Difference between revisions of "Princess:Swordsage"

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2. Flashing Sun[S]: IT=FR, make melee full-attack, you gain extra attack and all attacks are resolved at -2.
 
2. Flashing Sun[S]: IT=FR, make melee full-attack, you gain extra attack and all attacks are resolved at -2.
  
2. Hatchling's Flame[S]: IT=S, A=6cone, d6 fire damage per IL (max 5d6) RD half.
+
2. Hatchling's Flame[S]: IT=S, A=6cone, d6 fire damage per IL (max 10d6) RD half.
  
 
3. Death Mark[S]: IT=S, make an attack. Target of your attack and all creatures within A=2+1 per size category d6 fire damage per IL (max 10d6) RD half.
 
3. Death Mark[S]: IT=S, make an attack. Target of your attack and all creatures within A=2+1 per size category d6 fire damage per IL (max 10d6) RD half.
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7. Salamander's Charge[S]: IT=FR, make charge at any movement trajectory and may use Acrobatics to avoid AoO. Also any square you moved have fiery barrier which inflict d6 per IL (max 20d6) fire damage to anyone in it and half of this amount to adjacent creatures. Barrier lasts 5r and may be dispelled with s.
 
7. Salamander's Charge[S]: IT=FR, make charge at any movement trajectory and may use Acrobatics to avoid AoO. Also any square you moved have fiery barrier which inflict d6 per IL (max 20d6) fire damage to anyone in it and half of this amount to adjacent creatures. Barrier lasts 5r and may be dispelled with s.
  
8. Wyrm's Flame[S]: IT=S, A=12cone, d6 fire damage per IL (max 20d6) RD half.
+
8. Wyrm's Flame[S]: IT=S, A=12cone, d6 fire damage per IL (max 25d6) RD half.
  
 
9. Inferno Blast[S]: IT=FR, A=12. All creatures within 12 except for you take 100 fire damage RD half.
 
9. Inferno Blast[S]: IT=FR, A=12. All creatures within 12 except for you take 100 fire damage RD half.
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1. Counter Charge[C]: IT=i, used against creature charging you. Make opposed Str or Dex check (your choice) with +4 bonus. If you succeed opponent halt and do not get to attack you, you move 2 in any direction after that. If you fail charge attack gain additional +2.
 
1. Counter Charge[C]: IT=i, used against creature charging you. Make opposed Str or Dex check (your choice) with +4 bonus. If you succeed opponent halt and do not get to attack you, you move 2 in any direction after that. If you fail charge attack gain additional +2.
  
1. Mighty Throw[S]: IT=S, make melee touch attack, if it hit resolve trip check (you do not provoke AoO, opponent do not gain chance to trip you if you fail) with +4 bonus. If you win the check you throw opponent prone on any free space within 2.
+
1. Mighty Throw[S]: IT=S, make melee touch attack, if it hit make opposed Str or Dex check (your choice) with +4 bonus. If you win the check you throw opponent prone on any free space within 2.
  
 
2. Baffling Defence[C]: IT=i, may use Empathy check instead of AC against one attack.
 
2. Baffling Defence[C]: IT=i, may use Empathy check instead of AC against one attack.
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1. Stone Bones[S]: IT=S, make an attack. If it hits you gain DR 5/chtonic for 1r.
 
1. Stone Bones[S]: IT=S, make an attack. If it hits you gain DR 5/chtonic for 1r.
  
2. Mountain Hammer[S]: IT=S, make an attack. This attack makes extra d6 damage per IL (max 10d6) and treat any DR and hardness as if they were IL less.
+
2. Mountain Hammer[S]: IT=S, make an attack. This attack makes extra d6 damage per IL (max 5d6) and treat any DR and hardness as if they were IL less.
  
2. Stone Vise[S]: IT=S, make an attack. This attack makes extra d6 damage per IL (max 10d6) and opponent's move is reduced to 0 for 1r.
+
2. Stone Vise[S]: IT=S, make an attack. This attack makes extra d6 damage per IL (max 5d6) and opponent's move is reduced to 0 for 1r.
  
 
3. Bonecrusher[S]: IT=S, make an attack. This attack gain +d6 per IL (max 10d6) damage and rolls to confirm criticals against damaged opponent receive +10 bonus until he is healed to full hp.
 
3. Bonecrusher[S]: IT=S, make an attack. This attack gain +d6 per IL (max 10d6) damage and rolls to confirm criticals against damaged opponent receive +10 bonus until he is healed to full hp.
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3. Crushing Weight of the Mountain: You gain Constrict unarmed damage +1-1/2 Str.
 
