Blades of honor- warriors of terra

Game Master rorek55

d20 maps!

tome of battle sword skills

Character applications may be submitted continuously, there is no limit or cut off. Also, if anyone would like to help GM the setting, I could do with a helping hand already! haha. that aside. I will do my best!

house rules-
TWF reduces ALL penalties for any one handed weapons to -2,
Improved TWF reduces penalties to 0.
you gain sword skills (Tome of battle spells/skills), starting with 2 at level one. L1 tier only, and one every 4 levels thereafter. Using your character level to determine what tiers you may select from.
Cure potions (crystals) will heal in imcrents of 10 starting at 20.
All characters will recievce fast healing =5% of there total HP rounded down. (1/every 20hp]

- In other words.

Generation is two options.
1. 25 point buy
2. focus, foible system (you get an 18 and an 8. then you roll 1d10+8 4 times to deterime your other stats.)
3. You may choose a character or make one based off a picture provide by Rorek for 2 bonus traits or 4 points added to your point buy if using the point buy system.

Starting Level of 5.

Standard Pc wealth of L 5 (10500gp)

also- on crunch, saves will be handled normally, with DCs varying based on items used in poison and the crafters skill.

however, antidote crystals will be open for purchase with several types ranging from 100g-1000g I will post this into the campaign info. Please everyone send me a PM listing how many and of what types if any you will be purchasing (if you so wish to change a few things from your sheet, feel free)

Eye drops- Cures temporary blindness 200g
Gold Pin- Cures temporary paralysis (note,two types, one is 100g, one is 1000g, the later type can be set to activate upon failing one save vs one paralysis poison, or ability, after that it is used up)
Antidote- Cures poison- 100g
Cats eye- gives temporary night vision 30ft (or boosts any already had NV by 30ft)- 400g
Cleanse- cures mundane diseases- 750g
Elixir- Cures any temporary aliments- 1000g (no auto-use)

TP crystals-100g each

Group teleport crystal (5 uses)- 1000g each. may not be used in "dungeons"

PC death means expulsion from the game, no rerolls, no revives, I want to emphasize death is death.

hitting -1 hp or lower on your turn is PC death. (after calculating fast healing)

no spells, (this includes scrolls and wands, though potions of certain things will be allowed)
Class abilities that heal such as channel and LoH will be allowed, to make up for lost spells
clerics- Recieve full HD and bab, also gain a bonus feat every 4th level (starting at level 4) and one bonus battle maneuver at 5th, and 16th level.
paladins/rangers/inquisitors-
in replace of spells lost receive a bonus feat every fourth level, and 1 bonus Tome of battle maneuver at 5th level.
Maximum HP/HD

Fast healing 1 for every 20 hp you have total. (subject to change)

Buffs you get:

1 free bonus feat, either deadly aim or Power attack

Two weapon fighting has been buffed, all penalties applied for two weapon fighting are -2, whether you use light, or heavy one handed weapons.

All characters are considered martial initiators as the ToB(tome of battle) classes. Each player is granted 2 maneuvers at L1 and 1 each 4 levels after that. *at level 5 you would have 2 1st level selections and 1 from the L2 or 3 selection.*

Character level/Maneuver Level
1-2/1
3-4/2
5-6/3
7-8/4
9-10/5
11-12/6
13-14/7
15-16/8
17+/9

ToB maneuvers have an ability cooldown (similar to dragons breath weapons) based on their power.
The cooldown is 1/2 the blade spells level rounded up.
Level 1 = 1 round cooldown
Level 2 = 1 round cooldown
Level 3 = 2 round cooldown

list of maneuvers available as of now- Note, to take a higher level maneuver you need only have the basic maneuver, you do not need the 2nd level maneuver.

Spoiler:

Level 1
Blistering Flourish: Strike—Dazzle creatures
around you.
Burning Blade: Boost—Deal 1d6 fi re + 1/initiator
level.
Distracting Ember: Boost—Fire elemental appears,
fl anks enemy.
Flame’s Blessing: Stance—Gain fi re resistance
based on Tumble ranks.
Wind Stride: Boost—+10-ft. bonus to speed.

Level 2
Burning Brand: Boost—Gain +5-ft. reach, deal
fi re damage.
Fire Riposte: Counter—Counter foe’s attack with
fi ery touch that deals 4d6 damage.
Flashing Sun: Strike—Gain extra attack.
Hatchling’s Flame: Strike—Cone deals 2d6 fi re
damage.

Level 3
Death Mark: Strike—Enemy takes extra fire
damage and explodes in a fi ery spread.
Fan the Flames: Strike—Ranged touch attack
deals 6d6 fi re damage.
Holocaust Cloak: Stance—Attackers take 5 fi re
damage.
Zephyr Dance: Counter—+4 AC against single
attack.

