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

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).