts maneuvers you know at 1st level. You ready your maneuvers by exercising for 5 minutes. The maneuvers you choose remain readied until you decide to exercise 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 practice, you can change your readied maneuvers.<br />
<br />
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 (until you recover them, as described below).<br />
<br />
You can recover all expended maneuvers with a single [[SRD:Swift Action|swift action]], which must be immediately followed in the same round with a melee attack or using a standard action to do nothing else in the round (such as executing a simple martial arts kata or a flourish with a weapon). You can not initiate a maneuver or change your stance while you are recovering your expended maneuvers, but you can remain in the stance in which you began your turn.<br />
<br />
Maneuvers are not like spells or powers, and are initiated rather than cast or activated. A martial artist has an ''initiator level'' equal to his class level.<br />
<br />
'''Stances Known:''' You begin play with knowledge of one 1st level stance from any flow of [[Martial Arts Maneuvers|martial arts]]. At 3rd, 7th, 11th, 15th and 19th 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 are currently using as a [[SRD:Swift Action|swift action]]. A stance always is an [[SRD:Extraordinary Ability|extraordinary ability]]. <br />
<br />
Unlike with maneuvers, you cannot learn a stance at higher levels in place of one you already know.<br />
<br />
'''{{#anc:AC Bonus}}:''' A martial artist has a highly developed personal defense. He adds his [[SRD:Intelligence|Intelligence]] bonus to [[SRD:Armor Class|Armor Class]]. In addition, the martial artist gains a ''defense bonus'' to [[SRD:Armor Class|AC]]. This defense bonus starts out at +1 at 2nd level, and increases by another +1 every three levels after that (+2 at 5th, +3 at 8th, +4 at 11th, and so on). <br />
<br />
'''{{#anc:Discipline}}:''' A martial artist gains his [[SRD:Intelligence|Intelligence]] bonus as a bonus to [[SRD:Concentration Skill|Concentration]] checks.<br />
<br />
'''{{#anc:Bonus Feat}}:''' A martial artist gains a bonus feat at 2nd, 5th, 8th, 9th, 13th and 17th levels. He may choose any of the feats from the following list, provided he meets the prerequisites: [[SRD:Combat Expertise|Combat Expertise]], [[SRD:Deflect Arrows|Deflect Arrows]], [[SRD:Dodge|Dodge]], [[SRD:Improved Disarm|Improved Disarm]], [[SRD:Improved Feint|Improved Feint]], [[SRD:Improved Grapple|Improved Grapple]], [[SRD:Improved Trip|Improved Trip]], [[SRD:Mobility|Mobility]], [[SRD:Snatch Arrows|Snatch Arrows]], [[SRD:Spring Attack|Spring Attack]], [[SRD:Weapon Focus|Weapon Focus]], [[SRD:Whirlwind Attack|Whirlwind Attack]].<br />
<br />
'''{{#anc:Evasion}} ([[SRD:Extraordinary Ability|Ex]]):''' At 3rd level or higher if a martial artist makes a successful [[SRD:Saving Throw#Reflex|Reflex]] saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if a martial artist is wearing [[SRD:Light Armor|light armor]] or no armor. A helpless martial artist does not gain the benefit of evasion.<br />
<br />
'''{{#anc:Flurry}} ([[SRD:Extraordinary Ability|Ex]]):''' At 4th level, when a martial artist fights either unarmed or interchangeably with [[SRD:Unarmed Strike|unarmed strike]] and one or more [[SRD:Light Weapon|light]], [[SRD:Double Weapon|double]] or [[SRD:Thrown Weapon|thrown]] weapons, he gains an extra attack as per the [[SRD:Two-Weapon Fighting|Two-Weapon Fighting]] feat. This attack can be either an unarmed strike, a melee attack or a thrown ranged attack. At 10th level, the martial artist's flurry gains a second extra attack, as per [[SRD:Improved Two-Weapon Fighting|Improved Two-Weapon Fighting]], and at 16th it gains a third attack, as per [[SRD:Greater Two-Weapon Fighting|Greater Two-Weapon Fighting]].<br />
<br />
'''{{#anc:Martial Defense}} ([[SRD:Extraordinary Ability|Ex]]):''' As a martial artist grows in skill, his self-defense becomes more advanced and eventually, almost physically and mentally reflex-intuitive. At 6th level, a martial artist gains a martial defense. Martial defense is the equivalent of [[SRD:Spell Resistance|spell resistance]] for maneuvers. A character that uses maneuvers (like the classes from [[Tome of Battle]], or other martial artists) must make an initiator level check against the martial artist's martial defense whenever he attempts a maneuver that specifically targets the martial artist. If the opponent fails this check, his maneuver fails to take effect (but he still deals normal damage if he beats the martial artist's [[SRD:Armor Class|AC]]). At first, this martial defense is 5 + class level. At 12th level, a martial artist's martial defense becomes 10 + class level. At 18th level, it becomes (and stays) 15 + class level.<br />
<br />
'''{{#anc:Improved Evasion}} ([[SRD:Extraordinary Ability|Ex]]):''' At 11th level, a martial artist’s evasion ability improves. He still takes no damage on a successful [[SRD:Saving Throw#Reflex|Reflex]] saving throw against attacks, but henceforth he takes only half damage on a failed save. A helpless martial artist does not gain the benefit of improved evasion.<br />
<br />
==={{#anc:Martial Arts Maneuvers}}===<br />
<br />
Maneuvers are the meat and bones of a martial artist's ability. A martial artist's fighting style consists of maneuvers that are divided up into techniques and stances. They often say that the fighting style defines the martial artist, and matures as the martial artist develops his skills. Martial arts maneuvers come in various shapes and sizes, and are divided into 5 levels. Higher level maneuvers are correspondingly more powerful than lower level maneuvers and are learned over time. A martial artist has a maximum number of techniques readied (see [[#Table: The Martial Artist|Table: The Martial Artist]].<br />
<br />
'''Techniques:''' A technique is a maneuver that is consciously activated during battle. Techniques are divided into action techniques and counter techniques. Action technique include attacks, movements and boosts and are always activated during the martial artist's turn. Attack actions require a [[SRD:Standard Actions|standard action]] to initiate unless their description says otherwise, whereas Movement and Boost actions usually require a [[SRD:Move Actions|move action]]. Counter techniques are always [[SRD:Immediate Actions|immediate actions]], that can be activated in response to actions taken by an opponent. A martial artist can employ a maximum of one action technique and one counter technique per round.<br />
<br />
'''Stances:''' A stance is not so much a maneuver, but rather a position or a range of positions your body gets into in order to better focus its power or abilities. Stances have no fixed duration and can remain active for lengthy periods of time, although certain stances are dropped when you take specific actions. Assuming or switching stances requires a [[SRD:Swift Actions|swift action]].<br />
<br />
====Flows====<br />
<br />
Martial arts techniques are divided into several substrata called flows. A martial artist naturally possesses certain personality traits, and as such he is limited to a small number of styles and philosophies to convert into fighting skill. Certain flows focus on dealing massive damage and crippling the opponent, whether others seek to be more reactive or attempt to strike more surgically. Flows come in opposites. All six of these flows are open to the martial artist, but focusing on specific flows for his fighting style nets the martial artist bonuses in and out of combat. Furthermore, focusing on one or two of the six flows will allow the martial artist to better qualify for the most powerful 5th level maneuvers at high levels.<br />
<br />
'''Hard / Soft:''' Hard flow focuses the power of the body outward, culminating it in powerful strikes that damage the enemy. Hard flow is associated with the fist, and superficial damage. On the other hand, soft flow focuses the power of the body inward. Soft flow is associated with the palm, and internal damage.<br />
<br />
'''Aggressive / Tempered:''' Aggressive flow focuses on unrelenting assault, often attempting to overwhelm the enemy by denying him the time to recover. Aggressive flow contains relatively many boost action techniques. Tempered flow is more patient, focusing on moving as little as possible, or making as few attacks as possible with the greatest possible effect.<br />
<br />
'''Active / Reactive:''' These two opposed flows both deal with taking charge of the battlefield. Active flow signifies action before reaction, and deals with taking the initiative to strike effectively and with conquering the opponent through those means. Reactive flow prefers to let the enemy act first, and deals with allowing you to react accordingly.<br />
<br />
===Martial Arts Maneuvers===<br />
<br />
You will find a comprehensive collection of the martial artist's maneuvers '''[[Martial Arts Maneuvers|here]]'''. Every list entry contains the following.<br />
<br />
''Note:'' Only a fraction of the overall maneuvers are finished. In the end, I wish to end up with about 120 maneuvers in all, with slightly fewer high level maneuvers than low level ones. All of the six flows will be roughly equal in variety by that time. If you have special ideas for maneuvers, please let me know ''':)'''. If you feel like making up maneuvers by (or for) yourself, you can of course use this preload.<br />
<br />
<div style="text-align: left; width: 24.75em; margin: 2em;"><br />
<inputbox><br />
type=create<br />
break=no<br />
buttonlabel=Create New Martial Arts Maneuver<br />
default=MyManeuver (Martial Arts Maneuver)<br />
preload=Martial Arts Maneuver Preload<br />
</inputbox><br />
</div> <br />
<br />
=====Name===== <br />
<br />
The name of the maneuver.<br />
<br />
=====Descriptive Blurb=====<br />
<br />
A cursively lettered description of flavour. Serves no purpose other than to make it look a little nice.<br />
<br />
=====Level=====<br />
<br />
Determines the level of the maneuver and the flow it belongs to. Possibilities are Hard, Soft, Aggressive, Tempered, Active or Reactive, followed by the level of the maneuver (ranging from 1 to 5). ''Example:'' Active 3.<br />
<br />
=====Type=====<br />
<br />
Determines what kind of maneuver it is. Possibilities are Action, Counter and Stance. In the case of Action, there may be descriptors detailing the type of technique, such as Attack, Movement or Boost, which are added in parentheses. ''Example:'' Action (Boost).<br />
<br />
=====Prerequisites=====<br />
<br />
Certain maneuvers have prerequisites. These prerequisites most often come in the shape of a fixed number of maneuvers of a certain kind.<br />
<br />
=====Description=====<br />
<br />
Explains the effect of the maneuver.<br />
<br />
<br />
<br />
----<br />
{{DnD Base Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:User Sulacu]]<br />
[[Category:Class]]<br />
[[Category:Base Class]]<br />
[[Category:Combat-Focused]]</div>173.245.56.215https://www.dandwiki.com/w/index.php?title=Martial_Artist_(3.5e_Class)&diff=576273Martial Artist (3.5e Class)2012-06-04T01:53:58Z<p>173.245.56.215: /* Class Features */</p>
<hr />
<div>{{DnD Base Class Infobox<br />
|img=<br />
|imgloc=<br />
|imgsize=<br />
|imgcaption=<br />
|rating_power=<br />
|raters_power=<br />
|rating_wording=<br />
|raters_wording=<br />
|rating_formatting=<br />
|raters_formatting=<br />
|rating_flavor=<br />
|raters_flavor=<br />
|status=Just starting<br />
|editing=<br />
|type=Combat-Focused<br />
|desc=A master of the honed art of fighting.<br />
}}<br />
<br />
==Martial Artist==<br />
<br />
A martial artist is a person that has taken the training and conditioning of his body and mind to the greatest attainable heights. Through honing and steeling himself, he has gained prowess in the art of fighting that other characters cannot fathom. Martial artists fight unarmed or with a simple assortment of efficient weapons that aid them in battle<br />
<br />
===Making a Martial Artist===<br />
<br />
Martial artists are strong, conditioned, agile and adaptive, and have a great many skills. On the field of battle, they are difficult to outwit or outmaneuver, but most of a martial artist's skill is geared towards close or mid-range battle.<br />
<br />
'''Abilities:''' Mastering martial arts requires a healthy body, a versatile, skillful mind, but most of all agility and insight. The most important ability scores for a martial artist are [[SRD:Dexterity|Dexterity]] and [[SRD:Intelligence|Intelligence]]. [[SRD:Strength|Strength]] and [[SRD:Constitution|Constitution]] provide much-needed durability and power to the martial artist's fighting arsenal.<br />
<br />
'''Races:''' True martial artists in any fashion are reasonably rare. Most races instinctively prefer things that they can see over things that they can't, and it is natural for those races to rely overmuch on such superficial things like physical strength. Even humans, one of the most versatile of races, much sooner become [[SRD:Fighter|fighters]] or [[SRD:Barbarian|barbarians]]. Still, in cultures influenced by centuries of war, or that are open to the metaphysical and possess opportunities for physical and spiritual enlightenment, the path of martial arts exist.<br />
<br />
'''Alignment:''' Any. Martial artists are not monks. Some follow the tenets of the dojo where they train, and yet others abide by their own code. Martial artists are as varied as the reasons for which they've taken up their art.<br />
<br />
'''Starting Gold:''' 2d4&times;10 gp (50 gp).<br />
<br />
'''[[SRD:Race Descriptions#Starting Age|Starting Age]]:''' As [[rogue]].<br />
<br />
{| class="{{d20}}"<br />
|+<br />
<div>{{#anc:Table: The Martial Artist}}</div><br />
Hit Dice: d8<br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s<br />
! rowspan="2" | Special<br />
! colspan="4" | [[#Fighting Style|Fighting Style]]<br />
|-<br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]] || [[#Techniques|Techniques<br/>Known]] || [[#Techniques|Techniques<br/>Readied]] || [[#Stances|Stances<br/> Known]] || Max. Maneuver<br/> Level<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st|| class="left" | +1 || +2 || +2 || +2<br />
| class="left" | [[#AC Bonus|AC Bonus]], [[#Discipline|Discipline]] ([[SRD:Concentration Skill|Concentration]]), [[#The Art of Fighting|The Art of Fighting]]<br />
| 3 || 3 || 1 || 1st<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd|| class="left" | +2 || +3 || +3 || +3<br />
| class="left" | [[#Bonus Feat|Bonus Feat]] <br />
| 4 || 3 || 1 || 1st<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd|| class="left" | +3 || +3 || +3 || +3<br />
| class="left" | [[#Evasion|Evasion]]<br />
| 5 || 3 || 2 || 1st<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th||class="left" | +4 || +4 || +4 || +4<br />
| class="left" | [[#Flurry|Flurry]]<br />
| 6 || 4 || 2 || 1st<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th||class="left" | +5 || +4 || +4 || +4<br />
| class="left" | [[#Bonus Feat|Bonus Feat]] <br />
| 6 || 4 || 2 || 2nd<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|6th||class="left" | +6/+1 || +5 || +5 || +5<br />
| class="left" | [[#Martial Defense|Martial Defense]]<br />
| 7 || 4 || 2 || 2nd<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|7th||class="left" | +7/+2 || +5 || +5 || +5<br />
| class="left" | <br />
| 8 || 4 || 3 || 2nd<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|8th||class="left" | +8/+3 || +6 || +6 || +6<br />
| class="left" | [[#Bonus Feat|Bonus Feat]]<br />
| 9 || 5 || 3 || 2nd<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|9th||class="left" | +9/+4 || +6 || +6 || +6<br />
| class="left" | [[#Bonus Feat|Bonus Feat]]<br />
| 9 || 5 || 3 || 3rd<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|10th||class="left" | +10/+5 || +7 || +7 || +7<br />
| class="left" | [[#Greater Flurry|Greater Flurry]]<br />
| 10 || 5 || 3 || 3rd<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|11th||class="left" | +11/+6/+1 || +7 || +7 || +7<br />
| class="left" | [[#Improved Evasion|Improved Evasion]]<br />
| 11 || 5 || 4 || 3rd<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|12th||class="left" | +12/+7/+2 || +8 || +8 || +8<br />
| class="left" | [[#Martial Defense|Improved Martial Defense]]<br />
| 12 || 6 || 4 || 3rd<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|13th||class="left" | +13/+8/+3 || +8 || +8 || +8<br />
| class="left" | [[#Bonus Feat|Bonus Feat]]<br />
| 12 || 6 || 4 || 4th<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|14th||class="left" | +14/+9/+4 || +9 || +9 || +9<br />
| class="left" | <br />
| 13 || 6 || 4 || 4th<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|15th||class="left" | +15/+10/+5 || +9 || +9 || +9<br />
| class="left" | <br />
| 14 || 6 || 5 || 4th<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|16th||class="left" | +16/+11/+6/+1 || +10 || +10 || +10<br />
| class="left" | [[#Master Flurry|Master Flurry]]<br />
| 15 || 7 || 5 || 4th<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|17th||class="left" | +17/+12/+7/+2 || +10 || +10 || +10<br />
| class="left" | [[#Bonus Feat|Bonus Feat]]<br />
| 15 || 7 || 5 || 5th<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|18th||class="left" | +18/+13/+8/+3 || +11 || +11 || +11<br />
| class="left" | [[#Martial Defense|Greater Martial Defense]]<br />
| 16 || 7 || 5 || 5th<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|19th||class="left" | +19/+14/+9/+4 || +11 || +11 || +11<br />
| class="left" | <br />
| 17 || 7 || 6 || 5th<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|20th||class="left" | +20/+15/+10/+5 || +12 || +12 || +12<br />
| class="left" | <br />
| 18 || 8 || 6 || 5th<br />
|-<br />
| colspan="42" class="skill" |<br />
'''Class Skills (4 + [[SRD:Intelligence|Int]] modifier per level, &times;4 at 1st level)'''<br/><br />
[[SRD:Balance Skill|Balance]] ([[SRD:Dexterity|Dex]]), [[SRD:Bluff Skill|Bluff]] ([[SRD:Charisma|Cha]]), [[SRD:Climb Skill|Climb]] ([[SRD:Strength|Str]]), [[SRD:Concentration Skill|Concentration]] ([[SRD:Constitution|Con]]), [[SRD:Craft Skill|Craft]] ([[SRD:Intelligence|Int]]), [[SRD:Escape Artist Skill|Escape Artist]] ([[SRD:Dexterity|Dex]]), [[SRD:Hide Skill|Hide]] ([[SRD:Dexterity|Dex]]), [[SRD:Jump Skill|Jump]] ([[SRD:Strength|Str]]), [[SRD:Knowledge Skill|Knowledge]] (history) ([[SRD:Intelligence|Int]]), [[SRD:Knowledge Skill|Knowledge]] (local) ([[SRD:Intelligence|Int]]), [[SRD:Listen Skill|Listen]] ([[SRD:Wisdom|Wis]]), Martial Lore<sup>[[Tome of Battle|ToB]]</sup> ([[SRD:Intelligence|Int]]), [[SRD:Move Silently Skill|Move Silently]] ([[SRD:Dexterity|Dex]]), [[SRD:Profession Skill|Profession]] ([[SRD:Wisdom|Wis]]), [[SRD:Search Skill|Search]] ([[SRD:Intelligence|Int]]), [[SRD:Sense Motive Skill|Sense Motive]] ([[SRD:Wisdom|Wis]]), [[SRD:Sleight of Hand Skill|Sleight Of Hand]] ([[SRD:Dexterity|Dex]]), [[SRD:Spot Skill|Spot]] ([[SRD:Wisdom|Wis]]), [[SRD:Swim Skill|Swim]] ([[SRD:Strength|Str]]), [[SRD:Tumble Skill|Tumble]] ([[SRD:Dexterity|Dex]]), [[SRD:Use Rope Skill|Use Rope]] ([[SRD:Dexterity|Dex]]).<br />
|}<br />
<br />
====Class Features====<br />
<br />
All of the following are class features of the martial artist.<br />
<br />
'''Weapon and Armor Proficiency:''' The martial artist is proficient with all [[SRD:Simple Weapon|simple]] weapons, as well as all [[SRD:Light Weapon|light]] or [[SRD:Double Weapon|double]] [[SRD:Martial Weapon|martial]] weapons. He may choose 2 [[SRD:Light Weapon|light]] or [[SRD:Double Weapon|double]] [[SRD:Exotic Weapon|exotic]] weapons to be proficient with at 1st level, and furthermore increases his ability with weapons as he trains. For the purpose of a martial artist's weapon proficiency, '[[SRD:Light Weapon|light weapon]]' extends to any weapon that qualifies for use with [[SRD:Weapon Finesse|Weapon Finesse]], even if that weapon is two-handed. At every three levels after 1st (4th, 7th, 10th, etc.), a martial artist may automatically become proficient with a new [[SRD:Light Weapon|light]] or [[SRD:Double Weapon|double]] weapon of his choosing. If that weapon is [[SRD:Exotic Weapon|exotic]], he gains [[SRD:Exotic Weapon Proficiency|Exotic Weapon Proficiency]] for the weapon for free.<br />
<br />
A martial artist is not proficient with any armor or shields.<br />
<br />
'''{{#anc:The Art of Fighting}}:''' A martial artist has a body trained to deliver quick and well-honed strikes, both with his weapons and his bare hands. He has the [[SRD:Weapon Finesse|Weapon Finesse]] and the [[SRD:Improved Unarmed Strike|Improved Unarmed Strike]] feat, and his [[SRD:Unarmed Strike|unarmed strikes]] do a base damage of 1d8 (or either 1d6 if the character is [[SRD:Small Size|Small]] or 2d6 if he is [[SRD:Large Size|Large]]). A martial artist’s attacks may be with either fist interchangeably or even from elbows, knees, and feet. This means that a martial artist may even make unarmed strikes with his hands full. There is no such thing as an off-hand attack for a martial artist striking either unarmed or with weapons. As such, if he uses a [[SRD:Two-Handed Weapon|two-handed weapon]] with which he is proficient, he adds twice his [[SRD:Strength|Strength]] modifier to damage rolls.<br />
<br />
A martial artist qualifies for [[SRD:Fighter|fighter]] feats as a fighter of four levels lower (for instance, allowing him to take [[SRD:Greater Weapon Focus|Greater Weapon Focus]] at 12th level).<br />
<br />
Usually a martial artist’s unarmed strikes deal lethal damage, but he can choose to deal nonlethal damage instead with no penalty on his attack roll. He has the same choice to deal lethal or nonlethal damage while grappling.<br />
<br />
'''{{#anc:Fighting Style}}:''' You begin your career in martial arts with knowledge of four [[Martial Arts Maneuvers|martial arts maneuvers]]. All different flows of martial arts (that is to say Active, Aggressive, Hard, Reactive, Soft and Tempered) are open to you. For more information on the particular 'flows', see [[#Martial Arts Maneuvers|Martial Arts Maneuvers]] below.<br />
<br />
Once you know a martial arts maneuver, you must ready it before you can use it (see [[#Maneuvers Readied|Maneuvers Readied]] below). A martial arts maneuver is always considered a [[SRD:Extraordinary Ability|extraordinary ability]]. Martial arts maneuvers are not affected by [[SRD:Spell Resistance|spell resistance]], and you do not provoke [[SRD:Attack of Opportunity|attacks of opportunity]] when you initiate one. You learn additional martial arts maneuvers at higher levels, as shown on [[#Table: The Martial Artist|Table: The Martial Artist]]. You must meet a martial arts maneuver's prerequisite to learn it. The table also shows the highest-level maneuvers you can learn.<br />
<br />
Upon reaching 4th level, and at every even-numbered martial artist level after that, 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 a 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. You can swap only a single maneuver at any given level.<br />
<br />
'''{{#anc:Maneuvers Readied}}:''' You can ready three of the martial arts maneuvers you know at 1st level. You ready your maneuvers by exercising for 5 minutes. The maneuvers you choose remain readied until you decide to exercise 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 practice, you can change your readied maneuvers.<br />
<br />
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 (until you recover them, as described below).<br />
<br />
You can recover all expended maneuvers with a single [[SRD:Swift Action|swift action]], which must be immediately followed in the same round with a melee attack or using a standard action to do nothing else in the round (such as executing a simple martial arts kata or a flourish with a weapon). You can not initiate a maneuver or change your stance while you are recovering your expended maneuvers, but you can remain in the stance in which you began your turn.<br />
<br />
Maneuvers are not like spells or powers, and are initiated rather than cast or activated. A martial artist has an ''initiator level'' equal to his class level.<br />
<br />
'''Stances Known:''' You begin play with knowledge of one 1st level stance from any flow of [[Martial Arts Maneuvers|martial arts]]. At 3rd, 7th, 11th, 15th and 19th 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 are currently using as a [[SRD:Swift Action|swift action]]. A stance always is an [[SRD:Extraordinary Ability|extraordinary ability]]. <br />
<br />
Unlike with maneuvers, you cannot learn a stance at higher levels in place of one you already know.<br />
<br />
'''{{#anc:AC Bonus}}:''' A martial artist has a highly developed personal defense. He adds his [[SRD:Intelligence|Intelligence]] bonus to [[SRD:Armor Class|Armor Class]]. In addition, the martial artist gains a ''defense bonus'' to [[SRD:Armor Class|AC]]. This defense bonus starts out at +1 at 2nd level, and increases by another +1 every three levels after that (+2 at 5th, +3 at 8th, +4 at 11th, and so on). <br />
<br />
'''{{#anc:Discipline}}:''' A martial artist gains his [[SRD:Intelligence|Intelligence]] bonus as a bonus to [[SRD:Concentration Skill|Concentration]] checks.<br />
<br />
'''{{#anc:Bonus Feat}}:''' A martial artist gains a bonus feat at 2nd, 5th, 8th, 9th, 13th and 17th levels. He may choose any of the feats from the following list, provided he meets the prerequisites: [[SRD:Combat Expertise|Combat Expertise]], [[SRD:Deflect Arrows|Deflect Arrows]], [[SRD:Dodge|Dodge]], [[SRD:Improved Disarm|Improved Disarm]], [[SRD:Improved Feint|Improved Feint]], [[SRD:Improved Grapple|Improved Grapple]], [[SRD:Improved Trip|Improved Trip]], [[SRD:Mobility|Mobility]], [[SRD:Snatch Arrows|Snatch Arrows]], [[SRD:Spring Attack|Spring Attack]], [[SRD:Weapon Focus|Weapon Focus]], [[SRD:Whirlwind Attack|Whirlwind Attack]].<br />
<br />
'''{{#anc:Evasion}} ([[SRD:Extraordinary Ability|Ex]]):''' At 3rd level or higher if a martial artist makes a successful [[SRD:Saving Throw#Reflex|Reflex]] saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if a martial artist is wearing [[SRD:Light Armor|light armor]] or no armor. A helpless martial artist does not gain the benefit of evasion.<br />
<br />
'''{{#anc:Flurry}} ([[SRD:Extraordinary Ability|Ex]]):''' At 4th level, when a martial artist fights either unarmed or interchangeably with [[SRD:Unarmed Strike|unarmed strike]] and one or more [[SRD:Light Weapon|light]], [[SRD:Double Weapon|double]] or [[SRD:Thrown Weapon|thrown]] weapons, he gains an extra attack as per the [[SRD:Two-Weapon Fighting|Two-Weapon Fighting]] feat. This attack can be either an unarmed strike, a melee attack or a thrown ranged attack. At 10th level, the martial artist's flurry gains a second extra attack, as per [[SRD:Improved Two-Weapon Fighting|Improved Two-Weapon Fighting]], and at 16th it gains a third attack, as per [[SRD:Greater Two-Weapon Fighting|Greater Two-Weapon Fighting]].<br />
<br />
'''{{#anc:Martial Defense}} ([[SRD:Extraordinary Ability|Ex]]):''' As a martial artist grows in skill, his self-defense becomes more advanced and eventually, almost physically and mentally reflex-intuitive. At 6th level, a martial artist gains a martial defense. Martial defense is the equivalent of [[SRD:Spell Resistance|spell resistance]] for maneuvers. A character that uses maneuvers (like the classes from [[Tome of Battle]], or other martial artists) must make an initiator level check against the martial artist's martial defense whenever he attempts a maneuver that specifically targets the martial artist. If the opponent fails this check, his maneuver fails to take effect (but he still deals normal damage if he beats the martial artist's [[SRD:Armor Class|AC]]). At first, this martial defense is 5 + class level. At 12th level, a martial artist's martial defense becomes 10 + class level. At 18th level, it becomes (and stays) 15 + class level.<br />
<br />
'''{{#anc:Improved Evasion}} ([[SRD:Extraordinary Ability|Ex]]):''' At 11th level, a martial artist’s evasion ability improves. He still takes no damage on a successful [[SRD:Saving Throw#Reflex|Reflex]] saving throw against attacks, but henceforth he takes only half damage on a failed save. A helpless martial artist does not gain the benefit of improved evasion.<br />
<br />
==={{#anc:Martial Arts Maneuvers}}===<br />
<br />
Maneuvers are the meat and bones of a martial artist's ability. A martial artist's fighting style consists of maneuvers that are divided up into techniques and stances. They often say that the fighting style defines the martial artist, and matures as the martial artist develops his skills. Martial arts maneuvers come in various shapes and sizes, and are divided into 5 levels. Higher level maneuvers are correspondingly more powerful than lower level maneuvers and are learned over time. A martial artist has a maximum number of techniques readied (see [[#Table: The Martial Artist|Table: The Martial Artist]].<br />
<br />
'''Techniques:''' A technique is a maneuver that is consciously activated during battle. Techniques are divided into action techniques and counter techniques. Action technique include attacks, movements and boosts and are always activated during the martial artist's turn. Attack actions require a [[SRD:Standard Actions|standard action]] to initiate unless their description says otherwise, whereas Movement and Boost actions usually require a [[SRD:Move Actions|move action]]. Counter techniques are always [[SRD:Immediate Actions|immediate actions]], that can be activated in response to actions taken by an opponent. A martial artist can employ a maximum of one action technique and one counter technique per round.<br />
<br />
'''Stances:''' A stance is not so much a maneuver, but rather a position or a range of positions your body gets into in order to better focus its power or abilities. Stances have no fixed duration and can remain active for lengthy periods of time, although certain stances are dropped when you take specific actions. Assuming or switching stances requires a [[SRD:Swift Actions|swift action]].<br />
<br />
====Flows====<br />
<br />
Martial arts techniques are divided into several substrata called flows. A martial artist naturally possesses certain personality traits, and as such he is limited to a small number of styles and philosophies to convert into fighting skill. Certain flows focus on dealing massive damage and crippling the opponent, whether others seek to be more reactive or attempt to strike more surgically. Flows come in opposites. All six of these flows are open to the martial artist, but focusing on specific flows for his fighting style nets the martial artist bonuses in and out of combat. Furthermore, focusing on one or two of the six flows will allow the martial artist to better qualify for the most powerful 5th level maneuvers at high levels.<br />
<br />
'''Hard / Soft:''' Hard flow focuses the power of the body outward, culminating it in powerful strikes that damage the enemy. Hard flow is associated with the fist, and superficial damage. On the other hand, soft flow focuses the power of the body inward. Soft flow is associated with the palm, and internal damage.<br />
<br />
'''Aggressive / Tempered:''' Aggressive flow focuses on unrelenting assault, often attempting to overwhelm the enemy by denying him the time to recover. Aggressive flow contains relatively many boost action techniques. Tempered flow is more patient, focusing on moving as little as possible, or making as few attacks as possible with the greatest possible effect.<br />
<br />
