Difference between revisions of "User:Sergejsvk/sandbox1"

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== There are no "Mundane" heroes in D&D ==
 
 
 
{{author
 
{{author
 
|author_name=Sergejsvk
 
|author_name=Sergejsvk
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|balance=High
 
|balance=High
 
}}
 
}}
 
The goal is to get the core melee classes to tier 3 by applying ToB maneuvres, and dropping the mundane pretense. Lets face it when you play a hero, YOU ARE AWESOME, and someone speeshul in the world. Fluff and the DM can make you that, but lets give it a more solid base. Races of War is awesome in that regard, it hazes the mundanes mundanity, but still, there can be MORE! Oh yes Tome of Battle is awesome imo. LOTS.
 
 
The racharge magic and per encounter rules are used in E6 PRC, couse i am alergic to per day stuff. The casters dont need to rest so much.
 
 
And if you are at it get rid of feat taxes... yay no tax day.
 
 
== WHAT and WHY? ==
 
 
All the realms in the D&D universe are filled with magic, they are so saturated with it, like the ocean arround Fukusima with radiation.
 
 
So lets say magic is in everything living, the weave is part of it all. There is this mojo in all of the universe that some creatures can interact with it more (The force is with us!).
 
 
So this mojo envelopes the living things, when an object without mojo colides with mojo, the mojo in, and around the creature hardnes to protect it from impact. Metals and most minerals don't contain mojo (there are a few exceptions some rare cristals, speeshul materials aso.), but they can conduct a creatures mojo when touched an cancel out the mojo protection. Parts of a living creature may store aditional mojo for a certain time.
 
 
So how does this transalate onto game terms? Part of it is hit points and weapon damage YAY \o/ we already have that. This can help with the suspension of dispelief AND can explain the lack of firearms. So a bulet is a mojoless, the most it does is nonlethal damage, the powerfull modern firearms could still knock you out cold in one hit, but blunderbuses and the old stuff? Rofl no. A sword held by a big dude? It CHOPS YO! An arow sot at you? The wood contains some mojo it negates the protection, but weeel it is les lethal during play than te sword wealding dude most of the time.
 
 
When a creature dies its mojo os released and is easier conducted to those that pincussioned it with their mojo. Tho the weaker the creature the weaker a mojo. If something powerfull kills something weak, it's like a mouse fart in the wind. But when equal mojos meet, then the one that survives gets more powerfull. So the adventurers that kill all that powerfull crap, and spend most of their time in "RUINS of POWER"™, get awesome.
 
 
Some creatures are more sensitive to the mojo and can manipulate it directly (Arcane and divine casters, creatures with Sp, Su aso.). Others the more "mundane" channel it diferently, but it is still there in a greater quantity that in the commoner of random Joe.
 
  
 
===Initiate of the Savage Path, Barbarian variant:===
 
===Initiate of the Savage Path, Barbarian variant:===
  
Raging is not just being realy REALY angry, it is a manifestation of mojo in the Barbarian. The barbarian could be considered a beginner friendly calss (Here is your stick, rage and smash stuff until it is dead/destroyed, you gain a maneuver each round congratulations, when a caster fails you win). Enter the energizer bunny!
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Warmonger / Hordebreaker
  
 
'''Alignment:''' Any nonlawful.
 
'''Alignment:''' Any nonlawful.
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|-  
 
|-  
 
|1st|| class="left" | +1 || +2 || +0 || +0
 
|1st|| class="left" | +1 || +2 || +0 || +0
| class="left" | [[#Fast Movement|Fast Movement]], [[#Rage|Rage]] 1/Encounter
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| class="left" | [[#Fast Movement|Fast Movement]], [[#Rage|Rage]] 5
 
||5||5(2)||1
 
||5||5(2)||1
 
|-  
 
|-  
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|-  
 
|-  
 
|3rd|| class="left" | +3 || +3 || +1 || +1
 
|3rd|| class="left" | +3 || +3 || +1 || +1
| class="left" | [[#Indomitable Will|Indomitable Will]]
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| class="left" | [[#Indomitable Surge|Indomitable Surge]]
 
||6||5(2)||2
 
||6||5(2)||2
 
|-  
 
|-  
 
|4th|| class="left" | +4 || +4 || +1 || +1
 
|4th|| class="left" | +4 || +4 || +1 || +1
| class="left" | [[#Vigor|Vigor]] 1
+
| class="left" | [[#Rage|Rage]] 10
 
||6||5(2)||2
 
||6||5(2)||2
 
|-  
 
|-  
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|-  
 
|-  
 
|7th|| class="left" | +7/+2 || +5 || +2 || +2
 
|7th|| class="left" | +7/+2 || +5 || +2 || +2
| class="left" | [[#Hulking Rage|Hulking Rage]]
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| class="left" | [[#Indomitable Will|Indomitable Will]]
 
||8||5(2)||2
 
||8||5(2)||2
 
|-  
 
|-  
 
|8th|| class="left" | +8/+3 || +6 || +2 || +2
 
|8th|| class="left" | +8/+3 || +6 || +2 || +2
| class="left" | [[#Vigor|Vigor]] 2
+
| class="left" | [[#Rage|Rage]] 20
 
||8||5(2)||2
 
||8||5(2)||2
 
|-  
 
|-  
 
|9th|| class="left" | +9/+4 || +6 || +3 || +3
 
|9th|| class="left" | +9/+4 || +6 || +3 || +3
| class="left" | [[#Eater of Magic|Eater of Magic]]
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| class="left" |  
 
||9||5(2)||3
 
||9||5(2)||3
 
|-  
 
|-  
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|-  
 
|-  
 
|11th||class="left" | +11/+6/+1 || +7 || +3 || +3
 
|11th||class="left" | +11/+6/+1 || +7 || +3 || +3
| class="left" | [[#Greater Rage|Greater Rage]] 2/Encounter
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| class="left" | [[#Greater Rage|Greater Rage]]
 
||10||6(3)||3
 
||10||6(3)||3
 
|-  
 
|-  
 
|12th||class="left" | +12/+7/+2 || +8 || +4 || +4
 
|12th||class="left" | +12/+7/+2 || +8 || +4 || +4
| class="left" | [[#Vigor|Vigor]] 4
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| class="left" | [[#Rage|Rage]] 30
 
||10||6(3)||3
 
||10||6(3)||3
 
|-  
 
|-  
 
|13th||class="left" | +13/+8/+3 || +8 || +4 || +4
 
|13th||class="left" | +13/+8/+3 || +8 || +4 || +4
| class="left" | [[#Invigorating Magic|Invigorating Magic]]
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| class="left" |  
 
||11||6(3)||3
 
||11||6(3)||3
 
|-  
 
|-  
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|-  
 
|-  
 
|16th||class="left" | +16/+11/+6/+1 || +10 || +5 || +5
 
|16th||class="left" | +16/+11/+6/+1 || +10 || +5 || +5
| class="left" | [[#Vigor|Vigor]] 6
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| class="left" | [[#Rage|Rage]] 40
 
||12||6(3)||4
 
||12||6(3)||4
 
|-  
 
|-  
 
|17th||class="left" | +17/+12/+7/+2 || +10 || +5 || +5
 
|17th||class="left" | +17/+12/+7/+2 || +10 || +5 || +5
| class="left" | [[#Breaker of Magic|Breaker of Magic]]
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| class="left" |  
 
||13||6(3)||4
 
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|-  
 
|-  
 
|19th||class="left" | +19/+14/+9/+4 || +11 || +6 || +6
 
|19th||class="left" | +19/+14/+9/+4 || +11 || +6 || +6
| class="left" | [[#Great Vigor|Great Vigor]]
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| class="left" | [[#Battle Elation|Battle Elation]]
 
||14||6(3)||4
 
||14||6(3)||4
 
|-  
 
|-  
 
|20th||class="left" | +20/+15/+10/+5 || +12 || +6 || +6
 
|20th||class="left" | +20/+15/+10/+5 || +12 || +6 || +6
| class="left" | [[#Mighty Rage|Mighty Rage]] 3/Encounter, [[#Vigor|Vigor]] 8
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| class="left" | [[#Mighty Rage|Mighty Rage]] 60
 
||14||7(4)||4
 
||14||7(4)||4
 
|- class="noalt"
 
|- class="noalt"
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'''{{Anchor|Weapon and Armor Proficiency}}:''' A barbarian is proficient with all [[SRD:Simple Weapon Proficiency|simple]] and [[SRD:Martial Weapon Proficiency|martial weapons]], [[SRD:Armor Proficiency (Light)|light armor]], [[SRD:Armor Proficiency (Medium)|medium armor]], and [[SRD:Shield Proficiency|shields]] (except [[SRD:Tower Shield Proficiency|tower shields]]).
 
'''{{Anchor|Weapon and Armor Proficiency}}:''' A barbarian is proficient with all [[SRD:Simple Weapon Proficiency|simple]] and [[SRD:Martial Weapon Proficiency|martial weapons]], [[SRD:Armor Proficiency (Light)|light armor]], [[SRD:Armor Proficiency (Medium)|medium armor]], and [[SRD:Shield Proficiency|shields]] (except [[SRD:Tower Shield Proficiency|tower shields]]).
  