3. Crushing Weight of the Mountain: You gain Constrict unarmed damage +1-1/2 Str.
  
3. Roots of the Mountain: You gain +10 to resist bull-rush, overrun and trip and you gain DR 5/-. Also creatures attempting to avoid AoO from you for their movement take -10 penalty on Athletics roll.
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3. Roots of the Mountain: You gain +10 to resist bull-rush, overrun and trip and you gain DR 5/-. Also creatures attempting to avoid AoO from you for their movement take -10 penalty on Acrobatics roll.
  
 
5. Giant's Stance: Your melee attacks deal damage as if they were one size larger.
 
5. Giant's Stance: Your melee attacks deal damage as if they were one size larger.

Latest revision as of 17:31, 4 March 2011

Swordsage

Lvl	Class Feature			Unarmed	Known	Ready	Stances
1	Weapon Focus:Unarmed, Schools	d6	6	4	1
2	AC Bonus(Ex)			d6	7	4	2
3	Quick to Act(Ex) +1		d6	8	5	2
4	Discipline Focus(Ex):Damage	d8	9	5	2
5	Adaptive Style feat		d8	10	6	3
6	-				d8	11	6	3
7	Quick to Act(Ex): +2		d8	12	6	3
8	Discipline Focus(Ex):Saves	d10	13	7	3
9	Evasion(Ex)			d10	14	7	4
10	-				d10	15	8	4
11	Quick to Act(Ex) +3		d10	16	8	4
12	Discipline Focus(Ex):Damage	d12	17	8	4
13	Sense Magic(Su)			d12	18	9	4
14	-				d12	19	9	5
15	Quick to Act(Ex): +4		d12	20	10	5
16	Discipline Focus(Ex):Saves	2d8	21	10	5
17	Mettle(Ex)			2d8	22	10	5
18	-				2d8	23	11	5
19	Quick to Act(Ex) +5		2d8	24	11	5
20	Dual Boost(Ex) 3/day		2d10	25	12	6

Class Features

Schools: Fire Dragon, Stone Dragon and Wind Dragon

AC Bonus(Ex): +Wis to AC while in no armour, no more than level.

Quick to Act(Ex): Add this value to your initiative.

Discipline Focus(Ex):

  • Damage: +Wis on chosen school Strikes damage, no more than level.
  • Saves: +2 on all saves while in chosen school stance.

Evasion(Ex):

Sense Magic(Su): AT=10 m, determine properties of magical armour or weapon.

Mettle(Ex):

Dual Boost(Ex): You may use two Boost manoeuvres simultaneously.

Schools

Fire Dragon

School's Skill: Acrobatics.

School's Weapons: Unarmed.

School's DC: 1/2 IL + Wis

Manoeuvres

1. Blistering Flourish[S]: IT=S, A=6. All creatures within 6 except for you are dazzled for 1m.

1. Burning Blade[B]: IT=s, D=1r. Your attacks within this round gain +d6+IL fire damage.

1. Distracting Ember[B]: IT=s, D=1r, conjures small fire elemental who uses aid another if given opportunity.

1. Wind Stride[B]: IT=s D=1r, +2 move.

2. Burning Brand[B]: IT=s, your reach is increased by 1. All weapon damage is converted to fire damage while you use this increased reach.

2. Flashing Sun[S]: IT=FR, make melee full-attack, you gain extra attack and all attacks are resolved at -2.

2. Hatchling's Flame[S]: IT=S, A=6cone, d6 fire damage per IL (max 10d6) RD half.

3. Death Mark[S]: IT=S, make an attack. Target of your attack and all creatures within A=2+1 per size category d6 fire damage per IL (max 10d6) RD half.

3. Fan the Flame[S]: IT=S, R=6. Ranged touch attack deal d6 fire damage per IL (max 10d6).

3. Zephyr's Dance[C]: IT=i, +4 dodge AC against single attack.

4. Fire Snake[S]: IT=S, A=12line(starting adjacent to you and then follows move rules). d6 fire damage per IL (max 15d6) RD half.

4. Searing Blade[B]: IT=s, D=1r. Your attacks within this round gain +2d6+IL fire damage.

4. Searing Charge[S]: IT=FR, make a charge, you may fly during this charge. Also your attack deal extra d6 per IL (max 15d6) fire damage.

5. Dragon's Flame[S]: IT=S, A=6cone, d6 fire damage per IL (max 15d6) RD half.

5. Leaping Flame[C]: IT=i, R=20. Teleport to square adjacent to attacker.

5. Lingering Inferno[S]: IT=S, make an attack. If it hit opponent takes +IL fire damage. Also during following 3r this opponent takes IL fire damage at the beginning of your turn.

6. Desert Tempest[S]: IT=FR. Move up to your speed. Whenever you exit a square adjacent to enemy you may make melee attack against him. No more than one attack per enemy.

6. Ring of Fire[S]: IT=FR, move your base land speed x2 leaving fiery trail. If your trail make closed area anyone in the area takes d6 per IL fire damage (max 15d6) RD half.