'''Active / Reactive:''' These two opposed flows both deal with taking charge of the battlefield. Active flow signifies action before reaction, and deals with taking the initiative to strike effectively and with conquering the opponent through those means. Reactive flow prefers to let the enemy act first, and deals with allowing you to react accordingly.<br />
<br />
===Martial Arts Maneuvers===<br />
<br />
You will find a comprehensive collection of the martial artist's maneuvers '''[[Martial Arts Maneuvers|here]]'''. Every list entry contains the following.<br />
<br />
''Note:'' Only a fraction of the overall maneuvers are finished. In the end, I wish to end up with about 120 maneuvers in all, with slightly fewer high level maneuvers than low level ones. All of the six flows will be roughly equal in variety by that time. If you have special ideas for maneuvers, please let me know ''':)'''. If you feel like making up maneuvers by (or for) yourself, you can of course use this preload.<br />
<br />
<div style="text-align: left; width: 24.75em; margin: 2em;"><br />
<inputbox><br />
type=create<br />
break=no<br />
buttonlabel=Create New Martial Arts Maneuver<br />
default=MyManeuver (Martial Arts Maneuver)<br />
preload=Martial Arts Maneuver Preload<br />
</inputbox><br />
</div> <br />
<br />
=====Name===== <br />
<br />
The name of the maneuver.<br />
<br />
=====Descriptive Blurb=====<br />
<br />
A cursively lettered description of flavour. Serves no purpose other than to make it look a little nice.<br />
<br />
=====Level=====<br />
<br />
Determines the level of the maneuver and the flow it belongs to. Possibilities are Hard, Soft, Aggressive, Tempered, Active or Reactive, followed by the level of the maneuver (ranging from 1 to 5). ''Example:'' Active 3.<br />
<br />
=====Type=====<br />
<br />
Determines what kind of maneuver it is. Possibilities are Action, Counter and Stance. In the case of Action, there may be descriptors detailing the type of technique, such as Attack, Movement or Boost, which are added in parentheses. ''Example:'' Action (Boost).<br />
<br />
=====Prerequisites=====<br />
<br />
Certain maneuvers have prerequisites. These prerequisites most often come in the shape of a fixed number of maneuvers of a certain kind.<br />
<br />
=====Description=====<br />
<br />
Explains the effect of the maneuver.<br />
<br />
<br />
<br />
----<br />
{{DnD Base Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:User Sulacu]]<br />
[[Category:Class]]<br />
[[Category:Base Class]]<br />
[[Category:Combat-Focused]]</div>173.245.56.215https://www.dandwiki.com/w/index.php?title=Martial_Artist_(3.5e_Class)&diff=576271Martial Artist (3.5e Class)2012-06-04T01:50:27Z<p>173.245.56.215: /* Making a Martial Artist */</p>
<hr />
<div>{{DnD Base Class Infobox<br />
|img=<br />
|imgloc=<br />
|imgsize=<br />
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|rating_power=<br />
|raters_power=<br />
|rating_wording=<br />
|raters_wording=<br />
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|rating_flavor=<br />
|raters_flavor=<br />
|status=Just starting<br />
|editing=<br />
|type=Combat-Focused<br />
|desc=A master of the honed art of fighting.<br />
}}<br />
<br />
==Martial Artist==<br />
<br />
A martial artist is a person that has taken the training and conditioning of his body and mind to the greatest attainable heights. Through honing and steeling himself, he has gained prowess in the art of fighting that other characters cannot fathom. Martial artists fight unarmed or with a simple assortment of efficient weapons that aid them in battle<br />
<br />
===Making a Martial Artist===<br />
<br />
Martial artists are strong, conditioned, agile and adaptive, and have a great many skills. On the field of battle, they are difficult to outwit or outmaneuver, but most of a martial artist's skill is geared towards close or mid-range battle.<br />
<br />
'''Abilities:''' Mastering martial arts requires a healthy body, a versatile, skillful mind, but most of all agility and insight. The most important ability scores for a martial artist are [[SRD:Dexterity|Dexterity]] and [[SRD:Intelligence|Intelligence]]. [[SRD:Strength|Strength]] and [[SRD:Constitution|Constitution]] provide much-needed durability and power to the martial artist's fighting arsenal.<br />
<br />
'''Races:''' True martial artists in any fashion are reasonably rare. Most races instinctively prefer things that they can see over things that they can't, and it is natural for those races to rely overmuch on such superficial things like physical strength. Even humans, one of the most versatile of races, much sooner become [[SRD:Fighter|fighters]] or [[SRD:Barbarian|barbarians]]. Still, in cultures influenced by centuries of war, or that are open to the metaphysical and possess opportunities for physical and spiritual enlightenment, the path of martial arts exist.<br />
<br />
'''Alignment:''' Any. Martial artists are not monks. Some follow the tenets of the dojo where they train, and yet others abide by their own code. Martial artists are as varied as the reasons for which they've taken up their art.<br />
<br />
'''Starting Gold:''' 2d4&times;10 gp (50 gp).<br />
<br />
'''[[SRD:Race Descriptions#Starting Age|Starting Age]]:''' As [[rogue]].<br />
<br />
{| class="{{d20}}"<br />
|+<br />
<div>{{#anc:Table: The Martial Artist}}</div><br />
Hit Dice: d8<br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s<br />
! rowspan="2" | Special<br />
! colspan="4" | [[#Fighting Style|Fighting Style]]<br />
|-<br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]] || [[#Techniques|Techniques<br/>Known]] || [[#Techniques|Techniques<br/>Readied]] || [[#Stances|Stances<br/> Known]] || Max. Maneuver<br/> Level<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st|| class="left" | +1 || +2 || +2 || +2<br />
| class="left" | [[#AC Bonus|AC Bonus]], [[#Discipline|Discipline]] ([[SRD:Concentration Skill|Concentration]]), [[#The Art of Fighting|The Art of Fighting]]<br />
| 3 || 3 || 1 || 1st<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd|| class="left" | +2 || +3 || +3 || +3<br />
| class="left" | [[#Bonus Feat|Bonus Feat]] <br />
| 4 || 3 || 1 || 1st<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd|| class="left" | +3 || +3 || +3 || +3<br />
| class="left" | [[#Evasion|Evasion]]<br />
| 5 || 3 || 2 || 1st<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th||class="left" | +4 || +4 || +4 || +4<br />
| class="left" | [[#Flurry|Flurry]]<br />
| 6 || 4 || 2 || 1st<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th||class="left" | +5 || +4 || +4 || +4<br />
| class="left" | [[#Bonus Feat|Bonus Feat]] <br />
| 6 || 4 || 2 || 2nd<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|6th||class="left" | +6/+1 || +5 || +5 || +5<br />
| class="left" | [[#Martial Defense|Martial Defense]]<br />
| 7 || 4 || 2 || 2nd<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|7th||class="left" | +7/+2 || +5 || +5 || +5<br />
| class="left" | <br />
| 8 || 4 || 3 || 2nd<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|8th||class="left" | +8/+3 || +6 || +6 || +6<br />
| class="left" | [[#Bonus Feat|Bonus Feat]]<br />
| 9 || 5 || 3 || 2nd<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|9th||class="left" | +9/+4 || +6 || +6 || +6<br />
| class="left" | [[#Bonus Feat|Bonus Feat]]<br />
| 9 || 5 || 3 || 3rd<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|10th||class="left" | +10/+5 || +7 || +7 || +7<br />
| class="left" | [[#Greater Flurry|Greater Flurry]]<br />
| 10 || 5 || 3 || 3rd<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|11th||class="left" | +11/+6/+1 || +7 || +7 || +7<br />
| class="left" | [[#Improved Evasion|Improved Evasion]]<br />
| 11 || 5 || 4 || 3rd<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|12th||class="left" | +12/+7/+2 || +8 || +8 || +8<br />
| class="left" | [[#Martial Defense|Improved Martial Defense]]<br />
| 12 || 6 || 4 || 3rd<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|13th||class="left" | +13/+8/+3 || +8 || +8 || +8<br />
| class="left" | [[#Bonus Feat|Bonus Feat]]<br />
| 12 || 6 || 4 || 4th<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|14th||class="left" | +14/+9/+4 || +9 || +9 || +9<br />
| class="left" | <br />
| 13 || 6 || 4 || 4th<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|15th||class="left" | +15/+10/+5 || +9 || +9 || +9<br />
| class="left" | <br />
| 14 || 6 || 5 || 4th<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|16th||class="left" | +16/+11/+6/+1 || +10 || +10 || +10<br />
| class="left" | [[#Master Flurry|Master Flurry]]<br />
| 15 || 7 || 5 || 4th<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|17th||class="left" | +17/+12/+7/+2 || +10 || +10 || +10<br />
| class="left" | [[#Bonus Feat|Bonus Feat]]<br />
| 15 || 7 || 5 || 5th<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|18th||class="left" | +18/+13/+8/+3 || +11 || +11 || +11<br />
| class="left" | [[#Martial Defense|Greater Martial Defense]]<br />
| 16 || 7 || 5 || 5th<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|19th||class="left" | +19/+14/+9/+4 || +11 || +11 || +11<br />
| class="left" | <br />
| 17 || 7 || 6 || 5th<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|20th||class="left" | +20/+15/+10/+5 || +12 || +12 || +12<br />
| class="left" | <br />
| 18 || 8 || 6 || 5th<br />
|-<br />
| colspan="42" class="skill" |<br />
'''Class Skills (4 + [[SRD:Intelligence|Int]] modifier per level, &times;4 at 1st level)'''<br/><br />
[[SRD:Balance Skill|Balance]] ([[SRD:Dexterity|Dex]]), [[SRD:Bluff Skill|Bluff]] ([[SRD:Charisma|Cha]]), [[SRD:Climb Skill|Climb]] ([[SRD:Strength|Str]]), [[SRD:Concentration Skill|Concentration]] ([[SRD:Constitution|Con]]), [[SRD:Craft Skill|Craft]] ([[SRD:Intelligence|Int]]), [[SRD:Escape Artist Skill|Escape Artist]] ([[SRD:Dexterity|Dex]]), [[SRD:Hide Skill|Hide]] ([[SRD:Dexterity|Dex]]), [[SRD:Jump Skill|Jump]] ([[SRD:Strength|Str]]), [[SRD:Knowledge Skill|Knowledge]] (history) ([[SRD:Intelligence|Int]]), [[SRD:Knowledge Skill|Knowledge]] (local) ([[SRD:Intelligence|Int]]), [[SRD:Listen Skill|Listen]] ([[SRD:Wisdom|Wis]]), Martial Lore<sup>[[Tome of Battle|ToB]]</sup> ([[SRD:Intelligence|Int]]), [[SRD:Move Silently Skill|Move Silently]] ([[SRD:Dexterity|Dex]]), [[SRD:Profession Skill|Profession]] ([[SRD:Wisdom|Wis]]), [[SRD:Search Skill|Search]] ([[SRD:Intelligence|Int]]), [[SRD:Sense Motive Skill|Sense Motive]] ([[SRD:Wisdom|Wis]]), [[SRD:Sleight of Hand Skill|Sleight Of Hand]] ([[SRD:Dexterity|Dex]]), [[SRD:Spot Skill|Spot]] ([[SRD:Wisdom|Wis]]), [[SRD:Swim Skill|Swim]] ([[SRD:Strength|Str]]), [[SRD:Tumble Skill|Tumble]] ([[SRD:Dexterity|Dex]]), [[SRD:Use Rope Skill|Use Rope]] ([[SRD:Dexterity|Dex]]).<br />
|}<br />
<br />
====Class Features====<br />
<br />
All of the following are class features of the martial artist.<br />
<br />
'''Weapon and Armor Proficiency:''' The martial artist is proficient with all [[SRD:Simple Weapon|simple]] weapons, as well as all [[SRD:Light Weapon|light]] or [[SRD:Double Weapon|double]] [[SRD:Martial Weapon|martial]] weapons. He may choose 2 [[SRD:Light Weapon|light]] or [[SRD:Double Weapon|double]] [[SRD:Exotic Weapon|exotic]] weapons to be proficient with at 1st level, and furthermore increases his ability with weapons as he trains. For the purpose of a martial artist's weapon proficiency, '[[SRD:Light Weapon|light weapon]]' extends to any weapon that qualifies for use with [[SRD:Weapon Finesse|Weapon Finesse]], even if that weapon is two-handed. At every three levels after 1st (4th, 7th, 10th, etc.), a martial artist may automatically become proficient with a new [[SRD:Light Weapon|light]] or [[SRD:Double Weapon|double]] weapon of his choosing. If that weapon is [[SRD:Exotic Weapon|exotic]], he gains [[SRD:Exotic Weapon Proficiency|Exotic Weapon Proficiency]] for the weapon for free.<br />
<br />
A martial artist is not proficient with any armor or shields.<br />
<br />
'''{{#anc:The Art of Fighting}}:''' A martial artist has a body trained to deliver quick and well-honed strikes, both with his weapons and his bare hands. He has the [[SRD:Weapon Finesse|Weapon Finesse]] and the [[SRD:Improved Unarmed Strike|Improved Unarmed Strike]] feat, and his [[SRD:Unarmed Strike|unarmed strikes]] do a base damage of 1d8 (or either 1d6 if the character is [[SRD:Small Size|Small]] or 2d6 if he is [[SRD:Large Size|Large]]). A martial artist’s attacks may be with either fist interchangeably or even from elbows, knees, and feet. This means that a martial artist may even make unarmed strikes with his hands full. There is no such thing as an off-hand attack for a martial artist striking either unarmed or with weapons. As such, if he uses a [[SRD:Two-Handed Weapon|two-handed weapon]] with which he is proficient, he adds twice his [[SRD:Strength|Strength]] modifier to damage rolls.<br />
<br />
A martial artist qualifies for [[SRD:Fighter|fighter]] feats as a fighter of four levels lower (for instance, allowing him to take [[SRD:Greater Weapon Focus|Greater Weapon Focus]] at 12th level).<br />
<br />
Usually a martial artist’s unarmed strikes deal lethal damage, but he can choose to deal nonlethal damage instead with no penalty on his attack roll. He has the same choice to deal lethal or nonlethal damage while grappling.<br />
<br />
'''{{#anc:Fighting Style}}:''' You begin your career in martial arts with knowledge of four [[Martial Arts Maneuvers|martial arts maneuvers]]. All different flows of martial arts (that is to say Active, Aggressive, Hard, Reactive, Soft and Tempered) are open to you. For more information on the particular 'flows', see [[#Martial Arts Maneuvers|Martial Arts Maneuvers]] below.<br />
<br />
Once you know a martial arts maneuver, you must ready it before you can use it (see [[#Maneuvers Readied|Maneuvers Readied]] below). A martial arts maneuver is always considered a [[SRD:Extraordinary Ability|extraordinary ability]]. Martial arts maneuvers are not affected by [[SRD:Spell Resistance|spell resistance]], and you do not provoke [[SRD:Attack of Opportunity|attacks of opportunity]] when you initiate one. You learn additional martial arts maneuvers at higher levels, as shown on [[#Table: The Martial Artist|Table: The Martial Artist]]. You must meet a martial arts maneuver's prerequisite to learn it. The table also shows the highest-level maneuvers you can learn.<br />
<br />
Upon reaching 4th level, and at every even-numbered martial artist level after that, 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 a 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. You can swap only a single maneuver at any given level.<br />
<br />
'''{{#anc:Maneuvers Readied}}:''' You can ready three of the martial arts maneuvers you know at 1st level. You ready your maneuvers by exercising for 5 minutes. The maneuvers you choose remain readied until you decide to exercise 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 practice, you can change your readied maneuvers.<br />
<br />
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 (until you recover them, as described below).<br />
<br />
You can recover all expended maneuvers with a single [[SRD:Swift Action|swift action]], which must be immediately followed in the same round with a melee attack or using a standard action to do nothing else in the round (such as executing a simple martial arts kata or a flourish with a weapon). You can not initiate a maneuver or change your stance while you are recovering your expended maneuvers, but you can remain in the stance in which you began your turn.<br />
<br />
Maneuvers are not like spells or powers, and are initiated rather than cast or activated. A martial artist has an ''initiator level'' equal to his class level.<br />
<br />
'''Stances Known:''' You begin play with knowledge of one 1st level stance from any flow of [[Martial Arts Maneuvers|martial arts]]. At 3rd, 7th, 11th, 15th and 19th 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 are currently using as a [[SRD:Swift Action|swift action]]. A stance always is an [[SRD:Extraordinary Ability|extraordinary ability]]. <br />
<br />
Unlike with maneuvers, you cannot learn a stance at higher levels in place of one you already know.<br />
<br />
'''{{#anc:AC Bonus}}:''' A martial artist has a highly developed personal defense. He adds his [[SRD:Intelligence|Intelligence]] bonus to [[SRD:Armor Class|Armor Class]]. In addition, the martial artist gains a ''defense bonus'' to [[SRD:Armor Class|AC]]. This defense bonus starts out at +1 at 2nd level, and increases by another +1 every three levels after that (+2 at 5th, +3 at 8th, +4 at 11th, and so on). <br />
<br />
'''{{#anc:Discipline}}:''' A martial artist gains his [[SRD:Intelligence|Intelligence]] bonus as a bonus to [[SRD:Concentration Skill|Concentration]] checks.<br />
<br />
'''{{#anc:Bonus Feat}}:''' A martial artist gains a bonus feat at 5th, 9th, 13th and 17th levels. He may choose any of the feats from the following list, provided he meets the prerequisites: [[SRD:Combat Expertise|Combat Expertise]], [[SRD:Deflect Arrows|Deflect Arrows]], [[SRD:Dodge|Dodge]], [[SRD:Improved Disarm|Improved Disarm]], [[SRD:Improved Feint|Improved Feint]], [[SRD:Improved Grapple|Improved Grapple]], [[SRD:Improved Trip|Improved Trip]], [[SRD:Mobility|Mobility]], [[SRD:Snatch Arrows|Snatch Arrows]], [[SRD:Spring Attack|Spring Attack]], [[SRD:Weapon Focus|Weapon Focus]], [[SRD:Whirlwind Attack|Whirlwind Attack]].<br />
<br />
'''{{#anc:Evasion}} ([[SRD:Extraordinary Ability|Ex]]):''' At 3rd level or higher if a martial artist makes a successful [[SRD:Saving Throw#Reflex|Reflex]] saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if a martial artist is wearing [[SRD:Light Armor|light armor]] or no armor. A helpless martial artist does not gain the benefit of evasion.<br />
<br />
'''{{#anc:Flurry}} ([[SRD:Extraordinary Ability|Ex]]):''' At 4th level, when a martial artist fights either unarmed or interchangeably with [[SRD:Unarmed Strike|unarmed strike]] and one or more [[SRD:Light Weapon|light]], [[SRD:Double Weapon|double]] or [[SRD:Thrown Weapon|thrown]] weapons, he gains an extra attack as per the [[SRD:Two-Weapon Fighting|Two-Weapon Fighting]] feat. This attack can be either an unarmed strike, a melee attack or a thrown ranged attack. At 10th level, the martial artist's flurry gains a second extra attack, as per [[SRD:Improved Two-Weapon Fighting|Improved Two-Weapon Fighting]], and at 16th it gains a third attack, as per [[SRD:Greater Two-Weapon Fighting|Greater Two-Weapon Fighting]].<br />
<br />
'''{{#anc:Martial Defense}} ([[SRD:Extraordinary Ability|Ex]]):''' As a martial artist grows in skill, his self-defense becomes more advanced and eventually, almost physically and mentally reflex-intuitive. At 6th level, a martial artist gains a martial defense. Martial defense is the equivalent of [[SRD:Spell Resistance|spell resistance]] for maneuvers. A character that uses maneuvers (like the classes from [[Tome of Battle]], or other martial artists) must make an initiator level check against the martial artist's martial defense whenever he attempts a maneuver that specifically targets the martial artist. If the opponent fails this check, his maneuver fails to take effect (but he still deals normal damage if he beats the martial artist's [[SRD:Armor Class|AC]]). At first, this martial defense is 5 + class level. At 12th level, a martial artist's martial defense becomes 10 + class level. At 18th level, it becomes (and stays) 15 + class level.<br />
<br />
'''{{#anc:Improved Evasion}} ([[SRD:Extraordinary Ability|Ex]]):''' At 11th level, a martial artist’s evasion ability improves. He still takes no damage on a successful [[SRD:Saving Throw#Reflex|Reflex]] saving throw against attacks, but henceforth he takes only half damage on a failed save. A helpless martial artist does not gain the benefit of improved evasion.<br />
<br />
==={{#anc:Martial Arts Maneuvers}}===<br />
<br />
Maneuvers are the meat and bones of a martial artist's ability. A martial artist's fighting style consists of maneuvers that are divided up into techniques and stances. They often say that the fighting style defines the martial artist, and matures as the martial artist develops his skills. Martial arts maneuvers come in various shapes and sizes, and are divided into 5 levels. Higher level maneuvers are correspondingly more powerful than lower level maneuvers and are learned over time. A martial artist has a maximum number of techniques readied (see [[#Table: The Martial Artist|Table: The Martial Artist]].<br />
<br />
'''Techniques:''' A technique is a maneuver that is consciously activated during battle. Techniques are divided into action techniques and counter techniques. Action technique include attacks, movements and boosts and are always activated during the martial artist's turn. Attack actions require a [[SRD:Standard Actions|standard action]] to initiate unless their description says otherwise, whereas Movement and Boost actions usually require a [[SRD:Move Actions|move action]]. Counter techniques are always [[SRD:Immediate Actions|immediate actions]], that can be activated in response to actions taken by an opponent. A martial artist can employ a maximum of one action technique and one counter technique per round.<br />
<br />
'''Stances:''' A stance is not so much a maneuver, but rather a position or a range of positions your body gets into in order to better focus its power or abilities. Stances have no fixed duration and can remain active for lengthy periods of time, although certain stances are dropped when you take specific actions. Assuming or switching stances requires a [[SRD:Swift Actions|swift action]].<br />
<br />
====Flows====<br />
<br />
Martial arts techniques are divided into several substrata called flows. A martial artist naturally possesses certain personality traits, and as such he is limited to a small number of styles and philosophies to convert into fighting skill. Certain flows focus on dealing massive damage and crippling the opponent, whether others seek to be more reactive or attempt to strike more surgically. Flows come in opposites. All six of these flows are open to the martial artist, but focusing on specific flows for his fighting style nets the martial artist bonuses in and out of combat. Furthermore, focusing on one or two of the six flows will allow the martial artist to better qualify for the most powerful 5th level maneuvers at high levels.<br />
<br />
'''Hard / Soft:''' Hard flow focuses the power of the body outward, culminating it in powerful strikes that damage the enemy. Hard flow is associated with the fist, and superficial damage. On the other hand, soft flow focuses the power of the body inward. Soft flow is associated with the palm, and internal damage.<br />
<br />
'''Aggressive / Tempered:''' Aggressive flow focuses on unrelenting assault, often attempting to overwhelm the enemy by denying him the time to recover. Aggressive flow contains relatively many boost action techniques. Tempered flow is more patient, focusing on moving as little as possible, or making as few attacks as possible with the greatest possible effect.<br />
<br />
'''Active / Reactive:''' These two opposed flows both deal with taking charge of the battlefield. Active flow signifies action before reaction, and deals with taking the initiative to strike effectively and with conquering the opponent through those means. Reactive flow prefers to let the enemy act first, and deals with allowing you to react accordingly.<br />
<br />
===Martial Arts Maneuvers===<br />
<br />
You will find a comprehensive collection of the martial artist's maneuvers '''[[Martial Arts Maneuvers|here]]'''. Every list entry contains the following.<br />
<br />
''Note:'' Only a fraction of the overall maneuvers are finished. In the end, I wish to end up with about 120 maneuvers in all, with slightly fewer high level maneuvers than low level ones. All of the six flows will be roughly equal in variety by that time. If you have special ideas for maneuvers, please let me know ''':)'''. If you feel like making up maneuvers by (or for) yourself, you can of course use this preload.<br />
<br />
<div style="text-align: left; width: 24.75em; margin: 2em;"><br />
<inputbox><br />
type=create<br />
break=no<br />
buttonlabel=Create New Martial Arts Maneuver<br />
default=MyManeuver (Martial Arts Maneuver)<br />
preload=Martial Arts Maneuver Preload<br />
</inputbox><br />
</div> <br />
<br />
=====Name===== <br />
<br />
The name of the maneuver.<br />
<br />
=====Descriptive Blurb=====<br />
<br />
A cursively lettered description of flavour. Serves no purpose other than to make it look a little nice.<br />
<br />
=====Level=====<br />
<br />
Determines the level of the maneuver and the flow it belongs to. Possibilities are Hard, Soft, Aggressive, Tempered, Active or Reactive, followed by the level of the maneuver (ranging from 1 to 5). ''Example:'' Active 3.<br />
<br />
=====Type=====<br />
<br />
Determines what kind of maneuver it is. Possibilities are Action, Counter and Stance. In the case of Action, there may be descriptors detailing the type of technique, such as Attack, Movement or Boost, which are added in parentheses. ''Example:'' Action (Boost).<br />
<br />
=====Prerequisites=====<br />
<br />
Certain maneuvers have prerequisites. These prerequisites most often come in the shape of a fixed number of maneuvers of a certain kind.<br />
<br />
=====Description=====<br />
<br />
Explains the effect of the maneuver.<br />
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{{DnD Base Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:User Sulacu]]<br />
[[Category:Class]]<br />
[[Category:Base Class]]<br />
[[Category:Combat-Focused]]</div>173.245.56.215https://www.dandwiki.com/w/index.php?title=Martial_Artist_(3.5e_Class)&diff=576270Martial Artist (3.5e Class)2012-06-04T01:47:42Z<p>173.245.56.215: /* Making a Martial Artist */</p>
<hr />
<div>{{DnD Base Class Infobox<br />
|img=<br />
|imgloc=<br />
|imgsize=<br />
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|rating_power=<br />
|raters_power=<br />
|rating_wording=<br />
|raters_wording=<br />
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|rating_flavor=<br />
|raters_flavor=<br />
|status=Just starting<br />
|editing=<br />
|type=Combat-Focused<br />
|desc=A master of the honed art of fighting.<br />
}}<br />
<br />
==Martial Artist==<br />
<br />
A martial artist is a person that has taken the training and conditioning of his body and mind to the greatest attainable heights. Through honing and steeling himself, he has gained prowess in the art of fighting that other characters cannot fathom. Martial artists fight unarmed or with a simple assortment of efficient weapons that aid them in battle<br />
<br />
===Making a Martial Artist===<br />
<br />
Martial artists are strong, conditioned, agile and adaptive, and have a great many skills. On the field of battle, they are difficult to outwit or outmaneuver, but most of a martial artist's skill is geared towards close or mid-range battle.<br />
<br />
'''Abilities:''' Mastering martial arts requires a healthy body, a versatile, skillful mind, but most of all agility and insight. The most important ability scores for a martial artist are [[SRD:Dexterity|Dexterity]] and [[SRD:Intelligence|Intelligence]]. [[SRD:Strength|Strength]] and [[SRD:Constitution|Constitution]] provide much-needed durability and power to the martial artist's fighting arsenal.<br />
<br />
'''Races:''' True martial artists in any fashion are reasonably rare. Most races instinctively prefer things that they can see over things that they can't, and it is natural for those races to rely overmuch on such superficial things like physical strength. Even humans, one of the most versatile of races, much sooner become [[SRD:Fighter|fighters]] or [[SRD:Barbarian|barbarians]]. Still, in cultures influenced by centuries of war, or that are open to the metaphysical and possess opportunities for physical and spiritual enlightenment, the path of martial arts exist.<br />
<br />
'''Alignment:''' Any. Martial artists are not monks. Some follow the tenets of the dojo where they train, and yet others abide by their own code. Martial artists are as varied as the reasons for which they've taken up their art.<br />
<br />
'''Starting Gold:''' 2d4&times;10 gp (50 gp).<br />
<br />
'''[[SRD:Race Descriptions#Starting Age|Starting Age]]:''' As [[rogue]].<br />
<br />
{| class="{{d20}}"<br />
|+<br />
<div>{{#anc:Table: The Martial Artist}}</div><br />
Hit Dice: d8<br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s<br />
! rowspan="2" | Special<br />
! colspan="4" | [[#Fighting Style|Fighting Style]]<br />
|-<br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]] || [[#Techniques|Techniques<br/>Known]] || [[#Techniques|Techniques<br/>Readied]] || [[#Stances|Stances<br/> Known]] || Max. Maneuver<br/> Level<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st|| class="left" | +1 || +2 || +2 || +2<br />
| class="left" | [[#AC Bonus|AC Bonus]], [[#Discipline|Discipline]] ([[SRD:Concentration Skill|Concentration]]), [[#The Art of Fighting|The Art of Fighting]]<br />
| 3 || 3 || 1 || 1st<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd|| class="left" | +2 || +3 || +3 || +3<br />
| class="left" | <br />
| 4 || 3 || 1 || 1st<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd|| class="left" | +3 || +3 || +3 || +3<br />
| class="left" | [[#Evasion|Evasion]]<br />
| 5 || 3 || 2 || 1st<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th||class="left" | +4 || +4 || +4 || +4<br />
| class="left" | [[#Flurry|Flurry]]<br />
| 6 || 4 || 2 || 1st<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th||class="left" | +5 || +4 || +4 || +4<br />
| class="left" | [[#Bonus Feat|Bonus Feat]] <br />
| 6 || 4 || 2 || 2nd<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|6th||class="left" | +6/+1 || +5 || +5 || +5<br />
| class="left" | [[#Martial Defense|Martial Defense]]<br />
| 7 || 4 || 2 || 2nd<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|7th||class="left" | +7/+2 || +5 || +5 || +5<br />
| class="left" | <br />
| 8 || 4 || 3 || 2nd<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|8th||class="left" | +8/+3 || +6 || +6 || +6<br />
| class="left" | [[#Bonus Feat|Bonus Feat]]<br />
| 9 || 5 || 3 || 2nd<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|9th||class="left" | +9/+4 || +6 || +6 || +6<br />
| class="left" | [[#Bonus Feat|Bonus Feat]]<br />
| 9 || 5 || 3 || 3rd<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|10th||class="left" | +10/+5 || +7 || +7 || +7<br />
| class="left" | [[#Greater Flurry|Greater Flurry]]<br />
| 10 || 5 || 3 || 3rd<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|11th||class="left" | +11/+6/+1 || +7 || +7 || +7<br />
| class="left" | [[#Improved Evasion|Improved Evasion]]<br />
| 11 || 5 || 4 || 3rd<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|12th||class="left" | +12/+7/+2 || +8 || +8 || +8<br />
| class="left" | [[#Martial Defense|Improved Martial Defense]]<br />
| 12 || 6 || 4 || 3rd<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|13th||class="left" | +13/+8/+3 || +8 || +8 || +8<br />
| class="left" | [[#Bonus Feat|Bonus Feat]]<br />
| 12 || 6 || 4 || 4th<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|14th||class="left" | +14/+9/+4 || +9 || +9 || +9<br />
| class="left" | <br />
| 13 || 6 || 4 || 4th<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|15th||class="left" | +15/+10/+5 || +9 || +9 || +9<br />
| class="left" | <br />
| 14 || 6 || 5 || 4th<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|16th||class="left" | +16/+11/+6/+1 || +10 || +10 || +10<br />