At 1st level you gain the '''Maneuver, Stance, initiator level progression, and Recovery''' of a '''Crusader'''. You gain access to the '''Iron Heart, Stone Dragon, and Tiger Claw''' disciplines. Add Martial Lore to the barbarian's skill list.
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At 1st level you gain the '''Maneuver, Stance, initiator level progression, and Recovery''' of a '''Crusader'''. You gain access to the '''Iron Heart, Stone Dragon, and Tiger Claw''' disciplines.
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'''{{Anchor|Rage}} ([[Ex]]):''' A barbarian can call upon reserves of strength and ferocity, granting him additional combat prowess. In a rage, a barbarian temporarily gains a +4 bonus to [[SRD:Strength|Strength]], a +4 bonus to [[SRD:Constitution|Constitution]], and a +2 morale bonus on [[SRD:Saving Throw|Will]] saves, but he takes a –2 penalty to [[SRD:Armor Class|Armor Class]]. The increase in [[SRD:Constitution|Constitution]] does not increase the barbarian’s [[SRD:Hit Points|hit points]].
 +
Your ferrocity allows you to temporarily set aside the pain and hindering effects of injuries. When an opponent strikes you, the injury does not immediately affect you. You have a delayed damage pool during rage, that allows you to forestall the effects of many injuries. This pool begins at 0 with each encounter. When you are attacked, any hit point damage the blow deals is added to your delayed damage pool. At the end of your next turn, you take damage equal to the total stored in your delayed damage pool, which then resets to 0. Any healing you receive can either increase your current hit point total as normal or reduce the total damage in your delayed damage pool. When you receive healing, you choose whether it affects your damage pool, your hit points, or both (you can split the amount of healing as you wish).
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 +
Special effects tied to an attack, such as energy drain, stun, and so forth, still affect you as normal, and their effects are not delayed by this ability. For example, if you are bitten by a venomous spider, you must still attempt a Fortitude save against the poison immediately, even though the bite damage shifts into your delayed damage pool. By the same token, any other special attack that imposes a condition, such as a medusa's petrifying gaze, takes immediate effect on you.
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At 1st level, your delayed damage pool can hold up to 5 points of damage. Any damage beyond that comes off your hit points as normal. The maximum damage your pool holds increases by 5 at 4th, by 10 at 8th, 12th and 16th, and by 20 at 20th level.
 +
 
 +
You heal 1 pont of damage in your dealayed damage pool, for each 2 points of damage you deal with your melee attacks.
 +
 
 +
While raging, a barbarian cannot use any [[SRD:Charisma|Charisma]]-, [[SRD:Dexterity|Dexterity]]-, or [[SRD:Intelligence|Intelligence]]-based skills (except for [[SRD:Balance Skill|Balance]], [[SRD:Escape Artist Skill|Escape Artist]], [[SRD:Intimidate Skill|Intimidate]], and [[SRD:Ride Skill|Ride]]), the [[SRD:Concentration Skill|Concentration]] skill, or any abilities that require patience or concentration, nor can he cast spells or activate magic items that require a command word, a spell trigger (such as a wand), or spell completion (such as a scroll) to function. He can use any [[SRD:Feats|feat]] he has except [[SRD:Combat Expertise|Combat Expertise]], item creation [[SRD:Feats|feats]], and metamagic [[SRD:Feats|feats]].
  
'''{{Anchor|Rage}} ([[Ex]]):''' A barbarian can call upon reserves of strength and ferocity, granting him additional combat prowess. In a rage, a barbarian temporarily gains a +4 bonus to [[SRD:Strength|Strength]], a +4 bonus to [[SRD:Constitution|Constitution]], and a +2 morale bonus on [[SRD:Saving Throw|Will]] saves, but he takes a –2 penalty to [[SRD:Armor Class|Armor Class]]. The increase in [[SRD:Constitution|Constitution]] increases the barbarian’s [[SRD:Hit Points|hit points]] by 2 points per level, but these [[SRD:Hit Points|hit points]] go away at the end of the rage when his [[SRD:Constitution|Constitution]] score drops back to normal. (These extra [[SRD:Hit Points|hit points]] are lost first the way temporary [[SRD:Hit Points|hit points]] are.) While raging, a barbarian cannot use any [[SRD:Charisma|Charisma]]-, [[SRD:Dexterity|Dexterity]]-, or [[SRD:Intelligence|Intelligence]]-based skills (except for [[SRD:Balance Skill|Balance]], [[SRD:Escape Artist Skill|Escape Artist]], [[SRD:Intimidate Skill|Intimidate]], and [[SRD:Ride Skill|Ride]]), the [[SRD:Concentration Skill|Concentration]] skill, or any abilities that require patience or concentration, nor can he cast spells or activate magic items that require a command word, a spell trigger (such as a wand), or spell completion (such as a scroll) to function. He can use any [[SRD:Feats|feat]] he has except [[SRD:Combat Expertise|Combat Expertise]], item creation [[SRD:Feats|feats]], and metamagic [[SRD:Feats|feats]]. A fit of rage lasts for a number of rounds equal to 3 + the character’s (newly improved) [[SRD:Constitution|Constitution]] modifier. At each level after 1st, the barbarian’s rage lasts for 1 additional round. A barbarian may prematurely end his rage. At the end of the rage, the barbarian loses the rage modifiers and restrictions and becomes winded for a number of rounds equal to 3 times the number of rounds spent in rage. A winded barbarian is more susceptible to effects that cause him to be [[SRD:Fatigued|fatigued]] and [[SRD:Exhausted|exhausted]], he automaticaly fails any saving throw agains those effects.
+
A fit of rage lasts for 5 rounds plus one round per barbarian level after the 1st. The duration of the rage increases by one round for each defeated (killed or incapacitated) opponent that was engaged in combat with the barbarian's allies. A barbarian may prematurely end his rage. At the end of the rage, the barbarian loses the rage modifiers and restrictions, he immediately takes damage equal to the total stored in his delayed damage pool and becomes winded for a number of rounds equal to 2 times the number of rounds spent in rage. A winded barbarian is more susceptible to effects that cause him to be [[SRD:Fatigued|fatigued]] and [[SRD:Exhausted|exhausted]], he automaticaly fails any saving throw agains those effects.
  
 
A barbarian can fly into a rage once per encounter. Entering a rage takes no time itself, but a barbarian can do it only during his action, not in response to someone else’s action. If a barbarian falls unconscious, his rage immediately ends.
 
A barbarian can fly into a rage once per encounter. Entering a rage takes no time itself, but a barbarian can do it only during his action, not in response to someone else’s action. If a barbarian falls unconscious, his rage immediately ends.
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'''{{Anchor|Uncanny Dodge}} ([[Ex]]):''' At 2nd level, a barbarian retains his [[SRD:Dexterity|Dexterity]] bonus to [[SRD:AC|AC]] (if any) even if he is caught [[SRD:Flat-Footed|flat-footed]] or struck by an [[SRD:Invisible|invisible]] attacker. However, he still loses his [[SRD:Dexterity|Dexterity]] bonus to [[SRD:AC|AC]] if immobilized. If a barbarian already has uncanny dodge from a different [[SRD:Class|class]], he automatically gains improved uncanny dodge (see below) instead.
 
'''{{Anchor|Uncanny Dodge}} ([[Ex]]):''' At 2nd level, a barbarian retains his [[SRD:Dexterity|Dexterity]] bonus to [[SRD:AC|AC]] (if any) even if he is caught [[SRD:Flat-Footed|flat-footed]] or struck by an [[SRD:Invisible|invisible]] attacker. However, he still loses his [[SRD:Dexterity|Dexterity]] bonus to [[SRD:AC|AC]] if immobilized. If a barbarian already has uncanny dodge from a different [[SRD:Class|class]], he automatically gains improved uncanny dodge (see below) instead.
  
'''{{Anchor|Indomitable Will}} ([[Ex]]):''' At 3rd level, a Raging Barbarian’s mind has been closed off from distractions by the depths of his bloodlust and battle fury. If he is under the effects of a compulsion or fear effect, he may ignore these effects while Raging.
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'''{{Anchor|Indomitable Surge}} ([[Ex]]):''' A 3rd level barbarian can opt to reroll a single saving throw once per encounter. The barbarian must abide by the result of the new, second saving throw, even if it is lower than the first. This ability does not require an action, you simply decide to use it after seeing the result of your saving throw roll but before the DM tells you if it fails or succeeds.
 
 
'''{{Anchor|Vigor}} ([[Su]]):''' Barbarians shrug off wounds that would cripple a lesser man, and have learned to draw upon deep reserves of energy and stamina. At 4th level, they gain Fast Healing 1. At 8th level this becomes Fast Healing 2, Fast Healing 4 at 12th level, Fast Healing 6 at 16th level, and Fast Healing 8 at 20th level. This healing only applies while the barbarian is not raging.
 
  
 
'''{{Anchor|Improved Uncanny Dodge}} ([[Ex]]):''' At 5th level and higher, a barbarian can no longer be flanked. This defense denies a [[SRD:Rogue|rogue]] the ability to sneak attack the barbarian by flanking him, unless the attacker has at least four more [[SRD:Rogue|rogue]] levels than the target has barbarian levels. If a character already has uncanny dodge (see above) from a second [[SRD:Class|class]], the character automatically gains improved uncanny dodge instead, and the levels from the [[SRD:Classes|classes]] that grant uncanny dodge stack to determine the minimum level a [[SRD:Rogue|rogue]] must be to flank the character.
 