7. Inferno Blade[B]: IT=s, D=1r. Your attacks within this round gain +3d6+IL fire damage.

7. Salamander's Charge[S]: IT=FR, make charge at any movement trajectory and may use Acrobatics to avoid AoO. Also any square you moved have fiery barrier which inflict d6 per IL (max 20d6) fire damage to anyone in it and half of this amount to adjacent creatures. Barrier lasts 5r and may be dispelled with s.

8. Wyrm's Flame[S]: IT=S, A=12cone, d6 fire damage per IL (max 25d6) RD half.

9. Inferno Blast[S]: IT=FR, A=12. All creatures within 12 except for you take 100 fire damage RD half.

Stances

1. Fire's Blessing: Acrobatics 1-5 - fire resistance 10, 6-10 - fire resistance 20, 11-15 - fire resistance 30, 16+ fire immunity.

3. Holocaust Cloak: Any creature attacking you in melee takes 5 points of fire damage.

6. Fiery Assault: Extra die of fire damage on melee attacks.

8. Rising Phoenix: You gain fly equal to your base land speed. Also when you make full-attack any creatures adjacent to you take 10d6 fire damage.

Wind Dragon

School's Skill: Empathy.

School's Weapons: Unarmed.

School's DC: 1/2 IL + Wis

Manoeuvres

1. Counter Charge[C]: IT=i, used against creature charging you. Make opposed Str or Dex check (your choice) with +4 bonus. If you succeed opponent halt and do not get to attack you, you move 2 in any direction after that. If you fail charge attack gain additional +2.

1. Mighty Throw[S]: IT=S, make melee touch attack, if it hit make opposed Str or Dex check (your choice) with +4 bonus. If you win the check you throw opponent prone on any free space within 2.

2. Baffling Defence[C]: IT=i, may use Empathy check instead of AC against one attack.

2. Clever Positioning[S]: IT=S, make an attack, if it hit you swap places with enemy.

3. Devastating Throw[S]: IT=S, as mighty throw, but must move 3 before initiating, for each 5 by which you win adds extra 1 to throw range, thrown opponent receive +d6 per IL (max 10d6) damage.

3. Feigned Opening[C]: IT=i, in response to AoO. If AoO misses, attacker provokes AoO from you. If opponent's AoO hits he provokes AoO from any ally of your choice.

4. Comet Throw[S]: IT=S, As mighty throw except for each 5 by which you win adds extra 1 to throw range, thrown opponent receive +d6 per IL (max 10d6) damage and if you may throw him on other creature (he will be adjacent to it in any square you wish after manoeuvre resolved) who suffers d6 per IL (max 10d6) damage and must succeed on RD save to avoid falling prone.

4. Strike of the Broken Shield[S]: IT=S, if you hit you deal +d6 damage per IL (max 15d6) and opponent is flat-footed for 1r.

5. Mirrored Pursuit[C]: IT=i in response to adjacent opponent movement. You may move your up to your move, however you must remain adjacent to this opponent. If your opponent have better move then you move as far as possible and then he may spend his remaining movement as he wishes.

5. Soaring Throw[S]: IT=S, as mighty throw, but throw range is 4 more, for each 5 by which you win adds extra 1 to throw range, thrown opponent receive +d6 per IL (max 15d6) damage and you may throw him through occupied squares.

5. Stalking Shadow[C]: IT=i in response to adjacent opponent movement. You may make free 1sq move to square it occupied.

6. Ballista Throw[S]: IT=S, A=12line. As mighty throw but you throw opponent in 12line instead of empty space, he and anyone caught in the line take +d6 damage per IL (max 15d6). Barriers obviously stop him.

6. Scorpion Parry[C]: IT=i, make an attack roll. If your attack roll is higher than opponents then you redirect his attack to any target adjacent to you.

7. Hydra Slaying Strike[S]: IT=S, make an attack. If this attack hit your opponent is unable to make full attack for 1r.

8. Fool's Strike[C]: IT=i, in response to melee attack. Make opposed attack rolls check. If you win opponent resolves his damage against himself.

9. Tornado Throw[S]: IT=FR, as mighty throw but move 2 before throwing opponent, for each 5 by which you win adds extra 1 to throw range, thrown opponent receive 10d6 damage. After throw is resolved you may continue to move and make another throw if you moved at least 2. This manoeuvre ends after after your total distance moved is up to your double move (you still get chance to throw opponent if you moved 2 or more from your last throw), or if you stop moving.

Stances

1. Step of the Wind: Ignore difficult terrain, you gain +2 on attacks and +4 on trip and bull-rush against opponent who suffer from difficult terrain penalties.

3. Giant Killing Style: +2 on attacks and +4 on damage against larger opponents and while prone.

5. Shifting Defence: Each time opponent misses you you may make free 1sq step. Each step consumes one of your AoO per round.