| class="left" | [[#Master Flurry|Master Flurry]]<br />
| 15 || 7 || 5 || 4th<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|17th||class="left" | +17/+12/+7/+2 || +10 || +10 || +10<br />
| class="left" | [[#Bonus Feat|Bonus Feat]]<br />
| 15 || 7 || 5 || 5th<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|18th||class="left" | +18/+13/+8/+3 || +11 || +11 || +11<br />
| class="left" | [[#Martial Defense|Greater Martial Defense]]<br />
| 16 || 7 || 5 || 5th<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|19th||class="left" | +19/+14/+9/+4 || +11 || +11 || +11<br />
| class="left" | <br />
| 17 || 7 || 6 || 5th<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|20th||class="left" | +20/+15/+10/+5 || +12 || +12 || +12<br />
| class="left" | <br />
| 18 || 8 || 6 || 5th<br />
|-<br />
| colspan="42" class="skill" |<br />
'''Class Skills (4 + [[SRD:Intelligence|Int]] modifier per level, &times;4 at 1st level)'''<br/><br />
[[SRD:Balance Skill|Balance]] ([[SRD:Dexterity|Dex]]), [[SRD:Bluff Skill|Bluff]] ([[SRD:Charisma|Cha]]), [[SRD:Climb Skill|Climb]] ([[SRD:Strength|Str]]), [[SRD:Concentration Skill|Concentration]] ([[SRD:Constitution|Con]]), [[SRD:Craft Skill|Craft]] ([[SRD:Intelligence|Int]]), [[SRD:Escape Artist Skill|Escape Artist]] ([[SRD:Dexterity|Dex]]), [[SRD:Hide Skill|Hide]] ([[SRD:Dexterity|Dex]]), [[SRD:Jump Skill|Jump]] ([[SRD:Strength|Str]]), [[SRD:Knowledge Skill|Knowledge]] (history) ([[SRD:Intelligence|Int]]), [[SRD:Knowledge Skill|Knowledge]] (local) ([[SRD:Intelligence|Int]]), [[SRD:Listen Skill|Listen]] ([[SRD:Wisdom|Wis]]), Martial Lore<sup>[[Tome of Battle|ToB]]</sup> ([[SRD:Intelligence|Int]]), [[SRD:Move Silently Skill|Move Silently]] ([[SRD:Dexterity|Dex]]), [[SRD:Profession Skill|Profession]] ([[SRD:Wisdom|Wis]]), [[SRD:Search Skill|Search]] ([[SRD:Intelligence|Int]]), [[SRD:Sense Motive Skill|Sense Motive]] ([[SRD:Wisdom|Wis]]), [[SRD:Sleight of Hand Skill|Sleight Of Hand]] ([[SRD:Dexterity|Dex]]), [[SRD:Spot Skill|Spot]] ([[SRD:Wisdom|Wis]]), [[SRD:Swim Skill|Swim]] ([[SRD:Strength|Str]]), [[SRD:Tumble Skill|Tumble]] ([[SRD:Dexterity|Dex]]), [[SRD:Use Rope Skill|Use Rope]] ([[SRD:Dexterity|Dex]]).<br />
|}<br />
<br />
====Class Features====<br />
<br />
All of the following are class features of the martial artist.<br />
<br />
'''Weapon and Armor Proficiency:''' The martial artist is proficient with all [[SRD:Simple Weapon|simple]] weapons, as well as all [[SRD:Light Weapon|light]] or [[SRD:Double Weapon|double]] [[SRD:Martial Weapon|martial]] weapons. He may choose 2 [[SRD:Light Weapon|light]] or [[SRD:Double Weapon|double]] [[SRD:Exotic Weapon|exotic]] weapons to be proficient with at 1st level, and furthermore increases his ability with weapons as he trains. For the purpose of a martial artist's weapon proficiency, '[[SRD:Light Weapon|light weapon]]' extends to any weapon that qualifies for use with [[SRD:Weapon Finesse|Weapon Finesse]], even if that weapon is two-handed. At every three levels after 1st (4th, 7th, 10th, etc.), a martial artist may automatically become proficient with a new [[SRD:Light Weapon|light]] or [[SRD:Double Weapon|double]] weapon of his choosing. If that weapon is [[SRD:Exotic Weapon|exotic]], he gains [[SRD:Exotic Weapon Proficiency|Exotic Weapon Proficiency]] for the weapon for free.<br />
<br />
A martial artist is not proficient with any armor or shields.<br />
<br />
'''{{#anc:The Art of Fighting}}:''' A martial artist has a body trained to deliver quick and well-honed strikes, both with his weapons and his bare hands. He has the [[SRD:Weapon Finesse|Weapon Finesse]] and the [[SRD:Improved Unarmed Strike|Improved Unarmed Strike]] feat, and his [[SRD:Unarmed Strike|unarmed strikes]] do a base damage of 1d8 (or either 1d6 if the character is [[SRD:Small Size|Small]] or 2d6 if he is [[SRD:Large Size|Large]]). A martial artist’s attacks may be with either fist interchangeably or even from elbows, knees, and feet. This means that a martial artist may even make unarmed strikes with his hands full. There is no such thing as an off-hand attack for a martial artist striking either unarmed or with weapons. As such, if he uses a [[SRD:Two-Handed Weapon|two-handed weapon]] with which he is proficient, he adds twice his [[SRD:Strength|Strength]] modifier to damage rolls.<br />
<br />
A martial artist qualifies for [[SRD:Fighter|fighter]] feats as a fighter of four levels lower (for instance, allowing him to take [[SRD:Greater Weapon Focus|Greater Weapon Focus]] at 12th level).<br />
<br />
Usually a martial artist’s unarmed strikes deal lethal damage, but he can choose to deal nonlethal damage instead with no penalty on his attack roll. He has the same choice to deal lethal or nonlethal damage while grappling.<br />
<br />
'''{{#anc:Fighting Style}}:''' You begin your career in martial arts with knowledge of four [[Martial Arts Maneuvers|martial arts maneuvers]]. All different flows of martial arts (that is to say Active, Aggressive, Hard, Reactive, Soft and Tempered) are open to you. For more information on the particular 'flows', see [[#Martial Arts Maneuvers|Martial Arts Maneuvers]] below.<br />
<br />
Once you know a martial arts maneuver, you must ready it before you can use it (see [[#Maneuvers Readied|Maneuvers Readied]] below). A martial arts maneuver is always considered a [[SRD:Extraordinary Ability|extraordinary ability]]. Martial arts maneuvers are not affected by [[SRD:Spell Resistance|spell resistance]], and you do not provoke [[SRD:Attack of Opportunity|attacks of opportunity]] when you initiate one. You learn additional martial arts maneuvers at higher levels, as shown on [[#Table: The Martial Artist|Table: The Martial Artist]]. You must meet a martial arts maneuver's prerequisite to learn it. The table also shows the highest-level maneuvers you can learn.<br />
<br />
Upon reaching 4th level, and at every even-numbered martial artist level after that, 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 a 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. You can swap only a single maneuver at any given level.<br />
<br />
'''{{#anc:Maneuvers Readied}}:''' You can ready three of the martial arts maneuvers you know at 1st level. You ready your maneuvers by exercising for 5 minutes. The maneuvers you choose remain readied until you decide to exercise 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 practice, you can change your readied maneuvers.<br />
<br />
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 (until you recover them, as described below).<br />
<br />
You can recover all expended maneuvers with a single [[SRD:Swift Action|swift action]], which must be immediately followed in the same round with a melee attack or using a standard action to do nothing else in the round (such as executing a simple martial arts kata or a flourish with a weapon). You can not initiate a maneuver or change your stance while you are recovering your expended maneuvers, but you can remain in the stance in which you began your turn.<br />
<br />
Maneuvers are not like spells or powers, and are initiated rather than cast or activated. A martial artist has an ''initiator level'' equal to his class level.<br />
<br />
'''Stances Known:''' You begin play with knowledge of one 1st level stance from any flow of [[Martial Arts Maneuvers|martial arts]]. At 3rd, 7th, 11th, 15th and 19th 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 are currently using as a [[SRD:Swift Action|swift action]]. A stance always is an [[SRD:Extraordinary Ability|extraordinary ability]]. <br />
<br />
Unlike with maneuvers, you cannot learn a stance at higher levels in place of one you already know.<br />
<br />
'''{{#anc:AC Bonus}}:''' A martial artist has a highly developed personal defense. He adds his [[SRD:Intelligence|Intelligence]] bonus to [[SRD:Armor Class|Armor Class]]. In addition, the martial artist gains a ''defense bonus'' to [[SRD:Armor Class|AC]]. This defense bonus starts out at +1 at 2nd level, and increases by another +1 every three levels after that (+2 at 5th, +3 at 8th, +4 at 11th, and so on). <br />
<br />
'''{{#anc:Discipline}}:''' A martial artist gains his [[SRD:Intelligence|Intelligence]] bonus as a bonus to [[SRD:Concentration Skill|Concentration]] checks.<br />
<br />
'''{{#anc:Bonus Feat}}:''' A martial artist gains a bonus feat at 5th, 9th, 13th and 17th levels. He may choose any of the feats from the following list, provided he meets the prerequisites: [[SRD:Combat Expertise|Combat Expertise]], [[SRD:Deflect Arrows|Deflect Arrows]], [[SRD:Dodge|Dodge]], [[SRD:Improved Disarm|Improved Disarm]], [[SRD:Improved Feint|Improved Feint]], [[SRD:Improved Grapple|Improved Grapple]], [[SRD:Improved Trip|Improved Trip]], [[SRD:Mobility|Mobility]], [[SRD:Snatch Arrows|Snatch Arrows]], [[SRD:Spring Attack|Spring Attack]], [[SRD:Weapon Focus|Weapon Focus]], [[SRD:Whirlwind Attack|Whirlwind Attack]].<br />
<br />
'''{{#anc:Evasion}} ([[SRD:Extraordinary Ability|Ex]]):''' At 3rd level or higher if a martial artist makes a successful [[SRD:Saving Throw#Reflex|Reflex]] saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if a martial artist is wearing [[SRD:Light Armor|light armor]] or no armor. A helpless martial artist does not gain the benefit of evasion.<br />
<br />
'''{{#anc:Flurry}} ([[SRD:Extraordinary Ability|Ex]]):''' At 4th level, when a martial artist fights either unarmed or interchangeably with [[SRD:Unarmed Strike|unarmed strike]] and one or more [[SRD:Light Weapon|light]], [[SRD:Double Weapon|double]] or [[SRD:Thrown Weapon|thrown]] weapons, he gains an extra attack as per the [[SRD:Two-Weapon Fighting|Two-Weapon Fighting]] feat. This attack can be either an unarmed strike, a melee attack or a thrown ranged attack. At 10th level, the martial artist's flurry gains a second extra attack, as per [[SRD:Improved Two-Weapon Fighting|Improved Two-Weapon Fighting]], and at 16th it gains a third attack, as per [[SRD:Greater Two-Weapon Fighting|Greater Two-Weapon Fighting]].<br />
<br />
'''{{#anc:Martial Defense}} ([[SRD:Extraordinary Ability|Ex]]):''' As a martial artist grows in skill, his self-defense becomes more advanced and eventually, almost physically and mentally reflex-intuitive. At 6th level, a martial artist gains a martial defense. Martial defense is the equivalent of [[SRD:Spell Resistance|spell resistance]] for maneuvers. A character that uses maneuvers (like the classes from [[Tome of Battle]], or other martial artists) must make an initiator level check against the martial artist's martial defense whenever he attempts a maneuver that specifically targets the martial artist. If the opponent fails this check, his maneuver fails to take effect (but he still deals normal damage if he beats the martial artist's [[SRD:Armor Class|AC]]). At first, this martial defense is 5 + class level. At 12th level, a martial artist's martial defense becomes 10 + class level. At 18th level, it becomes (and stays) 15 + class level.<br />
<br />
'''{{#anc:Improved Evasion}} ([[SRD:Extraordinary Ability|Ex]]):''' At 11th level, a martial artist’s evasion ability improves. He still takes no damage on a successful [[SRD:Saving Throw#Reflex|Reflex]] saving throw against attacks, but henceforth he takes only half damage on a failed save. A helpless martial artist does not gain the benefit of improved evasion.<br />
<br />
==={{#anc:Martial Arts Maneuvers}}===<br />
<br />
Maneuvers are the meat and bones of a martial artist's ability. A martial artist's fighting style consists of maneuvers that are divided up into techniques and stances. They often say that the fighting style defines the martial artist, and matures as the martial artist develops his skills. Martial arts maneuvers come in various shapes and sizes, and are divided into 5 levels. Higher level maneuvers are correspondingly more powerful than lower level maneuvers and are learned over time. A martial artist has a maximum number of techniques readied (see [[#Table: The Martial Artist|Table: The Martial Artist]].<br />
<br />
'''Techniques:''' A technique is a maneuver that is consciously activated during battle. Techniques are divided into action techniques and counter techniques. Action technique include attacks, movements and boosts and are always activated during the martial artist's turn. Attack actions require a [[SRD:Standard Actions|standard action]] to initiate unless their description says otherwise, whereas Movement and Boost actions usually require a [[SRD:Move Actions|move action]]. Counter techniques are always [[SRD:Immediate Actions|immediate actions]], that can be activated in response to actions taken by an opponent. A martial artist can employ a maximum of one action technique and one counter technique per round.<br />
<br />
'''Stances:''' A stance is not so much a maneuver, but rather a position or a range of positions your body gets into in order to better focus its power or abilities. Stances have no fixed duration and can remain active for lengthy periods of time, although certain stances are dropped when you take specific actions. Assuming or switching stances requires a [[SRD:Swift Actions|swift action]].<br />
<br />
====Flows====<br />
<br />
Martial arts techniques are divided into several substrata called flows. A martial artist naturally possesses certain personality traits, and as such he is limited to a small number of styles and philosophies to convert into fighting skill. Certain flows focus on dealing massive damage and crippling the opponent, whether others seek to be more reactive or attempt to strike more surgically. Flows come in opposites. All six of these flows are open to the martial artist, but focusing on specific flows for his fighting style nets the martial artist bonuses in and out of combat. Furthermore, focusing on one or two of the six flows will allow the martial artist to better qualify for the most powerful 5th level maneuvers at high levels.<br />
<br />
'''Hard / Soft:''' Hard flow focuses the power of the body outward, culminating it in powerful strikes that damage the enemy. Hard flow is associated with the fist, and superficial damage. On the other hand, soft flow focuses the power of the body inward. Soft flow is associated with the palm, and internal damage.<br />
<br />
'''Aggressive / Tempered:''' Aggressive flow focuses on unrelenting assault, often attempting to overwhelm the enemy by denying him the time to recover. Aggressive flow contains relatively many boost action techniques. Tempered flow is more patient, focusing on moving as little as possible, or making as few attacks as possible with the greatest possible effect.<br />
<br />
'''Active / Reactive:''' These two opposed flows both deal with taking charge of the battlefield. Active flow signifies action before reaction, and deals with taking the initiative to strike effectively and with conquering the opponent through those means. Reactive flow prefers to let the enemy act first, and deals with allowing you to react accordingly.<br />
<br />
===Martial Arts Maneuvers===<br />
<br />
You will find a comprehensive collection of the martial artist's maneuvers '''[[Martial Arts Maneuvers|here]]'''. Every list entry contains the following.<br />
<br />
''Note:'' Only a fraction of the overall maneuvers are finished. In the end, I wish to end up with about 120 maneuvers in all, with slightly fewer high level maneuvers than low level ones. All of the six flows will be roughly equal in variety by that time. If you have special ideas for maneuvers, please let me know ''':)'''. If you feel like making up maneuvers by (or for) yourself, you can of course use this preload.<br />
<br />
<div style="text-align: left; width: 24.75em; margin: 2em;"><br />
<inputbox><br />
type=create<br />
break=no<br />
buttonlabel=Create New Martial Arts Maneuver<br />
default=MyManeuver (Martial Arts Maneuver)<br />
preload=Martial Arts Maneuver Preload<br />
</inputbox><br />
</div> <br />
<br />
=====Name===== <br />
<br />
The name of the maneuver.<br />
<br />
=====Descriptive Blurb=====<br />
<br />
A cursively lettered description of flavour. Serves no purpose other than to make it look a little nice.<br />
<br />
=====Level=====<br />
<br />
Determines the level of the maneuver and the flow it belongs to. Possibilities are Hard, Soft, Aggressive, Tempered, Active or Reactive, followed by the level of the maneuver (ranging from 1 to 5). ''Example:'' Active 3.<br />
<br />
=====Type=====<br />
<br />
Determines what kind of maneuver it is. Possibilities are Action, Counter and Stance. In the case of Action, there may be descriptors detailing the type of technique, such as Attack, Movement or Boost, which are added in parentheses. ''Example:'' Action (Boost).<br />
<br />
=====Prerequisites=====<br />
<br />
Certain maneuvers have prerequisites. These prerequisites most often come in the shape of a fixed number of maneuvers of a certain kind.<br />
<br />
=====Description=====<br />
<br />
Explains the effect of the maneuver.<br />
<br />
<br />
<br />
----<br />
{{DnD Base Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:User Sulacu]]<br />
[[Category:Class]]<br />
[[Category:Base Class]]<br />
[[Category:Combat-Focused]]</div>173.245.56.215https://www.dandwiki.com/w/index.php?title=Master_Necromancer_(3.5e_Prestige_Class)&diff=575791Master Necromancer (3.5e Prestige Class)2012-05-29T21:17:09Z<p>173.245.56.215: </p>
<hr />
<div>{{DnD Prestige Class Infobox<br />
|img=<br />
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|raters_flavor=<br />
|status=Finished!<br />
|editing= Spelling and grammar only, please <br />
|type= Strong Spellcasting, Bad Guys<br />
|desc= Dark spellcaster who studies the black art of necromancy and undeath.<br />
|len=10<br />
|minlvl=8<br />
}}<br />
<br />
=Master Necromancer =<br />
Necromancers are not specialist wizards or sorcerers anymore... They are specially dedicated spellcasters. Necromancers are masters of the black art of undead and adept of the special discipline of blood and bone magics. Some are granted this "gift" by a careful master or even by the lord of death himself. Not matter their origin their art is vile and lifeless, mostly hated by anyone.<br />
<br />
==Prerequisites==<br />
<br />
'''Alignment:''' Any non-Good, no good person would venture in such a vile art.<br />
<br />
'''Feats:''' [[SRD:Spell Focus|Spell Focus (Necromancy)]], [[SRD:Greater Spell Focus|Greater Spell Focus (Necromancy)]]<br />
<br />
'''Skills:''' Knowledge (arcana) 10 ranks, Knowledge (Religion) 10 ranks, Spellcraft 10 ranks.<br />
<br />
'''Spells:''' Knowledge of at least 7 Necromancy spells. You must have spells from at least 4 different levels not including 0-level.<br />
<br />
'''Special:''' Must have been the apprentice of a necromancer for about 1 year or worship Khrone, Vecna or a similar evil god.<br />
<br />
<br />
{| cellspacing="0" cellpadding="0" class="d20"<br />
|+ style="text-align: right;" | <div style="float: left;">Table: The Master Necromancer</div> Hit Die: 4<br />
|-<br />
! Level<br />
! [[Base Attack Bonus (terminology)|Base<br/>Attack Bonus]]<br />
! [[Saving Throw (SRD Rules)|Fort<br/>Save]]<br />
! [[Saving Throw (SRD Rules)|Ref<br/>Save]]<br />
! [[Saving Throw (SRD Rules)|Will<br/>Save]]<br />
! style="text-align: left;" | Special<br />
! style="text-align: left;" | Spells per Day/Spells Known<br />
|-<br />
| 1st || +0 || +0 || +0 || +2 || style="text-align: left;" | Rebuke Undead, Bone Magic, Black Art (1 Charge) || style="text-align: left;" | +1 level of existing arcane spellcasting [[SRD:Classes|class]]<br />
|- class="even"<br />
| 2nd || +1 || +0 || +0 || +3 || style="text-align: left;" | || style="text-align: left;" | +1 level of existing arcane spellcasting [[SRD:Classes|class]]<br />
|-<br />
| 3rd || +1 || +0 || +0 || +3 || style="text-align: left;" | Blood Magic, Black Art (2 Charges), Necromantic Lore || style="text-align: left;" | +1 level of existing arcane spellcasting [[SRD:Classes|class]]<br />
|- class="even"<br />
| 4th || +2 || +1 || +1 || +4 || style="text-align: left;" | || style="text-align: left;" | +1 level of existing arcane spellcasting [[SRD:Classes|class]]<br />
|-<br />
| 5th || +2 || +1 || +1 || +4 || style="text-align: left;" | Necromantic Surge, Black Art (3 Charges) || style="text-align: left;" | +1 level of existing arcane spellcasting [[SRD:Classes|class]]<br />
|- class="even"<br />
| 6th || +3 || +1 || +1 || +5 || style="text-align: left;" | Necromantic Lore|| style="text-align: left;" | +1 level of existing arcane spellcasting [[SRD:Classes|class]]<br />
|-<br />
| 7th || + 3|| +2 || +2 || +5 || style="text-align: left;" | Black Art (4 Charge), Undead Mastery|| style="text-align: left;" | +1 level of existing arcane spellcasting [[SRD:Classes|class]]<br />
|- class="even"<br />
| 8th || +4 || +2 || +2 || +6 || style="text-align: left;" | || style="text-align: left;" | +1 level of existing arcane spellcasting [[SRD:Classes|class]]<br />
|-<br />
| 9th || +4 || +2 || +2 || +6 || style="text-align: left;" | Black Art (5 Charge), Necromantic Lore || style="text-align: left;" | +1 level of existing arcane spellcasting [[SRD:Classes|class]]<br />
|- class="even"<br />
| 10th || +5 || +3 || +3 || +7 || style="text-align: left;" |Black Art Mastery, Undeath || style="text-align: left;" | +1 level of existing arcane spellcasting [[SRD:Classes|class]]<br />
|-<br />
| colspan="7" style="text-align: left; border: none;" |'''Class Skills 2 + Int modifier per level)'''<br/>[[SRD:Knowledge Skill|Knowledge]] (taken separately), [[SRD:Craft Skill|Craft]] (Alchemy), [[SRD:Spellcraft Skill|Spellcraft]]<br />
|}<br />
<br />
==Class Features==<br />
<br />
''All the following are class features of the Master Necromancer:''<br />
<br />
'''[[SRD:Turn or Rebuke Undead|Rebuke Undead]] ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' When a Necromancer takes his first level, he gains the supernatural ability to rebuke undead. He may use this ability a number of times per day equal to 3 + his charisma modifier. He turns undead as a cleric of two levels lower would.<br />
<br />
'''Bone Magic ([[SRD:Special Abilities Overview#Supernatural|Su]]):'''Necromancer may draw the remaining energy from the remnant of a creature (bone, ash etc.) to a number equal to his Master Necromancer level per day. He may choose to<br />
* Restore his spell per Day number: The necromancer can restore a level worth of spells by 2 HD of the former creature, a 1 Hd creature restore only 0 spells. A 9 level creature can restore 4 level worth of spell, one level 4 spell slot or four level one slots.<br />
* Restore his black art charges: For each 5 HD of the former creature, the necromancer can restore one charge.<br />
* Empower his spell: For each 5 Hd of the former creature, the necromancer can add +1 to his caster level for 24 hours, the bonus are stackable to a maximum of +5.<br />
<br />
The incantations necessary take a full round, during which the remnant can never be further than 5ft from the necromancer. A corpse used in this manner cannot be the target of any Necromancy spell afterward.<br />
<br />
Condition:<br />
* The Necromancer cannot use a fresh corpse, the remnant must have been dead for at least a year.<br />
* The Necromancer cannot take energy from the remnant of a creature that has had a sacred burial (saint, kings etc.). <br />
<br />
'''Black Art ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' Master Necromancer are master of necromantic magic, also called the black art. The spell casted with black art doesn't need any material component, but other spell requirement must be respected. By example, the Soul Bind black art create his own gem made of pure dark magic. The charges are determined by the level of the Master Necromancer (see The Master Necromancer Table).<br />
{| class="d20" cellspacing="0" cellpadding="0"<br />
|+ Table Black Art<br />
|- <br />
! Ability || Charges Consumed<br />
|- <br />
| [[SRD:Animate Dead|Animate Dead]] || 1<br />
|- class="even"<br />
| [[SRD:Create Undead|Create Undead]]|| 2<br />
|- <br />
| [[SRD:Finger of Death|Finger of Death]]|| 3<br />
|- class="even"<br />
| [[SRD:Create Greater Undead|Create Greater Undead]] || 4<br />
|- <br />
| [[SRD:Soul Bind|Soul Bind]] || 5<br />
|}<br />
<br />
''Black Art Mastery:'' At level 10 the necromancer can add his Intelligence or Charisma modifier to his number of charges, whichever is highest.<br><br />
<br><br />
'''Blood Magic ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' The necromancer is able to draw power from blood in order to restore his magical ability. He can use this ability at will, he can use it:<br />
<br />
* On himself: He must sacrifice 10hp per Spell level he want to restore, 0 spell level cannot be restored that way. So a 1rst level spell slot would cost 10 hp and 9th would cost 90 hp to the necromancer. An emergency power indeed.<br />
<br />
* On a willing allies: As above but on a willing creature (charmed and dominated creature do not count as willing, see unwilling)<br />
<br />
* On an unwilling creature: Same as above, but the necromancer must deal all the damage through a single melee, after the necromancer must succeed a grapple check and begin uttering incantation. If he manage to hold the subject until the end of the incantation (a full round), the subject is granted a will save (DC15 + The Necromancer's level (HD)) to void the effect. If all the conditions are fulfilled, the necromancer is granted his power.<br />
<br />
'''Necromantic Lore:''' The necromancer may add a single spell from the necromancy school to his spells known and Spells per day.<br />
<br />
'''Necromantic Surge ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' Once per day the necromancer can unleashes massive amount of negative energy. The lightning-like blast deals the necromancer's level in d8 (max 20d8) + the Necromancer's charisma modifier of negative energy damage (thus can heal undead), but the arc hitting many creatures. Basically it ignores the caster (except if stated otherwise) but not the caster's allies. The blast prioritises targeting enemies. Each time an enemy is struck, subtract their HD from the damage (if a 20d8 blast hits a level 18 creature, the next creature will take only 2d8 damage). If the blast hits any undead along the line, the spell ends. The blast max range is 30ft (from each creature), thus if a creature is 31+ feet away from the nearest victim of the surge, it will not be affected.<br />
<br />
'''Undead Mastery:''' For the purpose of summoning undead, the necromancer is considered 2 level higher. (+2 caster level)<br />
<br />
'''Undeath:''' Once the necromancer reach level 10 he may turn into an undead creature, because of so much exposure to negative energy. His type becomes undead but still retains his intelligence score. The changes to the necromancer are listed below:<br />
<br />
* Stop ageing, remove penalties from ageing.<br />
* 12-sided Hit Dice.<br />
* No Constitution score.<br />
* Darkvision out to 60 feet.<br />
* Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).<br />
* Immunity to poison, sleep effects, paralysis, stunning, disease, and death effects.<br />
* Not subject to critical hits, nonlethal damage, ability drain, or energy drain. Immune to damage to its physical ability scores (Strength, Dexterity, and Constitution), as well as to fatigue and exhaustion effects.<br />
* Immunity to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless).<br />
* Uses its Charisma modifier for Concentration checks.<br />
* Not at risk of death from massive damage, but when reduced to 0 hit points or less, it is immediately destroyed.<br />
* Not affected by raise dead and reincarnate spells or abilities. Resurrection and true resurrection can affect undead creatures. "These spells turn undead creatures back into the living creatures they were before becoming undead" the necromancer turn back into an undead 3 day after being resurrected.<br />
* Do not breathe, eat, or sleep. <br />
* This transformation decrease the DC for the Ritual [[Lichdom, Ritual (Ascyria Supplement)|Lichdom]] by 4.<br />
The necromancer's appearance doesn't change much, respect the player preference for that matter. However it is almost sure that at least 2 of the trait listed below appear on the necromancer.<br />
* Skin become paler<br />
* Eyes pupils become red<br />
* Hair become white<br />
* Take the characteristic of an older person.<br />
* Lost of hair<br />
* Eye become white (rare)<br />
* Become Gaunt <br />
* Smell bad<br />
<br />
==The Epic Master Necromancer==<br />
<br />
{| cellspacing="0" cellpadding="0" class="d20"<br />
|+ style="text-align: right;" | <div style="float: left;">Table: The Epic <br> Master Necromancer</div> Hit Die: 12<br />
|-<br />
! Level || style="text-align: left;" | Special<br />
|-<br />
| 21st || style="text-align: left;" |<br />
|- class="even"<br />
| 22nd || style="text-align: left;" | Black Art (6 Charges)<br />
|-<br />
| 23rd || style="text-align: left;" |<br />
|- class="even"<br />
| 24th || style="text-align: left;" | Black Art (7 Charges)<br />
|-<br />
| 25th || style="text-align: left;" |<br />
|- class="even"<br />
| 26th || style="text-align: left;" | Black Art (8 Charges)<br />
|-<br />
| 27th || style="text-align: left;" |<br />
|- class="even"<br />
| 28th || style="text-align: left;" | Black Art (9 Charges)<br />
|-<br />
| 29th || style="text-align: left;" |<br />
|- class="even"<br />
| 30th || style="text-align: left;" | Black Art (10 Charges)<br />
|-<br />
| colspan="7" style="text-align: left; border: none;" |<br />
'''Skill Points Per Level'''<br/>See The Necromancer Table above.<br />
|}<br />
<br />
===Class Features===<br />
<br />
''All the following are class features of the Epic Master Necromancer''<br />
<br />
''Black Art:'' Epic Necromancer get one extra charge of their Black Art class feature each 2 Epic Necromancer level.<br />
<br />
----<br />
{{DnD Prestige Classes Breadcrumb}}<br><br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
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[[Category:Prestige Class]]<br />
[[Category:Bad Guy]]<br />
[[Category:Strong Spellcasting]]<br />
[[Category:User:Lord Dhazriel]]</div>173.245.56.215https://www.dandwiki.com/w/index.php?title=Necromancer_of_Undead_Army_(3.5e_Prestige_Class)&diff=575790Necromancer of Undead Army (3.5e Prestige Class)2012-05-29T20:57:06Z<p>173.245.56.215: </p>
<hr />
<div>{{DnD Prestige Class Infobox<br />
|img=<br />
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|status=Ready for review<br />
|editing=<br />
|type=Necromancer<br />
|desc=Necromancer of Undead Army is a prestige focused on buffing undead you control.<br />
|len=10<br />
|minlvl=8<br />
}}<br />
<br />
=Necromancer of Undead Army=<br />
<br />
A Necromancer of Undead Army focuses all her power into creating extremely powerful undead. The NoUA lets her undead fight for her while she heals and buffs them during battle.<br />
<br />
<br />
==Requirements==<br />
<br />
To qualify to become a Necromancer of Undead Army, a character must fulfill all the following criteria.<br />
<br />
* '''Alignment:''' Any non-good<br />
* '''Skills''': Knowledge (arcane) 1 ranks, Knowledge (religion) 2 ranks, Spellcraft 6 ranks<br />
* '''Feats''': Corpsecrafter, Any other Necromancy feat.<br />
* '''Spells''': Able to cast animate dead as a Sorcerer/Wizard.<br />
* '''Special''': Able to rebuke undead.<br />
<br />
<br />
{| cellspacing="0" cellpadding="0" class="d20"<br />
