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New Prestige Classes

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New prestige classes


This section offers new prestige classes, including some that can make use of martial maneuvers without requiring martial adept levels.


Currently the following prestige classes are described


  • Order of the Wing Adept  (can extend stances onto allies)
  • Savant of the Blade  (a limited discipline prestige class for non-martial adepts)
  • Oni Possessed  (gains access to powerful maneuvers while raging)
  • Emerald Sensei  (offensive support using martial training)



Order of the Wing Adept


"All who shelter under my wings shall find glory."

   ---Kiris the Saged, Order of the Wing Adept


Not every Warblade that walks the lands seeks glory for herself; and not every Swordsage strives to perfection for the sake of himself. An Order of the Wing adept is able to extend her passive martial abilities onto nearby allies to aid them in battle or protect them from harm. Heroes who follow the Order of the Wing are often employed as martial taskmasters and leaders of small teams, as they can effectively extend the benefit of stances they assume onto members of a task force.



Becoming an Order of the Wing Adept


Crusaders and Swordsages readily find their way into the Order of the Wing. Occasionally Warblades, Fighters, Paladins and Marshalls also find ways to undergo the rigorous training required to coordinate comrades in the heat of battle and extend their stances to cover their allies.


Entry Requirements

Skills: Diplomacy 8 ranks

Martial Maneuvers: Must know at least 2 martial stances.



Class Features


An Order of the Wing adept gains advanced uses for stances along with an above average acquisition of stances.



 Level  Base Attack Bonus Fortitude Save  Reflex Save  Will Save Maneuvers known Maneuvers Readied Stances Known   Special
1 +0 +0 +0 +2 1 0 0   Shared Stance 5 feet
2 +1 +0 +0 +3 0 0 1   Independent Stance
3 +2 +1 +1 +3 1 0 0   Shared Stance 10 feet
4 +3 +1 +1 +4 0 0 1   Overlayed Stance
5 +3 +1 +1 +4 1 1 0   Shared Stance 15 feet, Radiated Stance













Class Skills (6 + Int modifier per level): Balance, Climb, Concentration, Craft, Diplomacy, Hide, Intimidate, Jump, Martial Lore, Sense Motive, Swim, Tumble


Maneuvers: At each odd-numbered level you gain one maneuver from your existing class disciplines. You add your full Order of the Wing level to your initiator level to determine total initiator level and highest maneuvers known. At the fifth level of Order of the Wing you may ready one additional maneuver per day.


Stances Known: At each even-numbered level you gain one stance from an existing class discipline.


Shared Stance: Starting at first level allies within 5 feet gain the benefit of whatever stance (or stances) you have active. The benefit of the feat extends to 10 feet at level 3 and 15 feet at level 5. Allies must be willing to accept the benefit of the stance, they must be able to hear and see the Order of the Wing adept. If an ally possesses a stance from a different source she must chose whether to keep that stance or accept the stance offered by the Order of the Wing adept.


Independent Stance: Starting at 2nd level an Order of the Wing adept may extend the benefit of a known stance to nearby allies whilst maintaining a different known stance on herself.


Overlayed Stance: When you attain 4th level, allies that already possess one or more stances from a different source may additionally gain the benefit of a stance extended by you. This ability does not allow the Order of the Wing adept to maintain two stances on herself simultaneously.


Radiated Stance: At 5th level, allies no longer need to hear or see you to gain the benefit of a stance. They still must have line-of-effect to the Order of the Wing adept.




Savant of the Blade


"This steel, this blade---I shall honour it."

   ---Tawn of Crimsonborough, Savant of the Blade


Even those that do not commit themselves to a lifetime of study of the martial arts occasionally find they have an innate talent for the art of the blade. The dedication that such warriors can produce to a single style often manifests after an epitomy of battle where they instinctively, without planning to, tap into the power of a martial discipline.



Becoming a Savant of the Blade



Any class can quite readily find access to this prestige class, though it comes more natural to those that are already living a life by the sword. Although the class is typically interesting to non-martial adepts such as Fighters, Paladins and Monks it may offer a useful option to Crusaders that want more reliable access to martial techniques, Swordsages that want a more potent recovery method, and Warblades that seek access to an additional martial discipline.


Entry Requirements

Base Attack Bonus: 7

Special: Must have gained access to a martial maneuver using the Martial Study feat.



Class Features


A Savant of the Blade gains in-depth access to one particular martial discipline, along with methods to empower her techniques.



 Level  Base
1 +1 +2 +0 +0 +2 +2    Unfettered Strike
2 +2 +3 +0 +0 +1   +1  
3 +3 +3 +1 +1 +1 +1    Bonus Fighter feat
4 +4 +4 +1 +1 +1      
5 +5 +4 +1 +1 +1 +1    Shifted Focus
6 +6 +5 +2 +2 +1   +1  Bonus Fighter Feat
7 +7 +5 +2 +2 +1 +1    
8 +8 +6 +2 +2 +1      Discipline Blossom
9 +9 +6 +3 +3 +1 +1    Bonus Fighter Feat
10 +10 +7 +3 +3 +1   +1  Improved Unfettered Strike



Class Skills (2 + Int modifier per level): Balance, Climb, Concentration, Craft, Diplomacy, Hide, Intimidate, Jump, Martial Lore, Sense Motive, Swim, Tumble


Maneuvers: Any disciplines in which the character has a martial study feat invested are considered class disciplines. The hero may select maneuvers from those specific disciplines whenever she gains a level in Savant of the Blade. The hero possesses a Warblade's recovery method for all maneuvers acquired through the Savant of the Blade prestige class. A Savant of the Blade gains two maneuvers known at first level and one additional maneuver at each subsequent level. She can ready two maneuvers at first level and an additional maneuver at every other odd level.