'''{{Anchor|Improved Uncanny Dodge}} ([[Ex]]):''' At 5th level and higher, a barbarian can no longer be flanked. This defense denies a [[SRD:Rogue|rogue]] the ability to sneak attack the barbarian by flanking him, unless the attacker has at least four more [[SRD:Rogue|rogue]] levels than the target has barbarian levels. If a character already has uncanny dodge (see above) from a second [[SRD:Class|class]], the character automatically gains improved uncanny dodge instead, and the levels from the [[SRD:Classes|classes]] that grant uncanny dodge stack to determine the minimum level a [[SRD:Rogue|rogue]] must be to flank the character.
  
'''{{Anchor|Channeled Fury}} ([[Ex]]):''' When a 6th level Barbarian enters Rage, he gets all readied maneuvers granted. This state lasts for an aditional round at 10th, 14th and 18th level. <sub>''(Solutions brought to you by '''Your Rage!'''™)''</sub>
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'''{{Anchor|Channeled Fury}} ([[Ex]]):''' When a 6th level barbarian enters Rage, he gets all readied maneuvers granted. He can gain this effect for an aditional round anytime during rage at 10th, 14th and 18th level. <sub>''(Solutions brought to you by '''Your Rage!'''™)''</sub>
 
 
'''{{Anchor|Hulking Rage}} ([[Su]]):''' A 7th level barbarian may opt to increase his [[SRD:Size Category|size]] by one [[SRD:Size Category|category]] while raging to the next larger one, doubling his height and multiplying his weight by 8. The barbarian gains the modifiers outlined in table [[SRD:Size Category|Creature Size and Scale]] due to his increased size. If insufficient room is available for the desired growth, the barbarian attains the maximum possible size and may make a [[SRD:Strength Check|Strength check]] (using his increased [[SRD:Strength|Strength]]) to burst any enclosures in the process. If he fails, he is constrained without harm by the materials enclosing him. All equipment worn or carried by the barbarian is similarly enlarged. Melee and projectile weapons deal more damage due to increased size. Other magical properties are not affected by this spell. Any item that leaves the barbarian’s possession (including a projectile or thrown weapon) instantly returns to its normal size. This means that thrown weapons deal their normal damage, and projectiles deal damage based on the size of the weapon that fired them.
 
  
'''{{Anchor|Eater of Magic}} ([[Su]]):''' When a raging barbarian of 9th level succeds on a saving throw, or is immune to the effect of a spell, supernatural ability, or spell-like ability, he gains a number of temporary hit points equal to the effect’s caster level, in the case of spells or spell-like abilities, or the HD of the effect’s creator, in the case of supernatural abilities. Te barbarian can also choose to, as a standard action, absorb the magic stored in an item, he gains a number of hit points equal to the item’s caster level, up to his barbarian level. When doing so all the item’s magical properties are suppressed for 2d4 rounds, after which the item recovers on its own. When the barbarian absorbs magic from a scroll or a wand, he uses up the magic stored in the item. The writing on a scroll disappears as if used and the wand loses one charge and is suppressed. A suppressed item becomes nonmagical for the duration of the effect. An interdimensional interface (such as a bag of holding) is temporarily closed. A magic item’s physical properties are unchanged: A suppressed magic sword is still a sword (a masterwork sword, in fact). Artifacts are unaffected by this ability. These temporary hit points last while the barbarian rages.
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'''{{Anchor|Indomitable Will}} ([[Ex]]):''' At 7rd level, a Raging barbarian’s mind has been closed off from distractions by the depths of his bloodlust and battle fury. Compulsion and fear effects are supressed while Raging.
  
 
'''{{Anchor|Greater Rage}} ([[Ex]]):''' At 11th level, a barbarian’s bonuses to [[SRD:Strength|Strength]] and [[SRD:Constitution|Constitution]] during his [[#Rage|rage]] each increase to +6, and his morale bonus on [[SRD:Saving Throw|Will]] saves increases to +3. The penalty to [[SRD:AC|AC]] remains at –2.
 
'''{{Anchor|Greater Rage}} ([[Ex]]):''' At 11th level, a barbarian’s bonuses to [[SRD:Strength|Strength]] and [[SRD:Constitution|Constitution]] during his [[#Rage|rage]] each increase to +6, and his morale bonus on [[SRD:Saving Throw|Will]] saves increases to +3. The penalty to [[SRD:AC|AC]] remains at –2.
  
A barbarian can fly into a rage twice per encounter. At the end of the rage, the barbarian becomes winded for a number of rounds equal to 2 times the number of rounds spent in rage. A barbarian cannot enter a new rage while winded.
+
A barbarian can fly into a rage twice per encounter. At the end of the rage, the barbarian becomes winded for a number of rounds equal to the number of rounds spent in rage. A barbarian cannot enter a new rage while winded.
  
'''{{Anchor|Invigorating Magic}} ([[Su]]):''' When a raging barbarian of 13th gains temporary hit points from Eater of Magic, he also gains his Vigor fast healing for a number of rounds equal to the temporary hit points. This ability stacks with itself and any fast healing the barbarian has.
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'''{{Anchor|Deathless Rage}} ([[Ex]]):''' A 15th level barbarian can't die from hitpoint damage and ignores the effects of being at 0 or fewer hit points while raging.
  
'''{{Anchor|Deathless Rage}} ([[Ex]]):''' The Barbarian can't die from hitpoint damage and ignores the effects of being at 0 or fewer hit points while raging.
+
'''{{Anchor|Battle Elation}} ([[Su]]):''' A 19th level, the barbarian can rage indefinetly, as long as there are opponents threatening him or his allies.
 
 
'''{{Anchor|Breaker of Magic}} ([[Su]]):''' At 17th level, a Raging Barbarian may, as a standard action, use the temporary hit points from Eater of Magic to make a single melee or touch attack that, on a successful hit, has an additional effect similar to a ''[[SRD:Greater Dispel Magic|targeted dispell magic]]''. Unlike normal dipel magic, this effect uses the temporary hit points from Eater of Magic for the dispel check.
 
 
 
'''{{Anchor|Great Vigor}} ([[Su]]):''' A 19th level, half of the fast healing granted by Vigor continues while raging.
 
 
 
 
'''{{Anchor|Mighty Rage}} ([[Ex]]):''' At 20th level, a barbarian’s bonuses to [[SRD:Strength|Strength]] and [[SRD:Constitution|Constitution]] during his [[#Rage|rage]] each increase to +8, and his morale bonus on [[SRD:Saving Throw|Will]] saves increases to +4. The penalty to [[SRD:AC|AC]] remains at –2.  
 
'''{{Anchor|Mighty Rage}} ([[Ex]]):''' At 20th level, a barbarian’s bonuses to [[SRD:Strength|Strength]] and [[SRD:Constitution|Constitution]] during his [[#Rage|rage]] each increase to +8, and his morale bonus on [[SRD:Saving Throw|Will]] saves increases to +4. The penalty to [[SRD:AC|AC]] remains at –2.  
A barbarian can fly into a rage three times per encounter. At the end of the rage, the barbarian becomes winded for a number of rounds equal to the number of rounds spent in rage. A barbarian cannot enter a new rage while winded.
+
A barbarian can fly into a rage three times per encounter. At the end of the rage, the barbarian does not become winded.
  
 
*One level in this variant class qualifies a barbarian for any feat with a crusader class prerequisite, the barbarian must still meet all other prerequisites for the feat.
 
*One level in this variant class qualifies a barbarian for any feat with a crusader class prerequisite, the barbarian must still meet all other prerequisites for the feat.
 +
 +
<s>
 +
 +
'''{{Anchor|Victory Surge}} ([[Ex]]):''' You ignore the damage stored in your dealyed damage pool at the end of your rage, if you defeated an opponenet in the last round of your rage.
 +
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'''{{Anchor|Vigour}} ([[Su]]):''' Barbarians shrug off wounds that would cripple a lesser man, and have learned to draw upon deep reserves of energy and stamina. At 4th level, they gain Fast Healing 1. At 8th level this becomes Fast Healing 2, Fast Healing 4 at 12th level, Fast Healing 6 at 16th level, and Fast Healing 8 at 20th level. This healing only applies while the barbarian is not raging.
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'''{{Anchor|Hulking Rage}} ([[Su]]):''' A 7th level barbarian may opt to increase his [[SRD:Size Category|size]] by one [[SRD:Size Category|category]] while raging to the next larger one, doubling his height and multiplying his weight by 8. The barbarian gains the modifiers outlined in table [[SRD:Size Category|Creature Size and Scale]] due to his increased size. If insufficient room is available for the desired growth, the barbarian attains the maximum possible size and may make a [[SRD:Strength Check|Strength check]] (using his increased [[SRD:Strength|Strength]]) to burst any enclosures in the process. If he fails, he is constrained without harm by the materials enclosing him. All equipment worn or carried by the barbarian is similarly enlarged. Melee and projectile weapons deal more damage due to increased size. Other magical properties are not affected by this spell. Any item that leaves the barbarian’s possession (including a projectile or thrown weapon) instantly returns to its normal size. This means that thrown weapons deal their normal damage, and projectiles deal damage based on the size of the weapon that fired them.
 +
 +
'''{{Anchor|Eater of Magic}} ([[Su]]):''' When a raging barbarian of 9th level succeds on a saving throw, or is immune to the effect of a spell, supernatural ability, or spell-like ability, he gains a number of temporary hit points equal to the effect’s caster level, in the case of spells or spell-like abilities, or the HD of the effect’s creator, in the case of supernatural abilities. Te barbarian can also choose to, as a standard action, absorb the magic stored in an item, he gains a number of hit points equal to the item’s caster level, up to his barbarian level. When doing so all the item’s magical properties are suppressed for 2d4 rounds, after which the item recovers on its own. When the barbarian absorbs magic from a scroll or a wand, he uses up the magic stored in the item. The writing on a scroll disappears as if used and the wand loses one charge and is suppressed. A suppressed item becomes nonmagical for the duration of the effect. An interdimensional interface (such as a bag of holding) is temporarily closed. A magic item’s physical properties are unchanged: A suppressed magic sword is still a sword (a masterwork sword, in fact). Artifacts are unaffected by this ability. These temporary hit points last while the barbarian rages.
 +
 +
'''{{Anchor|Invigorating Magic}} ([[Su]]):''' When a raging barbarian of 13th gains temporary hit points from Eater of Magic, he also gains his Vigor fast healing for a number of rounds equal to the temporary hit points. This ability stacks with itself and any fast healing the barbarian has.
 +
 +
'''{{Anchor|Great Vigor}} ([[Su]]):''' A 15th level, half of the fast healing granted by Vigor continues while raging.
 +
 +
'''{{Anchor|Breaker of Magic}} ([[Su]]):''' At 17th level, a Raging Barbarian may, as a full-round action, use the temporary hit points from Eater of Magic to make a single melee or touch attack that, on a successful hit, has an additional effect similar to a ''[[SRD:Greater Dispel Magic|targeted dispell magic]]''. Unlike normal dipel magic, this effect uses the temporary hit points from Eater of Magic for the dispel check.</s>
  