|+ style="text-align: right;" | <div style="float: left;">Table: Necromancer of Undead</div> Hit Die: d6<br />
|-<br />
! Level<br />
! [[Base Attack Bonus (terminology)|Base<br/>Attack Bonus]]<br />
! [[Saving Throw (SRD Rules)|Fort<br/>Save]]<br />
! [[Saving Throw (SRD Rules)|Ref<br/>Save]]<br />
! [[Saving Throw (SRD Rules)|Will<br/>Save]]<br />
! style="text-align: left;" | Special<br />
! style="text-align: left;" | Spells per Day/Spells Known<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st || +0 || +0 || +0 || +2 || style="text-align: left;" | Rebuke Undead, Remote Control || style="text-align: left;" | +1 level of existing arcane/divine spellcasting class<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd || +1 || +0 || +0 || +3 || style="text-align: left;" | Extra Animate Dead, Zealous Undead || style="text-align: left;" | +1 level of existing arcane/divine spellcasting class<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd || +1 || +1 || +1 || +3 || style="text-align: left;" | Transmute Corpse, Treated Bones || style="text-align: left;" | +1 level of existing arcane/divine spellcasting class<br />
|- class="even"<br />
|4th || +2 || +1 || +1 || +4 || style="text-align: left;" | Dark Legion || style="text-align: left;" | +1 level of existing arcane/divine spellcasting class<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th || +2 || +1 || +1 || +4 || style="text-align: left;" | Heal Undead Area || style="text-align: left;" | +1 level of existing arcane/divine spellcasting class<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|6th || +3 || +2 || +2 || +5 || style="text-align: left;" | Aptitude, Improved Remote Control || style="text-align: left;" | +1 level of existing arcane/divine spellcasting class<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|7th || +3 || +2 || +2 || +5 || style="text-align: left;" | Improved Zealous Undead || style="text-align: left;" | +1 level of existing arcane/divine spellcasting class<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|8th || +4 || +2 || +2 || +6 || style="text-align: left;" | Dark Blessing , Master of control || style="text-align: left;" | +1 level of existing arcane/divine spellcasting class<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|9th || +4 || +3 || +3 || +6 || style="text-align: left;" | Elemental Undead || style="text-align: left;" |-<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|10th || +5 || +3 || +3 || +7 || style="text-align: left;" | Undead Mastery, Transcendence, Greater Zealous Undead || &nbsp;<br />
|-<br />
| colspan="8" style="text-align: left; border: none;" |'''Class Skills (2 + Int modifier per level)'''<br/>Concentration (Con), Craft (Int), Decipher Script (Int), Heal (Wis), Hide (Dex), Intimidate (Cha), Knowledge (all skills, taken individually), Move Silently (Dex), Profession (Wis), and Spellcraft (Int).<br />
|}<br />
<br />
==Class Features==<br />
<br />
'''Weapon and Armor Proficiency''': A Necromancer of Undead Army gains no new armor or weapon proficiencies.<br />
<br />
'''Spells Per Day/Spells Known''': At each level (except, 9th, and 10th), a Necromancer of Undead Army gains new spells per day (and spells known if applicable) as if he had also gained a level in one divine spellcasting class he belonged to before adding this prestige class.<br />
<br />
'''Rebuke Undead (Su)''': A Necromancer of Undead Army's level stacks with his Cleric level when rebuking undead. <br />
<br />
'''Remote Control (Sp)''': A Necromancer of Undead Army can control 1 of his undead for 1 minute per Caster lvl of the NoUA per day. When remote controlling you gain the senses of the undead and can make it do more complex tasks then the undead normally could(as if this is your new body you can use your skills and feats). Casting and ending this spell takes one full turn. The necromancer is unable to act with his normal body for the duration of the spell but he can still see and feel as normal. Intelligent undead may make a will save dc=10+1/2 caster lvl+cha<br />
<br />
'''Improved Remote Control (Sp)''':at lvl 7 remote control improves so that you can cast spells and use ability's though the undead as if you where possessing the undead. you still pay all xp costs for spells with a xp requirement. <br />
<br />
'''Spontaneous Casting''': A Necromancer of Undead Army can as a evil cleric (or a neutral cleric of a Evil deity) can channel stored spell energy into Inflict spells that the cleric did not prepare ahead of time. The necromancer can “lose” any prepared spell in order to cast any inflict spell of the same spell level or lower (a Inflict spell is any spell with “Inflict” in its name). Whenever a necromancer of undead army uses his inflict spells to cure any undead, multiply the amount by 1.5.(Negative damage like inflict spells that are cast on undead, heal undead.)<br />
<br />
For example, a evil cleric who has prepared command (a 1st-level spell) may lose command in order to cast inflict light wounds (also a 1st-level spell). Clerics of evil deities can cast inflict spells in this way because they are especially proficient at wielding negative energy.<br />
<br />
'''Extra Animate Dead (Sp)''': At 2nd level, a Necromancer of Undead Army can use Animate Dead as a spell like ability. This may only be done out of combat and up to a number of times equal to 1/2 her total level per day round down.You still use the required amount of black onyx to create undead. <br />
<br />
'''Zealous Undead (Sp)''': At 2nd level, a Necromancer of Undead Army may buff friendly undead. All augmenting feats the necromancer knows may be added to friendly undead he did not create (augmented animation, corpsecrater, nimble bones etc). This takes a full round action per subject. The necromancer still needs to touch the subject in order for it to work and the effects lasts for one minute per NoUA level. <br />
<br />
'''Treated Bones''': At 3rd level, a Necromancer of Undead Army can treat the bones of a corpse in such a way, that the bones of the skeleton increase in toughness. A skeleton animated of such a corpse gains a +2 natural armor bonus increase and damage reduction 2/-.<br />
<br />
'''Transmute Corpse''' (Sp)": At 3rd level, by burning a body a Necromancer of Undead Army may transmute a corpse into a black onyx stone. This ability takes 10 minutes to complete. Transmute corpse gives 25gp in black onyx equal to 1/2 the corpses HD.(works on things with fire immunity)<br />
<br />
'''Dark Legion (Ex)''': All undead creatures created by a Necromancer of Undead Army who has reached 4th level or higher gain a +4 enhancement bonus to Strength and Dexterity and 2 hit points per Hit Die. When a Necromancer of Undead Army uses the animate dead spell to create undead, she can control 4 + her Charisma bonus HD worth of undead creatures per class level. When a Necromancer of Undead Army casts the control undead spell, the spell targets (2 + her Cha bonus) HD/level of undead creatures.<br />
<br />
<br />
'''Heal Undead Area (Sp)''': At 5th level, whenever a Necromancer of Undead Army heals a friendly undead (with negative energy)all other undead with 5 ft of the subject also receive healing equal to half round down of healing that undead gained. The range increases by 5 feat every two lvls, 10 feet at 7th lvl , 15 feet 9th lvl. The healing spreads like lightning away from your undead so that every new undead healed by this ability also heals nearby undead for 1/2 they healed at a -5 ft aura range from the previous healing. For example a lvl 9 NoUA heals a undead for 25 hp all undead within 15ft of the first undead heal for 12 damage now all undead within 10ft of those undead heal for 6 damage all undead within 5 feet of those guys heal for 3 damage.<br />
'''Note:''' Undead may not receive healing from other undead multiple times from one healing from the NoUA.<br />
<br />
'''Aptitude (Sp)''': At 6th level, a Necromancer of Undead Army imbues undead with the intelligence they had in life. Treat all undead that a necromancer animates, As if they where also under effect of the Awaken Undead spell (see page 62 of the Libris Mortis). Furthermore, A Necromancer of Undead Armys undead are absolutely loyal and will perform any task set before them, even if the task may destroy them. They lose loyalty if they are dropped out of your currently controlled undead and will lose 1 int per day away from your control until they reach their normal int score normally 0 for unintelligent undead. You may negotiate with them as with any npc when you lose control. <br />
<br />
'''Improved Zealous Undead (Sp)''': At 7th level, a Necromancer of Undead Army improves his zealous undead effect so that it becomes permanent on the effected undead.<br />
<br />
<br />
'''Master of the Undead Order (Su)''': at 8th lvl your intelligent undead may make a Rebuke Undead turn check once a day as if they where a cleric of 1/2 your lvl. This may lead to your intelligent undead turning against you when you lose control of them and messing up your day. <br />
<br />
'''Elemental Undead''': At 9th level, a Necromancer of Undead Army can imbue an undead to become an elemental undead. this takes one day of casting. You may choose between Air, Earth, Fire, Water. <br />
<br />
An undead with the air trait, has double movement speed and the great cleave feat. Material components. 50gp black onyx stone per HD , hawk feather.<br />
<br />
An undead with the Earth trait, has his natural armor bonus doubled and his total hp multiplied by 1.5 Material Components: 50gp black onyx stone per HD, grave dirt.<br />
<br />
An undead with the Water trait, has his hp and strength damage increased by x1.5 Material Components: 50gp black onyx stone per HD, unholy water.<br />
<br />
An undead with the Fire trait, has haste and he has a chance to set enemy on fire if they fail a ref save equal to half the necromancers HD + his charisma bonus. Creatures on fire take 1d6 damage for 1d6 rounds. Material Components: 50gp black onyx stone per HD, fire from a undead monster.<br />
<br />
You may only have one of each element out at a time. If you create two of the same element the two undead will fight one another to the death.<br />
<br />
<br />
'''Transcendence''': Upon reaching 10th level, A Necromancer of Undead Army has learned through years of study and the constant presence of undead that the only path to true power is to become undead himself. A Necromancer of Undead Army gains the Lich template (see page 167 of the Monster Manual I) she dose not apply the level adjustment .<br />
<br />
'''Greater Zealous Undead (Sp)''': At 10th level, A Necromancer of Undead Army multiply all buffing that he gives to undead by 1.5 (this stack with the Lich bonus equaling a total of x2 bonus) example if this Lich desires to Treat the bones of a skeleton it would gain +4 natural armor bonus increase and damage reduction 4/-.<br />
<br />
'''Dark Blessing''': At 8th level, A Necromancer of Undead Army multiples the amount of HD worth or undead she may control with her rebuke undead ability by her cha modifier.<br />
<br />
'''Master of Control''':<br />
<br />
==Modifiers for state of death and undeath==<br />
Its only fair that one who is undead would be able to command an undead army better than someone who is alive.<br />
<br />
<br />
'''Lich'''<br />
If a necromancer of undead army is a Lich, the total HD of undead she can control is doubled. When calculating the total HD this bonus goes in last.<br />
Inflict spells done by a necromancer of undead army who's a Lich, do 150% more (rounded up). <br />
Buffing effects done by a necromancer of undead army who's a Lich, do 150% more effect.<br />
<br />
==Notes==<br />
This prestige is still being tested and may be updated.<br />
<br />
Animate relies on Onyx stones to create an undead while Fell Animate does not. The advantage of animate is the imbuing process which may outweigh the cost of Fell Animate.<br />
<br />
In my current game I have a ring that can corpse explode. The damage is equal to the amount of health the creature had during life. Fell Animate works great on this.<br />
<br />
----<br />
{{DnD Prestige Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Prestige Class]]<br />
[[Category:Bad Guy]]<br />
[[Category:Strong Spellcasting]]<br />
[[Category:Divine Spellcasting]]</div>173.245.56.215https://www.dandwiki.com/w/index.php?title=Necromancer_of_Undead_Army_(3.5e_Prestige_Class)&diff=575789Necromancer of Undead Army (3.5e Prestige Class)2012-05-29T20:56:45Z<p>173.245.56.215: </p>
<hr />
<div>{{DnD Prestige Class Infobox<br />
|img=<br />
|imgloc=<br />
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|imgcaption=<br />
|rating_power=<br />
|raters_power=<br />
|rating_wording=<br />
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|raters_formatting=<br />
|rating_flavor=<br />
|raters_flavor=<br />
|status=Ready for review<br />
|editing=<br />
|type=Necromancer<br />
|desc=Necromancer of Undead Army is a prestige focused on buffing undead you control.<br />
|len=10<br />
|minlvl=8<br />
}}<br />
<br />
=Necromancer of Undead Army=<br />
<br />
A Necromancer of Undead Army focuses all her power into creating extremely powerful undead. The NoUA lets her undead fight for her while she heals and buffs them during battle.<br />
<br />
<br />
==Requirements==<br />
<br />
To qualify to become a Necromancer of Undead Army, a character must fulfill all the following criteria.<br />
<br />
* '''Alignment:''' Any non-good<br />
* '''Skills''': Knowledge (arcane) 1 ranks, Knowledge (religion) 2 ranks, Spellcraft 6 ranks<br />
* '''Feats''': Corpsecrafter, Any other Necromancy feat.<br />
* '''Spells''': Able to cast animate dead as a Sorcerer/Wizard.<br />
* '''Special''': Able to rebuke undead.<br />
<br />
<br />
{| cellspacing="0" cellpadding="0" class="d20"<br />
|+ style="text-align: right;" | <div style="float: left;">Table: Necromancer of Undead</div> Hit Die: d6<br />
|-<br />
! Level<br />
! [[Base Attack Bonus (terminology)|Base<br/>Attack Bonus]]<br />
! [[Saving Throw (SRD Rules)|Fort<br/>Save]]<br />
! [[Saving Throw (SRD Rules)|Ref<br/>Save]]<br />
! [[Saving Throw (SRD Rules)|Will<br/>Save]]<br />
! style="text-align: left;" | Special<br />
! style="text-align: left;" | Spells per Day/Spells Known<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st || +0 || +0 || +0 || +2 || style="text-align: left;" | Rebuke Undead, Remote Control || style="text-align: left;" | +1 level of existing arcane/divine spellcasting class<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd || +1 || +0 || +0 || +3 || style="text-align: left;" | Extra Animate Dead, Zealous Undead || style="text-align: left;" | +1 level of existing arcane/divine spellcasting class<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd || +1 || +1 || +1 || +3 || style="text-align: left;" | Transmute Corpse, Treated Bones || style="text-align: left;" | +1 level of existing arcane/divine spellcasting class<br />
|- class="even"<br />
|4th || +2 || +1 || +1 || +4 || style="text-align: left;" | Dark Legion || style="text-align: left;" | +1 level of existing arcane/divine spellcasting class<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th || +2 || +1 || +1 || +4 || style="text-align: left;" | Heal Undead Area || style="text-align: left;" | +1 level of existing arcane/divine spellcasting class<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|6th || +3 || +2 || +2 || +5 || style="text-align: left;" | Aptitude, Improved Remote Control || style="text-align: left;" | +1 level of existing arcane/divine spellcasting class<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|7th || +3 || +2 || +2 || +5 || style="text-align: left;" | Improved Zealous Undead || style="text-align: left;" | +1 level of existing arcane/divine spellcasting class<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|8th || +4 || +2 || +2 || +6 || style="text-align: left;" | Dark Blessing , Master of control || style="text-align: left;" | +1 level of existing arcane/divine spellcasting class<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|9th || +4 || +3 || +3 || +6 || style="text-align: left;" | Elemental Undead || style="text-align: left;" |-<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|10th || +5 || +3 || +3 || +7 || style="text-align: left;" | Undead Mastery, Transcendence, Greater Zealous Undead || &nbsp;<br />
|-<br />
| colspan="8" style="text-align: left; border: none;" |'''Class Skills (2 + Int modifier per level)'''<br/>Concentration (Con), Craft (Int), Decipher Script (Int), Heal (Wis), Hide (Dex), Intimidate (Cha), Knowledge (all skills, taken individually), Move Silently (Dex), Profession (Wis), and Spellcraft (Int).<br />
|}<br />
<br />
==Class Features==<br />
<br />
'''Weapon and Armor Proficiency''': A Necromancer of Undead Army gains no new armor or weapon proficiencies.<br />
<br />
'''Spells Per Day/Spells Known''': At each level (except, 9th, and 10th), a Necromancer of Undead Army gains new spells per day (and spells known if applicable) as if he had also gained a level in one divine spellcasting class he belonged to before adding this prestige class.<br />
<br />
'''Rebuke Undead (Su)''': A Necromancer of Undead Army's level stacks with his Cleric level when rebuking undead. <br />
<br />
'''Remote Control (Sp)''': A Necromancer of Undead Army can control 1 of his undead for 1 minute per Caster lvl of the NoUA per day. When remote controlling you gain the senses of the undead and can make it do more complex tasks then the undead normally could(as if this is your new body you can use your skills and feats). Casting and ending this spell takes one full turn. The necromancer is unable to act with his normal body for the duration of the spell but he can still see and feel as normal. Intelligent undead may make a will save dc=10+1/2 caster lvl+cha<br />
<br />
'''Improved Remote Control (Sp)''':at lvl 7 remote control improves so that you can cast spells and use ability's though the undead as if you where possessing the undead. you still pay all xp costs for spells with a xp requirement. <br />
<br />
'''Spontaneous Casting''': A Necromancer of Undead Army can as a evil cleric (or a neutral cleric of a Evil deity) can channel stored spell energy into Inflict spells that the cleric did not prepare ahead of time. The necromancer can “lose” any prepared spell in order to cast any inflict spell of the same spell level or lower (a Inflict spell is any spell with “Inflict” in its name). Whenever a necromancer of undead army uses his inflict spells to cure any undead, multiply the amount by 1.5.(Negative damage like inflict spells that are cast on undead, heal undead.)<br />
<br />
For example, a evil cleric who has prepared command (a 1st-level spell) may lose command in order to cast inflict light wounds (also a 1st-level spell). Clerics of evil deities can cast inflict spells in this way because they are especially proficient at wielding negative energy.<br />
<br />
'''Extra Animate Dead (Sp)''': At 2nd level, a Necromancer of Undead Army can use Animate Dead as a spell like ability. This may only be done out of combat and up to a number of times equal to 1/2 her total level per day round down.You still use the required amount of black onyx to create undead. <br />
<br />
'''Zealous Undead (Sp)''': At 2nd level, a Necromancer of Undead Army may buff friendly undead. All augmenting feats the necromancer knows may be added to friendly undead he did not create (augmented animation, corpsecrater, nimble bones etc). This takes a full round action per subject. The necromancer still needs to touch the subject in order for it to work and the effects lasts for one minute per NoUA level. <br />
<br />
'''Treated Bones''': At 3rd level, a Necromancer of Undead Army can treat the bones of a corpse in such a way, that the bones of the skeleton increase in toughness. A skeleton animated of such a corpse gains a +2 natural armor bonus increase and damage reduction 2/-.<br />
<br />
'''Transmute Corpse''' (Sp)": At 3rd level, by burning a body a Necromancer of Undead Army may transmute a corpse into a black onyx stone. This ability takes 10 minutes to complete. Transmute corpse gives 25gp in black onyx equal to 1/2 the corpses HD.(works on things with fire immunity)<br />
<br />
'''Dark Legion (Ex)''': All undead creatures created by a Necromancer of Undead Army who has reached 4th level or higher gain a +4 enhancement bonus to Strength and Dexterity and 2 hit points per Hit Die. When a Necromancer of Undead Army uses the animate dead spell to create undead, she can control 4 + her Charisma bonus HD worth of undead creatures per class level. When a Necromancer of Undead Army casts the control undead spell, the spell targets (2 + her Cha bonus) HD/level of undead creatures.<br />
<br />
<br />
'''Heal Undead Area (Sp)''': At 5th level, whenever a Necromancer of Undead Army heals a friendly undead (with negative energy)all other undead with 5 ft of the subject also receive healing equal to half round down of healing that undead gained. The range increases by 5 feat every two lvls, 10 feet at 7th lvl , 15 feet 9th lvl. The healing spreads like lightning away from your undead so that every new undead healed by this ability also heals nearby undead for 1/2 they healed at a -5 ft aura range from the previous healing. For example a lvl 9 NoUA heals a undead for 25 hp all undead within 15ft of the first undead heal for 12 damage now all undead within 10ft of those undead heal for 6 damage all undead within 5 feet of those guys heal for 3 damage.<br />
'''Note:''' Undead may not receive healing from other undead multiple times from one healing from the NoUA.<br />
<br />
'''Aptitude (Sp)''': At 6th level, a Necromancer of Undead Army imbues undead with the intelligence they had in life. Treat all undead that a necromancer animates, As if they where also under effect of the Awaken Undead spell (see page 62 of the Libris Mortis). Furthermore, A Necromancer of Undead Armys undead are absolutely loyal and will perform any task set before them, even if the task may destroy them. They lose loyalty if they are dropped out of your currently controlled undead and will lose 1 int per day away from your control until they reach their normal int score normally 0 for unintelligent undead. You may negotiate with them as with any npc when you lose control. <br />
<br />
'''Improved Zealous Undead (Sp)''': At 7th level, a Necromancer of Undead Army improves his zealous undead effect so that it becomes permanent on the effected undead.<br />
<br />
<br />
'''Master of the Undead Order (Su)''': at 8th lvl your intelligent undead may make a Rebuke Undead turn check once a day as if they where a cleric of 1/2 your lvl. This may lead to your intelligent undead turning against you when you lose control of them and messing up your day. <br />
<br />
'''Elemental Undead''': At 9th level, a Necromancer of Undead Army can imbue an undead to become an elemental undead. this takes one day of casting. You may choose between Air, Earth, Fire, Water. <br />
<br />
An undead with the air trait, has double movement speed and the great cleave feat. Material components. 50gp black onyx stone per HD , hawk feather.<br />
<br />
An undead with the Earth trait, has his natural armor bonus doubled and his total hp multiplied by 1.5 Material Components: 50gp black onyx stone per HD, grave dirt.<br />
<br />
An undead with the Water trait, has his hp and strength damage increased by x1.5 Material Components: 50gp black onyx stone per HD, unholy water.<br />
<br />
An undead with the Fire trait, has haste and he has a chance to set enemy on fire if they fail a ref save equal to half the necromancers HD + his charisma bonus. Creatures on fire take 1d6 damage for 1d6 rounds. Material Components: 50gp black onyx stone per HD, fire from a undead monster.<br />
<br />
You may only have one of each element out at a time. If you create two of the same element the two undead will fight one another to the death.<br />
<br />
<br />
'''Transcendence''': Upon reaching 10th level, A Necromancer of Undead Army has learned through years of study and the constant presence of undead that the only path to true power is to become undead himself. A Necromancer of Undead Army gains the Lich template (see page 167 of the Monster Manual I) she dose not apply the level adjustment .<br />
<br />
'''Greater Zealous Undead (Sp)''': At 10th level, A Necromancer of Undead Army multiply all buffing that he gives to undead by 1.5 (this stack with the Lich bonus equaling a total of x2 bonus) example if this Lich desires to Treat the bones of a skeleton it would gain +4 natural armor bonus increase and damage reduction 4/-.<br />
<br />
'''Dark Blessing''': At 8th level, A Necromancer of Undead Army multiples the amount of HD worth or undead she may control with her rebuke undead ability by her cha modifier.<br />
<br />
'''Master of Control''':<br />
<br />
==Modifiers for state of death and undeath==<br />
Its only fair that one who is undead would be able to command an undead army better than someone who is alive.<br />
<br />
<br />
'''Lich'''<br />
If a necromancer of undead army is a Lich, the total HD of undead she can control is doubled. When calculating the total HD this bonus goes in last.<br />
Inflict spells done by a necromancer of undead army who's a Lich, do 150% more (rounded up). <br />
Buffing effects done by a necromancer of undead army who's a Lich, do 150% more effect.<br />
<br />
==Notes==<br />
This prestige is still being tested and may be updated.<br />
<br />
Animate relies on Onyx stones to create an undead while Fell Animate does not. The advantage of animate is the imbuing process which may outweigh the cost of Fell Animate..<br />
<br />
In my current game I have a ring that can corpse explode. The damage is equal to the amount of health the creature had during life. Fell Animate works great on this.<br />
<br />
----<br />
{{DnD Prestige Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Prestige Class]]<br />
[[Category:Bad Guy]]<br />
[[Category:Strong Spellcasting]]<br />
[[Category:Divine Spellcasting]]</div>173.245.56.215https://www.dandwiki.com/w/index.php?title=Sharkfolk_(4e_Race)&diff=566287Sharkfolk (4e Race)2012-05-27T17:11:50Z<p>173.245.56.215: </p>
<hr />
<div>== Sharkfolk ==<br />
<br />
'''''Aquatic creatures with sharp teeth and unrivaled might'''''<br />
<br />
{{4e Racial Traits<br />
|height=5'8"-6'5"<br />
|weight=175-240 lbs.<br />
|abilities=+2 Strength; +2 Constitution or Wisdom<br />
|size=Medium<br />
|speed=6 squares, swim 8<br />
|vision=Low-Light<br />
|languages=Common<br />
|skills=+2 Athletics, +2 Endurance<br />
|trait1=Aquatic<br />
|description1=You are an aquatic creature: You are accustomed to the sea. As such,<br/> you are subject to effects and conditions that affect aquatic creatures.<br />
|trait2=Blood in the Water<br />
|description2=You get a +1 bonus to attack rolls against bloodied enemies.<br />
|trait3=Untamed Will<br />
|description3=You gain a +1 racial bonus to Will.<br />
|trait4=Jaws of Steel<br />
|description4=You have the ''jaws of steel'' power.<br />
}}<br />
{{4e Power<br />
|name=Jaws of Steel<br />
|owner=Race<br />
|usage=Encounter<br />
|class=Sharkfolk<br />
|type=Attack<br />
|flavor=You bite with tremendous force, leaving a gaping wound that continues to bleed.<br />
|actiontype=Minor Action<br />
|range=Melee<br />
|rangemod=1<br />
|target=One creature<br />
|attack=Strength +2 or Dexterity +2<br />
|defense=Reflex<br />
|hit=1d6 + Strength modifier damage, and the target is grabbed.<br><br />
*11th level: Strength +4 or Dexterity +4; 2d6 damage<br />
*21st level: Strength +6 or Dexterity +6; 3d6 damage<br />
}}<br />
<br />
Born for the seas, the sharkfolk live in the water and thrive in the oceans of the world. Strong and hardy, sharkfolk are very dangerous warriors, and their skill in physical combat is not to be taken lightly.<br />
<br />
Play a sharkfolk if you want...<br />
* To be a sea born warrior<br />
* To come from a world those without gills could never comprehend.<br />
* To be a member of a race that favors the barbarian, fighter, or warden classes<br />
<br />
=== Physical Qualities ===<br />
<br />
The sharkfolk is a hybrid of a human and a shark. They are of around human height, standing at about 5’10”, but are very muscular, with most weighing about 200 pounds. They have both lungs and gills, being able to live on land and sea, though they prefer living in the water. Sharkfolk have fins along their elbows, calves, and back that makes them more effective swimmers. Their heads are shaped like that of a tiger shark, and they have 3 rows of very sharp teeth. Their bodies are tougher than that of many other races because it is made of cartilage instead of bone. Skin color varies from person to person, but blue sharkfolk are most common.<br />
<br />
Sharkfolk live a little longer than humans, with most living about 110 years.<br />
<br />
=== Playing a Sharkfolk ===<br />
<br />
Sharkfolk love combat. To them, fighting is everything, be it for sport, money, prestige, or even to settle a dispute. Sharkfolk view combat as the ultimate form of expression, seeing subtlety and bureaucracy as meaningless pursuits devoid of skill, accomplishment, or, more importantly, fun. Because of this view of fighting, sharkfolk are normally drawn to a warrior’s lifestyle, pursuing the life of barbarians and fighters. They care little for magic and subtlety, but every race has its outsiders and oddities.<br />
<br />
Sharkfolk are not privy to racial interaction because they split their time between sea and land, so they view themselves as part of two worlds, yet belonging to neither at the same time. Of the races they mingle with, however, the sharkfolk have the most respect for the lion-man and the dragonborn, seeing a similarity in their views of combat. They do not like the rat-men, seeing subtlety as a pansy’s pursuit, but they are not quick to discount the rough lives they lead.<br />
<br />
'''Sharkfolk Characteristics''': Athletic, boastful, boisterous, confident, driven, hardy, loud, proud, strong, tough, violent<br />
<br />
'''Male Names''': Any human name, including Hammer, Jaws, and Gill<br />
<br />
'''Female Names''': Human names, as well as Fin, White, or Tiger<br />
<br />
=== Sharkfolk Adventurers ===<br />
<br />
Three sample sharkfolk adventurers are described below.<br />
<br />
Hammer is a sharkfolk fighter, a rough and tumble warriors living near the waters of the White Coast. A warrior who lives for the fight, Hammer is constantly challenging anyone who wishes to a wrestling challenge. Never tasting defeat, Hammer sets out to find a worthy challenge to his skills. This time, he wants a fight to the death as a true test of his skills.<br />
<br />
Gill is a sharkfolk barbarian, a member of a small warrior tribe. Short-tempered but kind, Gill enjoys good food and drink more than anything else, but takes a particular thrill in the arena. Every year, the tribes unite for a tournament. Gill, the strongest of his tribe, won the tournament and now sets out for fame and fortune.<br />
<br />
White is a sharkfolk warden, a member of a small militia near the Gold Coast. The sharkfolk desires to explore the depths of the Gold Ocean and learn the origin of the creatures of the sea. It is believed the seas were the origin of all races, and White wants to learn of the legendary cities beneath the sea.<br />
<br />
<br />
----<br />
{{4e Races Breadcrumb}}<br />
[[Category:4e]]<br />
[[Category:User]]<br />
[[Category:Race]]<br />
[[Category:Humanoid Type]]<br />