8. Ghostly Defence: If opponent miss you due to concealment, you may redirect his attack against adjacent enemy (within his reach in case of melee weapons). You cannot benefit from this stance while flat-footed.

Stone Dragon

School's Skill: Endurance.

School's Weapons: Unarmed.

School's DC: 1/2 IL + Wis

Manoeuvres

1. Charging Minotaur[S]: IT=FR, make a bull-rush, your movement and bull-rush do not provoke AoO. If you win you deal 2d6+Str damage in addition to moving target, and also you may choose to not follow the target after first sq.

1. Stone Bones[S]: IT=S, make an attack. If it hits you gain DR 5/chtonic for 1r.

2. Mountain Hammer[S]: IT=S, make an attack. This attack makes extra d6 damage per IL (max 5d6) and treat any DR and hardness as if they were IL less.

2. Stone Vise[S]: IT=S, make an attack. This attack makes extra d6 damage per IL (max 5d6) and opponent's move is reduced to 0 for 1r.

3. Bonecrusher[S]: IT=S, make an attack. This attack gain +d6 per IL (max 10d6) damage and rolls to confirm criticals against damaged opponent receive +10 bonus until he is healed to full hp.

3. Stone Dragon's Fury[S]: IT=S, make an attack. This attack gain +d6 per IL (max 10d6) damage, if used against constructs it deal +d6 per IL (max 20d6) damage.

4. Bonesplitting Strike[S]: IT=S, make an attack. This attack also inflicts 2 Con damage.

4. Boulder Roll[B]: IT=i, initiated during overrun. You gain +4 on overrun check and you cannot be tripped on failed overrun.

4. Overwhelming Mountain Strike[S]: IT=S, make an attack. This attack makes extra d6 damage per IL (max 15d6) and opponent is not able to take M for 1r.

5. Elder Mountain Hammer[S]: IT=S, make an attack. This attack makes extra d6 damage per IL (max 15d6) and treat any DR and hardness as if they were IL less.

5. Mountain Avalanche[S]: IT=FR, move up to double your move automatically trampling your opponents for unarmed damage +1-1/2 Str. Creature can be trampled only by using this manoeuvre.

6. Crushing Vise[S]: IT=S, make an attack. This attack makes extra d6 damage per IL (max 20d6) and opponent's move is reduced to 0 for 1r.

6. Iron Bones[S]: IT=S, make an attack. If it hits you gain DR 10/chtonic for 1r.

6. Irresistible Mountain Strike[S]: IT=S, make an attack. This attack makes extra d6 damage per IL (max 20d6) and opponent is not able to take S for 1r.

7. Ancient Mountain Hammer[S]: IT=S, make an attack. This attack makes extra d6 damage per IL (max 20d6) and treat any DR and hardness as if they were IL less.

7. Colossus Strike[S]: IT=S, make an attack. This attack gain +d6 per IL (max 20d6) damage and opponent is hurled prone d4 squares away from you.

8. Adamantine Bones[S]: IT=S, make an attack. If it hits you gain DR 20/chtonic for 1r.

8. Earthstrike Quake[S]: IT=S A=4, anyone standing on the ground is knocked prone, spellcasters caught on ready with this manoeuvre must make 20+SL*2 check or loose spell. This effect is not blocked by walls or similar barriers.

9. Tombstone Mountain Strike[S]: IT=S, make an attack. This attack also inflicts 2d6 Con damage.

Stances

1. Stonefoot Stance: +2 AC and on Str checks.

3. Crushing Weight of the Mountain: You gain Constrict unarmed damage +1-1/2 Str.

3. Roots of the Mountain: You gain +10 to resist bull-rush, overrun and trip and you gain DR 5/-. Also creatures attempting to avoid AoO from you for their movement take -10 penalty on Acrobatics roll.

5. Giant's Stance: Your melee attacks deal damage as if they were one size larger.

8. Strength of Stone: Immunity to critical hits.

Unique Feats

Extra Readied Manoeuvre: You gain +1 readied manoeuvre.

File Dragon Flame: P: Fire Dragon Strike. B: If you move 2 before making any Fire Dragon Strike you gain extra die of damage.

Fire Dragon Dodge: P: Dex 13, Fire Dragon Manoeuvre. B: If you move 2 you gain +1 dodge AC and +1 fire on melee damage. S: This feat can be used in place of Expeditious Dodge feat as a prerequisite.

Flailing Wind Attack: P: Stunning Fist, Wind Dragon strike. B: You may deliver Stunning attack with Wind Dragon strikes. When you do so both saves of strike and stunning receive +1 DC.

Stone Dragon Power: P: Str 13. B: When making an attack roll you may reduce your attack roll bonus up to BAB or Str and receive temporary hp equal to reduction * 2 until start of your next turn.