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Low - Moderate - High - Very High
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Ratings for this homebrew:
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Average: NA / 4
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2 users favored it (4/4).
0 users liked it (3/4).
0 were neutral on it (2/4).
0 users disliked it (1/4).
0 users opposed it (0/4).
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Sublime Inspired [Skill]
This feat is designed to add flavor to any class by exploiting one of their given class skills and further expressing said skill through the sublime arts without having to multiclass as a martial adept.Prerequisites: Cannot already be a martial adept. Also, if a martial discipline is desired that offers psi-like, spell-like, or supernatural maneuvers; then one must have a feat, racial trait, or class feature that already allows tapping into such energies.
Benefits: This is a skill feat that scales with your ranks in the key skill of the respective Martial Discipline.
- 0 ranks: To further express your aptitude for a favored skill and to add a special flare to your respective class, you join a dojo. Here you begin to study the fundamental postures and philosophies of your chosen discipline. Martial Lore (Int) becomes a class skill. In addition one can add flavor to their class name by adding their discipline's name before/after their class name. For example a Diamond Mind Bard or Duskblade of the Desert Wind.
- 4 ranks: You can initiate maneuvers of your respective discipline with an Initiator Level equal to your ranks allotted in Martial Lore - 3. You now have knowledge of as many maneuvers (including stances) as half your ranks (rounded down) plus your ability modifier for the key skill. The number of maneuvers per encounter you can ready is equal to your above mentioned initiator level divided by 4 (minimum 1 rounded up), plus your ability modifier for the key skill. Stances don't not need to be "readied", but do count against the total number of readied maneuvers per encounter. One cannot recover maneuvers by means of this feat. In addition, one can add the title, "Initiate" to their discipline and class name.
- 9 ranks: When initiating a maneuver with a weapon that is associated with your discipline, your weapon does damage as if it was one size larger than it actually is. Also if one chooses, one can replace the title of, "Initiate" with, "Teacher".
- 14 ranks: When initiating a maneuver with a weapon associated with your discipline, your weapon's critical threat range is doubled. In addition, one can replace, "Teacher" to "Master" if one so chooses.
- 19 ranks: While initiating a maneuver and wielding an associated weapon of your discipline, you can deliver beautifully fatal strikes. Your weapon's extra critical multiplier is increased by 1. Also, one can replace the title of, "Master" with, "Grand Master" if one so chooses.
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