Stances Known: At levels 2, 6 and 10 a Savant of the Blade may learn a new Stance.


Unfettered Strike: Whenever the hero makes use of a strike maneuver from her Savant of the Blade class disciplines she may sacrifice her movement action this turn to deal additional damage on the first attack of the strike. The additonal damage is given as +1d4 per class level. As this feat requires the movement action to be sacrificed it cannot be used in conjunction with strikes that require a full-round action to initiate.


Improved Unfettered Strike: At level 10 the Unfettered Strike damage increases from a +1d4 to a +1d6 for each level of Savant of the Blade.


Bonus Fighter feat: At levels 3, 6 and 9 a Savant of the Blade may learn an additional feat from the Fighter's feat list, she must still meet the prerequisites of those feats.


Shifted Focus: Whenever the hero changes stances she may additionally recover any one expended boost as a free action.


Discipline Blossom: While the hero wields a favored weapon of her chosen discipline she may take 10  on the discipline's associated key skill at all times. Furthermore the save DCs of maneuvers from that discipline increase by 1.




Oni Possessed


"My hate is not mine alone!"

   ---Gochusen, raging Oni Possessed


Oni Possessed are named after the rumors that are associated with them---namely that they are demons in mortal shells. In reality Oni Possessed are mortals that can, while raging, channel the killing intent of long-dead warriors.



Becoming an Oni Possessed



Most commonly barbarians find their way into this prestige class, though it is not unheard of for other classes seeking out the training needed to gain access to this class.



Entry Requirements

Base Attack Bonus: 6

Alignment: Chaotic neutral or any evil

Special: Must have Rage, Frenzy or Berserk class ability.


Class Features


An Oni Possessed learns powerful combat maneuvers that he or she may use while raging.



 Level  Base
1 +1 +2 +0 +0 +2  Shared Mind
2 +2 +3 +0 +0 +1  Bonus Boost maneuver
3 +3 +3 +1 +1 +1  Aura of Killing Intent
4 +4 +4 +1 +1 +2  Extra Rage per day
5 +5 +4 +1 +1 +1  Bonus Boost maneuver
6 +6 +5 +2 +2 +1  Raging Surge
7 +7 +5 +2 +2 +2  
8 +8 +6 +2 +2 +1  Bonus Boost maneuver
9 +9 +6 +3 +3 +1  Extra Rage per day
10 +10 +7 +3 +3 +2  Raging Strength


Class Skills (4 + Int modifier per level): Balance, Climb, Craft, Hide, Intimidate, Jump, Martial Lore, Survival, Swim, Tumble


Maneuvers: An Oni Possessed gains access to strike maneuvers from the Desert Wind, Devoted Spirit, Iron Heart, Shadow Hand, Stone Dragon and Tiger Claw disciplines. The initiator level for learning and using these maneuvers is considered to be the full character level of the hero. The hero may only learn strike maneuvers, with the exception of boost maneuvers which are gained at certain levels. An Oni Possessed must meet the requirements of maneuvers learnt. Oni Possessed do not gain access to stances, nor is there a specific number of maneuvers they may ready before an encounter.


The maneuvers gained from the Oni Possessed class can only be used while raging, frenzied or berserk (summarised as simply "raging" from here on). Oni Possessed gain access to all maneuvers gained from their class whenever they begin raging, however, maneuvers expended cannot be recovered until the end of the rage.


Shared Mind: At first level the hero learns to share her mind with the spirits of past warriors while raging. These enable her to perform powerful martial maneuvers whilst in that rage. Furthermore the killing intent shared between the hero and these warriors allow her to reroll one failed save once per rage.


Bonus Boost maneuver: On levels 2, 5 and 8 the hero may learn a boost maneuver from the disciplines available to the Oni Possessed.


Aura of Killing Intent: While raging an Oni Possessed exudes a palpable aura of killing intent. Any foe that comes within 20 feet of the Oni Possessed must make a Will save (DC 10 + the Oni Possessed's class level) or be shaken for one minute, a creature that makes the save is immune to the aura until the Oni Possessed's rage wears off.


Extra Rage per day: At levels 4 and 9 the Oni Possessed gains an additional use of their rage-like ability per day.


Raging Surge: Whilst raging, if an Oni Possessed would go below 0 hitpoints she may chose to activate a Raging Surge. In this state her body becomes fully controlled by the warrior spirits in her mind. These manifest themselves with a +10 bonus to constitution that lasts while the hero is raging, however, the toll on the hero's body is tremendous: For every round spend in the Raging Surge the hero is drained of 1 constitution point. The Raging Surge can be stopped at will, but only if the Oni Possessed succeeds at a Will save of DC 20.