 
----
 
----
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|-  
 
|-  
 
|1st|| class="left" | +1 || +2 || +0 || +0
 
|1st|| class="left" | +1 || +2 || +0 || +0
| class="left" | [[#Combat Savant|Combat Savant]], [[#Weapon Aptitude|Weapon Aptitude]]
+
| class="left" | [[#Combat Savant|Combat Savant]], [[#Know thy Enemy|Know thy Enemy]]
 
||3||3||1
 
||3||3||1
 
|-  
 
|-  
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|-  
 
|-  
 
|3rd|| class="left" | +3 || +3 || +1 || +1
 
|3rd|| class="left" | +3 || +3 || +1 || +1
| class="left" | [[#Pack Mule|Pack Mule]]
+
| class="left" | [[#Inpairing Presence|Inpairing Presence]]
 
||5||3||1
 
||5||3||1
 
|-  
 
|-  
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|-  
 
|-  
 
|5th|| class="left" | +5 || +4 || +1 || +1
 
|5th|| class="left" | +5 || +4 || +1 || +1
| class="left" | [[#Defensive Mastery|Defensive Mastery]]
+
| class="left" |  
 
||6||4||2
 
||6||4||2
 
|-  
 
|-  
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|-  
 
|-  
 
|7th|| class="left" | +7/+2 || +5 || +2 || +2
 
|7th|| class="left" | +7/+2 || +5 || +2 || +2
| class="left" | [[#Armored Ease|Armored Ease]]
+
| class="left" | [[#Defensive Reach|Defensive Reach]]
 
||7||4||2
 
||7||4||2
 
|-  
 
|-  
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|-  
 
|-  
 
|9th|| class="left" | +9/+4 || +6 || +3 || +3
 
|9th|| class="left" | +9/+4 || +6 || +3 || +3
| class="left" | [[#Improved Delay|Improved Delay]]
+
| class="left" |  
 
||8||4||2
 
||8||4||2
 
|-  
 
|-  
 
|10th||class="left" | +10/+5 || +7 || +3 || +3
 
|10th||class="left" | +10/+5 || +7 || +3 || +3
| class="left" | [[#Combat Aptitude|Combat Aptitude]],
+
| class="left" | [[#Combat Aptitude|Combat Aptitude]]
 
||8||5||2
 
||8||5||2
 
|-  
 
|-  
 
|11th||class="left" | +11/+6/+1 || +7 || +3 || +3
 
|11th||class="left" | +11/+6/+1 || +7 || +3 || +3
| class="left" | [[#Array of Stunts|Array of Stunts]]
+
| class="left" | [[#Tricks of the Trade|Tricks of the Trade]]
 
||9||5||3
 
||9||5||3
 
|-  
 
|-  
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|-  
 
|-  
 
|13th||class="left" | +13/+8/+3 || +8 || +4 || +4
 
|13th||class="left" | +13/+8/+3 || +8 || +4 || +4
| class="left" | [[|]]
+
| class="left" |  
 
||10||5||3
 
||10||5||3
 
|-  
 
|-  
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|-  
 
|-  
 
|15th||class="left" | +15/+10/+5 || +9 || +5 || +5
 
|15th||class="left" | +15/+10/+5 || +9 || +5 || +5
| class="left" | [[#Rapid Refocus|Rapid Refocus]]
+
| class="left" | [[#Rapid Refocus|Rapid Refocus]]  
 
||11||6||3
 
||11||6||3
 
|-  
 
|-  
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|-  
 
|-  
 
|17th||class="left" | +17/+12/+7/+2 || +10 || +5 || +5
 
|17th||class="left" | +17/+12/+7/+2 || +10 || +5 || +5
| class="left" | [[#Intense Focus|Intense Focus]]
+
| class="left" |  
 
||12||6||4
 
||12||6||4
 
|-  
 
|-  
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{{Property Link|Skill|SRD:Balance Skill|Balance}} ([[SRD:Dexterity|Dex]]),  
 
{{Property Link|Skill|SRD:Balance Skill|Balance}} ([[SRD:Dexterity|Dex]]),  
 
{{Property Link|Skill|SRD:Climb Skill|Climb}} ([[SRD:Strength|Str]]),  
 
{{Property Link|Skill|SRD:Climb Skill|Climb}} ([[SRD:Strength|Str]]),  
[[SRD:Concentration Skill|Concentration]] ([[SRD:Constitution|Con]]),  
+
{{Property Link|Skill|SRD:Concentration Skill|Concentration}} ([[SRD:Constitution|Con]]),  
 
{{Property Link|Skill|SRD:Craft Skill|Craft}} ([[SRD:Intelligence|Int]]),  
 
{{Property Link|Skill|SRD:Craft Skill|Craft}} ([[SRD:Intelligence|Int]]),  
 
{{Property Link|Skill|SRD:Diplomacy Skill|Diplomacy}} ([[SRD:Charisma|Cha]]),  
 
{{Property Link|Skill|SRD:Diplomacy Skill|Diplomacy}} ([[SRD:Charisma|Cha]]),  
 +
{{Property Link|Skill|SRD:Handle Animal Skill|Handle Animal}} ([[SRD:Charisma|Cha]]),
 +
{{Property Link|Skill|SRD:Heal|Heal}} ([[SRD:Wisdom|Wis]]),
 
{{Property Link|Skill|SRD:Intimidate Skill|Intimidate}} ([[SRD:Charisma|Cha]]),  
 
{{Property Link|Skill|SRD:Intimidate Skill|Intimidate}} ([[SRD:Charisma|Cha]]),  
 
{{Property Link|Skill|SRD:Jump Skill|Jump}} ([[SRD:Strength|Str]]),  
 
{{Property Link|Skill|SRD:Jump Skill|Jump}} ([[SRD:Strength|Str]]),  
{{Property Link|Skill|SRD:Knowledge Skill|Knowledge}} (all skills, taken individually) ([[SRD:Intelligence|Int]]),  
+
{{Property Link|Skill|SRD:Knowledge Skill|Knowledge}} (Architecture and engineering) ([[SRD:Intelligence|Int]]),  
{{Property Link|Skill|SRD:Listen Skill|Listen}} ([[SRD:Wisdom|Wis]]),  
+
{{Property Link|Skill|SRD:Knowledge Skill|Knowledge}} (History) ([[SRD:Intelligence|Int]]),  
 +
{{Property Link|Skill|SRD:Knowledge Skill|Knowledge}} (Nobility and royalty) ([[SRD:Intelligence|Int]]),  
 
{{Property Link|Skill|SRD:Profession Skill|Profession}} ([[SRD:Wisdom|Wis]]),  
 
{{Property Link|Skill|SRD:Profession Skill|Profession}} ([[SRD:Wisdom|Wis]]),  
 
{{Property Link|Skill|SRD:Ride Skill|Ride}} ([[SRD:Dexterity|Dex]]),  
 
{{Property Link|Skill|SRD:Ride Skill|Ride}} ([[SRD:Dexterity|Dex]]),  
 
{{Property Link|Skill|SRD:Sense Motive Skill|Sense Motive}} ([[SRD:Wisdom|Wis]]),  
 
{{Property Link|Skill|SRD:Sense Motive Skill|Sense Motive}} ([[SRD:Wisdom|Wis]]),  
 
{{Property Link|Skill|SRD:Spot Skill|Spot}} ([[SRD:Wisdom|Wis]]),  
 
{{Property Link|Skill|SRD:Spot Skill|Spot}} ([[SRD:Wisdom|Wis]]),  
{{Property Link|Skill|SRD:Swim Skill|Swim}} ([[SRD:Strength|Str]]),
+
{{Property Link|Skill|SRD:Swim Skill|Swim}} ([[SRD:Strength|Str]]).
{{Property Link|Skill|SRD:Tumble Skill|Tumble}} ([[SRD:Dexterity|Dex]]).
 
 
|}
 
|}
  
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'''Weapon and Armor Proficiency:''' A fighter is proficient with all [[SRD:Simple Weapon Proficiency|simple]] and [[SRD:Martial Weapon Proficiency|martial weapons]] and with all armor ([[SRD:Armor Proficiency (Heavy)|heavy]], [[SRD:Armor Proficiency (Medium)|medium]], and [[SRD:Armor Proficiency (Light)|light]]) and [[SRD:Shield Proficiency|shields]] (including [[SRD:Tower Shield Proficiency|tower shields]]).
 