[[Category:Natural Origin]]</div>173.245.56.215https://www.dandwiki.com/w/index.php?title=Sharkfolk_(4e_Race)&diff=566285Sharkfolk (4e Race)2012-05-27T17:10:36Z<p>173.245.56.215: </p>
<hr />
<div>{{needsbalance|Encounter powers should not impart ongoing damage. Blood in the Water needs clarification. Is this when ''any'' enemy is bloodied? Is the bonus to attack then against ''any'' enemy, or just he bloodied enemy? How long for?}}<br />
== Sharfolk ==<br />
<br />
'''''Aquatic creatures with sharp teeth and unrivaled might'''''<br />
<br />
{{4e Racial Traits<br />
|height=5'8"-6'5"<br />
|weight=175-240 lbs.<br />
|abilities=+2 Strength; +2 Constitution or Wisdom<br />
|size=Medium<br />
|speed=6 squares, swim 8<br />
|vision=Low-Light<br />
|languages=Common<br />
|skills=+2 Athletics, +2 Endurance<br />
|trait1=Aquatic<br />
|description1=You are an aquatic creature: You are accustomed to the sea. As such,<br/> you are subject to effects and conditions that affect aquatic creatures.<br />
|trait2=Blood in the Water<br />
|description2=You get a +1 bonus to attack rolls against bloodied enemies.<br />
|trait3=Untamed Will<br />
|description3=You gain a +1 racial bonus to Will.<br />
|trait4=Jaws of Steel<br />
|description4=You have the ''jaws of steel'' power.<br />
}}<br />
{{4e Power<br />
|name=Jaws of Steel<br />
|owner=Race<br />
|usage=Encounter<br />
|class=Sharkfolk<br />
|type=Attack<br />
|flavor=You bite with tremendous force, leaving a gaping wound that continues to bleed.<br />
|actiontype=Minor Action<br />
|range=Melee<br />
|rangemod=1<br />
|target=One creature<br />
|attack=Strength +2 or Dexterity +2<br />
|defense=Reflex<br />
|hit=1d6 + Strength modifier damage, and the target is grabbed.<br><br />
*11th level: Strength +4 or Dexterity +4; 2d6 damage<br />
*21st level: Strength +6 or Dexterity +6; 3d6 damage<br />
}}<br />
<br />
Born for the seas, the sharkfolk live in the water and thrive in the oceans of the world. Strong and hardy, sharkfolk are very dangerous warriors, and their skill in physical combat is not to be taken lightly.<br />
<br />
Play a sharkfolk if you want...<br />
* To be a sea born warrior<br />
* To come from a world those without gills could never comprehend.<br />
* To be a member of a race that favors the barbarian, fighter, or warden classes<br />
<br />
=== Physical Qualities ===<br />
<br />
The sharkfolk is a hybrid of a human and a shark. They are of around human height, standing at about 5’10”, but are very muscular, with most weighing about 200 pounds. They have both lungs and gills, being able to live on land and sea, though they prefer living in the water. Sharkfolk have fins along their elbows, calves, and back that makes them more effective swimmers. Their heads are shaped like that of a tiger shark, and they have 3 rows of very sharp teeth. Their bodies are tougher than that of any of the other ani-men because it is made of cartilage instead of bone. Skin color varies from person to person, but blue sharkfolk are most common.<br />
<br />
Sharkfolk live a little longer than humans, with most living about 110 years.<br />
<br />
=== Playing a Sharkfolk ===<br />
<br />
Sharkfolk love combat. To them, fighting is everything, be it for sport, money, prestige, or even to settle a dispute. Sharkfolk view combat as the ultimate form of expression, seeing subtlety and bureaucracy as meaningless pursuits devoid of skill, accomplishment, or, more importantly, fun. Because of this view of fighting, sharkfolk are normally drawn to a warrior’s lifestyle, pursuing the life of barbarians and fighters. They care little for magic and subtlety, but every race has its outsiders and oddities.<br />
<br />
Sharkfolk are not privy to racial interaction because they split their time between sea and land, so they view themselves as part of two worlds, yet belonging to neither at the same time. Of the races they mingle with, however, the sharkfolk have the most respect for the lion-man and the dragonborn, seeing a similarity in their views of combat. They do not like the rat-men, seeing subtlety as a pansy’s pursuit, but they are not quick to discount the rough lives they lead.<br />
<br />
'''Sharkfolk Characteristics''': Athletic, boastful, boisterous, confident, driven, hardy, loud, proud, strong, tough, violent<br />
<br />
'''Male Names''': Any human name, including Hammer, Jaws, and Gill<br />
<br />
'''Female Names''': Human names, as well as Fin, White, or Tiger<br />
<br />
=== Sharkfolk Adventurers ===<br />
<br />
Three sample sharkfolk adventurers are described below.<br />
<br />
Hammer is a sharkfolk fighter, a rough and tumble warriors living near the waters of the White Coast. A warrior who lives for the fight, Hammer is constantly challenging anyone who wishes to a wrestling challenge. Never tasting defeat, Hammer sets out to find a worthy challenge to his skills. This time, he wants a fight to the death as a true test of his skills.<br />
<br />
Gill is a sharkfolk barbarian, a member of a small warrior tribe. Short-tempered but kind, Gill enjoys good food and drink more than anything else, but takes a particular thrill in the arena. Every year, the tribes unite for a tournament. Gill, the strongest of his tribe, won the tournament and now sets out for fame and fortune.<br />
<br />
White is a sharkfolk warden, a member of a small militia near the Gold Coast. The sharkfolk desires to explore the depths of the Gold Ocean and learn the origin of the creatures of the sea. It is believed the seas were the origin of all races, and White wants to learn of the legendary cities beneath the sea.<br />
<br />
<br />
----<br />
{{4e Races Breadcrumb}}<br />
[[Category:4e]]<br />
[[Category:User]]<br />
[[Category:Race]]<br />
[[Category:Humanoid Type]]<br />
[[Category:Natural Origin]]</div>173.245.56.215https://www.dandwiki.com/w/index.php?title=Sharkfolk_(4e_Race)&diff=566281Sharkfolk (4e Race)2012-05-27T15:41:48Z<p>173.245.56.215: </p>
<hr />
<div>{{needsbalance|Encounter powers should not impart ongoing damage. Blood in the Water needs clarification. Is this when ''any'' enemy is bloodied? Is the bonus to attack then against ''any'' enemy, or just he bloodied enemy? How long for?}}<br />
== Shark-Men ==<br />
<br />
'''''Aquatic creatures with sharp teeth and unrivaled might'''''<br />
<br />
{{4e Racial Traits<br />
|height=5'8"-6'5"<br />
|weight=175-240 lbs.<br />
|abilities=+2 Strength; +2 Constitution or Wisdom<br />
|size=Medium<br />
|speed=6 squares, swim 8<br />
|vision=Low-Light<br />
|languages=Common<br />
|skills=+2 Athletics, +2 Endurance<br />
|trait1=Aquatic<br />
|description1=You are an aquatic creature: You are accustomed to the sea. As such,<br/> you are subject to effects and conditions that affect aquatic creatures.<br />
|trait2=Blood in the Water<br />
|description2=You get a +1 bonus to attack rolls against bloodied enemies.<br />
|trait3=Untamed Will<br />
|description3=You gain a +1 racial bonus to Will.<br />
|trait4=Jaws of Steel<br />
|description4=You have the ''jaws of steel'' power.<br />
}}<br />
{{4e Power<br />
|name=Jaws of Steel<br />
|owner=Race<br />
|usage=Encounter<br />
|class=Shark-Man<br />
|type=Attack<br />
|flavor=You bite with tremendous force, leaving a gaping wound that continues to bleed.<br />
|actiontype=Minor Action<br />
|range=Melee<br />
|rangemod=1<br />
|target=One creature<br />
|attack=Strength +2 or Dexterity +2<br />
|defense=Reflex<br />
|hit=1d6 + Strength modifier damage, and the target is grabbed.<br />
|special=Increase to +4 bonus, 2d6 + Strength modifier damage, and 5 ongoing damage at 11th level, and +6 bonus, 3d6 + Strength modifier damage, and 10 ongoing damage at 21st level.<br />
}}<br />
<br />
Born for the seas, the shark-men live in the water and thrive in the oceans of the world. Strong and hardy, shark-men are very dangerous warriors, and their skill in physical combat is not to be taken lightly.<br />
<br />
Play a shark-man if you want...<br />
* To be a sea born warrior<br />
* To come from a world those without gills could never comprehend.<br />
* To be a member of a race that favors the barbarian, fighter, or warden classes<br />
<br />
=== Physical Qualities ===<br />
<br />
The shark-man is a hybrid of a human and a shark. They are of around human height, standing at about 5’10”, but are very muscular, with most weighing about 200 pounds. They have both lungs and gills, being able to live on land and sea, though they prefer living in the water. Shark-men have fins along their elbows, calves, and back that makes them more effective swimmers. Their heads are shaped like that of a tiger shark, and they have 3 rows of very sharp teeth. Their bodies are tougher than that of any of the other ani-men because it is made of cartilage instead of bone. Skin color varies from person to person, but blue shark-men are most common.<br />
<br />
Like most of the ani-men, shark-men live a little longer than humans, with most living about 110 years.<br />
<br />
=== Playing a Shark-Man ===<br />
<br />
Shark-men love combat. To them, fighting is everything, be it for sport, money, prestige, or even to settle a dispute. Shark-men view combat as the ultimate form of expression, seeing subtlety and bureaucracy as meaningless pursuits devoid of skill, accomplishment, or, more importantly, fun. Because of this view of fighting, shark-men are normally drawn to a warrior’s lifestyle, pursuing the life of barbarians and fighters. They care little for magic and subtlety, but every race has its outsiders and oddities.<br />
<br />
Shark-men are not privy to racial interaction because they split their time between sea and land, so they view themselves as part of two worlds, yet belonging to neither at the same time. Of the races they mingle with, however, the shark-men have the most respect for the lion-man and the dragonborn, seeing a similarity in their views of combat. They do not like the rat-men, seeing subtlety as a pansy’s pursuit, but they are not quick to discount the rough lives they lead.<br />
<br />
'''Shark-Man Characteristics''': Athletic, boastful, boisterous, confident, driven, hardy, loud, proud, strong, tough, violent<br />
<br />
'''Male Names''': Any human name, including Hammer, Jaws, and Gill<br />
<br />
'''Female Names''': Human names, as well as Fin, White, or Tiger<br />
<br />
=== Shark-Man Adventurers ===<br />
<br />
Three sample shark-man adventurers are described below.<br />
<br />
Hammer is a shark-man fighter, a rough and tumble warriors living near the waters of the White Coast. A warrior who lives for the fight, Hammer is constantly challenging anyone who wishes to a wrestling challenge. Never tasting defeat, Hammer sets out to find a worthy challenge to his skills. This time, he wants a fight to the death as a true test of his skills.<br />
<br />
Gill is a shark-man barbarian, a member of a small warrior tribe. Short-tempered but kind, Gill enjoys good food and drink more than anything else, but takes a particular thrill in the arena. Every year, the tribes unite for a tournament. Gill, the strongest of his tribe, won the tournament and now sets out for fame and fortune.<br />
<br />
White is a shark-woman warden, a member of a small militia near the Gold Coast. The shark-woman desires to explore the depths of the Gold Ocean and learn the origin of the creatures of the sea. It is believed the seas were the origin of all races, and White wants to learn of the legendary cities beneath the sea.<br />
<br />
<br />
----<br />
{{4e Races Breadcrumb}}<br />
[[Category:4e]]<br />
[[Category:User]]<br />
[[Category:Race]]<br />
[[Category:Humanoid Type]]<br />
[[Category:Natural Origin]]</div>173.245.56.215https://www.dandwiki.com/w/index.php?title=Sharkfolk_(4e_Race)&diff=566280Sharkfolk (4e Race)2012-05-27T15:40:30Z<p>173.245.56.215: </p>
<hr />
<div>{{needsbalance|Encounter powers should not impart ongoing damage. Blood in the Water needs clarification. Is this when ''any'' enemy is bloodied? Is the bonus to attack then against ''any'' enemy, or just he bloodied enemy? How long for?}}<br />
== Shark-Men ==<br />
<br />
'''''Aquatic creatures with sharp teeth and unrivaled might'''''<br />
<br />
{{4e Racial Traits<br />
|height=5'8"-6'5"<br />
|weight=175-240 lbs.<br />
|abilities=+2 Strength; +2 Constitution or Wisdom<br />
|size=Medium<br />
|speed=6 squares, swim 8<br />
|vision=Low-Light<br />
|languages=Common<br />
|skills=+2 Athletics, +2 Endurance<br />
|trait1=Aquatic<br />
|description1=You are an aquatic creature: You are accustomed to the sea. As such,<br/> you are subject to effects and conditions that affect aquatic creatures.<br />
|trait2=Blood in the Water<br />
|description2=When you attack an enemy that is bloodied, you gain a +1 bonus to attack rolls.<br />
|trait3=Untamed Will<br />
|description3=You gain a +1 racial bonus to Will.<br />
|trait4=Jaws of Steel<br />
|description4=You have the ''jaws of steel'' power.<br />
}}<br />
{{4e Power<br />
|name=Jaws of Steel<br />
|owner=Race<br />
|usage=Encounter<br />
|class=Shark-Man<br />
|type=Attack<br />
|flavor=You bite with tremendous force, leaving a gaping wound that continues to bleed.<br />
|actiontype=Minor Action<br />
|range=Melee<br />
|rangemod=1<br />
|target=One creature<br />
|attack=Strength +2 or Dexterity +2<br />
|defense=Reflex<br />
|hit=1d6 + Strength modifier damage, and the target is grabbed.<br />
|special=Increase to +4 bonus, 2d6 + Strength modifier damage, and 5 ongoing damage at 11th level, and +6 bonus, 3d6 + Strength modifier damage, and 10 ongoing damage at 21st level.<br />
}}<br />
<br />
Born for the seas, the shark-men live in the water and thrive in the oceans of the world. Strong and hardy, shark-men are very dangerous warriors, and their skill in physical combat is not to be taken lightly.<br />
<br />
Play a shark-man if you want...<br />
* To be a sea born warrior<br />
* To come from a world those without gills could never comprehend.<br />
* To be a member of a race that favors the barbarian, fighter, or warden classes<br />
<br />
=== Physical Qualities ===<br />
<br />
The shark-man is a hybrid of a human and a shark. They are of around human height, standing at about 5’10”, but are very muscular, with most weighing about 200 pounds. They have both lungs and gills, being able to live on land and sea, though they prefer living in the water. Shark-men have fins along their elbows, calves, and back that makes them more effective swimmers. Their heads are shaped like that of a tiger shark, and they have 3 rows of very sharp teeth. Their bodies are tougher than that of any of the other ani-men because it is made of cartilage instead of bone. Skin color varies from person to person, but blue shark-men are most common.<br />
<br />
Like most of the ani-men, shark-men live a little longer than humans, with most living about 110 years.<br />
<br />
=== Playing a Shark-Man ===<br />
<br />
Shark-men love combat. To them, fighting is everything, be it for sport, money, prestige, or even to settle a dispute. Shark-men view combat as the ultimate form of expression, seeing subtlety and bureaucracy as meaningless pursuits devoid of skill, accomplishment, or, more importantly, fun. Because of this view of fighting, shark-men are normally drawn to a warrior’s lifestyle, pursuing the life of barbarians and fighters. They care little for magic and subtlety, but every race has its outsiders and oddities.<br />
<br />
Shark-men are not privy to racial interaction because they split their time between sea and land, so they view themselves as part of two worlds, yet belonging to neither at the same time. Of the races they mingle with, however, the shark-men have the most respect for the lion-man and the dragonborn, seeing a similarity in their views of combat. They do not like the rat-men, seeing subtlety as a pansy’s pursuit, but they are not quick to discount the rough lives they lead.<br />
<br />
'''Shark-Man Characteristics''': Athletic, boastful, boisterous, confident, driven, hardy, loud, proud, strong, tough, violent<br />
<br />
'''Male Names''': Any human name, including Hammer, Jaws, and Gill<br />
<br />
'''Female Names''': Human names, as well as Fin, White, or Tiger<br />
<br />
=== Shark-Man Adventurers ===<br />
<br />
Three sample shark-man adventurers are described below.<br />
<br />
Hammer is a shark-man fighter, a rough and tumble warriors living near the waters of the White Coast. A warrior who lives for the fight, Hammer is constantly challenging anyone who wishes to a wrestling challenge. Never tasting defeat, Hammer sets out to find a worthy challenge to his skills. This time, he wants a fight to the death as a true test of his skills.<br />
<br />
Gill is a shark-man barbarian, a member of a small warrior tribe. Short-tempered but kind, Gill enjoys good food and drink more than anything else, but takes a particular thrill in the arena. Every year, the tribes unite for a tournament. Gill, the strongest of his tribe, won the tournament and now sets out for fame and fortune.<br />
<br />
White is a shark-woman warden, a member of a small militia near the Gold Coast. The shark-woman desires to explore the depths of the Gold Ocean and learn the origin of the creatures of the sea. It is believed the seas were the origin of all races, and White wants to learn of the legendary cities beneath the sea.<br />
<br />
<br />
----<br />
{{4e Races Breadcrumb}}<br />
[[Category:4e]]<br />
[[Category:User]]<br />
[[Category:Race]]<br />
[[Category:Humanoid Type]]<br />
[[Category:Natural Origin]]</div>173.245.56.215https://www.dandwiki.com/w/index.php?title=Talk:Sharkfolk_(4e_Race)&diff=566278Talk:Sharkfolk (4e Race)2012-05-27T13:18:16Z<p>173.245.56.215: </p>
<hr />
<div>== Racial Abilities ==<br />
<br />
Someone just posted a edit that gave you a +1 to attack rolls against bloody opponents, but has been reverted to +1 to attack when you are bloody. I thought we should discuss that. Honestly, it makes sense to me the first way. Sharks being better at attacking bloody opponents makes sense. Maybe their noses can smell the blood better, or something silly like that. However, I don't know how that affects the overall power balance of this race. What are everyone else's thoughts. --[[User:Badger|Badger]] 23:24, 27 April 2011 (MDT)<br />
<br />
:That's fine. It was just that the wording was changed to half-half of both, and I had no idea what was intended. --[[User:Green Dragon|Green Dragon]] 23:37, 27 April 2011 (MDT)<br />
<br />
::I changed it back to when an enemy is bloodied and fixed the wording. --[[User:Green Dragon|Green Dragon]] 16:38, 29 April 2011 (MDT)<br />
<br />
Thoughts on how to balance this: You get +1 to hit when you attack a bloodied enemy. You grab the enemy (save ends) with Jaws of Steel instead of the Ongoing Damage. --[[Special:Contributions/173.245.56.215|173.245.56.215]] 07:18, 27 May 2012 (MDT)</div>173.245.56.215https://www.dandwiki.com/w/index.php?title=Descendant_of_Red_Dragon_(3.5e_Prestige_Class)&diff=566251Descendant of Red Dragon (3.5e Prestige Class)2012-05-27T06:00:19Z<p>173.245.56.215: Created page with "=Descendant of Red Dragon= It is rumored that the magical powers of sorcerers and bards are somehow connected to the presence of dragon blood tree in his hereditary. Red Drag..."</p>
<hr />
<div>=Descendant of Red Dragon=<br />
<br />
It is rumored that the magical powers of sorcerers and bards are somehow connected to the presence of dragon blood tree in his hereditary. Red Dragon Disciple are sorcerers, and sometimes bards, who use their magical power as a catalyst to ascend his red dragon blood, causing it to reach its apex. They prefer a life of exploration to a cloistered existence. As already adept at magic, many look for adventure, especially if they result in more information about their inheritance dragon. They often feel drawn to areas where you know that dragons live ...<br />
<br />
<br />
==Prerequisites==<br />
{| class="d20 dragon monstats" cellspacing="0" cellpadding="0"<br />
|+ style="font-size: larger; white-space: nowrap;" | Entry Requirements<br />
|<br />
|-<br />
! Alignment: <br />
| Chaotic Evil or Chaotic Neutral<br />
|-<br />
! Class:<br />
| [[Sorcerer]] or [[Bard]]<br />
|-<br />
! Ability:<br />
| [[Wisdom]] 14 or higher.<br />
|-<br />
! Skills: <br />
| [[SRD:Knowledge Skill|Knowledge]] (Arcana) 8 ranks or [[SRD:Knowledge Skill|Knowledge]] (History) 8 ranks.<br />
|-<br />
! Other: <br />
| Must be able to speak Draconic.<br />
|}<br />
<br />
{| cellspacing="0" cellpadding="0" class="d20"<br />
|+ style="text-align: right;" | <div style="float: left;">Table: Descendant of Red Dragon </div> Hit Die: d10 <br />
|-<br />
! Level<br />
! [[Base Attack Bonus (terminology)|Base<br/>Attack Bonus]]<br />
! [[Saving Throw (SRD Rules)|Fort<br/>Save]]<br />
! [[Saving Throw (SRD Rules)|Ref<br/>Save]]<br />
! [[Saving Throw (SRD Rules)|Will<br/>Save]]<br />
! style="text-align: left;" | Special<br />
! style="text-align: left;" | Spells per Day/Spells Known<br />
|-<br />
| 1st || +1 || +2 || +0 || +0 || style="text-align: left;" | [[#Dragonfoe|Dragonfoe]], [[#Natural armor increase|Natural armor increase]] (+1) || style="text-align: left;" | [[#+1 spellcasting class level|+1 spellcasting class level]]<br />
|- class="even"<br />
| 2nd || +2 || +3 || +0 || +0 || style="text-align: left;" | [[#Str +2|Str +2]] || style="text-align: left;" | [[#+1 spellcasting class level|+1 spellcasting class level]] <br />
|-<br />
| 3rd || +3 || +3 || +1 || +1 || style="text-align: left;" | [[#Dragonbane|Dragonbane]], [[#Firebreathing|Firebreathing]] || style="text-align: left;" | [[#+1 spellcasting class level|+1 spellcasting class level]]<br />
|- class="even"<br />
| 4th || +4 || +4 || +1 || +1 || style="text-align: left;" | [[#Natural armor increase|Natural armor increase]] (+2), [[#Str +2|Str +2]] || style="text-align: left;" | [[#+1 spellcasting class level|+1 spellcasting class level]]<br />
|-<br />
| 5th || +5 || +4 || +1 || +1 || style="text-align: left;" | [[#Dragon Hunter|Dragon Hunter]] || style="text-align: left;" | [[#+1 spellcasting class level|+1 spellcasting class level]]<br />
|- class="even"<br />
| 6th || +6/+1 || +5 || +2 || +2 || style="text-align: left;" | [[#Cons +2|Cons +2]] || style="text-align: left;" | [[#+1 spellcasting class level|+1 spellcasting class level]]<br />
|-<br />
| 7th || +7/+2 || +5 || +2 || +2 || style="text-align: left;" | [[#Natural armor increase|Natural armor increase]] (+3), [[#Dragon Hunter DefenseDragon|Hunter Defense]] || style="text-align: left;" | [[#+1 spellcasting class level|+1 spellcasting class level]]<br />
|- class="even"<br />
| 8th || +8/+3 || +6 || +2 || +2 || style="text-align: left;" | [[#Whis +2|Wis +2]], [[#Firebreathing|Firebreathing]] 2/day || style="text-align: left;" | [[#+1 spellcasting class level|+1 spellcasting class level]]<br />
|-<br />
| 9th || +9/+4 || +6 || +3 || +3 || style="text-align: left;" | [[#Natural armor increase|Natural armor increase]] (+3), [[#Wings|Wings]] || style="text-align: left;" | [[#+1 spellcasting class level|+1 spellcasting class level]]<br />
|- class="even"<br />
| 10th || +10/+5 || +7 || +3 || +3 || style="text-align: left;" | [[#Str +4|Str +4]], [[#Immunity to fire,sleep and paralyze|mmunity to fire,sleep and paralyze] || style="text-align: left;" | [[#+1 spellcasting class level|+1 spellcasting class level]]<br />
|-<br />
| colspan="7" style="text-align: left; border: none;" |'''Class Skills (2 + Int modifier per level)'''<br/><br />
|}<br />
<br />
==Class Features==<br />
<br />
''All the following are class features of the Descendant of Red Dragon:''<br />
<br />
'''Hit Die:''' D10<br />
<br />
''''Weapons and Armor Proficiency:'''' Descendant of Red Dragon gains proficiency with any commom weapons and light armors. <br />
<br />
''''{{#anc:+1 Spellcasting class level}}:'''' Each level a character gains in this Prestige Class, also adds one level to his spellcasting class, gaining spells per day or any spells known, but not any other class features.<br />
<br />
''''{{#anc:Dragonfoe }}:'''' At 1st you gain a +2 bonus on attack rolls against dragons and a +2 bonus on caster level checks made to overcome a dragon's spell resistance. Also, dragons take a -2 penalty on saving throws against your spells, spell-like abilities, and supernatural abilities.<br />
<br />
''''{{#anc:Dragonbane}}:'''' At 3rd level, Descendant of Red Dragon may use a full-round action to make a single attack (melee or ranged) against a dragon with a +4 bonus on the attack roll. Such an attack deals an extra 2d6 points of damage if it hits. For a ranged attack, the dragon must be within 30 feet to gain the bonus to hit and the extra damage.<br />
<br />
'''{{#anc:Natural armor increase}}:''' At 1st, 4th, 7th and 9th level a Descendant of Red Dragon gains +1 natural armor.<br />
<br />
'''{{#anc:Dragon Hunter}}:''' At 5th level a Descendant of Red Dragon gain a +2 dodge bonus to Armor Class against attacks made by dragons and a +2 competence bonus on saving throws against the spells, attacks, and special abilities of dragons. Likewise, you gain a +2 competence bonus on any opposed check (such as a bull rush attempt or a grapple check) you make against a dragon.<br />
<br />
'''{{#anc:Dragon Hunter Defense}}:''' At 7th level the character gain the evasion ability against the breath weapons of dragons. (If a dragon's breath weapon allows a Reflex save for half damage, a successful save indicates that you take no damage.) Also, you gain a bonus equal to 1/2 your character level on all saving throws you make against the supernatural or spell-like abilities of dragons.<br />
<br />
'''{{#anc:Firebreathing}}:''' At 3rd level, the Descendant of Red Dragon gains the ability to breathe a cone of fire that causes 2d10 damage to all creatures within the area. The damage increases to 4d10 at 6th level and 6d10 at 10th level. Targets can make a Reflex saving throw (DC 10 + ½ class level + Red Dragon Disciple's Charisma bonus character).<br />
<br />
'''{{#anc:Wings}}:''' At 9th level, the character grows a set of draconic wings. He may now fly at a speed equal to his normal land speed, with average maneuverability.<br />
<br />
<br />
----<br />
{{DnD Prestige Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Prestige Class]]<br />
[[Category:Strong Spellcasting]]</div>173.245.56.215https://www.dandwiki.com/w/index.php?title=Magical_Contract_(3.5e_Feat)&diff=559461Magical Contract (3.5e Feat)2012-04-12T16:45:30Z<p>173.245.56.215: </p>
<hr />
<div>__NOTOC__<br />
<div class="supplement">{{author<br />
|author_name=Vilios<br />
|date_created=November 30 2008<br />
|status=done but open<br />
|isnotuser=vilios<br />
}}<br />
<br />
===Magical contract [General]===<br />
<br />
Bind any thing with an Int higher than three to a magical contract.<br />
<br />
=====Prerequisite=====<br />
.<br />
Scribe Scroll, Diplomacy 7 ranks, Knowledge (religion) 4 ranks, Knowledge (local) 7 ranks and Spellcraft 4 ranks<br />
<br />
=====Benefit=====<br />
<br />
.<br />
The ability to bind anything to a magical contract, so long as the signer signs the contract willingly and not under any magical effects that would alter his judgment (alcoholic effects are still legally binding). There truly is no end to the benefits one can obtain through this feat.<br />
<br />
<br />
<br />
=====Special=====<br />
<br />
.<br />
Each contract page has a base cost of 100 gold add to that 50 gold for the magical ink needed. Any contract for ones soul adds 500 more gold to the price. <br />
<br />
Example of the cost for a common contract: <br />
I own ______'s body, soul and mind.<br />
<br />
A simple contract such as this would take up three pages and would cost 800 gold.<br />
Such a contract would make the signer of said contract immune to affects that would alter the contract.<br />
<br />
Examples of use:<br />
<br />
Vorcan the wizard and Togwin the half-halfling half-gnome make a bet for one hundred gold that Togwin can't steal the undergarments right off a noble without being detected. They place this bet in the form of a magical contract. Twenty years later and half a world apart, Togwin manages to steal a pair, and suddenly a hundred gold pops into his bag. On the other side of the world, Vorcan is slightly ticked off at the fact that a hundred gold is now missing.<br />
<br />
[[Mr. Watchtower|Mr. Watchtower]] signs a contract that gives his will to [[Elizibeth Greenwell|Elizibeth Greenwell]]. At the point of signing he is immune to all mind altering effects, but he is constantly under the effect of [[SRD:Dominate Person|Dominate Person]] by [[Elizibeth Greenwell|Elizibeth Greenwell]]. He is still vulnerable to the effects of spell such as [[SRD:Contagion|Contagion]] and [[SRD:Trap the Soul|Trap the Soul]].<br />
<br />
<br />
Back to [[Main Page]] &rarr; [[Dungeons and Dragons]] &rarr; [[DnD Character Options|Character Options]] &rarr; [[DnD Feats|Feats]] &rarr; [[DnD <!-- subcategory --> Feats|<!-- subcategory --> Feats]]<br />
[[Category:DnD]]<br />
[[Category:User]]<br />
[[Category:Feat]]<br />
[[Category:Item Creation Feat]]<br />
<br />
<br />
</div></div>173.245.56.215https://www.dandwiki.com/w/index.php?title=Magical_Contract_(3.5e_Feat)&diff=559460Magical Contract (3.5e Feat)2012-04-12T16:41:35Z<p>173.245.56.215: </p>
<hr />
<div>__NOTOC__<br />
<div class="supplement">{{author<br />
|author_name=Vilios<br />
|date_created=November 30 2008<br />
|status=done but open<br />
|isnotuser=vilios<br />
}}<br />
<dplc> <!-- this generates the table entries --><br />
|{{bind any thing with an int higher then three to a magical contract<br />
|Magical Contract|scribe scroll, diplomacy 7 ranks, knowledge (religion) 4 ranks, knowledge (local) 7 ranks and spellcraft 4 ranks<br />
|<!-- short description of effect --> <br />
|<!-- NBoF Balance (optional) --> }}</dplc><br />
===Magical contract [General]===<br />
<br />
Bind any thing with an Int higher than three to a magical contract.<br />
<br />
=====Prerequisite=====<br />
.<br />
Scribe Scroll, Diplomacy 7 ranks, Knowledge (religion) 4 ranks, Knowledge (local) 7 ranks and Spellcraft 4 ranks<br />
<br />
=====Benefit=====<br />
<br />
.<br />
The ability to bind anything to a magical contract, so long as the signer signs the contract willingly and not under any magical effects that would alter his judgment (alcoholic effects are still legally binding). There truly is no end to the benefits one can obtain through this feat.<br />
<br />
<br />
<br />
=====Special=====<br />
<br />
.<br />
Each contract page has a base cost of 100 gold add to that 50 gold for the magical ink needed. Any contract for ones soul adds 500 more gold to the price. <br />
Example of the cost for a common contract: I own ______'s body, soul and mind.<br />
A simple contract such as this would take up three pages and would cost 800 gold.<br />
Such a contract would make the signer of said contract immune to affects that would alter the contract.<br />
<br />
Examples of use:<br />
<br />
Vorcan the wizard and Togwin the half halfling half gnome make a bet for one hundred gold that Togwin couldn't steal the under garments right of a noble with out being detected. they place this bet in the form of a magical contract, twenty years later and half a world aport Togwin manages to steal a pair. and suddenly a hundred gold pops into his bag. on the other side of the world Vorcan is slightly ticked off at the fact that a hundred gold is now missing.<br />
<br />
