Rolaran
2006-09-21, 11:28 PM
The dark cleric seemed to have the monk cornered in a blocked off corridor. As he approached, the monk drew back a fist, ready for the strike. However, the cleric merely chuckled.
"Oh, it's too late for that, fool. Your friends are busy fighting my... companions. They won't be here in time to save your skin."
The monk flung his fists forward in a barrage that could have reduced the cleric to a pulp. But the blows glanced off his black iron breastplate.
"All you're doing is hurting your hands. You'd better stop." He held up a talisman made of scorched bone. "After all, I want my zombies to have a good strong grip."
Suddenly, the monk pulled his arm back. He brought a mighty blow forward, hitting the cleric's chest armor dead center with a resounding "BONG!"
The cleric grinned for a moment. "Excellent effort! I almost felt that. Really, is thaat tthee onnlllyy thinnngg yoouuu cannn doooo..."
The cleric's voice broke off. He suddenly felt strangely wobbly, and the world seemed to be shaking around him. The monk struck again, and he began to feel an intense vibration around him. His sword slipped from his hand. He could barely make out the monks face as it swam before him, but he seemed to be smirking...
Then the monk swung out a foot. The cleric felt himself falling over, helpless to do anything. The last thing he saw before he lost consciousness was the monk leaping over him, off to rescue his friends...
Resonating Blow
Prerequisites: Str 13, Dex 13, Power Attack or Improved Unarmed Strike
As an attack action, if you are using a bludgeoning weapon, you may strike a resonating blow. You take a -3 penalty on your attack roll, but the opponent is denied AC from his armor (but retains shield or natural armor bonuses, if any).
If the attack hits, you deal half normal damage, but the opponent must make a Fortitude save (DC=(5 times the opponent's current Armor Check Penalty)). Failing by 1-9 leaves the opponent Sickened for 1d4 rounds, failing by 10-19 leaves the opponent Nauseated for 1d4 rounds, and failing by 20 or more leaves the opponent Stunned for 1d4 rounds (the opponent takes only the most severe of these effects). Also, if the opponent fails his save, he takes 1d4 nonlethal damage per round of Sickening, Nausea or Stunning. Normally, a foe under the effects of a successful Resonating blow will be unaffected by another.
Continuous Resonation
Prerequisites: Str 13, Dex 13, Power Attack or Improved Unarmed Strike, Resonating Blow
You may strike an opponent with a Resonating Blow before the first one has worn off. Doing so requires the opponent to make a new save (same DC as for a Resonating Blow), or add 1d4 to the number of rounds the current effect will persist. In addition, if the new save is bad enough that it would cause a worse effect than the current one, change to that effect.
Fighters may take either of these as bonus feats.
How these feats work is that the user of the feat hits in such a way as to set the opponent's armor vibrating jarringly, distracting and maybe even incapacitating him. It works best, naturally, on characters with heavier armor, because the vibrations are more severe for, say, a breastplate than a hide armor. Basically, it's really going to tick off the guy who thinks he's sitting pretty in full plate. Fighters and Monks can take it for an unexpected edge in combat, or maybe you're playing a Druid with a taste for irony (How do you like your fancy metal suit now?). What do you think?
"Oh, it's too late for that, fool. Your friends are busy fighting my... companions. They won't be here in time to save your skin."
The monk flung his fists forward in a barrage that could have reduced the cleric to a pulp. But the blows glanced off his black iron breastplate.
"All you're doing is hurting your hands. You'd better stop." He held up a talisman made of scorched bone. "After all, I want my zombies to have a good strong grip."
Suddenly, the monk pulled his arm back. He brought a mighty blow forward, hitting the cleric's chest armor dead center with a resounding "BONG!"
The cleric grinned for a moment. "Excellent effort! I almost felt that. Really, is thaat tthee onnlllyy thinnngg yoouuu cannn doooo..."
The cleric's voice broke off. He suddenly felt strangely wobbly, and the world seemed to be shaking around him. The monk struck again, and he began to feel an intense vibration around him. His sword slipped from his hand. He could barely make out the monks face as it swam before him, but he seemed to be smirking...
Then the monk swung out a foot. The cleric felt himself falling over, helpless to do anything. The last thing he saw before he lost consciousness was the monk leaping over him, off to rescue his friends...
Resonating Blow
Prerequisites: Str 13, Dex 13, Power Attack or Improved Unarmed Strike
As an attack action, if you are using a bludgeoning weapon, you may strike a resonating blow. You take a -3 penalty on your attack roll, but the opponent is denied AC from his armor (but retains shield or natural armor bonuses, if any).
If the attack hits, you deal half normal damage, but the opponent must make a Fortitude save (DC=(5 times the opponent's current Armor Check Penalty)). Failing by 1-9 leaves the opponent Sickened for 1d4 rounds, failing by 10-19 leaves the opponent Nauseated for 1d4 rounds, and failing by 20 or more leaves the opponent Stunned for 1d4 rounds (the opponent takes only the most severe of these effects). Also, if the opponent fails his save, he takes 1d4 nonlethal damage per round of Sickening, Nausea or Stunning. Normally, a foe under the effects of a successful Resonating blow will be unaffected by another.
Continuous Resonation
Prerequisites: Str 13, Dex 13, Power Attack or Improved Unarmed Strike, Resonating Blow
You may strike an opponent with a Resonating Blow before the first one has worn off. Doing so requires the opponent to make a new save (same DC as for a Resonating Blow), or add 1d4 to the number of rounds the current effect will persist. In addition, if the new save is bad enough that it would cause a worse effect than the current one, change to that effect.
Fighters may take either of these as bonus feats.
How these feats work is that the user of the feat hits in such a way as to set the opponent's armor vibrating jarringly, distracting and maybe even incapacitating him. It works best, naturally, on characters with heavier armor, because the vibrations are more severe for, say, a breastplate than a hide armor. Basically, it's really going to tick off the guy who thinks he's sitting pretty in full plate. Fighters and Monks can take it for an unexpected edge in combat, or maybe you're playing a Druid with a taste for irony (How do you like your fancy metal suit now?). What do you think?