'''Weapon and Armor Proficiency:''' A fighter is proficient with all [[SRD:Simple Weapon Proficiency|simple]] and [[SRD:Martial Weapon Proficiency|martial weapons]] and with all armor ([[SRD:Armor Proficiency (Heavy)|heavy]], [[SRD:Armor Proficiency (Medium)|medium]], and [[SRD:Armor Proficiency (Light)|light]]) and [[SRD:Shield Proficiency|shields]] (including [[SRD:Tower Shield Proficiency|tower shields]]).
  
At 1st level you gain the '''Maneuver, Stance, initiator level progression, and Recovery''' of a '''Warblade'''. You gain access to the '''Devoted Spirit, Diamond Mind, Iron Heart, Setting Sun, and Stone Dragon''' disciplines.
+
At 1st level you gain the '''Maneuver, Stance, initiator level progression, and Recovery''' of a '''Warblade'''. You gain access to the '''Devoted Spirit, Diamond Mind, Iron Heart, Setting Sun, and White Raven''' disciplines.
 
 
'''{{Anchor|Combat Savant}} ([[Ex]]):''' At 1st level, the Fighter may make a number of additional [[SRD:Attack of Opportunity|attacks of opportunity]] equal to his [[SRD:Intelligence|Intelligence]] bonus. An opponent hit by your [[SRD:Attack of Opportunity|attack of opportunity]] treats all squares that you threaten as difficult terrain. Combat Savant can be used in place of Combat Reflexes to qualify for a feat, prestige class, or other special ability (It stacks with Combat Reflexes).
 
 
 
'''{{Anchor|Weapon Aptitude}} ([[Ex]]):''' You can spend 1 hour in weapon practice to change the designated weapon for any feat you have that applies only to a single weapon (such as Weapon Focus). You must have the newly designated weapon available during your practice session to make this change. For example, if you wish to change the designated weapon for your Weapon Focus feat from greatsword to longsword, you must have a longsword available to practice with during your practice session. You can adjust any number of your feats in this way, and you don’t have to adjust them all in the same way. However, you can’t change the weapon choices in such a way that you no longer meet the prerequisite for some other feat you possess. For instance, if you have both Weapon Focus (longsword) and Weapon Specialization (longsword), you can’t change the designated weapon for Weapon Focus unless you also change the weapon for Weapon Specialization in the same way.
 
 
 
'''{{Anchor|Combat Aptitude}} ([[Ex]]):''' At 2nd level and every two fighter levels thereafter(4th, 6th, 8th, 10th, 12th, 14th, 16th aso.), you gain a fighter bonus feat that can be retrained by spening 1 hour with combat training. This training can be combined with Weapon Aptitude practice. In effect you lose the old bonus feat in exchange for a new one. You can’t change fighter bonus feats in such a way that you no longer meet the prerequisite for some other feat, prestige class, or other ability you possess. A fighter must still meet all prerequisites for a bonus feat.
 
  
Add ''Blade Meditation, Devoted Bulwark, Distant Horizon, Faith Unswerving, Falling Sun Attack, Ironheart Aura, Perfect Clarity of Mind and Body, Shards of Granite, Stone Power, Stormguard Warrior, Unnerving Calm'' to your [[SRD:Fighter (Feat Type)|fighter bonus feat]] list.
+
'''{{Anchor|Combat Savant}} ([[Ex]]):''' At 1st level, the Fighter may make a number of additional [[SRD:Attack of Opportunity|attacks of opportunity]] equal to his [[SRD:Intelligence|Intelligence]] bonus (up to your fighter level). Combat Savant can be used in place of Combat Reflexes to qualify for a feat, prestige class, or other special ability (It stacks with Combat Reflexes feat).
  
'''{{Anchor|Pack Mule}} ([[Ex]]):''' Fighters are used to long journeys with a heavy pack and the use of a wide variety of weaponry and equipment. A 3rd level Fighter suffers no penalties for carrying a medium load and may retrieve stored items from his person without provoking an attack of opportunity.
+
'''{{Anchor|Know thy Enemy}} ([[Ex]]):''' Fighters battle against a great many foes, and learn to identify them quickly. A 1st level Fighter can add his class level to all Knowledge checks to identify an opponent, and always counts as trained in any such knowledge check.
  
'''{{Anchor|Defensive Mastery}} ([[Ex]]):''' At 5th level, when wielding a non-reach weapon, the Fighter increases his reach by five feet for use with [[SRD:Attack of Opportunity|attacks of opportunity]]. When wielding a two-handed reach weapon the Fighter threatens adjacent enemies and may attack them with [[SRD:Attack of Opportunity|attacks of opportunity]] as though he was not wielding a reach weapon. If an opponent attempts to use the Tumble skill to move through the fighters space or threatened area without provoking attacks of opportunity, the Tumble check DC to avoid his attacks of opportunity increases by an amount equal to his class level (rounded down).
+
'''{{Anchor|Combat Aptitude}} ([[Ex]]):''' At 2nd level and every two fighter levels thereafter(4th, 6th, 8th, 10th, 12th, 14th, 16th aso.), you gain a fighter bonus feat that can be retrained by spening 1 hour with combat training. In effect you lose the old bonus feat in exchange for a new one. You can’t change fighter bonus feats in such a way that you no longer meet the prerequisite for some other feat, prestige class, or other ability you possess. A fighter must still meet all prerequisites for a bonus feat.
  
'''{{Anchor|Armored Ease}} ([[Ex]]):''' A 7th level fighter ignores the standard speed reduction for wearing medium armor and heavy armor, and reduces armor check penalties when wearing armor by half his class level (rounded down).
+
Add ''Blade Meditation, Clarion Commander, Desert Wind Dodge, Devoted Bulwark, Distant Horizon, Faith Unswerving, Falling Sun Attack, Gloom Razor, Ironheart Aura, Perfect Clarity of Mind and Body, Reaping Talons, Scorching Sirocco, Shadow Blade, Shards of Granite, Stone Power, Stormguard Warrior, Unnerving Calm, White Raven Defense'' to your [[SRD:Fighter (Feat Type)|fighter bonus feat]] list.
  
'''{{Anchor|Improved Delay}} ([[Ex]]):''' A Fighter of 9th level may delay his action in one round without compromising his Initiative in the next round. In addition, a Fighter may interrupt another action with his delayed action like it was a readied action (though he does not have to announce his intentions before hand).
+
'''{{Anchor|Inpairing Presence}} ([[Ex]]):''' A 3rd level fighter adds a bonus equal to half his class level rounded down to DC for skill checks his opponents atempt within his reach. If an opponent attempts to cast a spell defensively within a fighter's reach, the Concentration check DC to avoid his attack of opportunity increases by an amount equal to half his class level rounded down. If an opponent attempts to use the Tumble skill to move through the fighter's space or threatened area without provoking attacks of opportunity, the Tumble check DC to avoid his attack of opportunity increases by an amount equal to half the fighter's class level rounded down.
  
'''{{Anchor|Defensive Stunts}} ([[Ex]]):''' An 11th level Fighter gains a bonus equal to half his class level (rounded down) on any check made to oppose an enemy's bull rush, disarm, feint, overrun, sunder, or trip attempt.
+
'''{{Anchor|Defensive Reach}} ([[Ex]]):''' At 7th level, when wielding a non-reach weapon, the Fighter increases his reach by five feet for use with [[SRD:Attack of Opportunity|attacks of opportunity]]. When wielding a two-handed reach weapon the Fighter threatens adjacent enemies and may attack them with [[SRD:Attack of Opportunity|attacks of opportunity]] as though he was not wielding a reach weapon.
  
'''{{Anchor|Master Opportunist}} ([[Ex]]):'''  
+
'''{{Anchor|Tricks of the Trade}} ([[Ex]]):''' An 11th level Fighter adds the difference in base attack bonus to bull rush, overrun, or trip attemptschecks made, if positive. He can aditionaly choose to ignore both his and his opponents size bonus to these special attacks.
  
 
'''{{Anchor|Rapid Refocus}} ([[Ex]]):''' A 15th level fighter can retrain his Combat Aptitude feats as a full-round action once per encounter.
 
'''{{Anchor|Rapid Refocus}} ([[Ex]]):''' A 15th level fighter can retrain his Combat Aptitude feats as a full-round action once per encounter.
 
'''{{Anchor|Intense Focus}} ([[Ex]]):''' A 17th level Fighter may take one extra Immediate Action between his turns without sacrificing a Swift action during his next turn.
 
  
 
'''{{Anchor|Stance Mastery}} ([[Ex]]):''' At 19th level, you can have two stances active simultaneously. When you use a swift action to initiate or change your stance, you can initiate or change one or both stances.
 
'''{{Anchor|Stance Mastery}} ([[Ex]]):''' At 19th level, you can have two stances active simultaneously. When you use a swift action to initiate or change your stance, you can initiate or change one or both stances.
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'''Benefit:''' At 1st level you gain the '''Maneuver, Stance, initiator level progression, and Recovery''' of a '''Warblade'''. You gain access to the '''Diamond Mind, Setting Sun, Shadow Hand, Stone Dragon and Tiger Claw.''' disciplines. Add Concentration and Martial Lore to the rogue's skill list.
 