[[Mr. Watchtower|Mr. Watchtower]] signs a contract that gives his will to [[Elizibeth Greenwell|Elizibeth Greenwell]]. At the point of signing he is immune to all mind altering effects, but he is constantly under the effect of [[SRD:Dominate Person|Dominate Person]] by [[Elizibeth Greenwell|Elizibeth Greenwell]]. He is still vulnerable to the effects of spell such as [[SRD:Contagion|Contagion]] and [[SRD:Trap the Soul|Trap the Soul]].<br />
<br />
<br />
Back to [[Main Page]] &rarr; [[Dungeons and Dragons]] &rarr; [[DnD Character Options|Character Options]] &rarr; [[DnD Feats|Feats]] &rarr; [[DnD <!-- subcategory --> Feats|<!-- subcategory --> Feats]]<br />
[[Category:DnD]]<br />
[[Category:User]]<br />
[[Category:Feat]]<br />
[[Category:Item Creation Feat]]<br />
<br />
<br />
</div></div>173.245.56.215https://www.dandwiki.com/w/index.php?title=Berzikir_(3.5e_Race)&diff=559100Berzikir (3.5e Race)2012-04-10T00:49:56Z<p>173.245.56.215: /* Racial Traits */</p>
<hr />
<div>{{x0<br />
|la=<!-#->0<br />
|ecl=<!-#->1<br />
|type=<!-Monsterous Humanoid-> <br />
|ability_adjust= +2 Wisdom, -2 Constitution<br />
|size= Medium<br />
|favored_class= Ranger, Druid.<br />
|desc= The Berzikir are masters of the wilderness and are near impossible to track. For this reason they take up roles as messengers and traders in normal society.<br />
}}<br />
<br />
=Berzikiri=<br />
<br />
== Personality ==<br />
The Berzikiri keep to themselves, finding homes in caves and trees as opposed to living in towns. When dealing with Berzikiri they have a suspicious air and may seem untrustworthy, but are very honest and reliable.<br />
<br />
== Physical Description ==<br />
Male: Average Height 5' 10" Average Weight 155 lbs.<br />
<br />
Female: Average Height 5' 8" Average Weight 135 lbs.<br />
<br />
Eye Color: Black, Dark Brown, Yellow.<br />
<br />
Skin: Dark shades of tan and of smooth texture.<br />
<br />
Hair: Long and often decorated with simple jewelry. Dark shades of brown and black.<br />
<br />
Berzikir are birdlike humanoids with long beaks and elfish ears. Their posture is unlike normal humanoids as they tend to slouch when they walk.<br />
<br />
== Relations ==<br />
Berzikiri are solitary creatures who often avoid interacting with even creatures of their own race. When in cities or towns the Berzikir tend to keep to the shadows.<br />
<br />
== Alignment ==<br />
The Berzikir must be of a Neutral Alignment.<br />
<br />
== Lands ==<br />
The Berzikiri dwell in forested regions and do not like to venture far from them. Berzikiri will usually only venture from their forested region if they are migrating to another woodland home.<br />
<br />
== Religion ==<br />
The Bezirkir follow no known religion but can follow any deity within their Alignment.<br />
<br />
== Language ==<br />
Common.<br />
<br />
== Names ==<br />
Names determine rank in Berzikir tribes. The more syllables their name contains the higher privileged they are. Bezikir that do not belong to tribes generally have names of one or two syllables. Examples include Tal, Kaz, Nen-Ett.<br />
<br />
== Racial Traits ==<br />
<br />
* +2 Wisdom, -2 Constitution: The Berzikiri are less hardy than most other races but tend do be more attentive and stable-minded. <br />
* Monstrous Humanoid<br />
* Medium Size<br />
* Berzikir [[base land speed]] is 30 feet.<br />
* Trackless Step (Ex): A Berzikir leaves no trail in natural surroundings and cannot be tracked. They may choose to leave a trail if so desired.<br />
* Woodland Affinity (Ex): A Berzikir may put points in the Knowledge (Nature) Skill without penalty and have a +2 bonus to Spot, Listen and Hide.<br />
<br />
* [[Automatic Languages]]: Common, Sylvan. [[Bonus Languages]]: Any (not including secret languages such as Druidic).<br />
* [[Favored Class]]: Ranger, Druid. <br />
* [[Level Adjustment]]: 0<br />
<br />
== Vital Statistics ==<br />
<br />
{| class="d20" cellspacing="0" cellpadding="0"<br />
|+ Table: Berzikir Random Starting Ages<br />
|- style="white-space: nowrap;"<br />
! Adulthood || Simple || Moderate || Complex<br />
|- style="white-space: nowrap;"<br />
| 18 years || +1d6 || +1d8 || +2d6<br />
|}<br />
<br />
{| class="d20" cellspacing="0" cellpadding="0"<br />
|+ Table: Berzikir Aging Effects<br />
|- style="white-space: nowrap;"<br />
! Middle Age<sup>1</sup> || Old<sup>2</sup> || Venerable<sup>3</sup> || Maximum Age<br />
|- style="white-space: nowrap;"<br />
| 40 years || 70 years || 110 years || +2d20 years<br />
|- style="white-space: nowrap;"<br />
| colspan="5" class="foot" |<br />
# At middle age, &minus;1 to Str, Dex, and Con; +1 to Int, Wis, and Cha.<br />
# At old age, &minus;2 to Str, Dex, and Con; +1 to Int, Wis, and Cha.<br />
# At venerable age, &minus;3 to Str, Dex, and Con; +1 to Int, Wis, and Cha.<br />
|}<br />
<br />
{| cellspacing="0" cellpadding="0" class="d20"<br />
|-<br />
|+ Table: <!-- insert race name --> Random Height and Weight<br />
|- style="white-space: nowrap;"<br />
! style="text-align: left;" | Gender || Base Height || Height Modifier || Base Weight || Weight Modifier<br />
|- style="white-space: nowrap;"<br />
| style="text-align: left;" | Male || 5' 2" || +2d6 || 100 lb. || &times; (3d20) lb.<br />
|- class="even" style="white-space: nowrap;"<br />
| style="text-align: left;" | Female || 5' 0" || +2d6 || 80 lb. || &times; (3d20) lb.<br />
|}<br />
<br />
<br />
----<br />
{{3.5e Races Breadcrumb}}<br />
<!-- REMOVE THIS ENTIRE LINE <nowiki><br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Race]]<br />
[[Category:<!-race's type-> Type]]<br />
[[Category:<!-race's subtype; or remove line-> Subtype]]<br />
[[Category:<!-race's size-> Size]]<br />
[[Category:LA<!-#->]]<br />
[[Category:ECL<!-#->]]<br />
</nowiki><!-- REMOVE THIS ENTIRE LINE</div>173.245.56.215https://www.dandwiki.com/w/index.php?title=Berzikir_(3.5e_Race)&diff=559099Berzikir (3.5e Race)2012-04-10T00:38:13Z<p>173.245.56.215: /* Physical Description */</p>
<hr />
<div>{{x0<br />
|la=<!-#->0<br />
|ecl=<!-#->1<br />
|type=<!-Monsterous Humanoid-> <br />
|ability_adjust= +2 Wisdom, -2 Constitution<br />
|size= Medium<br />
|favored_class= Ranger, Druid.<br />
|desc= The Berzikir are masters of the wilderness and are near impossible to track. For this reason they take up roles as messengers and traders in normal society.<br />
}}<br />
<br />
=Berzikiri=<br />
<br />
== Personality ==<br />
The Berzikiri keep to themselves, finding homes in caves and trees as opposed to living in towns. When dealing with Berzikiri they have a suspicious air and may seem untrustworthy, but are very honest and reliable.<br />
<br />
== Physical Description ==<br />
Male: Average Height 5' 10" Average Weight 155 lbs.<br />
<br />
Female: Average Height 5' 8" Average Weight 135 lbs.<br />
<br />
Eye Color: Black, Dark Brown, Yellow.<br />
<br />
Skin: Dark shades of tan and of smooth texture.<br />
<br />
Hair: Long and often decorated with simple jewelry. Dark shades of brown and black.<br />
<br />
Berzikir are birdlike humanoids with long beaks and elfish ears. Their posture is unlike normal humanoids as they tend to slouch when they walk.<br />
<br />
== Relations ==<br />
Berzikiri are solitary creatures who often avoid interacting with even creatures of their own race. When in cities or towns the Berzikir tend to keep to the shadows.<br />
<br />
== Alignment ==<br />
The Berzikir must be of a Neutral Alignment.<br />
<br />
== Lands ==<br />
The Berzikiri dwell in forested regions and do not like to venture far from them. Berzikiri will usually only venture from their forested region if they are migrating to another woodland home.<br />
<br />
== Religion ==<br />
The Bezirkir follow no known religion but can follow any deity within their Alignment.<br />
<br />
== Language ==<br />
Common.<br />
<br />
== Names ==<br />
Names determine rank in Berzikir tribes. The more syllables their name contains the higher privileged they are. Bezikir that do not belong to tribes generally have names of one or two syllables. Examples include Tal, Kaz, Nen-Ett.<br />
<br />
== Racial Traits ==<br />
<br />
* +2 Wisdom, -2 Constitution: The Berzikiri are less hardy than most other races but tend do be more attentive and stable-minded. <br />
Monstrous Humanoid<br />
* Medium Size<br />
* Berzikir [[base land speed]] is 30 feet.<br />
* Trackless Step (Ex): A Berzikir leaves no trail in natural surroundings and cannot be tracked. They may choose to leave a trail if so desired.<br />
* Woodland Affinity (Ex): A Berzikir may put points in the Knowledge (Nature) Skill without penalty and have a +2 bonus to Spot, Listen and Hide.<br />
<br />
* [[Automatic Languages]]: Common, Sylvan. [[Bonus Languages]]: Any (not including secret languages such as Druidic).<br />
* [[Favored Class]]: Ranger, Druid. <br />
* [[Level Adjustment]]: 0<br />
<br />
== Vital Statistics ==<br />
<br />
{| class="d20" cellspacing="0" cellpadding="0"<br />
|+ Table: Berzikir Random Starting Ages<br />
|- style="white-space: nowrap;"<br />
! Adulthood || Simple || Moderate || Complex<br />
|- style="white-space: nowrap;"<br />
| 18 years || +1d6 || +1d8 || +2d6<br />
|}<br />
<br />
{| class="d20" cellspacing="0" cellpadding="0"<br />
|+ Table: Berzikir Aging Effects<br />
|- style="white-space: nowrap;"<br />
! Middle Age<sup>1</sup> || Old<sup>2</sup> || Venerable<sup>3</sup> || Maximum Age<br />
|- style="white-space: nowrap;"<br />
| 40 years || 70 years || 110 years || +2d20 years<br />
|- style="white-space: nowrap;"<br />
| colspan="5" class="foot" |<br />
# At middle age, &minus;1 to Str, Dex, and Con; +1 to Int, Wis, and Cha.<br />
# At old age, &minus;2 to Str, Dex, and Con; +1 to Int, Wis, and Cha.<br />
# At venerable age, &minus;3 to Str, Dex, and Con; +1 to Int, Wis, and Cha.<br />
|}<br />
<br />
{| cellspacing="0" cellpadding="0" class="d20"<br />
|-<br />
|+ Table: <!-- insert race name --> Random Height and Weight<br />
|- style="white-space: nowrap;"<br />
! style="text-align: left;" | Gender || Base Height || Height Modifier || Base Weight || Weight Modifier<br />
|- style="white-space: nowrap;"<br />
| style="text-align: left;" | Male || 5' 2" || +2d6 || 100 lb. || &times; (3d20) lb.<br />
|- class="even" style="white-space: nowrap;"<br />
| style="text-align: left;" | Female || 5' 0" || +2d6 || 80 lb. || &times; (3d20) lb.<br />
|}<br />
<br />
<br />
----<br />
{{3.5e Races Breadcrumb}}<br />
<!-- REMOVE THIS ENTIRE LINE <nowiki><br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Race]]<br />
[[Category:<!-race's type-> Type]]<br />
[[Category:<!-race's subtype; or remove line-> Subtype]]<br />
[[Category:<!-race's size-> Size]]<br />
[[Category:LA<!-#->]]<br />
[[Category:ECL<!-#->]]<br />
</nowiki><!-- REMOVE THIS ENTIRE LINE</div>173.245.56.215https://www.dandwiki.com/w/index.php?title=Berzikir_(3.5e_Race)&diff=559097Berzikir (3.5e Race)2012-04-10T00:26:12Z<p>173.245.56.215: Created page with "{{x0 |la=<!-#->0 |ecl=<!-#->1 |type=<!-Monsterous Humanoid-> |ability_adjust= +2 Wisdom, -2 Constitution |size= Medium |favored_class= Ranger, Druid. |desc= The Berzikir are mas..."</p>
<hr />
<div>{{x0<br />
|la=<!-#->0<br />
|ecl=<!-#->1<br />
|type=<!-Monsterous Humanoid-> <br />
|ability_adjust= +2 Wisdom, -2 Constitution<br />
|size= Medium<br />
|favored_class= Ranger, Druid.<br />
|desc= The Berzikir are masters of the wilderness and are near impossible to track. For this reason they take up roles as messengers and traders in normal society.<br />
}}<br />
<br />
=Berzikiri=<br />
<br />
== Personality ==<br />
The Berzikiri keep to themselves, finding homes in caves and trees as opposed to living in towns. When dealing with Berzikiri they have a suspicious air and may seem untrustworthy, but are very honest and reliable.<br />
<br />
== Physical Description ==<br />
Male: Average Height 5' 10" Average Weight 155 lbs,<br />
Female: Average Height 5' 8" Average Weight 135 lbs,<br />
Eye Color: Black, Dark Brown, Yellow<br />
Skin: Dark shades of tan and of smooth texture.<br />
Hair: Long and often decorated with simple jewelry. Dark shades of brown and black.<br />
<br />
Berzikir are birdlike humanoids with long beaks and elfish ears. Their posture is unlike normal humanoids as they tend to slouch when they walk. <br />
<br />
== Relations ==<br />
Berzikiri are solitary creatures who often avoid interacting with even creatures of their own race. When in cities or towns the Berzikir tend to keep to the shadows.<br />
<br />
== Alignment ==<br />
The Berzikir must be of a Neutral Alignment.<br />
<br />
== Lands ==<br />
The Berzikiri dwell in forested regions and do not like to venture far from them. Berzikiri will usually only venture from their forested region if they are migrating to another woodland home.<br />
<br />
== Religion ==<br />
The Bezirkir follow no known religion but can follow any deity within their Alignment.<br />
<br />
== Language ==<br />
Common.<br />
<br />
== Names ==<br />
Names determine rank in Berzikir tribes. The more syllables their name contains the higher privileged they are. Bezikir that do not belong to tribes generally have names of one or two syllables. Examples include Tal, Kaz, Nen-Ett.<br />
<br />
== Racial Traits ==<br />
<br />
* +2 Wisdom, -2 Constitution: The Berzikiri are less hardy than most other races but tend do be more attentive and stable-minded. <br />
Monstrous Humanoid<br />
* Medium Size<br />
* Berzikir [[base land speed]] is 30 feet.<br />
* Trackless Step (Ex): A Berzikir leaves no trail in natural surroundings and cannot be tracked. They may choose to leave a trail if so desired.<br />
* Woodland Affinity (Ex): A Berzikir may put points in the Knowledge (Nature) Skill without penalty and have a +2 bonus to Spot, Listen and Hide.<br />
<br />
* [[Automatic Languages]]: Common, Sylvan. [[Bonus Languages]]: Any (not including secret languages such as Druidic).<br />
* [[Favored Class]]: Ranger, Druid. <br />
* [[Level Adjustment]]: 0<br />
<br />
== Vital Statistics ==<br />
<br />
{| class="d20" cellspacing="0" cellpadding="0"<br />
|+ Table: Berzikir Random Starting Ages<br />
|- style="white-space: nowrap;"<br />
! Adulthood || Simple || Moderate || Complex<br />
|- style="white-space: nowrap;"<br />
| 18 years || +1d6 || +1d8 || +2d6<br />
|}<br />
<br />
{| class="d20" cellspacing="0" cellpadding="0"<br />
|+ Table: Berzikir Aging Effects<br />
|- style="white-space: nowrap;"<br />
! Middle Age<sup>1</sup> || Old<sup>2</sup> || Venerable<sup>3</sup> || Maximum Age<br />
|- style="white-space: nowrap;"<br />
| 40 years || 70 years || 110 years || +2d20 years<br />
|- style="white-space: nowrap;"<br />
| colspan="5" class="foot" |<br />
# At middle age, &minus;1 to Str, Dex, and Con; +1 to Int, Wis, and Cha.<br />
# At old age, &minus;2 to Str, Dex, and Con; +1 to Int, Wis, and Cha.<br />
# At venerable age, &minus;3 to Str, Dex, and Con; +1 to Int, Wis, and Cha.<br />
|}<br />
<br />
{| cellspacing="0" cellpadding="0" class="d20"<br />
|-<br />
|+ Table: <!-- insert race name --> Random Height and Weight<br />
|- style="white-space: nowrap;"<br />
! style="text-align: left;" | Gender || Base Height || Height Modifier || Base Weight || Weight Modifier<br />
|- style="white-space: nowrap;"<br />
| style="text-align: left;" | Male || 5' 2" || +2d6 || 100 lb. || &times; (3d20) lb.<br />
|- class="even" style="white-space: nowrap;"<br />
| style="text-align: left;" | Female || 5' 0" || +2d6 || 80 lb. || &times; (3d20) lb.<br />
|}<br />
<br />
<br />
----<br />
{{3.5e Races Breadcrumb}}<br />
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</nowiki><!-- REMOVE THIS ENTIRE LINE</div>173.245.56.215https://www.dandwiki.com/w/index.php?title=Warlord_(3.5e_Class)&diff=558525Warlord (3.5e Class)2012-04-06T17:21:56Z<p>173.245.56.215: /* Playing A Warlord */</p>
<hr />
<div>{{DnD Base Class Infobox<br />
|img=[[File:Warlord_2.jpg]]<br />
|imgloc=<br />
|imgsize=<br />
|imgcaption=A Warlord charges into battle.<br />
|rating_power=<br />
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|rating_wording=<br />
|raters_wording=<br />
|rating_formatting=3<br />
|raters_formatting=1<br />
|rating_flavor=<br />
|raters_flavor=<br />
|status=Major changes! Please rate!<br />
|editing=<br />
|type=Combat-Focused<br />
|desc=Whether its the harsh tundras, or the dry heated deserts, a warlord makes his place upon the battlefield. As a master of the art of war, a warlord's body is a destructive force, his mind a tool of strategy, and his will that of the battlefield.<br />
}}<br />
<br />
==Warlord==<br />
"A weapon is not a destructive force, it is the one who wields the weapon that leaves things in ruin"- Aivus Silverbeard, of Cold Fire City<br />
<br />
Whether its the harsh tundras, or the dry heated deserts, a Warlord makes his place upon the battlefield. As a master of the art of war, a Warlord's body is a destructive force, his mind is a tool of strategy, and his will is the will of the battlefield. Civilizations refer to them as mercenaries, and often leave them in charge of armies. They know little difference between right and wrong, and ally and enemy, however for those who they know to be allies, they are a powerful guardian. For those who they define as enemies, the Warlords are like an atom bomb on a timer.<br />
<br />
===Playing A Warlord===<br />
'''Adventuring:''' A Warlord can make his place in either society and civilization, or the outskirts of the wild. Those who choose to remain amongst civilization end up becoming more then just guards. Because of their abilities, they are often used as special ops or leaders of the military. If they choose to be nomadic and travel between civilizations, aside from of course being hero, they become that of either a vigilante or a mercenary. Warlords revel in the idea of battle, so as long as there is a fight to be had, a Warlord is more than happy to accompany you.<br />
<br />
'''Characteristics:''' A Warlord is an amazing warrior, unstoppable in its great force. While a fighter has his combat techniques, a Barbarian has his rage, and a monk has his teachings, A Warlord has his will. His shout is enough to raise allies' spirits, his presence is enough to scare an enemy half to death, and works upon that to rip armies apart. As he terrifies his opponents, he rends them and mauls them until there is nothing left. <br />
<br />
'''Alignment:''' A Warlord is never lawful, only because his actions are not lawful. They believe that there is no rules to warfare and that all is fair. <br />
<br />
'''Religion:''' A Warlord may follow any deity, but are commonly known to worship those of a darker, more chaotic path, if they choose to worship any at all.<br />
<br />
'''Background:''' A Warlord's background can be very simple, or very complex. A warlord can have it so that he grew up a vengeful peasant and now works in the kings court, so he lives on the outskirts and is similar to that of a barbarian. Warlords meet no certain specifications for living, and will live as they please. No man could tell a warlord what to do, or how to do it. It is up to you to decide your Warlord's background.<br />
<br />
'''Health Points:''' A Warlord starts with the same health points as a [[Fighter]].<br />
<br />
Races: Its not hard to do what a Warlord does, any race could pretty much do it. Races that have a strict code of conduct, similiar to the plane touched, would have a harder time being a Warlord than a half-orc.<br />
<br />
===Making A Warlord===<br />
<br />
<br />
'''Abilities:''' A Warlord is a decent off-tank, however they are more focused on dealing damage. A high strength score is required. Warlords enjoy life, so either a good dexterity score or a good constitution score is good.<br />
<br />
'''Starting Gold:''' 4d6 times 10 gp (140 gold).<br />
<br />
{| class="d20"<br />
|+<br />
=====Table: The Warlord=====<br />
Hit Die: d10<br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! colspan="3" | [[Saving Throws]]<br />
! rowspan="2" | Special<br />
|-<br />
! [[Fort]] || [[Ref]] || [[Will]]<br />
|-<br />
|1st|| class="left" | +1 || +2 || +0|| +2<br />
| class="left" | Frightful Strike, Murderous Intent<br />
|- class="even"<br />
|2nd|| class="left" | +2 || +3|| +0 || +3<br />
| class="left" | Brutality +2, Rend 1d4, Warcry 1/day<br />
|-<br />
|3rd|| class="left" | +3 || +3 || +1 || +3<br />
| class="left" | Two-Weapon Fighting, Monkey Grip, Maul +1d6<br />
|- class="even"<br />
|4th||class="left" | +4 || +4 || +1 || +4<br />
| class="left" | Brutality +3, Indomitable<br />
|-<br />
|5th||class="left" | +5 || +4 || +1 || +4<br />
| class="left" | Warcry 2/day<br />
|- class="even"<br />
|6th||class="left" | +6/+1 || +5 || +2 || +5<br />
| class="left" | Brutality +4, Improved Two Weapon Fighting, Maul +2d6, Rend 2d4<br />
|-<br />
|7th||class="left" | +7/+2 || +5 || +2 || +5<br />
| class="left" | Drag Down, Frightful Death, Flurry<br />
|- class="even"<br />
|8th||class="left" | +8/+3 || +2 || +2 || +6<br />
| class="left" | Brutality +5, Warcry 3/day, Veteran<br />
|-<br />
|9th||class="left" | +9/+4 || +6 || +3 || +6<br />
| class="left" | Maul +3d6, Retaliation <br />
|- class="even"<br />
|10th||class="left" | +10/+5 || +7 || +3 || +7<br />
| class="left" | Brutality +6, Rend 3d4, Taunt <br />
|-<br />
|11th||class="left" | +11/+6/+1 || +7 || +3 || +7<br />
| class="left" | Brutal Retaliation, Dominant Mind, Warcry 4/day<br />
|- class="even"<br />
|12th||class="left" | +12/+7/+2 || +8 || +4 || +8<br />
| class="left" | Brutality +7, Maul +4d6, Spirit of War, Artisan of Battle<br />
|-<br />
|13th||class="left" | +13/+8/+3 || +8 || +4 || +8<br />
| class="left" | Greater Two Weapon Fighting<br />
|- class="even"<br />
|14th||class="left" | +14/+9/+4 || +9 || +4 || +9<br />
| class="left" | Brutality +8, Circle of Blades, Rend 4d4, Warcry 5/day<br />
|-<br />
|15th||class="left" | +15/+10/+5 || +9 || +5 || +9<br />
| class="left" | Maul +5d6<br />
|- class="even"<br />
|16th||class="left" | +16/+11/+6/+1 || +10 || +5 || +10<br />
| class="left" | Brutality +9, Spirit of Blood<br />
|-<br />
|17th||class="left" | +17/+12/+7/+2 || +10 || +5 || +10<br />
| class="left" | Warcry 6/day<br />
|- class="even"<br />
|18th||class="left" | +18/+13/+8/+3 || +11 || +6 || +11<br />
| class="left" | Brutality +10, Maul +6d6, Rend 5d4<br />
|-<br />
|19th||class="left" | +19/+14/+9/+4 || +11 || +6 || +11<br />
| class="left" | Spirit of Glory<br />
|- class="even"<br />
|20th||class="left" | +20/+15/+10/+5 || +12 || +6 || +12<br />
| class="left" | Ambidextrous, Brutality +11, Warcry 7/day<br />
|-<br />
| colspan="42" class="skill" |<br />
<br />
===[[SRD:Class|Class]] [[SRD:Skills|Skills]]===<br />
'''[[SRD:Class|Class]] [[SRD:Skills|Skills]] (2 + [[SRD:intelligence|Int]] x4 at first level)'''<br />
<br />
[[SRD:Intimidate Skill|Intimidate]] ([[SRD:charisma|Cha]]), [[SRD:Jump Skill|Jump]] ([[SRD:strength|Str]]), [[SRD:Swim Skill|Swim]] ([[SRD:strength|Str]]), [[SRD:Listen|Listen]] ([[SRD:Wisdom|Wis]]), [[SRD:Climb|Climb]] ([[SRD:Strength|Str]]; [[SRD:Armor Check Penalty|Armor Check Penalty]]), [[SRD:spot|Spot]] ([[SRD:Wisdom|Wis]]), [[SRD:Tumble|Tumble]] ([[SRD:dexterity|Dex]]) <br />
|}<br />
<br />
====Class Features====<br />
<br />
'''Weapon and Armor Proficiency:''' The Warlord is proficient with light and medium kinds of armor. They view anything heavier as too clunky, and will get in the way of combat. Most Warlords prefer to fight without armor on, because this will give them the most versatility. The Warlord is proficient with all simple weapons and all martial weapons. They are not proficient with any kind of shield. They feel that the best defense is a great offense.<br />
<br />
'''Spirit Abilities'''<br />
Beginning at level 12, Warlords may activate their spirit abilities. A Warlord must activate these at the beginning of the day. Spirit abilities last the entire day.<br />
<br />
'''Frightful Strike:''' Warlords are very frightening beings, and in turn, they intend to inflict that upon anyone who they come across on the battlefield. Beginning at 1st level, whenever a Warlord attacks, if its a successful attack, in addition to the damage, the target must make a will save (DC= 10+Warlords level+his strength mod). If the target fails he is [[shaken]] for rounds equal to the Warlord's strength modifier. Once a target is affected by successful strike, he cannot be affected by it again 1d4 rounds after the shaken effect wears off. This ability only effects living targets. Undead, Constructs, and Oozes are immune to this ability, just like sneak attacks.<br />
<br />
'''Murderous Intent:''' Because of his merciless ways, the Warlord cannot deal non-lethal damage. It is completely against his nature.<br />
<br />
'''Brutality:''' If its one thing that a Warlord can do, it's be brutal. Beginning at 2nd level, whenever a Warlord strikes a target who is shaken because of his Frightful Strike, Frightful Death, or Spirit of War abilities, he deals an additional 2 point of damage. This damage count increases by 1 every other level.<br />
<br />
'''Rend:''' A Warlord has a knack for making his foes bleed out. Beginning at 2nd level, when a Warlord gets a successful Frightful Strike on a target he rends the target also. A rended target takes an additional 1d4 damage per round while he is shaken. A Warlord cannot Rend a target who has already been rended. The damage increases by 1d4 every 4 levels <br />
<br />
'''Warcry:''' A Warlord rages the battlefield, destroying anything in its path, and inspiring confidence and courage. Beginning at 2nd level, once per day (and an additional time per day every 3 levels), the Warlord can shout out a rallying warcry. A Warlord may only use this ability once per battle. When he lets loose this warcry, the Warlord and all friendly targets within hearing distance gain a bonus to damage and AC equal to their strength modifier. This effect lasts for a number of rounds equal to the Warlord's strength modifier. <br />
<br />
'''Two Weapon Fighting:''' At 3rd level, a Warlord gains the benefit of the Two Weapon Fighting feat (Players Handbook, page 102).<br />
<br />
'''Monkey Grip:''' At 3rd level, the Warlord also gains the benefit of the Monkey Grip feat.<br />
<br />
'''Maul:''' A Warlord takes advantage of a wounded foe. At 3rd level, whenever a Warlord makes a successful attack against a foe that he has both shaken and rended, he deals an additional 1d6 points of damage for mauling his target. This damage increases by 1d6 every 3 levels.<br />
<br />
'''Indomitable:''' A Warlord wears very little armor, if any at all. Therefore, a Warlord knows how to dodge attacks and take a hit. Beginning at 4th level, the Warlord gains a permanent +2 to AC.<br />
<br />
'''Improved Two Weapon Fighting:''' At 6th level, the Warlord gains the benefit of the Improved Two Weapon Fighting feat (Players Handbook, page 96).<br />
<br />
'''Drag Down:''' A Warlord doesn't stop fighting for any reason, including going unconscious. Beginning at 7th level, If an enemy were to knock a Warlord unconscious, If he takes his last action as an attack, and successfully hits the target, he may treat the target as rended, allowing him to use maul. Doing so does not rend the target.<br />
<br />
'''Frightful Death:''' Beginning at 7th level, a Warlord learns how to kill his foes in a completely diabolic way. Whenever a Warlord kills an enemy during combat, all enemies within 10 feat of him become appalled in the way he does it, and must make a will save (10+Warlord's level+Warlord's strength mod) or become [[shaken]] for rounds equal to the Warlord's strength modifier. Shaken enemies may be mauled and rended, and receive the brutality bonus against them. After using this ability, a Warlord may not use this ability for another 2d4 rounds. This ability, just like Frightful Strike, only effects living creatures. Undead, Constructs, and Oozes are immune to this effect.<br />
<br />
'''Flurry:''' A Warlord knows how to strike a foe very effectively. Beginning at 7th level, a Warlord may sacrifice rending a target to get a second attack. With this second attack, the Warlord cannot gain neither rend or maul, however. A warlord may only use this ability once per oppenent. A warlord can only get his second attack against the foe he is already attacking.<br />
<br />
'''Veteran:''' A Warlord has seen many battles, and has received many scars. They have better honed their abilities in order to dodge attacks and take less damage. Beginning at 8th level, the Warlord receives a +2 to AC, stacking with Indomitable.<br />
<br />
'''Retaliation:''' A Warlord knows how to get an opening against an opponent who is attacking him. Beginning at 9th level, whenever an opponent attacks and misses on an attack of opportunity, the Warlord may instantly counter attack. If the Warlord successfully hits with this attack, he cannot gain the benefits from Brutality, Rend, or Maul.<br />
<br />
'''Taunt:''' In addition to seeing an opening, a Warlord knows how to force an opponent to give him an opening. A Warlord once per battle can taunt a single opponent. The opponent must be at least 10 feet away from the Warlord. The target must make a will save (15+warlord's strength mod) or on the next round attack with the Warlord as its target. An opponent with spells must use all, if any, metamagic feat based spells on the Warlord. Additionally, the Warlord gets a +3 attack bonus against the taunted target for the duration of the taunt. The round following the taunt, the opponent returns to normal.<br />
<br />
'''Dominant Mind:''' At 11th level, the Warlord becomes immune to all mind affecting spells, such as charm, dominate, etc.<br />
<br />
'''Brutal Retaliation:''' At 11th level, whenever a Warlord would get retaliation, he may now add his Brutality ability to the damage he does with the attack he gains from retaliation. He still does not gain the benefits from rend or maul.<br />
<br />
'''Spirit of War:''' For the entire day, if the Warlord chooses, he may activate the Spirit of War ability. If Spirit of War is active, whenever the Warlord uses his Warcry ability, all targets within 5 feet of him must make a will save (10+warlord's level+warlords strength mod) or become shaken for rounds equal to a Warlord's strength modifier. In addition, the Warlord gains a +5 bonus to all attack rolls while Spirit of War is active. While in this state, a Warlord may gain brutality, Rend, and Rend based effects against the shaken targets. <br />
<br />
'''Artisan of Battle:''' The Warlord knows battle, and how to win. The Warlord further hones his skills, allowing him to dodge and defend himself, even though he wears little to no armor. Beginning at 12th level, the Warlord receives a +2 to AC, stacking with Veteran and Indomitable.<br />
<br />
'''Greater Two Weapon Fighting:''' At 13th level, a Warlord gains the benefit of the Greater Two Weapon Fighting feat (Players Handbook, page 95). <br />
<br />
'''Circle of Blades:''' At 14th level, whenever a warlord would gain rend against a target he may sacrifice his rend attempt to attack another enemy within his reach. He cannot rend or gain rend effects on the second target, and it must be within 5 ft of the Warlord's first target. <br />
<br />
'''Spirit of Blood:''' For the entire day, if he chooses, the Warlord may activate the Spirit of Blood ability. If he chooses to have the Spirit of Blood ability active, he gains a +7 bonus to fortitude saves and a +4 bonus to constitution. In addition, any damage the Warlord would deal with the Maul ability is doubled.<br />
<br />