Raging Strength: When performing a strike from her Oni Possessed maneuvers she deals damage using twice her strength modifier instead of just her strength modifier. If she is wielding a two-handed weapon, but not a double weapon, she may instead add three times her strength modifier.




Emerald Sensei


"In martial matters, I am the guiding light."

   ---Sina Chorrus, Emerald Sensei


Many warriors seek out the martial disciplines to gain mastery of their blade. And many seek out foes to perfect their combat prowess. Few, however, seek out battle to achieve mastery of thoughts. An Emerald Sensei is a unique martial class that achieves power in battle by improving the fighting techniques of allies in combat.


Becoming an Emerald Sensei


Few true warriors are selfless enough to follow the path of an Emerald Sensei, most commonly it is a prestige class favored by second-line fighters and supporting casters. Bards, Monks, Swordsages and Clerics make excellent Emerald Senseis.


Entry Requirements

Skills: Diplomacy 8 ranks

Alignment: Any non-chaotic




An Emerald Sensei gains access to martial maneuvers which she can extend onto the attacks of allies.



 Level  Base
1 +0 +0 +0 +2 +3 +2    Project Technique
2 +1 +0 +0 +3 +2 +1    Sensei's Display
3 +1 +1 +1 +3 +1 +1 +1  Project Defence
4 +2 +1 +1 +4 +2 +1    Mirrored Projection
5 +2 +1 +1 +4 +1 +1    Sensei's Secret
6 +3 +2 +2 +5 +2 +1 +1  Improved Project Technique
7 +3 +2 +2 +5 +1 +1    Bursting Boost
8 +4 +2 +2 +6 +2 +1    Sensei's Clarity
9 +4 +3 +3 +6 +1 +1 +1  Dual Projection
10 +5 +3 +3 +7 +2 +1    Sensei's Conclusion



Maneuvers: An Emerald Sensei can learn maneuvers from Desert Wind, Diamond Mind, Iron Heart, Setting Sun, Shadow Hand, Stone Dragon and White Raven. Emerald Sensei levels count fully towards initiator level, but other classes only contribute half their class level toward the initiator level for learning Emerald Sensei maneuvers. An Emerald Sensei possesses the same maneuver recovery method as a Swordsage. At every even class level an Emerald Sensei may chose to learn a new maneuver in place of one she already knows, in effect losing the old one and gaining a new maneuver. The new maneuver need not be of the same level or discipline as the old one, but the Emerald Sensei must still meet the requirements for learning that maneuver.


Maneuvers Readied: You may ready two maneuvers from the Emerald Sensei class at level 1, and one additional maneuver for each level thereafter.


Stances Known: You may learn one new stance upon reaching 3rd, 6th, and 9th level.


Project Technique: As a standard action you can give target ally the ability to do one strike of your choice as a free action. The strike must come from the your list of readied maneuvers from the Emerald Sensei prestige class. The technique is considered expended.


Sensei's Display: For every stance active and each maneuver used each turn by the Emerald Sensei all allies, including herself, withing 60 feet gain a +1 competence bonus to their attacks for one round. For example: An Emerald Sensei is in the Stance of Clarity (gaining +1 competence bonus to attacks), she activates a boost maneuver at the start of her turn (increasing the bonus to +2), she proceeds to perform a strike maneuver with the +2 competence bonus to attack; subsequently her allies, until the start of her next turn, gain a +3 competence bonus to attacks (from stance, boost and strike respectively).


Project Defence: As an immediate action you may expend a readied maneuver to grant target ally, or yourself, a bonus to AC equal to the level of maneuver expended.


Mirrored Projection: You may take a full round action to project a technique (as per Project Technique), if you do, then the technique is not expended but remains ready.


Sensei's Secret: The competence bonus of Sensei's Display is applied to both attack and AC.


Improved Project Technique: As Project Technique, but it only requires a move action to project a technique. This ability cannot be used in conjunction with Mirrored Projection.


Bursting Boost: When you make use of a boost maneuver you may, as a free action, expend one additional readied maneuver to convey the benefit of the boost to each ally within 60 feet. Until the start of your next turn each ally gains the benefit of the boost at the start of their turn.


Sensei's Clarity: As an immediate action you may expend a readied maneuver. Allies, and yourself, within 60 feet may reroll a failed save roll with a bonus to the roll equal to the level of the maneuver sacrificed.


Dual Projection: When you use Project Technique, Improved Project Technique or Mirrored Projection then you may target two allies to be affected by the feat.


Sensei's Conclusion: The competence bonus of Sensei's Display is applied to attack, AC and damage.


Comments (2)

Anonymous said

at 12:16 am on May 24, 2007

I like the idea of the Oni Possessed. But...

I'd like to see some rages per day progression of sorts.
Raging Surge and duration of Rage? What type of bonus is it? Sounds like a lot of maths and barbarians don't like maths. Good idea though.

That's all I can think of the moment.

Anonymous said

at 2:07 am on May 24, 2007

Right you are, addressing some of that :)

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