'''Benefit:''' At 1st level you gain the '''Maneuver, Stance, initiator level progression, and Recovery''' of a '''Warblade'''. You gain access to the '''Diamond Mind, Setting Sun, Shadow Hand, Stone Dragon and Tiger Claw.''' disciplines. Add Concentration and Martial Lore to the rogue's skill list.
 +
 +
+ AB on  non sneak attack levels
 +
 +
d8 hd
  
 
*One level in this variant class qualifies the rogue for any feat with a warblade class prerequisite, the rogue must still meet all other prerequisites for the feat.
 
*One level in this variant class qualifies the rogue for any feat with a warblade class prerequisite, the rogue must still meet all other prerequisites for the feat.
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At 16th level, a monk's unarmed attacks are treated as adamantine weapons for the purpose of dealing damage to creatures with damage reduction and bypassing hardness.
 
At 16th level, a monk's unarmed attacks are treated as adamantine weapons for the purpose of dealing damage to creatures with damage reduction and bypassing hardness.
  
*'''{{Anchor|Perfect Strike}}:''' The monk's mastery of strikes improves, allowing her to, once per encounter at 10th level, initiate two [[SRD:Action_Types#Standard_Action|standard action]] martial strikes as part of one [[SRD:Action_Types#Full-Round_Action|full-round action]]. She must have both strikes readied. When a perfect strike is used, the action must be declared beforehand, both strikes are resolved separately in the stated order and are expended. At 15th level the monk may use perfect strike twice per encounter, and three times per encounter at 20th level.
+
*'''{{Anchor|Perfect Strike}}:''' The monk's mastery of strikes improves, allowing her to initiate two [[SRD:Action_Types#Standard_Action|standard action]] martial strikes as part of one [[SRD:Action_Types#Full-Round_Action|full-round action]]. She must have both strikes readied. When a perfect strike is used, the action must be declared beforehand, both strikes are resolved separately in the stated order and are expended.
  
 
*One level in this variant class qualifies the monk for any feat with a swordsage class prerequisite, the monk must still meet all other prerequisites for the feat.
 
*One level in this variant class qualifies the monk for any feat with a swordsage class prerequisite, the monk must still meet all other prerequisites for the feat.
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===Initiate of the Endless Hunt, Ranger variant:===
 
===Initiate of the Endless Hunt, Ranger variant:===
  
'''Replaces:''' If you select this class feature, you lose the [[Ranger#Combat Style|''Combat Style'']] at 2nd, [[Ranger#Improved Combat Style|''Improved Combat Style'']] at 6th, [[Ranger#Combat Style Mastery|''Combat Style Mastery'']] at 11th, and [[Ranger#Spells|''Ranger Spellcasting'']] at 4th level.
+
'''Replaces:''' If you select this class feature, you lose the [[Ranger#Combat Style|''Combat Style'']] at 2nd, [[Ranger#Improved Combat Style|''Improved Combat Style'']] at 6th, [[Ranger#Combat Style Mastery|''Combat Style Mastery'']] at 11th, and [[Ranger#Spells|''Ranger Spellcasting'']] at 4th level. One good save.
  
'''Benefit:''' Totemist
+
'''Benefit:''' Skirmish + manevers
  
 
----
 
----
  
===Initiate of the Ardent Heart, Paladin variant:===
+
===Cleric variant:===
 
 
'''Replaces:''' If you select this class feature, you lose [[Paladin#Smite Evil|''Smite Evil'']] class feature at 1st, [[Paladin#Remove Disease|''Remove Disease'']] class feature at 6th level, and [[Paladin#Spells|''Paladin Spellcasting'']] at 4th.
 
 
 
'''Benefit:''' Incarnate
 
 
 
'''Smite ([[Su]]):''' Starting at 1st level, once per day, you can concentrate all your anger, hatred, and determination into a single attack. On the next melee attack you make, you gain a bonus on your attack roll equal to your Charisma bonus (if any) and a bonus on damage equal to your paladin level. At 5th level, and at every five levels thereafter, you may smite one additional time per day.
 
 
 
!  rowspan="2" | [[#Enhanced Combat|Maximum<br/>Enhancement<br/>Bonus]]
 
  
'''{{Anchor|Enhanced Combat}} ([[Su]]):''' At 3rd level, a Fighter's unarmed attacks, worn weapons, armor and shield are treated as magic with a +1 enhancement bonus. The enhancement bonus improves with the character’s Fighter level. Every two levels beyond 3rd, the value of the enhancement bonus improves by a cumulative +1 bonus. The Fighter may, and must, when her total enhancement is higher than her maximum bonus, see table: The Fighter, apply a special ability instead of an enhancement bonus to his weapons, armor and shield worn, as apropriate. His unarmed attacks cann only be enhanced up to his maximum bonus. Reconfiguring the special abilities requires 1 hour of preparation. This preparation can be combined with Weapon Aptitude and Combat Aptitude training.
+
Cleric + Paladin class abilities, the cleric is the f*****g chosen of the gods, one good save, med armor max
  
'''{{Anchor|Arsenal of War}} ([[Su]]):''' At 9th level, the Fighter's gains his own particular nondimensional space, his personal arsenal. He can transport any and all worn equipment into this space and retrieve any number of objects as a move action. Retrieving a single piece of equipment requires less focus and can be done as a swift action instead. The retrived objects appear in the same location on his body that they previously occupied, if the location is occupied by a diferent item they fall off and land at his feet. The Fighter cannot transport any equipment connected to an exta-dimensional space into his arsenal. This space can hold up to 15 lb. of items per Fighter level. A dipel can be specificaly targeted at the fighters link to his arsenal, if the caster suceeds on a DC 11 + your Fighter level dispel check, all items in his arsenal are shunted out and land at your feet. The link to a Fighters aresenal is severed when he dies and all items in his arsenal are shunted out.
+
===Druid variant:===
  
 +
Use acfs combined to nerf but let it still be fun, wisdom empathy, urban companion + beast spirit + shifting style instad of wildshape with alt wildhape variant stuff aso. one good save and 2 skill points couse im an asshole.
 
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Latest revision as of 21:08, 2 May 2016

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Initiate of the Savage Path, Barbarian variant:[edit]

Warmonger / Hordebreaker

Alignment: Any nonlawful.

Starting Age: Simple.

Table: The Barbarian

Hit Die: d12

Level Base
Attack Bonus
Saving Throws Special Maneuvers Known Maneuvers Readied Stances Known
Fort Ref Will
1st +1 +2 +0 +0 Fast Movement, Rage 5 5 5(2) 1
2nd +2 +3 +0 +0 Uncanny Dodge 5 5(2) 1
3rd +3 +3 +1 +1 Indomitable Surge 6 5(2) 2
4th +4 +4 +1 +1 Rage 10 6 5(2) 2
5th +5 +4 +1 +1 Improved Uncanny Dodge 7 5(2) 2
6th +6/+1 +5 +2 +2 Channeled Fury 7 5(2) 2
7th +7/+2 +5 +2 +2 Indomitable Will 8 5(2) 2
8th +8/+3 +6 +2 +2 Rage 20 8 5(2) 2
9th +9/+4 +6 +3 +3 9 5(2) 3
10th +10/+5 +7 +3 +3 Channeled Fury +1 round 9 6(3) 3
11th +11/+6/+1 +7 +3 +3 Greater Rage 10 6(3) 3
12th +12/+7/+2 +8 +4 +4 Rage 30 10 6(3) 3
13th +13/+8/+3 +8 +4 +4 11 6(3) 3
14th +14/+9/+4 +9 +4 +4 Channeled Fury +2 rounds 11 6(3) 3
15th +15/+10/+5 +9 +5 +5 Deathless Rage 12 6(3) 4
16th +16/+11/+6/+1 +10 +5 +5 Rage 40 12 6(3) 4
17th +17/+12/+7/+2 +10 +5 +5 13 6(3) 4
18th +18/+13/+8/+3 +11 +6 +6 Channeled Fury +3 rounds 13 6(3) 4
19th +19/+14/+9/+4 +11 +6 +6 Battle Elation 14 6(3) 4
20th +20/+15/+10/+5 +12 +6 +6 Mighty Rage 60 14 7(4) 4

Class Skills (4 + Int modifier per level, ×4 at 1st level)
Balance (Dex), Climb (Str), Handle Animal (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Nature) (Int), Knowledge (Martial Lore) (Int), Listen (Wis) Move Silently (Dex), Sense Motive (Wis), Ride (Dex), Spot (Wis), Survival (Wis), Swim (Str).

All of the following are class features of the barbarian.

Weapon and Armor Proficiency: A barbarian is proficient with all simple and martial weapons, light armor, medium armor, and shields (except tower shields).

At 1st level you gain the Maneuver, Stance, initiator level progression, and Recovery of a Crusader. You gain access to the Iron Heart, Stone Dragon, and Tiger Claw disciplines.

