Master of Nine
(Tome of Battle: The Book of Nine Swords variant, p. 119)
Some savants of the Nine Disciplines believe that none of the paths are complete, true disciplines in and of themselves.
Requirements
Feats: Adaptive Style , Dodge , Blind-Fight , Improved Initiative , Improved Unarmed Strike
Skills: 10 ranks in four key discipline skills.
Martial Maneuvers: Must know at least one maneuver from six different disciplines.
Hit die
d8
Skill points
6 + Int
Class Features
Maneuvers: At each odd-numbered level, you gain two new maneuvers known from any of the nine disciplines. At each even-numbered level, you gain one new maneuver known from any of the nine disciplines. You must meet a maneuver?s prerequisite to learn it. You add your full master of nine levels to your initiator level to determine your total initiator level and your highest-level maneuvers known. At each level, you gain an additional maneuver readied per day.
Stances Known: At 2nd level and again at 4th level, you learn a new martial stance from any discipline. You must meet a stance?s prerequisite to learn it.
Dual Stance (Ex): Starting at 2nd level, you can choose to not lose your current stance when you enter a different stance from another discipline. The amount of time you can spend in two stances is limited. You can use this ability to gain the benefits of two stances for a maximum of 2 rounds per class level each day, split up as you desire among multiple uses and multiple stance pairs.
Perfect Form (Ex): Beginning at 3rd level, you initiate your maneuvers with greater fluidity and grace. The save DC (if any) of any maneuver you initiate increases by 1.
Counter Stance (Ex): From 4th level on, whenever you initiate a counter maneuver, you can change your stance as part of the counter?s action, even if it is not your turn.
Mastery of Nine (Ex): At 5th level, you have attained mastery of all nine disciplines. You gain a +2 bonus on attack rolls made when initiating any strike maneuver, and your strikes deal extra damage equal to the number of disciplines you readied maneuvers from at the beginning of the day. For example, if you ready maneuvers from six different disciplines, you gain a +6 bonus on damage rolls when you initiate your strikes.<
Advancement
Level | BAB | Fort | Ref | Will | Manevuers Known | Maneuvers Readied | Stances Known | Special |
---|---|---|---|---|---|---|---|---|
1st | +0 | +0 | +0 | +2 | 2 | 1 | 0 | — |
2nd | +1 | +0 | +0 | +3 | 1 | 1 | 1 | Dual stance |
3rd | +2 | +1 | +0 | +3 | 2 | 1 | 0 | Perfect form |
4th | +3 | +1 | +1 | +4 | 1 | 1 | 1 | Counter stance |
5th | +3 | +1 | +1 | +4 | 2 | 1 | 0 | Mastery of nine |
Class skills
Skill name | Key ability | Trained only | Armor check penalty |
---|---|---|---|
Balance | DEX | ||
Climb | STR | ||
Concentration | CON | ||
Craft | INT | ||
Diplomacy | CHA | ||
Hide | DEX | ||
Intimidate | CHA | ||
Jump | STR | ||
Knowledge (history) | INT | ||
Knowledge (local) | INT | ||
Martial Lore | INT | ||
Sense Motive | WIS | ||
Swim | STR | ||
Tumble | DEX |