Devoted Spirit:

Level 1
Crusader’s Strike: Strike—Successful attack
allows you to heal 1d6 + 1/initiator level.
Iron Guard’s Glare: Stance—Enemies take –4
penalty on attacks against your allies.
Martial Spirit: Stance—Heal 2 hit points with
each successful attack.
Vanguard Strike: Strike—Allies gain +4 bonus
on attacks against target.

Level 2
Foehammer: Strike—Overcome foe’s DR, deal
+2d6 damage.
Shield Block: Counter—Grant shield bonus + 4
as AC bonus to ally.
Level 3
Defensive Rebuke: Boost—Foes you strike must
attack you or provoke attack of opportunity.
Revitalizing Strike: Strike—Successful attack
allows you to heal 3d6 + 1/initiator level.
Thicket of Blades: Stance—5-ft. steps provoke
attacks from you..

Movie plot spoiler:

Diamond Mind:

Level 1
Moment of Perfect Mind: Counter—Use
Concentration check in place of Will save.
Sapphire Nightmare Blade: Strike—Opponent
f lat-footed, +1d6 damage with Concentration
check.
Stance of Clarity: Stance—Gain +2 AC against
one foe, –2 against all others.
Level 2
Action Before Thought: Counter—Use Concentration
check in place of Refl ex save.
Emerald Razor: Strike—Turn melee strike into
touch attack.
Level 3
Insightful Strike: Strike—Use Concentration
check to determine damage.
Mind Over Body: Counter—Use Concentration
check in place of Fortitude save.
Pearl of Black Doubt: Stance—Gain +2 AC each
time foe misses you.

Iron Heart:

Level 1
Punishing Stance: Stance—Attacks deal +1d6
damage, but you have –2 to AC.
Steel Wind: Strike—Attack two opponents.
Steely Strike: Strike—+4 bonus on one attack,
enemies gain +4 bonus on attacks against you.
Level 2
Disarming Strike: Strike—With successful attack,
attempt to disarm foe.
Wall of Blades: Counter—Replace AC with attack
roll result.
Level 3
Absolute Steel Stance: Stance—+10-ft. bonus to
speed, +2 AC with movement.
Exorcism of Steel: Strike—Strike opponent’s
weapon, it deals –4 damage.
Iron Heart Surge: Remove effect, gain +2 morale
bonus on attacks.

Setting Sun:

Level 1
Counter Charge: Counter—Ruin charge attack,
force charging foe to move away from you.
Mighty Throw: Strike—Grab foe, throw him up
to 10 ft.
Step of the Wind: Stance—Ignore difficult
terrain, gain bonus against foes in such terrain.
Level 2
Baffl ing Defense: Counter—Use Sense Motive
check to dodge attack.
Clever Positioning: Strike—Swap positions with
target of attack.
Level 3
Devastating Throw: Strike—Grab foe, throw
him using leverage, strength.
Feigned Opening: Counter—As an immediate
action, provoke an attack, then counter.
Giant Killing Style: Stance—+2 bonus on attacks
and +4 bonus on damage against larger foes.

Shadow Hand:

Level 1
Child of Shadow: Stance—You gain concealment
as long as you move.
Clinging Shadow Strike: Strike—Foe suffers
20% miss chance on attacks.
Island of Blades: Stance—You and allies fl ank
all adjacent foes.
Shadow Blade Technique: Strike—Roll two
attacks, use lower result to deal bonus cold
damage.
Level 2
Cloak of Deception: Boost—Turn invisible until
the end of your turn.
Drain Vitality: Strike—Attack deals 2 points of
Constitution damage.
Shadow Jaunt: Teleport 50 ft. through shadows
as standard action.
Level 3
Assassin’s Stance: Stance—Gain sneak attack
+2d6.
Dance of the Spider: Stance—You climb walls
like a spider.
Shadow Garrote: Strike—Ranged touch attack
deals 5d6 points of damage.
Strength Draining Strike: Strike—Your attack
deals 4 points of Strength damage.

Stone Dragon:

Level 1
Charging Minotaur: Strike—Charging bull rush
deals damage, ignores attacks of opportunity.
Stone Bones: Strike—Gain DR 5/adamantine.
Stonefoot Stance: Stance—+2 bonus on Strength
checks, +2 bonus to AC against larger foes.
Level 2
Mountain Hammer: Strike—Deal +2d6 damage,
overcome DR and hardness.
Stone Vise: Strike—Deal +1d6 damage, attack
immobilizes creature.
Level 3
Bonecrusher: Strike—Deal +4d6 damage, +10
bonus on attacks to confi rm critical hits.
Crushing Weight of the Mountain: Stance—
Constrict for 2d6+1-1/2 times Str when grappling.
Roots of the Mountain: Stance—+10 bonus on
checks against bull rush, trip, and others, and gain
DR 2/–.

