Difference between revisions of "Prinzessin:Perfect Mind"
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== Swordsage == | == Swordsage == | ||
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Latest revision as of 21:12, 26 December 2011
Contents
Swordsage
Lvl Class Feature Known Ready Stances 1 Weapon Focus:School, School 2 3 1 2 AC Bonus(Su) 3 3 1 3 Quick to Act(Ex) +1 5 4 1 4 Discipline Focus(Ex):Damage 6 4 1 5 Adaptive Style feat 8 5 2 6 Hidden Talent 9 5 2 7 Quick to Act(Ex): +2 11 6 2 8 Discipline Focus(Ex):AC 12 6 2 9 Evasion(Ex) 13 7 3 10 Psionic Meditation 14 7 3 11 Quick to Act(Ex) +3 16 8 4 12 Discipline Focus(Ex):Attack 17 8 4 13 Sense Magic(Su) 18 9 5 14 Battle of Wills(Ex) 19 9 5 15 Quick to Act(Ex): +4 20 10 6 16 Discipline Focus(Ex):Saves 21 10 6 17 Mettle(Ex) 22 11 6 18 Focused Will(Ex) 23 11 6 19 Quick to Act(Ex) +5 24 12 6 20 Stance Mastery(Ex) 25 12 6
Class Features
School: Perfect Mind.
AC Bonus(Su): +Cha to AC while in no armour or heavy clothing and not encumbered, no more than level.
Quick to Act(Ex): Add this value to your initiative.
Discipline Focus(Ex):
- Damage: +Cha on Strikes damage, no more than level.
- Saves: +2 on all saves while in Perfect Mind stance.
- Attack: +Cha on Strikes attack, no more than level.
- AC: +2 AC while in Perfect Mind stance.
Evasion(Ex):
Sense Magic(Su): AT=10 m, determine properties of magical armour or weapon.
Battle of Wills(Ex): May use Duel of Wills even in non-duels. However each additional combatant impose -1 penalty on duration and your (but not opponents) check on Duel of Wills.
Mettle(Ex):
Focused Will(Ex): You may add Cha instead of Con on your Concentration checks.
Stance Mastery(Ex): May use two stances simultaneously.
Perfect Mind
School's Skill: Concentration.
School's Weapons: Fencing.
School's DC: 1/2 IL + Cha
Manoeuvres
1. Moment of Perfect Mind[C]: IT=i, R=P, Concentration instead of Will save.
1. Sapphire Nightmare Blade[S]: IT=S, R=Melee, Concentration VS AC, flat-foot+d6 damage/-2 attack.
2. Action Before Thought[C]: IT=i, R=P, Concentration instead of Reflex save.
2. Emerald Razor[S]: IT=S, R=Melee, Attack becomes touch attack.
3. Insightful Strike[S]: IT=S, R=Melee, attack Concentration check damage.
3. Mind Over Body[C]: IT=i, R=P, Concentration instead Fortitude save.
4. Bounding Assault[S]: IT=FR, R=Melee, make double move and then attack, counts as charge. May initiate any S-action Strike instead of usual attack, in this case any charge damage modifiers are not applied to additional damage from strikes.
4. Mind Strike[S]: IT=S, R=Melee, attack WW or 4 Wis damage.
4. Ruby Nightmare Blade[S]: IT=S, R=Melee, Concentration VS AC, damage*2/-2 attack.
5. Disrupting Blow[S]: IT=S, R=Melee, D=1r, attack WW or unable to act.
5. Rapid Counter[C]: IT=i, R=Melee, triggered when enemy provokes AoO. You may initiate any S-action strike against this opponent as part of this manoeuvre.
6. Insightful Strike, Greater[S]: IT=S, R=Melee, attack Concentration check*2 damage.
7. Avalanche of Blades[S]: IT=FR, R=Melee, if hit make next attack against the same target with -3 penalty. Repeat until miss.
8. Diamond Defence[C]: IT=i, R=P, Initiator Level on save.
8. Diamond Nightmare Blade[S]: IT=S, R=Melee, Concentration VS AC, damage*4/-2 attack.
9. Time Stands Still[S]: IT=FR, R=P, Make two Full Attacks.
Stances
1. Stance of Clarity: +2 insight AC vs one opponent, -2 AC against others.
3. Pearl of Black Doubt: +2 dodge AC for each opponent who miss until start of your next turn.
5. Hearing the Air: +5 insight on Perception, Blindsense 6.
6. Moment of Alacrity: +10 initiative.
7. Quicksilver Motion: You gain extra M per round.
8. Stance of Alacrity: extra Counter per round without immediate.
Unique Feats
Unnerving Calm: P: Perfect Mind Stance. B: You may use Concentration instead of Intimidate in duel of wills. Duel of Wills bonus is doubled.
Tactical Feat
Perfect Clarity of Mind and Body: P: BAB 6, Unnerving Calm. S: To use this feat you must be in Perfect Mind stance.
- Coiled Spring: You gain following benefits after a round in which you move no more than 1sq: +2 AC +6 speed and may make single attack after double move.
- You gain +4 bonus on disarm, trip and feint for the duration of duel of wills effect.
- After you damage, disarm or trip your opponent you may make Intimidate check against him. If you succeed he gain -2 on attacks until start of your next turn.
Also
Duel of Wills May be initiated in any 1 x 1 encounter. Rolled before init. Target of Duel of Wills may choose to submit, ignore or participate.
- Submit: Target takes -2 init -1 attacks for your Cha rounds.
- Ignore: You gain +1 on attacks against this opponent for Cha rounds.
- Participate: Make opposed intimidate check. Winner gets +1 on attack and damage against looser, looser receive -1 penalty on attacks and damage against winner.
Небольшое замечание: Аннервинг калм удваивает бонуса а не весь эффект, так что если вы подозреваете, что оппонент - злобный перфект майнд, который вас перекидает, то возможно, что сабмит (-2 инит -1 атаки) будет выгоднее чем игнор (+2 атаки ему).