'''Spirit of Glory:''' For the entire day, if he chooses, the Warlord may activate the Spirit of Glory ability. If the Warlord chooses the Spirit of Glory ability, while active, all effects from the Warcry ability are doubled. In addition, while active, Retaliation also applies the Rend and Maul bonuses.<br />
<br />
'''Ambidextrous:''' At 20th level, the Warlord no longer receives a penalty for dual-wielding.<br />
<br />
==== Epic Warlord ====<br />
<br />
{| class="{{d20}}"<br />
|+ class="epic" |<br />
<div>{{#anc:Table: The Epic Warlord}}</div><br />
Hit Die: d10<br />
|-<br />
! Level !! Special<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 21st || class="left" | Maul +6d8<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 22nd || class="left" | Brutality +13, Bonus Feat<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 23rd || class="left" | Rend +5d6<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 24th || class="left" | Maul +7d8, Brutality +15, Bonus Feat<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 25th || class="left" | Greater Weapon Specialization: Greatsword<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 26th || class="left" | Bonus feat, Brutality +17<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 27th || class="left" | Rend +6d6, Maul +8d8<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 28th || class="left" | Brutality +19, Bonus Feat<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 29th || class="left" | Greater Weapon Specialization: Greataxe<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 30th || class="left" | Maul +9d8, Brutality +21, Bonus Feat <br />
|-<br />
| colspan="42" class="skill" |<br />
2 + [[SRD:Intelligence|Int]] modifier skill points per level.<br />
|}<br />
<br />
'''Wrathful Maul:''' For levels 21-30, Maul uses a d8 instead of a d6.<br />
<br />
'''Unparalleled Brutality:''' For levels 21-30, Brutality gets +2 every other level instead of +1.<br />
<br />
'''Gouging Rend:''' For levels 21-30, Rend uses a d6 instead of a d4.<br />
<br />
'''Avatar of War:''' Spirit of War now grants a +10 to all attack rolls, up from +5.<br />
<br />
'''Avatar of Blood:''' Spirit of Blood now grants a +10 to Fortitude Checks and a +7 to Constitution while active.<br />
<br />
'''Avatar of Glory:''' Spirit of Glory now makes Warcry grant triple its bonuses.<br />
<br />
<br />
<br />
'''{{#anc: Bonus Feats }}:''' The epic Warlord gains a bonus feat (selected from the list of epic [[Fighter]] bonus feats) every two levels after 20th.<br />
<br />
<br />
==== Human Warlord Starting Package ====<br />
<br />
'''Weapons:''' Greatsword<br />
<br />
'''Skill Selection:''' Put ranks in skills equal to 2 + Int x 4.<br />
<br />
{| class="{{d20}}"<br />
|-<br />
! class="left" | Skill || Ranks || Ability || Armor<br/>Check<br/>Penalty<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | [[Jump]] || 4 || [[Str]] || -1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | [[Intimidate]] || 4 || [[Cha]] || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | [[Listen]] || 4 || [[Wis]] || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | [[Climb]] || 4 || [[Str]] || -1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | [[Spot]] || 4 || [[Wis]] || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | [[Swim]] || 4 || [[Str]] || -2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | [[Tumble]] || 4 || [[Dex]] || -1<br />
|}<br />
<br />
'''Feats:''' Power Attack, Improved Initiative<br />
<br />
'''Gear:''' Studded Leather Armor, Bedroll, Waterskin, Trail Rations.<br />
<br />
'''Gold:''' 4d6 x 10, 140 max.<br />
<br />
<br />
===Campaign Information===<br />
<br />
====Playing a Warlord====<br />
<br />
'''Religion:''' Warlords are physical beasts on the battlefield, and have little time to worship. They can believe in any god they want, however, they do not follow their gods will as specifically as a Cleric or a Paladin would. Religion is merely a pass-time for them.<br />
<br />
'''Other Classes:''' Warlords will easily work with other classes, whatever will help them destroy the enemy. Warlords do not discriminate against other classes, although some Warlords may view casting classes as cowards, as they are not on the front-lines in battles.<br />
<br />
'''Combat:''' The Warlord is at the center of the fray, bashing targets and ravaging his foes. The Warlord will usually be the center of attention, allowing his weaker, more fragile companions to deal damage without getting smacked around.<br />
<br />
'''Advancement:''' Warlords can multi-class very well with fighting classes. A warlord that chooses to multi-class will not lose any of his bonuses, and can continue gaining levels in Warlord whenever the player decides.<br />
<br />
====Warlords in the World====<br />
<br />
Some basic information on the average Warlords.<br />
<br />
{{quote|"He stopped at nothing. He tore through enemy after enemy, the blood of his foes covering his body from head to toe. The Parastin Army fled before his onslaught, seeking to find refuge from this artisan of war."<br />
|orig=General Henderson, describing the Warlord in battle}}<br />
<br />
Warlords tend to live.. well, wherever they please. If they choose to live in cities, chances are they are part of the local military or town guard, and fight regularly. If they choose to live on their own or in small tribes, the Warlord would be more of a barbaric sort who goes around killing what he needs to survive.<br />
<br />
'''Daily Life:''' Warlords will wake up early in the morning and begin training with their weaponry. They will train until they need to rest, or eat, or sleep. They will regularly take up any opportunity they receive to do battle, or spar.<br />
<br />
'''Organizations:''' While it isn't very common, Warlords could sometimes meet up to spar, or to trade battle stories. Usually they end up drunk and fist-fighting.<br />
<br />
====Warlords in the Game====<br />
<br />
Warlords are prone to fighting whatever they want. They love it. They revel in the battle. Warlords do not enjoy fleeing, and will take to any battle, whether the odds are stacked against them or not. (A Warlord with a high enough intelligence or a player that wants to play differently can obviously make smart decisions that won't get everyone killed.)<br />
<br />
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{{DnD Base Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Base Class]]<br />
[[Category:Combat-Focused]]</div>173.245.56.215https://www.dandwiki.com/w/index.php?title=SRD_Talk:Weasel&diff=557925SRD Talk:Weasel2012-04-03T08:04:30Z<p>173.245.56.215: suggested skill difference between a ferret and a weasel</p>
<hr />
<div>While I would use this template verbatim for a ferret if I had to, I've actually owned a real ferret. Their eyesight is terrible, mine would literally have his nose less than a foot above the floor and be unable to tell whether it was there or not (and make a hilarious valiant leap only to look silly when he immediately flopped onto the floor). I've seen other ferrets behave similarly on Youtube and the like.<br />
<br />
While obviously the official D&D rules don't have a variant for ferret beyond the weasel template, I would suggest taking the +3 ranks in Spot and putting them in Escape Artist (making that +7 total) because that skill is much more applicable to ferrets. They are very good at squeezing through spots you wouldn't expect, and notorious for wriggling out of their own specially-made leashes.<br />
<br />
Apologies if this is not an appropriate discussion subject since I'm not saying the wiki page contradicts the official rules. I just figured it was worth noting that if you want semi-realistic skills for a ferret instead of a weasel, put the Spot ranks in Escape Artist. One could even go so far as to give them a penalty to reflect a ferret's terrible eyesight in trade for more Escape Artist ranks, but that might be pushing it. I would still use the weasel's +2 reflex bonus for the master when choosing ferret as a familiar.</div>173.245.56.215https://www.dandwiki.com/w/index.php?title=Biomancer_(3.5e_Class)&diff=557329Biomancer (3.5e Class)2012-03-29T23:58:55Z<p>173.245.56.215: </p>
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<div>{{DnD Base Class Infobox<br />
|img=<br />
|imgloc=<br />
|imgsize=<br />
|imgcaption=<br />
|rating_power=4.5<br />
|raters_power=1<br />
|rating_wording=4<br />
|raters_wording=1<br />
|rating_formatting=4<br />
|raters_formatting=1<br />
|rating_flavor=5<br />
|raters_flavor=1<br />
|status=Needs Review<br />
|editing=<br />
|type=Strong Spellcasting, Good Guy, Bad Guy, Prepared Spellcasting, Divine Spellcasting<br />
|desc=Masters of the world unseen, good Biomancers heal and improve the body, and evil ones are masters of disease, decay, and suffering.<br />
}}<br />
<br />
==Biomancer==<br />
<br />
The Biomancer. Doctor, biologist, biohazard, and more. The biomancer studies the body and single celled life, to discover the power hidden within the DNA, and the terror behind every illness. They are thoughtful skilled druids who lack a connection with nature to turn into beasts, but instead understand nature to the point where they may command it at their whim.<br />
<br />
===Making a Biomancer===<br />
<br />
Biomancers are casters, ultimately. They rely on spells and knowledge, and when the going gets tough, on both their personal augmentations and the assistance of their test subject, a sort of animal companion, to defend themselves.<br />
<br />
'''Abilities:''' Intelligence is paramount for the Biomancer, for they must understand what is going on with all the reactions they cannot see. Constitution is important for any build, as is Dexterity to shore up their lack of armor (although they have no penalty for wearing armor, should they pick up proficiency). Charisma and Wisdom both help key skills employed by the Biomancer.<br />
<br />
'''Races:''' Races which produce wizards also produce Biomancers as both require an amount of study and knowledge. Races fond of druids may also create biomancers as an effort to study the forces which their druidic brothers command.<br />
<br />
'''Alignment:''' Any Lawful. Biomancers follow a strict code of ethics, whether good or evil. Good Biomancers are doctors, curing disease and improving the body. Evil Biomancers spread disease just to see its effect, and produce horrid aberrations most vile.<br />
<br />
'''Starting Gold:''' 5d4&times;10 gp (125 gp).<br />
<br />
'''[[SRD:Race Descriptions#Starting Age|Starting Age]]:''' As wizard.<br />
<br />
{| class="{{d20}}"<br />
|+<br />
<div>{{#anc:Table: The Biomancer}}</div><br />
Hit Die: d8<br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s<br />
! rowspan="2" | Special<br />
! colspan="10" | [[#Spells|Spells per Day]]<br />
|-<br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
! 0 || 1<sup>st</sup> || 2<sup>nd</sup> || 3<sup>rd</sup> || 4<sup>th</sup> || 5<sup>th</sup> || 6<sup>th</sup> || 7<sup>th</sup> || 8<sup>th</sup> || 9<sup>th</sup><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st|| class="left" | +0 || +2 || +0 || +2<br />
| class="left" | Code of Ethics, Microbe Touch, Test Subject, Unnatural Empathy<br />
|3||1||—||—||—||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd|| class="left" | +1 || +3 || +0 || +3<br />
| class="left" | Health Check, Rapid Recovery<br />
|4||2||—||—||—||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd|| class="left" | +1 || +3 || +1 || +3<br />
| class="left" | Perfect Health<br />
|4||2||1||—||—||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th||class="left" | +2 || +4 || +1 || +4<br />
| class="left" | Poison Use<br />
|4||3||2||—||—||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th||class="left" | +2 || +4 || +1 || +4<br />
| class="left" | Cell Form 1/day<br />
|4||3||2||1||—||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|6th||class="left" | +3 || +5 || +2 || +5<br />
| class="left" | Poison Scent<br />
|4||3||3||2||—||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|7th||class="left" | +3 || +5 || +2 || +5<br />
| class="left" | Cell Form 2/day (Vocalizing), Body Vigor<br />
|4||4||3||2||1||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|8th||class="left" | +4 || +6 || +2 || +6<br />
| class="left" | Venom Immunity<br />
|4||4||3||3||2||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|9th||class="left" | +4 || +6 || +3 || +6<br />
| class="left" | Cell Form (Liquid Transmission, 20 ft. fly)<br />
|4||4||4||3||2||1||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|10th||class="left" | +5 || +7 || +3 || +7<br />
| class="left" | Special Ability<br />
|4||4||4||3||3||2||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|11th||class="left" | +5 || +7 || +3 || +7<br />
| class="left" | Cell Form 3/day<br />
|4||4||4||4||3||2||1||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|12th||class="left" | +6/+1 || +8 || +4 || +8<br />
| class="left" | Special Ability<br />
|4||4||4||4||3||3||2||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|13th||class="left" | +6/+1 || +8 || +4 || +8<br />
| class="left" | Cell Form 4/day (Somatic Motion)<br />
|4||4||4||4||4||3||2||1||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|14th||class="left" | +7/+2 || +9 || +4 || +9<br />
| class="left" | Special Ability<br />
|4||4||4||4||4||3||3||2||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|15th||class="left" | +7/+2 || +9 || +5 || +9<br />
| class="left" | Cell Form (Host Transmission, 30 ft. fly)<br />
|4||4||4||4||4||4||3||2||1||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|16th||class="left" | +8/+3 || +10 || +5 || +10<br />
| class="left" | Special Ability, Youthful Vigor<br />
|4||4||4||4||4||4||3||3||2||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|17th||class="left" | +8/+3 || +10 || +5 || +10<br />
| class="left" | Cell Form 5/day<br />
|4||4||4||4||4||4||4||3||2||1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|18th||class="left" | +9/+4 || +11 || +6 || +11<br />
| class="left" | Special Ability<br />
|4||4||4||4||4||4||4||3||3||2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|19th||class="left" | +9/+4 || +11 || +6 || +11<br />
| class="left" | Cell Form 6/day<br />
|4||4||4||4||4||4||4||4||3||3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|20th||class="left" | +10/+5 || +12 || +6 || +12<br />
| class="left" | Biological Awakening, Special Ability<br />
|4||4||4||4||4||4||4||4||4||4<br />
|-<br />
| colspan="42" class="skill" |<br />
'''Class Skills (4 + [[SRD:Intelligence|Int]] modifier per level, &times;4 at 1st level)'''<br/><br />
[[SRD:Concentration Skill|Concentration]] ([[Constitution|Con]]), [[SRD:Craft Skill|Craft]] ([[Intelligence|Int]]), [[SRD:Diplomacy Skill|Diplomacy]] ([[Charisma|Cha]]), [[SRD:Gather Information Skill|Gather Information]] ([[Charisma|Cha]]), [[SRD:Handle Animal Skill|Handle Animal]] ([[Charisma|Cha]]), [[SRD:Heal Skill|Heal]] ([[Wisdom|Wis]]), [[SRD:Knowledge Skill|Knowledge]] (dungeoneering) ([[Intelligence|Int]]), [[SRD:Knowledge Skill|Knowledge]] (nature) ([[Intelligence|Int]]), [[SRD:Ride Skill|Ride]] ([[Dexterity|Dex]]), [[SRD:Profession Skill|Profession]] ([[Wisdom|Wis]]), [[SRD:Search Skill|Search]] ([[Intelligence|Int]]), [[SRD:Sense Motive Skill|Sense Motive]] ([[Wisdom|Wis]]), [[SRD:Spellcraft Skill|Spellcraft]] ([[Intelligence|Int]]), and [[SRD:Survival Skill|Survival]] ([[Wisdom|Wis]]).<br />
|}<br />
<br />
====Class Features====<br />
<br />
All of the following are class features of the Biomancer.<br />
<br />
'''Weapon and Armor Proficiency:''' Biomancers are proficient in all simple weapons, and light armor, but not with shields.<br />
<br />
'''{{#anc:Spells}}:''' Biomancer spells are based on [[Intelligence]] for determining both spell DCs and spells per day, as well as the highest level spell available to cast. Biomancers may choose spells that appear on the [[druid]] spell list. Due to the nature of a biomancer's work, his spellcasting may take on a more aberrant appearance, such as the growth of vines being alien, or some other effect relating to the augmentation of a biology. A biomancer keeps a spellbook of spells known, learning all 0th level spells and 3 + [[Int]] first level spells on creation. Like a wizard they also gain 2 spells known per level. Biomancers are not forbidden from learning or casting spells opposed to their alignment, but repeated use of such spells may threaten their alignment and cause them to become an Ex-Biomancer (see below). All spells which affect [[animals]] now instead affect [[aberration]]. In addition to all druidic spells, add the following spells to the biomancer's class list.<br />
<br />
0&mdash;[[SRD:Acid Splash|Acid Splash]], [[SRD:Inflict Minor Wounds|Inflict Minor Wounds]], [[SRD:Touch of Fatigue|Touch of Fatigue]]<br />
<br />
1st&mdash;[[SRD:Cure Light Wounds|Cure Light Wounds]], [[SRD:Inflict Light Wounds|Inflict Light Wounds]], [[SRD:Ray of Enfeeblement|Ray of Enfeeblement]]. [[SRD:Sleep|Sleep]]<br />
<br />
2nd&mdash;[[SRD:Acid Arrow|Acid Arrow]], [[SRD:Alter Self|Alter Self]], [[SRD:Calm Emotions|Calm Emotions]], [[SRD:Inflict Moderate Wounds|Inflict Moderate Wounds]], [[SRD:Cure Moderate Wounds|Cure Moderate Wounds]]. [[SRD:False Life|False Life]]. [[SRD:Gentle Repose|Gentle Repose]], [[SRD:Ghoul Touch|Ghoul Touch]], [[SRD:Remove Paralysis|Remove Paralysis]]<br />
<br />
3rd&mdash;[[SRD:Blindness/Deafness|Blindness/Deafness]], [[SRD:Create Food and Water|Create Food and Water]], [[SRD:Inflict Serious Wounds|Inflict Serious Wounds]], [[SRD:Cure Serious Wounds|Cure Serious Wounds]], [[SRD:Darkvision|Darkvision]], [[SRD:Deep Slumber|Deep Slumber]], [[SRD:Ray of Exhaustion|Ray of Exhaustion]], [[SRD:Stinking Cloud|Stinking Cloud]]<br />
<br />
4th&mdash;[[SRD:Inflict Critical Wounds|Inflict Critical Wounds]], [[SRD:Cure Critical Wounds|Cure Critical Wounds]], [[SRD:Enervation|Enervation]], [[SRD:Haste|Haste]], [[SRD:Restoration|Restoration]], [[SRD:Slow|Slow]]<br />
<br />
5th&mdash;[[SRD:Animate Dead|Animate Dead]], [[SRD:Cloudkill|Cloudkill]], [[SRD:Mass Inflict Light Wounds|Mass Inflict Light Wounds]], [[SRD:Mass Cure Light Wounds|Mass Cure Light Wounds]], [[SRD:Polymorph|Polymorph]], [[SRD:Waves of Fatigue|Waves of Fatigue]]<br />
<br />
6th&mdash;[[SRD:Mass Inflict Moderate Wounds|Mass Inflict Moderate Wounds]], [[SRD:Mass Cure Moderate Wounds|Mass Cure Moderate Wounds]], [[SRD:Eyebite|Eyebite]], [[SRD:Heal|Heal]], [[SRD:Harm|Harm]], [[SRD:Heroes' Feast|Heroes' Feast]], [[SRD:Transformation|Transformation]]<br />
<br />
7th&mdash;[[SRD:Mass Inflict Serious Wounds|Mass Inflict Serious Wounds]], [[SRD:Mass Cure Serious Wounds|Mass Cure Serious Wounds]], [[SRD:Greater Restoration|Greater Restoration]], [[SRD:Raise Dead|Raise Dead]], [[SRD:Regenerate|Regenerate]], [[SRD:Waves of Exhaustion|Waves of Exhaustion]]<br />
<br />
8th&mdash;[[SRD:Clone|Clone]], [[SRD:Mass Inflict Critical Wounds|Mass Inflict Critical Wounds]], [[SRD:Mass Cure Critical Wounds|Mass Cure Critical Wounds]], [[SRD:Horrid Wilting|Horrid Wilting]]<br />
<br />
9th&mdash;[[SRD:Energy Drain|Energy Drain]], [[SRD:Mass Heal|Mass Heal]], Mass Harm (Heroes of Horror), [[SRD:Resurrection|Resurrection]], [[SRD:Temporal Stasis|Temporal Stasis]]<br />
<br />
'''{{#anc:Code of Ethics}}:''' A biomancer swears by a code, and thus though either swearing to a higher power or to a cause, gains his spellcasting ability. A biomancer must stay within one step of his sworn alignment, or lose his spellcasting powers, class abilities, and test subject. An [[SRD:atonement|atonement]] spell, or a new oath requiring 200 XP per character level, is required to re-acquire one's powers. Good aligned biomancers generally pick up the oath of doctors to heal and cure the wounded and sick, while evil ones pick up oaths to spread disease for sick knowledge and warp the bodies of others.<br />
<br />
'''{{#anc:Microbe Touch}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' Biomancers command biological systems by force of will. Good aligned biomancers may touch a subject and repair ability damage up to 1 point per class level every day. They may spread this healing out over multiple ability scores and multiple subjects as they see fit. By expending 5 points, they may create the effect of [[SRD:Remove Disease|remove disease]] on a subject or [[SRD:Remove Blindness/Deafness|remove blindness/deafness]].<br />
<br />
Evil aligned biomancers instead corrupt with their touch, dealing 1 point of ability penalty per class level (which cannot go below 1), with a Fort save for half DC 10 + 1/2 class level + [[Int]]. They may apply the penalty to any ability score they see fit. The penalty lasts for 1 minute/level. By spending 5 points they can duplicate the effects of a [[SRD:Contagion|contagion]] spell. The saving throw for this is 10 + 1/2 class level + [[Int]], and unlike the normal spell, the secondary save is the same as the first. Neutral biomancers must decide between curing disease or creating it, and stick with their decision.<br />
<br />
'''{{#anc:Test Subject}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' By the power of strange magic, a biomancer has obtained or even grown a special animal companion who follows him, and is often the subject of his experiments. Test Subjects follow the progress and abilities of a druid's animal companion exactly, with the following changes. Its type changes to aberration although it retains animal HD, BAB, and skills. In addition, the animal gains a dim but palatable sentience over its fellow animals. It does not learn bonus tricks, instead its [[Int]] score becomes 3 + the number of bonus tricks normally listed for an animal companion. Like a druid, a biomancer may gain a new subject with 24 uninterrupted hours. Some seek out appropriate animals, but others, generally less morally strict biomancers, grow new companions out of cell cultures and magic for the sole purpose of becoming their battle ally.<br />
<br />
In addition to the druid powers, you gain the following modifications as well.<br />
*1-3 HD: Share Spells, as the familiar ability of the same name.<br />
*4-6 HD: +2 ability score bonus increase<br />
*7-9 HD: Fast Healing 1<br />
*10-12 HD: +2 ability score bonus increase<br />
*13-15 HD: Fast Healing 2<br />
*16-18 HD: +2 ability score bonus increase<br />
*19+ HD: Fast Healing 3<br />
<br />
'''{{#anc:Unnatural Empathy}}:''' A biomancer can improve the attitude of an aberration whose Int is 1 or 2. This ability functions just like a Diplomacy check made to improve the attitude of a person. The biomancer rolls 1d20 and adds his biomancer level and his Charisma modifier to determine the unnatural empathy check result.<br />
<br />
To use unnatural empathy, the biomancer and the aberration must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing an aberration in this way takes 1 minute but, as with influencing people, it might take more or less time.<br />
<br />
A biomancer can also use this ability to influence an aberration with an Intelligence score 3 and above, but he takes a –4 penalty on the check. <br />
<br />
'''{{#anc:Health Check}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' A biomancer works with living things all the time. At 2nd level he can judge the general condition of a living creature with a [[SRD:Heal Skill|Heal]] check. The DC for this check is 10 + the HD of the target creature, and he may do this as a free action. You gain the general condition of the creature, if it is alive, wounded, dead, or under some biological status, as well as any conditions it is under, such as diseased or poisoned. It does not divine exact hp amounts, nor any effects which have no physical impact, such as being dominated.<br />
<br />
'''{{#anc:Rapid Recovery}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' A biomancer knows how to manage their body. From 2nd level on, a biomancer recovers twice as quickly when sleeping, restoring 2 hp per HD and 2 points of ability damage overnight. This stacks with a successful [[SRD:Heal Skill|Heal]] check for long term care for 3 times HD and 3 points of ability damage a night. Finally, a biomancer may perform long term care on himself.<br />
<br />
'''{{#anc:Perfect Health}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 3rd level a biomancer can fend of diseases of all kinds. A biomancer becomes immune to disease, both mundane and magical.<br />
<br />
'''{{#anc:Poison Use}}:''' A biomancer often handles dangerous chemicals in his study. At 4th level a biomancer suffers no fumble chance of poisoning oneself when applying poison to a weapon.<br />
<br />
'''{{#anc:Cell Form}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' At 5th level, a biomancer unlocks the secrets of single celled lifeforms and can discorporate into a cloud of microbes floating in the air. The effect is identical to the casting of a [[SRD:Gaseous Form|Gaseous Form]] spell, except it lasts for 10 minutes/class level, only affects the biomancer, has a fly speed of 20 ft. (perfect), and possesses a 20% miss chance as their form blurs (this does not stack with the blur spell). At levels 7, 11, 13, 17, and 19, the biomancer gains an additional use of this ability per day. Its power also increases as he levels. In this state, he may still use the power of microbe touch without issue.<br />
<br />
At level 7, a biomancer learns how to communicate in this state, his voice ghostly and echoing in the wind, as if spoken by a billion tiny voices in chorus. He may once again use spells which have vocal components, but still requires [[eschew materials]] or [[still spell]] to cast his spells.<br />
<br />
At 9th level a biomancer can pass into and transmit through bodies of water as if it were air, literally infecting it. His fly speed in this state also rises from 20 ft. (perfect) to 30 ft. (perfect). While underwater, his speed is cut in half, but is otherwise unaffected. His miss chance rises to 50% (and does not stack with spells like blur or displacement).<br />
<br />
At 13th level a biomancer has discovered how to control his movements in such a way as to employ the somatic components for spellcasting. He still requires the use of [[eschew materials]] to cast spells with material components, but is otherwise free to cast, even in gaseous form.<br />
<br />
At 15th level, his fly speed rises again, this time to 40 ft. (perfect), and he gains the special ability to infect the bodies of others. He enters the space of another creature, provoking attacks of opportunity as he does, and attempts to enter it. Unwilling targets get a Fortitude save, DC 10 + 1/2 class level + [[Int]]. A creature immune to supernatural diseases is immune to infection by a biomancer's cell form, and creatures immune to disease may also be immune to the infection (willing targets may still permit the biomancer into their bodies, immune or not). Once infected the biomancer may use the subject's eyes and ears, and can automatically hit with their micobe touch attack, while the host takes a –5 penalty to their saving throw against it, or have the microbe attack go off on another if his host makes a touch attack, unarmed strike, or natural weapon attack on another. Inside a body, he is completely concealed and may continue to inhabit the body even after his host has died. He may also spread to another person by touch without becoming visible again, at the same saving throw. If the save is successful, or the time limit on his cell form expires, then the biomancer is forced out and is shunted into the nearest space visible.<br />
<br />
'''{{#anc:Poison Scent}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' A biomancer is inhumanly aware of the chemicals given by biohazards. At 6th level a biomancer gains continuous [[SRD:Detect Poison|detect poison]], and can detect poisonous creatures as well. A successful [[SRD:Heal Skill|Heal]] check reveals what kind of poison the creature possesses. The DC for this check is 10 + the HD of the target creature, and he may do this as a free action.<br />
<br />
'''{{#anc:Body Vigor}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' At 7th level a biomancer may stimulate their body into action. They may cure themselves a number of hit points equal to their class level x 2 a day. He can spread out this healing over several uses.<br />
<br />
'''{{#anc:Venom Immunity}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 8th level, constant contact with biohazards has made the biomancer hardy and strong. He becomes immune to all forms of poison.<br />
<br />
'''{{#anc:Special Ability}}:''' At 10th level and every 2 levels beyond, a biomancer begins to specialize. He can select from the list below.<br />
<br />
''{{#anc:Aura of Decay}} ([[Ex]]):'' The biomancer gains an aura which weakens the immune system. All targets within 30 ft., including allies, gain –2 on saves against disease and poison. A biomancer may turn the aura on or off as a swift action.<br />
<br />
''{{#anc:Aura of Resistance}} ([[Ex]]):'' The biomancer gains an aura which strengthens the immune system. All allies within 30 ft. gain a +5 bonus on saves against disease and poison. A biomancer may turn the aura on or off as a swift action.<br />
<br />
''{{#anc:Biological Empathy}} ([[Ex]]):'' A biomancer can understand people by the very base chemicals and pheromones in the air. With his test subject, he gains a telepathic bond out to 100 ft. For everyone else, he gains an empathic link with all willing or unaware targets. Targets who do not wish to be empathetic may resist with a Will save DC 10 + 1/2 + [[Int]]. All empathy extends to 100 ft. If a subject is lying but an empathic link has been made, it provides the biomancer with a +5 alchemetical bonus to their [[SRD:Sense Motive|sense motive]] checks against that person.<br />
<br />
''{{#anc:Cell Cloud}} ([[Ex]]):'' A biomancer's cell form becomes more hazy and difficult to strike. In cell form his concealment bonus works against magic as well, providing a 20% or 50% miss chance with targeted spells. Area effect spells still function as normal.<br />
<br />
''{{#anc:Poison Blood}} ([[Ex]]):'' The blood of a biomancer has become soaked with toxins. By consuming 3 doses of the desired venom, the biomancer may use a move action to deal 1 point of damage to himself, bleeding and thus imbuing the weapon with the appropriate poison. The biomancer must have a means of cutting himself on hand, although the target weapon need not be a piercing or slashing weapon. To change poison types, a biomancer must spend 24 hours flushing the first venom from his body before consuming 3 more new doses.<br />
<br />
''{{#anc:Grafting Feat}} ([[Ex]]):'' A biomancer may obtain any grafting feat, such as Fiendish Grafts, as long as he meets the prerequisites for the feat. He may ignore racial prerequisites.<br />
<br />
''{{#anc:Health Scan}} ([[Ex]]):'' A biomancer becomes very good at determining the health of other creatures. As a standard action, if a biomancer succeeds on a health check, he may figure out the number of hp a creature has remaining. Alternatively he may figure out the number of HD a creature possesses. Taken a second time, this ability becomes a swift action. As before, the creature must still be a living target.<br />
<br />
''{{#anc:Inhibitor}} ([[Ex]]):'' Biomancers who take this ability are adapt at getting past creatures with powerful regeneration. Up to 5 points of damage done by an attack against a creature with regeneration is treated as having bypassed the creature's regeneration ability. This power may be taken multiple times, each time adding 5 more damage from your attacks which count as having the appropriate regeneration bypassing ability.<br />
<br />