Rage (Ex): A barbarian can call upon reserves of strength and ferocity, granting him additional combat prowess. In a rage, a barbarian temporarily gains a +4 bonus to Strength, a +4 bonus to Constitution, and a +2 morale bonus on Will saves, but he takes a –2 penalty to Armor Class. The increase in Constitution does not increase the barbarian’s hit points. Your ferrocity allows you to temporarily set aside the pain and hindering effects of injuries. When an opponent strikes you, the injury does not immediately affect you. You have a delayed damage pool during rage, that allows you to forestall the effects of many injuries. This pool begins at 0 with each encounter. When you are attacked, any hit point damage the blow deals is added to your delayed damage pool. At the end of your next turn, you take damage equal to the total stored in your delayed damage pool, which then resets to 0. Any healing you receive can either increase your current hit point total as normal or reduce the total damage in your delayed damage pool. When you receive healing, you choose whether it affects your damage pool, your hit points, or both (you can split the amount of healing as you wish).

Special effects tied to an attack, such as energy drain, stun, and so forth, still affect you as normal, and their effects are not delayed by this ability. For example, if you are bitten by a venomous spider, you must still attempt a Fortitude save against the poison immediately, even though the bite damage shifts into your delayed damage pool. By the same token, any other special attack that imposes a condition, such as a medusa's petrifying gaze, takes immediate effect on you.

At 1st level, your delayed damage pool can hold up to 5 points of damage. Any damage beyond that comes off your hit points as normal. The maximum damage your pool holds increases by 5 at 4th, by 10 at 8th, 12th and 16th, and by 20 at 20th level.

You heal 1 pont of damage in your dealayed damage pool, for each 2 points of damage you deal with your melee attacks.

While raging, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except for Balance, Escape Artist, Intimidate, and Ride), the Concentration skill, or any abilities that require patience or concentration, nor can he cast spells or activate magic items that require a command word, a spell trigger (such as a wand), or spell completion (such as a scroll) to function. He can use any feat he has except Combat Expertise, item creation feats, and metamagic feats.

A fit of rage lasts for 5 rounds plus one round per barbarian level after the 1st. The duration of the rage increases by one round for each defeated (killed or incapacitated) opponent that was engaged in combat with the barbarian's allies. A barbarian may prematurely end his rage. At the end of the rage, the barbarian loses the rage modifiers and restrictions, he immediately takes damage equal to the total stored in his delayed damage pool and becomes winded for a number of rounds equal to 2 times the number of rounds spent in rage. A winded barbarian is more susceptible to effects that cause him to be fatigued and exhausted, he automaticaly fails any saving throw agains those effects.

A barbarian can fly into a rage once per encounter. Entering a rage takes no time itself, but a barbarian can do it only during his action, not in response to someone else’s action. If a barbarian falls unconscious, his rage immediately ends.

Fast Movement (Ex): A barbarian’s land speed is faster than the norm for his race by +10 feet. This benefit applies only when he is wearing no armor, light armor, or medium armor and not carrying a heavy load. Apply this bonus before modifying the barbarian’s speed because of any load carried or armor worn.

Uncanny Dodge (Ex): At 2nd level, a barbarian retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized. If a barbarian already has uncanny dodge from a different class, he automatically gains improved uncanny dodge (see below) instead.

Indomitable Surge (Ex): A 3rd level barbarian can opt to reroll a single saving throw once per encounter. The barbarian must abide by the result of the new, second saving throw, even if it is lower than the first. This ability does not require an action, you simply decide to use it after seeing the result of your saving throw roll but before the DM tells you if it fails or succeeds.

Improved Uncanny Dodge (Ex): At 5th level and higher, a barbarian can no longer be flanked. This defense denies a rogue the ability to sneak attack the barbarian by flanking him, unless the attacker has at least four more rogue levels than the target has barbarian levels. If a character already has uncanny dodge (see above) from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum level a rogue must be to flank the character.

Channeled Fury (Ex): When a 6th level barbarian enters Rage, he gets all readied maneuvers granted. He can gain this effect for an aditional round anytime during rage at 10th, 14th and 18th level. (Solutions brought to you by Your Rage!™)

Indomitable Will (Ex): At 7rd level, a Raging barbarian’s mind has been closed off from distractions by the depths of his bloodlust and battle fury. Compulsion and fear effects are supressed while Raging.

Greater Rage (Ex): At 11th level, a barbarian’s bonuses to Strength and Constitution during his rage each increase to +6, and his morale bonus on Will saves increases to +3. The penalty to AC remains at –2.

A barbarian can fly into a rage twice per encounter. At the end of the rage, the barbarian becomes winded for a number of rounds equal to the number of rounds spent in rage. A barbarian cannot enter a new rage while winded.

Deathless Rage (Ex): A 15th level barbarian can't die from hitpoint damage and ignores the effects of being at 0 or fewer hit points while raging.

Battle Elation (Su): A 19th level, the barbarian can rage indefinetly, as long as there are opponents threatening him or his allies.

Mighty Rage (Ex): At 20th level, a barbarian’s bonuses to Strength and Constitution during his rage each increase to +8, and his morale bonus on Will saves increases to +4. The penalty to AC remains at –2. A barbarian can fly into a rage three times per encounter. At the end of the rage, the barbarian does not become winded.

  • One level in this variant class qualifies a barbarian for any feat with a crusader class prerequisite, the barbarian must still meet all other prerequisites for the feat.

Victory Surge (Ex): You ignore the damage stored in your dealyed damage pool at the end of your rage, if you defeated an opponenet in the last round of your rage.

Vigour (Su): Barbarians shrug off wounds that would cripple a lesser man, and have learned to draw upon deep reserves of energy and stamina. At 4th level, they gain Fast Healing 1. At 8th level this becomes Fast Healing 2, Fast Healing 4 at 12th level, Fast Healing 6 at 16th level, and Fast Healing 8 at 20th level. This healing only applies while the barbarian is not raging.

Hulking Rage (Su): A 7th level barbarian may opt to increase his size by one category while raging to the next larger one, doubling his height and multiplying his weight by 8. The barbarian gains the modifiers outlined in table Creature Size and Scale due to his increased size. If insufficient room is available for the desired growth, the barbarian attains the maximum possible size and may make a Strength check (using his increased Strength) to burst any enclosures in the process. If he fails, he is constrained without harm by the materials enclosing him. All equipment worn or carried by the barbarian is similarly enlarged. Melee and projectile weapons deal more damage due to increased size. Other magical properties are not affected by this spell. Any item that leaves the barbarian’s possession (including a projectile or thrown weapon) instantly returns to its normal size. This means that thrown weapons deal their normal damage, and projectiles deal damage based on the size of the weapon that fired them.

Eater of Magic (Su): When a raging barbarian of 9th level succeds on a saving throw, or is immune to the effect of a spell, supernatural ability, or spell-like ability, he gains a number of temporary hit points equal to the effect’s caster level, in the case of spells or spell-like abilities, or the HD of the effect’s creator, in the case of supernatural abilities. Te barbarian can also choose to, as a standard action, absorb the magic stored in an item, he gains a number of hit points equal to the item’s caster level, up to his barbarian level. When doing so all the item’s magical properties are suppressed for 2d4 rounds, after which the item recovers on its own. When the barbarian absorbs magic from a scroll or a wand, he uses up the magic stored in the item. The writing on a scroll disappears as if used and the wand loses one charge and is suppressed. A suppressed item becomes nonmagical for the duration of the effect. An interdimensional interface (such as a bag of holding) is temporarily closed. A magic item’s physical properties are unchanged: A suppressed magic sword is still a sword (a masterwork sword, in fact). Artifacts are unaffected by this ability. These temporary hit points last while the barbarian rages.

Invigorating Magic (Su): When a raging barbarian of 13th gains temporary hit points from Eater of Magic, he also gains his Vigor fast healing for a number of rounds equal to the temporary hit points. This ability stacks with itself and any fast healing the barbarian has.

Great Vigor (Su): A 15th level, half of the fast healing granted by Vigor continues while raging.

Breaker of Magic (Su): At 17th level, a Raging Barbarian may, as a full-round action, use the temporary hit points from Eater of Magic to make a single melee or touch attack that, on a successful hit, has an additional effect similar to a targeted dispell magic. Unlike normal dipel magic, this effect uses the temporary hit points from Eater of Magic for the dispel check.


Initiate of Steel, Fighter variant:[edit]

Alignment: Any.

Starting Age: Moderate.

Table: The Fighter

Hit Die: d10

Level Base
Attack Bonus
Saving Throws Special Maneuvers Known Maneuvers Readied Stances Known
Fort Ref Will
1st +1 +2 +0 +0 Combat Savant, Know thy Enemy 3 3 1
2nd +2 +3 +0 +0 Combat Aptitude 4 3 1
3rd +3 +3 +1 +1 Inpairing Presence 5 3 1
4th +4 +4 +1 +1 Combat Aptitude 5 4 1
5th +5 +4 +1 +1 6 4 2
6th +6/+1 +5 +2 +2 Combat Aptitude 6 4 2
7th +7/+2 +5 +2 +2 Defensive Reach 7 4 2
8th +8/+3 +6 +2 +2 Combat Aptitude 7 4 2
9th +9/+4 +6 +3 +3 8 4 2
10th +10/+5 +7 +3 +3 Combat Aptitude 8 5 2
11th +11/+6/+1 +7 +3 +3 Tricks of the Trade 9 5 3
12th +12/+7/+2 +8 +4 +4 Combat Aptitude 9 5 3
13th +13/+8/+3 +8 +4 +4 10 5 3
14th +14/+9/+4 +9 +4 +4 Combat Aptitude 10 5 3
15th +15/+10/+5 +9 +5 +5 Rapid Refocus 11 6 3
16th +16/+11/+6/+1 +10 +5 +5 Combat Aptitude 11 6 3
17th +17/+12/+7/+2 +10 +5 +5 12 6 4
18th +18/+13/+8/+3 +11 +6 +6 Combat Aptitude 12 6 4
19th +19/+14/+9/+4 +11 +6 +6 Stance Mastery 13 6 4
20th +20/+15/+10/+5 +12 +6 +6 Combat Aptitude 13 7 4

Class Skills (4 + Int modifier per level, ×4 at 1st level)
Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Jump (Str), Knowledge (Architecture and engineering) (Int), Knowledge (History) (Int), Knowledge (Nobility and royalty) (Int), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spot (Wis), Swim (Str).