Tiger Claw:

Level 1
Blood in the Water: Stance—Gain +1 bonus on
attacks and damage for each critical hit.
Hunter’s Sense: Stance—Gain scent.
Sudden Leap: Boost—Jump as a swift action.
Wolf Fang Strike: Strike—Attack with two
weapons.

Level 2
Claw at the Moon: Strike—Make Jump check,
deal +2d6 damage.
Rabid Wolf Strike: Strike—+4 bonus on attack,
deal +2d6 damage, –4 AC for 1 round.

Level 3
Flesh Ripper: Strike—Foe’s attacks and AC have
–4 penalty.
Leaping Dragon Stance: Stance—+10 on Jump
checks, always considered running for jumps.
Soaring Raptor Strike: Strike—Attack larger foe
from above with +4 bonus, deal +6d6 damage.
Wolverine Stance: Stance—Use any weapons
while grappled.

White Raven:

Level 1
Bolstering Voice: Stance—Allies gain +2 bonus
on Will saves, +4 against fear.
Douse the Flames: Strike—Target cannot make
attacks of opportunity for 1 round.
Leading the Attack: Strike—Allies gain +4 bonus
on attacks against foe you strike.
Leading the Charge: Stance—Allies deal +1
damage/initiator level on charge attacks.
Level 2
Battle Leader’s Charge: Strike—No attacks of
opportunity while charging, deal +10 damage.
Tactical Strike: Strike—Deal +2d6 damage,
adjacent allies move 5 feet.
Level 3
Lion’s Roar: Boost—Defeat enemy, allies deal
+5 damage.
Tactics of the Wolf: Stance—You and allies deal +1
damage/2 initiator levels against fl anked target.
White Raven Tactics: Boost—Ally’s initiative
changes, he can act again.

At some point in time, stat bonuses (+str/int/wis/ or AC,HP,Regen,) will become weapon and armor enhancements. These enhancements are added by fusing a special type of crystal into your weapon or armor but each weapon can only hold a certian number of these unnamed enhancements. (Enhancement slots!)

Home brewed feats
Shield block-
when a creatue makes an attack against you, you may make a block attempt by expending an attack of. Opportunity. Make an attack roll and if your total exceeds the enemies to hit total you block the attack and take no damage. Heavy shields gain +2 and Tower shields gain a +4 to this roll.
Prerequisites: shield focus, shield proficiency.

Blade parry-
when a creature attacks you may attempt to parry this attack by expending an AoO. Make an attack roll at a -2 penalty per parry attempt made to a total of -10. If your roll exceeds your oppents you parry the attack, but your weapon takes half the damage you would have received. If you succeed on the roll by 5 or more you weapon takes no damage. If you fail the attempt your weapon takes the full damage and you take half damage. If you fail by 5 or more your weapon takes double the damage and you receive normal damage. Your weapon can be sundered in this way.

Lightning Strikes-
When using a One handed weapon with nothing held in your off hand, as part of a full round attack, you may double the amount of attacks you get, but each hit deals 50% of the normal damage. (note: precision damage is unaffected by this reduction)
Prerequsites: weapon finesse, weapon focus

expert shield defense
Double the ac bonuses received from shields (including any magical bonuses)
Prerequisites: shield focus, shield block, shield proficiency

defensive dodge-
While fighting defensively, you may attempt to dodge an attack. roll a reflex save adding any dodge bonus from your AC (including the bonus from fighting defensively) to the roll. if your save beats the enemies attack roll you successfully dodge the strike. Any armor penalties are applied to this roll as well. If you fail by 10 or more, your opponent automatically gains a critical threat, rolling to confirm as normal with a +2 bonus.
GM note: Iffy on this one, subject to minor changes.

Homebrew specifically for this game.
Heroic defiance:
Gain DR/- equal to your level for 5 turns, culminating with any DR you had before all becoming DR/-. Usable once per day.
Prerequisite: con 20 BaB +10.

Shattering strikes:
Add all damage from all hits together before subtracting DR.
Prerequisites: BaB +10, weapon focus

Starburst Strike
Strike at an opponent with lightning speed and strength. you may use this feat Once per day, as part of a full round action. Double your attacks and gain +2 to hit for each attack. (using normal BaB each so +15/+15/+10/+10 becomes +15/+15/+15/+15/+10/+10/+10/+10). After using this ability you receive an AC penalty equal to the number of extra attacks taken for 2 turns.
Prerequisites: TWF, Improved Twf, Greater Twf, double slice, Weapon focus, BaB +15.

[b] Crushing Smash [b]
You strike with such force, nothing can stand in its wake.
Once per day, as a full round action you may make one attack at your highest BaB with a 2handed weapon held in two hands. If it hits, roll damage as if all iterative attacks had it. After using this ability you take a penalty to attack bonuses equal