''{{#anc:Possessing Infection}} ([[Ex]]):'' When a biomancer of at least 15th level uses his infection ability, and successfully enters the body of another, he can cause the subject a great deal of trouble. He may force a concentration check for enemy spellcasters to cast spells, with a DC equal to his infection DC. Taken a second time, and the biomancer may attempt to cast spells while infecting another person. The biomancer makes a concentration check against 10 + the enemy HD. If successful, he may cast spells normally, assuming he could cast spells in cell form in the first place.<br />
<br />
''{{#anc:Touch of Decay}} ([[Ex]]):'' Evil biomancers now deal ability damage instead of ability penalty with their microbe touch. Taken a second time and if the biomancer is at least level 15, it becomes ability drain, and the biomancer gains +2 hp per drain dealt in hp.<br />
<br />
''{{#anc:Viral Carrier}} ([[Ex]]):'' A biomancer is immune to disease, but may choose to allow one to possess him to store it. From that point on, he may spread his disease as normal for that brand of sickness, such as by touch or fluids. The biomancer suffers no ill effects from the disease except for purely cosmetic ones, such as sores, pockmarked skins, or other symptoms of infection. He becomes a carrier of every disease he encounters, up to his class level. However, if subject to [[SRD:Remove Disease|remove disease]] while carrying diseases, he takes 1d6 damage per disease, and loses one disease he currently carries. Only very evil biomancers choose this ability.<br />
<br />
'''{{#anc:Youthful Body}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' The biomancer's body becomes able to endure the test of time. At 16th level, a biomancer no longer takes ability score penalties for aging and he cannot be magically aged. Any penalties he may have already incurred, however, remain in place, and the biomancer still dies when his time is up. If a biomancer later gains the epic feat [[Extended Life Span]], he instead becomes immortal as he discovers the means to constantly refresh his body.<br />
<br />
'''{{#anc:Biological Awakening}}:''' At 20th level a biomancer has played with the building blocks of complex life for so long than his studies have forever changed him. He becomes an aberration rather than a humanoid or his original creature, retaining all subtypes and still counting as an original member of his race for prestige classes and spells. Additionally the biomancer gains damage reduction 5 to either silver, adamantine, or cold iron (the biomancer's choice), and his cell form's damage reduction also becomes damage reduction of the appropriate type instead of DR/magic. The damage reduction stacks with any similar form of damage reduction the biomancer already possesses, but not the increase granted by cell form's DR 10. He gains darkvision 60 ft, or adds 60 ft. to his current darkvision, and his biology changes where he no longer needs to eat or sleep (but he must still breath). Finally the biomancer gains regeneration 1, which is bypassed by fire, cold, electricity, and acid damage.<br />
<br />
====Ex-Biomancers====<br />
<br />
A biomancer who ceases to follow his sworn code of ethics can lose access to his spellcasting ability, test subject, and [[Su|supernatural]] class abilities, and cannot gain levels until they [[SRD:atonement|atone]] for their crime using the appropriate spell. They may swear a new code of ethics without a spell, but doing so causes them to lose 200 xp per character level for their sudden change in focus.<br />
<br />
====Epic Biomancer====<br />
<br />
{| class="{{d20}}"<br />
|+ class="epic" |<br />
<div>{{#anc:Table: The Epic Biomancer}}</div><br />
Hit Die: d8<br />
|-<br />
! Level !! Special<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 21st || class="left" | Cell Form (fly 50ft.)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 22nd || class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 23rd || class="left" | Cell Form 7/day<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 24th || class="left" | Bonus Feat<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 25th || class="left" | Cell Form 8/day<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 26th || class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 27th || class="left" | Cell Form (fly 60 ft.)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 28th || class="left" | Bonus Feat<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 29th || class="left" | Cell Form 9/day<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 30th || class="left" | <br />
|-<br />
| colspan="42" class="skill" |<br />
4 + [[SRD:Intelligence|Int]] modifier skill points per level.<br />
|}<br />
<br />
'''Cell Form:''' At 21st level and every two levels beyond, a biomancer's cell form improves. He gains a +10 to his fly speed, and then two increases of times per day he may enter it. This pattern repeats itself.<br />
<br />
'''{{#anc: Bonus Feats }}:''' The epic Biomancer gains a bonus feat (selected from the list of epic Biomancer bonus feats) every four levels after 20th.<br />
<br />
''Epic Biomancer Bonus Feat List:'' [[SRD:Armor Skin|Armor Skin]], [[SRD:Augmented Alchemy|Augmented Alchemy]], [[SRD:Automatic Quicken Spell|Automatic Quicken Spell]], [[SRD:Automatic Still Spell|Automatic Still Spell]], [[SRD:Automatic Silent Spell|Automatic Silent Spell]], [[SRD:Blinding Speed|Blinding Speed]], [[SRD:Damage Reduction|Damage Reduction]], [[SRD:Energy Resistance|Energy Resistance]], [[SRD:Enhance Spell|Enhance Spell]], [[SRD:Epic Endurance|Epic Endurance]], [[SRD:Epic Fortitude|Epic Fortitude]], [[SRD:Epic Reflexes|Epic Reflexes]], [[SRD:Epic Speed|Epic Speed]], [[SRD:Epic Spell Focus|Epic Spell Focus]], [[SRD:Epic Spell Penetration|Epic Spell Penetration]], [[SRD:Epic Spellcasting|Epic Spellcasting]], [[SRD:Epic Toughness|Epic Toughness]], [[SRD:Epic Will|Epic Will]], [[SRD:Extended Life Span|Extended Life Span]], [[SRD:Fast Healing|Fast Healing]], [[SRD:Great Charisma|Great Charisma]], [[SRD:Great Constitution|Great Constitution]], [[SRD:Great Dexterity|Great Dexterity]], [[SRD:Great Intelligence|Great Intelligence]], [[SRD:Great Strength|Great Strength]], [[SRD:Great Wisdom|Great Wisdom]], [[SRD:Improved Darkvision|Improved Darkvision]], [[SRD:Improved Heightened Spell|Improved Heightened Spell]], [[SRD:Improved Metamagic|Improved Metamagic]], [[SRD:Improved Spell Capacity|Improved Spell Capacity]], [[SRD:Multispell|Multispell]], [[SRD:Penetrate Damage Reduction|Penetrate Damage Reduction]], [[SRD:Permanent Emanation|Permanent Emanation]], [[SRD:Spell Knowledge|Spell Knowledge]], and [[SRD:Spell Opportunity|Spell Opportunity]].<br />
<br />
====Elf Biomancer Starting Package====<br />
<br />
'''Weapons:''' Quarterstaff.<br />
<br />
'''Skill Selection:''' Pick a number of skills equal to 4 + [[Int]] modifier.<br />
<br />
{| class="{{d20}}"<br />
|-<br />
! class="left" | Skill || Ranks || Ability || Armor<br/>Check<br/>Penalty<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Concentration || 4 || [[Con]] || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Knowledge (nature) || 4 || [[Int]] || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Spellcraft || 4 || [[Int]] || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Survival || 4 || [[Wis]] || &mdash;<br />
|}<br />
<br />
'''Feat:''' Endurance.<br />
<br />
'''Gear:''' Chain Shirt, Backpack.<br />
<br />
'''Gold:''' 23.<br />
<br />
===Campaign Information===<br />
<br />
====Playing a Biomancer====<br />
<br />
'''Religion:''' Biomancers respect nature, for nature is what brings both wonderful cures and terrible plagues. Gods who deal with health, both good and ill, also are popular with biomancers. They are, however, intellectuals and thus tend to stray to studying these marvels instead of worshiping them.<br />
<br />
'''Other Classes:''' Wizards and biomancers share a common ground, although a biomancer seems like a limited study for a wizard. Biomancers admire druids, as both of them are in touch with nature. However, some druids may object to their modifications to nature, and his test subject's aberrant status.<br />
<br />
'''Combat:''' A biomancer is a caster. Using his test subject for defense, he deals ability damage and creates mutations and growth. He can also enter cell form, a potent defense, acting as a living disease.<br />
<br />
'''Advancement:''' Druidic classes provide a more nature attuned feel, while classes dedicated to knowledge focus on the wizardly aspects. Even some paladin classes may be acceptable, and the Microbe Touch may substitute as Lay on Hands for requirements.<br />
<br />
====Biomancers in the World====<br />
<br />
{{quote|Please state the nature of the medical emergency.|orig=Doc, Warforged Biomancer}}<br />
<br />
Biomancers make for fine doctors, more focused on health even beyond a cleric or druid. Of course, there are always mad doctors in the pack...<br />
<br />
'''Daily Life:''' To heal or harm, the pulse of celluar life is his calling. A biomancer may want to know what makes things tick and how things work. It drives them to understand the basic building blocks of life, and what it means to be a living creature.<br />
<br />
'''Notables:''' Appropriately named 'Doc', this warforged wishes to know what it means to be alive for he himself is a being which is only partially organic himself. His medical advances have saved many lives.<br />
<br />
'''Organizations:''' Medical groups and hospitals are where the biomancer shines (the good ones at least). Evil biomancers find few friends, and strike off on mad solo pursuits to discover the latest vile plauge.<br />
<br />
'''NPC Reactions:''' A good biomancer is a godsend to NPCs, who don't have the means to fend off the horrors of the world. They have enough troubles worrying about dragons and undead, a plauge is absolutely devestating, but a biomancer can save them. Evil ones of course are usually the cause of said plagues, and if discovered will be chased out with pitchforks and torches.<br />
<br />
====Biomancer Lore====<br />
<br />
Characters with ranks in Knowledge (Local) can research Biomancers to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.<br />
<br />
{| class="{{d20}}"<br />
|+ Knowledge Local<br />
! DC || class="left" | Result<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 10 || class="left" | Biomancers are part druid, part cleric, focused on curing, or creating, disease.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 15 || class="left" | A biomancer's companion is a powerful creature which is much smarter and dangerous than one expects.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 20 || class="left" | A biomancer can turn into a cloud of microbes himself, and infect other beings like some kind of disease.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 30 || class="left" | Those who reach this level of success can find out information on a specific biomancer, his location, fame or infamy, and other juicy tidbits.<br />
|}<br />
<br />
====Biomancers in the Game====<br />
<br />
Biomancers fit both the role of cleric and druid. They heal with the best of them and can protect a party from harm even better than a cleric at times. A biomancer, being a caster and lacking wild shape, cannot stand in melee, but he is very hardy thanks to his line of work and can endure more blows than the average spellcaster.<br />
<br />
'''Adaptation:''' Trump up the aberration aspect, and the class becomes Alienist for divine casters. The source of his alien creations is not study into the workings of life, but channeling mad powers from the Far Realm.<br />
<br />
'''Sample Encounter:''' A mad biomancer has finally developed a disease than would destroy all the evil goblins threatening the land. Do the PCs allow him to commit this act of genocide, even though it will likely stop the goblin raiding parties assaulting the local towns?<br />
<br />
''EL whatever:'' 10.<br />
''Level Adjustment 2<br />
<br />
----<br />
{{DnD Base Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Base Class]]<br />
[[Category:Good Guy]]<br />
[[Category:Bad Guy]]<br />
[[Category:Strong Spellcasting]]<br />
[[Category:Divine Spellcasting]]<br />
[[Category:Prepared Spellcasting]]<br />
[[Category:User:Eiji]]</div>173.245.56.215https://www.dandwiki.com/w/index.php?title=Template:3.5e_Flaw&diff=557308Template:3.5e Flaw2012-03-29T23:00:57Z<p>173.245.56.215: Xiphiphilia</p>
<hr />
<div>== Xiphiphilia ==<br />
<br />
[[3e Summary::An unhealthy fascination with swords and large bladed weapons]]<br />
<br />
'''Prerequisite:''' [[3e Prerequisite::None]]<br />
<br />
'''Effect:''' The character is fascinated by large sword-like blades of all types. When encountering such a weapon for the first time, the character must succeed at a will save DC 15 or become fascinated by the weapon for 1d4 rounds. If the weapon is for sale, then the character will purchase it. If he cannot afford it he will attempt to negotiate a lower price or offer trade. <br />
<br />
If the weapon is being wielded by an enemy, then the player fixates on that opponent exclusively, ignoring all other combatants until the opponent dies or the player is able to take the weapon in question.<br />
<br />
'''Benefit:''' Bonus Feat.<br />
<br />
<br />
----<br />
{{DnD Flaws Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Character Option]]<br />
[[Category:Flaw]]</div>173.245.56.215https://www.dandwiki.com/w/index.php?title=Elves,_Winged_(3.5e_Race)&diff=554926Elves, Winged (3.5e Race)2012-03-16T23:15:59Z<p>173.245.56.215: /* Relations */</p>
<hr />
<div>{{x0<br />
|la= Variable<br />
|ecl= Variable<br />
|type= Fey (Elf)<br />
|ability_adjust= Varies<br />
|size= Medium<br />
|favored_class= Druid and Ranger<br />
|desc= A culture of winged elves brought to near extinction.<br />
}}<br />
<br />
=Winged Elves=<br />
<br />
==Introduction==<br />
The winged elves known as avariel by other elven races are a species of mercenary elves who took it upon themselves to make the world a more peaceful place for the elves. They never do anything without considering the effect it would have on their species and elves in general. The winged elves fought in six major wars. The first war was war against the dragons for control of the skies. Eventually it calmed down but left the winged elf population severely crippled. Their second war was a civil war. Eventually the winged elves managed to banish the hawk worshiping cult, they punished them by taking away their flight. However, they quickly used magic to take up traits of the hawk and became the raptorans. During the third war goblins were trying to take control of the forest for usage of the mining veins. However, the winged elves would not let them. The goblins allied with the raptorans to try to take over the forest but the elves fled through the haven realm taking their beloved forests with them. After that the five beacons were placed and what had belonged to the winged elves was replaced with desert that was unsurvivable except for their thri-kreen allies who guard the desert till they return from the haven realm. Many years later, Kurtalmak and Grumush hid the misty isle in the haven realm. 10,000 years later winged elves returned confused as the world was in a worse condition then before.<br />
<br />
==Personality==<br />
<br />
A winged elf is much like any other elf patient and aloof however he or she has a short temper if someone harasses his family or culture because winged elves are all close.<br />
<br />
==Physical Description==<br />
<br />
Winged elves have long hair and it can be in a variety of colors the same applies for eyes but they usually match they have a 10 foot wingspan and are otherwise similar to high elves.<br />
<br />
==Relations==<br />
<br />
Dwarves are hard for winged elves to get along with because of their opposite domains and behaviors. The only thing they share is sometimes the general region. Gnomes are a bit easier to get along with, but not that much due to domain. They share a common usage of magic. Orcs are hated by the winged elves and so is their spawn half orcs. They view all elves as friends, even evil species, because the winged elves believe that all elves should live together in unity regardless of the past and would go to the lengths of slaying a deity to achieve that unity. Winged elves view humans as corrupters of the elves and do not understand them and their practices. Previously the winged elves viewed them as allies, but because of all the damage dealt to the wilderness by the humans and the prevention of the creation of full blooded elves by mating with elves, they are regarded with fear. Half elves are viewed as a race that can be helped because winged elves have spells that can bring out their elvish blood, however they believe that any who turn them down on these offers is viewed as a lost cause. Winged elves hate dragons because they were nearly driven to extinction by them. Winged elves have great relationships with treants, centaurs and good & neutral fey. Winged elves view halflings as allies and will often help guard halfling caravans winged elves and halflings share the same love of family. Winged elves hate raptorans and view them as traitors and will kill them on sight in the wilderness. Winged elves also hate goblins for war with them forced them to flee to the haven realm. Winged elves regard lizardfolk as allies as they too live in harmony with nature.<br />
<br />
==Alignment==<br />
<br />
Winged elves are usually true neutral.<br />
<br />
==Classes==<br />
- adept: normal, even weak spellcasters are useful to the winged elves;<br><br />
- aristocrat: rare, there is almost no winged elf noble families;<br><br />
- barbarian: none, winged elves shun these uncivilized people;<br><br />
- bard: abundant, winged elves love music;<br><br />
- beguiler: common, enchantments are loved by winged elves;<br><br />
- cleric: none, winged elves are not religious;<br><br />
- commoner: none, winged elves are extremely war-ready;<br><br />
- dragon shaman: none (pre 5th war) or uncommon (after 5th war, metallic & green only);<br><br />
- druid: abundant, druids were created by the winged elves;<br><br />
- duskblade: common (obvious);<br><br />
- expert: normal;<br><br />
- fighter: common;<br><br />
- monk: none, winged elves are not bound by the law in their beliefs;<br><br />
- paladin: none (see cleric);<br><br />
- ranger: abundant;<br><br />
- rogue: common;<br><br />
- sorcerer: none, until after 5th war;<br><br />
- warrior: abundant, war ready people;<br><br />
- wizard: abundant, needless to say;<br><br />
<br />
==Lands==<br />
<br />
Winged elves tend to inhabit gigantic forests and live in the treetops.<br />
<br />
==Religion==<br />
<br />
winged elves view religions as propaganda<br />
<br />
==Language==<br />
<br />
Winged elves speak old elven, old common and elven they can learn any language including extinct ones and old dialects with time and using up two languages they can learn a secret language.<br />
<br />
==History==<br />
<br />
==Art & Culture==<br />
<br />
==Society==<br />
<br />
==Clans==<br />
<br />
==Family==<br />
<br />
==Romantic behavior==<br />
<br />
in winged elf culture young are produced to keep the species alive not often out of love but winged elves mate for life (till death) but will reproduce with others if the community demands it (example: different subspecies) winged elves often being immortal will spend immensely long periods of time alone with the one it loves (even years)in winged elf culture mating is an optional practice and doesn't happen before adulthood<br />
<br />
==Names==<br />
<br />
A winged elf receives a name from both parents a clan name a within clan name for each clan (only one after adulthood ceremony) a childhood nickname any names acquired from other cultures (as marks of acceptance) any adulthood nicknames and the right of passage name.<br />
<br />
==Racial Traits==<br />
<br />
===Winged Elf===<br />
<br />
* +2 Strength +2 Dexterity, +2 Wisdom: Winged elves are often aloft so they developed better strength and dexterity due to their flight they are more graceful even on land.<br />
* Humanoid (elf, feyblood)<br />
* Medium-size: No bonuses or penalties however when aloft treat as large size for AC purposes.<br />
* Winged elf [[base land speed]] is 30 feet: Winged elves have a glide speed of 40ft and a fly speed of (30 at level 1 with average maneuverability 40 at level 5 with good maneuverability and 50 at level 10 with perfect maneuverability).<br />
* Flight Reflexes (Ex): 150% Dex modifier when aloft.<br />
* +2 to Hide, Spot, Move Silently, Listen, Survival, Search, Knowledge and Perform. These skills are added to a winged elves class list.<br />
* [[Automatic Languages]]: Elven & Avariel. [[Bonus Languages]]: Any (including secret languages but they count as two languages an they can learn old languages[mainly in ancient tomes or ruins])<br />
* Favored Class: Druid and Ranger<br />
* Level Adjustment: +1 or +2<br />
<br />
===Winged Elf Elite===<br />
<br />
* +4 to any three ability scores: Magic flows through their blood.<br />
* Humanoid (elf, feyblood)<br />
* Medium-size: No bonuses or penalties however when aloft treat as large size for AC purposes.<br />
* Winged elf [[base land speed]] is 30 feet: Winged elves have a glide speed of 40ft and a fly speed of(30 at level 1 with average maneuverability 40 at level 5 with good maneuverability and 50 at level 10 with perfect maneuverability)<br />
* Flight Reflexes (Ex): 150% Dex modifier when aloft<br />
* +2 to Hide, Spot, Move Silently, Listen, Survival, Search, Knowledge and Perform. These skills are added to a winged elves class list.<br />
* [[Automatic Languages]]: Elven & Avariel. [[Bonus Languages]]: Any (including secret languages but they count as two languages an they can learn old languages[mainly in ancient tomes or ruins])<br />
* [[Favored Class]]: Any.<br />
* [[Level Adjustment]]: +3<br />
<br />
===Winged Elf Paragon===<br />
<br />
* +8 to all ability scores: Winged elf paragons are infused with ancient fey magic.<br />
* Humanoid (elf, feyblood)<br />
* Medium-size: No bonuses or penalties however when aloft treat as large size for AC purposes.<br />
* Winged elf [[base land speed]] is 30 feet: Winged elves have a glide speed of 40ft and a fly speed of 50ft with perfect maneuverability<br />
* Flight Reflexes (Ex): 150% Dex modifier when aloft<br />
* +2 to Hide, Spot, Move Silently, Listen, Survival, Search, Knowledge and Perform. These skills are added to a winged elves class list.<br />
* [[Automatic Languages]]: Elven & Avariel. [[Bonus Languages]]: Any (including secret languages but they count as two languages an they can learn old languages[mainly in ancient tomes or ruins])<br />
* [[Favored Class]]: Any.<br />
* [[Level Adjustment]]: +4<br />
<br />
=Vital Statistics=<br />
<br />
{| class="d20" cellspacing="0" cellpadding="0"<br />
|+ Table: Winged Elf Random Starting Ages<br />
|- style="white-space: nowrap;"<br />
! Adulthood || Simple || Moderate || Complex<br />
|- style="white-space: nowrap;"<br />
| 110 years || +4d6 || +6d6 || +10d6<br />
|}<br />
<br />
{| class="d20" cellspacing="0" cellpadding="0"<br />
|+ Table: Winged Elf Aging Effects<br />
|- style="white-space: nowrap;"<br />
! Middle Age<sup>1</sup> || Old<sup>2</sup> || Venerable<sup>3</sup> || Maximum Age<br />
|- style="white-space: nowrap;"<br />
| 2500 years || 4000 years || 5000 years || N/A(immortal) years<br />
|- style="white-space: nowrap;"<br />
| colspan="5" class="foot" |<br />
# At middle age, &minus;1 to Str, Dex, and Con; +1 to Int, Wis, and Cha.<br />
# At old age, &minus;2 to Str, Dex, and Con; +1 to Int, Wis, and Cha.<br />
# At venerable age, &minus;3 to Str, Dex, and Con; +1 to Int, Wis, and Cha.<br />
|}<br />
<br />
{| cellspacing="0" cellpadding="0" class="d20"<br />
|-<br />
|+ Table: Winged Elf Random Height and Weight<br />
|- style="white-space: nowrap;"<br />
! style="text-align: left;" | Gender || Base Height || Height Modifier || Base Weight || Weight Modifier<br />
|- style="white-space: nowrap;"<br />
| style="text-align: left;" | Male || 4' 5" || +2d6" || 75 lb. || &times; 1d4 lb.<br />
|- class="even" style="white-space: nowrap;"<br />
| style="text-align: left;" | Female || 4' 5" || +2d6" || 70 lb. || &times; 1d4 lb.<br />
|}<br />
<br />
<br />
----<br />
{{3.5e Races Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Race]]<br />
[[Category:Humanoid Type]]<br />
[[Category:Elf Subtype]]<br />
[[Category:Medium Size]]<br />
[[Category:LA Variable]]<br />
[[Category:ECL Variable]]</div>173.245.56.215https://www.dandwiki.com/w/index.php?title=Talk:Half-Minotaur_(3.5e_Race)&diff=553008Talk:Half-Minotaur (3.5e Race)2012-03-05T02:40:42Z<p>173.245.56.215: </p>
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<div>==Half-Minotaur...Minotaur?==<br />
Can you implement this template onto a Minotaur? I see no reason you could not, save for the silliness of your character claiming her strength is because she's "Half-Minotaur" when she's a full Minotaur...<br />
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== Mystery Author ==<br />
To the author of this...I humbly hope you're not offended at my changes to your page. The spelling and grammar are off, so I'm adjusting it. As I see you're still editing, I'll refrain until you're done, but please don't revert any changes unless you'd rather change an actual detail. It would save me a lot of work. Thank you, --[[User:Harry Mason|Harry Mason]] 11:15, 4 February 2010 (UTC)<br />
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:im not offended by your changes i actualy appreciate it i know my grammer and spelling aren't good and i usaly don't add any punctuation so thank you ^.^ i am mostly done with it now though i need to think of something to put in for religion and possibly tweak some things here and there. and i should realy remember to log into my account so people don't have to talk to a nameless author >.< --[[User:Loki the Trickster|Loki the Trickster]]<br />
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==Help adjusting==<br />
i have a tendency to overpower things which gets in the way of me making things since the Half-Minotaur is sepose to be a La0 i would like to know if i overpowered it or not for its LA, and i would like input on it like if some things need to be more discriptive or if they dont seem to feet it's species personaly i feel some of them are to short but im not to sure what i should add in there, also i don't mind other people changing it but i would like to know what your changing, for what reason your changing it, and what your changing it into. --[[User:Loki the Trickster|Loki the Trickster]]<br />
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:The ability score adjustments are a little too big for a zero LA race. Aside from the Orc, I can't think of any race, in an official book, with a +4 to one score and no LA. Also, I really can't think of any with no LA that has a positive total ability score adjustment. &mdash; [[User:SAINT23THOMAS|saint23thomas]] &ndash; 12:18, 11 March 2011 (MST)<br />
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::In my opinion, this race isn´t as off as it could be. OK, it needs maybe a LA of +1, but it seems playable. And anyway, using percentages for decription may result in a memorable experience, or something terrible, it happens, u know.As for religion... well, here´s an idea:<br />
::''Half-minotaurs tend to revere the gods of nature, since they feel a close relationship with all things natural, and a special respect for wildlife. However, their parent´s religion may influence their overall view of life. It is unusual, but not unheard of, for half-minotaurs to worship a racial deity, since they will often be but a half-breed in the eyes of proud minotaur gods, or an aberration in the eyes of other gods. This may cause a great hatred in half-minotaurs to certain excluding churches. A hatred neutral evil gods will not hesitate to use for their own dark purposes, manipulating this race.''<br />
::So, what´dya think?--[[User:TYRWNTS2BUY|TYRWNTS2BUY]]<br />
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:::Well, let's see. First, you need to file your comments in the correct section. Second, indents are used on the talk pages to clearly separate replies. Third, use the signature button, or "<nowiki>~~~~</nowiki>", so that your signature will include a timestamp. &mdash; [[User:SAINT23THOMAS|saint23thomas]] &ndash; 00:12, 12 March 2011 (MST)<br />
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::::Now, getting back on topic, you're right. This race seems much closer to a LA +1 race. The only way this should have no level adjustment would be if it had a few racial hit dice. Of course, HD tend pigeon-hole characters of a race far more that LA. So, that would be a bad idea.<br />
::::To get this down to a ECL zero race, I'd say, first, only Str +2, and, second, either remove the Con bonus, or remove the natural armor and the Natural Cunning. The gore attack should probably be reduced, both for balance and flavor (smaller horns). <br />
::::One last thing, I think the "Racial Bonus" should probably be switched to "+2 to Search, Spot, and Listen", not really for balance but to be more reflective of the Minotaur's skill bonuses. &mdash; [[User:SAINT23THOMAS|saint23thomas]] &ndash; 00:13, 12 March 2011 (MST)<br />
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== Endowment ==<br />
...is that necessary information? --[[User:Harry Mason|Harry Mason]] 11:27, 4 February 2010 (UTC)<br />
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:I believe for most campains no but I have seen books and know about other campains where it would be necessary I tried to refrain from words people would find vulgar offensive and what younger people probably wouldn't know what it means i hope no one finds well endowed offensive >.< and i didn't add one thing in completly because i knew some people would find that very offensive --[[User:Loki the Trickster|Loki the Trickster]]</div>173.245.56.215https://www.dandwiki.com/w/index.php?title=Summon_Potato_(3.5e_Spell)&diff=551721Summon Potato (3.5e Spell)2012-02-24T05:17:49Z<p>173.245.56.215: </p>
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<div>{{April_Fools}}<br />
{{Spell<br />
|name=Summon Potato<br />
|school=Conjuration (Creation)<br />
|lvl=Bnd 1, Clr 1, Drd 1, Sor/Wiz 1<br />
|comp= V,S<br />
|casttime=1 Standard Action<br />
|range=10ft/CL<br />
|dur=Instaneous<br />
|tsea=e<br />
|subj=Creates Potatoes<br />
|save=None<br />
|sr=No<br />
}}<br />
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[[3e Summary::This spell summons a potato's|This spell summons 5 full grown Potatoes/Caster Level.]] If "Summoned" in the air, they act as though they had been pulled out of the ground less than a second ago. If "summoned" into the ground they will act as though they had grown there since they were a seed (with roots and everything).<br />
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----<br />
{{3.5e Binder Spells Breadcrumb}}<br/><br />
{{3.5e Cleric Spells Breadcrumb}}<br/><br />
{{3.5e Druid Spells Breadcrumb}}<br/><br />
{{3.5e Sorcerer/Wizard Spells Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Spell]]<br />
[[Category:Conjuration School]]<br />
[[Category:Creation Subschool]]<br />
[[Category:Binder 1]]<br />
[[Category:Cleric 1]]<br />
[[Category:Druid 1]]<br />
[[Category:Sorcerer/Wizard 1]]</div>173.245.56.215