All of the following are class features of the fighter.

Weapon and Armor Proficiency: A fighter is proficient with all simple and martial weapons and with all armor (heavy, medium, and light) and shields (including tower shields).

At 1st level you gain the Maneuver, Stance, initiator level progression, and Recovery of a Warblade. You gain access to the Devoted Spirit, Diamond Mind, Iron Heart, Setting Sun, and White Raven disciplines.

Combat Savant (Ex): At 1st level, the Fighter may make a number of additional attacks of opportunity equal to his Intelligence bonus (up to your fighter level). Combat Savant can be used in place of Combat Reflexes to qualify for a feat, prestige class, or other special ability (It stacks with Combat Reflexes feat).

Know thy Enemy (Ex): Fighters battle against a great many foes, and learn to identify them quickly. A 1st level Fighter can add his class level to all Knowledge checks to identify an opponent, and always counts as trained in any such knowledge check.

Combat Aptitude (Ex): At 2nd level and every two fighter levels thereafter(4th, 6th, 8th, 10th, 12th, 14th, 16th aso.), you gain a fighter bonus feat that can be retrained by spening 1 hour with combat training. In effect you lose the old bonus feat in exchange for a new one. You can’t change fighter bonus feats in such a way that you no longer meet the prerequisite for some other feat, prestige class, or other ability you possess. A fighter must still meet all prerequisites for a bonus feat.

Add Blade Meditation, Clarion Commander, Desert Wind Dodge, Devoted Bulwark, Distant Horizon, Faith Unswerving, Falling Sun Attack, Gloom Razor, Ironheart Aura, Perfect Clarity of Mind and Body, Reaping Talons, Scorching Sirocco, Shadow Blade, Shards of Granite, Stone Power, Stormguard Warrior, Unnerving Calm, White Raven Defense to your fighter bonus feat list.

Inpairing Presence (Ex): A 3rd level fighter adds a bonus equal to half his class level rounded down to DC for skill checks his opponents atempt within his reach. If an opponent attempts to cast a spell defensively within a fighter's reach, the Concentration check DC to avoid his attack of opportunity increases by an amount equal to half his class level rounded down. If an opponent attempts to use the Tumble skill to move through the fighter's space or threatened area without provoking attacks of opportunity, the Tumble check DC to avoid his attack of opportunity increases by an amount equal to half the fighter's class level rounded down.

Defensive Reach (Ex): At 7th level, when wielding a non-reach weapon, the Fighter increases his reach by five feet for use with attacks of opportunity. When wielding a two-handed reach weapon the Fighter threatens adjacent enemies and may attack them with attacks of opportunity as though he was not wielding a reach weapon.

Tricks of the Trade (Ex): An 11th level Fighter adds the difference in base attack bonus to bull rush, overrun, or trip attemptschecks made, if positive. He can aditionaly choose to ignore both his and his opponents size bonus to these special attacks.

Rapid Refocus (Ex): A 15th level fighter can retrain his Combat Aptitude feats as a full-round action once per encounter.

Stance Mastery (Ex): At 19th level, you can have two stances active simultaneously. When you use a swift action to initiate or change your stance, you can initiate or change one or both stances.

  • One level in this variant class qualifies the fighter for any feat with a warblade class prerequisite, the fighter must still meet all other prerequisites for the feat.

Shadow hand initiate, Rogue variant:[edit]

Replaces: If you select this class feature, your Sneak Attack progression is halved (1st, 5th, 9th, 13th, 17th).

Benefit: At 1st level you gain the Maneuver, Stance, initiator level progression, and Recovery of a Warblade. You gain access to the Diamond Mind, Setting Sun, Shadow Hand, Stone Dragon and Tiger Claw. disciplines. Add Concentration and Martial Lore to the rogue's skill list.

+ AB on non sneak attack levels

d8 hd

  • One level in this variant class qualifies the rogue for any feat with a warblade class prerequisite, the rogue must still meet all other prerequisites for the feat.

Monk of the sublime way:[edit]

(Well this expanded and then exploded. The monk as it was sucked hard. He had mobility but needed to do full attacks. A crutch was not enough, he got a complete exoskeleton with cybernetic implants and lazoooorrsss. I stole a homebrew feat from the site for him and ran with it.)

Replaces: If you select this class feature, you lose Flurry of Blows at 1st level, Ki Strike at 4th level, Abundant Step at 12th level, Diamond Soul at 13th level, Quivering Palm at 15th level, Empty Body at 19th level, and Perfect Self at 20th level.

Benefit: At 1st level you gain the Maneuver, Stance and initiator level progression of a Swordsage.

You begin an encounter with all your readied maneuvers unexpended, regardless of how many times you might have already used them since you chose them. When you initiate a maneuver, you expend it for the current encounter, so each of your readied maneuvers can be used once per encounter (unless you recover them, as described below).

You recover an expended maneuver each time you succeed with a strike maneuver. If you succeed with your strike maneuver (eg. special effect is applied on Saphire Nightmare Blade, or both melee rolls of Wolf Fang Strike hit), you can choose one expended maneuver to refresh. It is now available for use in a subsequent round.


You select 6 out of all 9 martial disciplines. All special monk weapons are considered preferred weapons of your chosen disciplines.

Add Martial Lore to the monk's skill list.

!!! +Incarnum goodies !!!

(Optional: Consider Handaxe as Hu Die Dao, add Battleaxe (Dao), Glaive (Guan Dao), Longspear, Longsword, Short Sword, Spear to the monk's weapon proficiency)

Furthermore you gain Maneuver Focus, Weapon Training at 1st level, Ki strike enhancement (similar to a Soulknifes Mind Blade Enhancement) at 4th level, Perfect Strike at 10th level.

  • Maneuver Focus: At 1st level, a monk adds her Wisdom modifier, if positive, up to a maximum equal to her class level, as a bonus on damage rolls whenever she executes a strike. The monk adds the diference between her base attack bonus and initiator level, if positive, as a bonus on attack rolls when executing strikes, boosts and counters that require an attack roll.
  • Weapon Training: At 1st level, a monk learns to apply the same techniques which turn her normally feeble unarmed strike into a powerful blow that shatters bone, to all melee monk weapons. The melee monk weapons gain the damage of her unarmed strike, or the weapon's original damage, whichever is higher. Any special abilities that would be delivered through or modify an unarmed strike may now be used with her monk weapons, such as the Stunning Fist feat. The effort needed to wield a weapon in combat does not change (For example, an 8th level monk deals 1d10 damage with a Quarterstaff, has a +2 enhancement bonus to attack and damage rolls, the quarterstaff is still considered a two handed or duble weapon).
  • Ki Strike (Su): At 4th level, a monk’s unarmed attacks are empowered with ki. Her unarmed attacks are treated as magic weapons with a cumulative +1 enhancement bonus on attack rolls and damage rolls that improves every four levels beyond 4th (+2 at 8th level, +3 at 12th level, +4 at 16th level, and +5 at 20th level).
  • Ki Strike Enhancement (Su): At 6th level, a monk gains the ability to enhance her ki strike. She can add any one DM aproved weapon special ability that has an enhancement bonus value of +1. She can suppress or resume this ability as a free action.

At, every four levels beyond 6th (10th, 14th, and 18th) the value of the enhancement a monk can add to her ki strike improves to +2, +3, and +4, respectively. A monk can choose any combination of weapon special abilities that does not exceed the total allowed by the monk’s level.

A monk can reassign the ability or abilities she has added to her ki strike. To do so, she must first spend 8 hours in meditation. After that period, her fists are empowered with the new ability or abilities selected by the monk.

At 16th level, a monk's unarmed attacks are treated as adamantine weapons for the purpose of dealing damage to creatures with damage reduction and bypassing hardness.

  • Perfect Strike: The monk's mastery of strikes improves, allowing her to initiate two standard action martial strikes as part of one full-round action. She must have both strikes readied. When a perfect strike is used, the action must be declared beforehand, both strikes are resolved separately in the stated order and are expended.
  • One level in this variant class qualifies the monk for any feat with a swordsage class prerequisite, the monk must still meet all other prerequisites for the feat.

Initiate of the Endless Hunt, Ranger variant:[edit]

Replaces: If you select this class feature, you lose the Combat Style at 2nd, Improved Combat Style at 6th, Combat Style Mastery at 11th, and Ranger Spellcasting at 4th level. One good save.

Benefit: Skirmish + manevers


Cleric variant:[edit]

Cleric + Paladin class abilities, the cleric is the f*****g chosen of the gods, one good save, med armor max

Druid variant:[edit]

Use acfs combined to nerf but let it still be fun, wisdom empathy, urban companion + beast spirit + shifting style instad of wildshape with alt wildhape variant stuff aso. one good save and 2 skill points couse im an asshole.