Moofaa
2011-06-09, 08:27 PM
This thread is going to contain the "crunch" of my fantasy campaign setting Feron, I'll be posting races, classes and rules in this thread. I've actually posted some of this a couple years ago, and like most projects have worked on it off and on since. I figure this was worth a repost.
When I started the project I was intending to use D20 as the basis for the rules, and to create a new mana-based system of magic. An additional task was to spice up the martial classes. I really liked the Tomb of Battle mechanics, but it didn't fit in with the theme of the setting I was trying to create.
Be sure to check out Feron: The Fluffier Side of Things (http://www.giantitp.com/forums/showthread.php?p=11185012#post11185012) to read about the world itself.
Without further ado:
Races
There are only a handful of races in Feron which is primarily dominated by humans. Dwarves, Isk, Bolgrast, Faeries and the Kira-Klin make up the remainder of the species. I'll be posting the races I have somewhat completed. Humans are of course, as standard.
Dwarves:
Racial Stats: Dwarves are immensely strong and tough, and receive a +2 bonus to both constitution and Strength. However they receive a -2 to dexterity and charisma. In addition dwarves are totally resistant to normal non-magical fire. (normal does not include a forge or raging inferno of a house fire). They receive a +1 bonus to earth magic.
When dwarves sleep their bodies take on a stone-like texture, they maintain a limited awareness of their surroundings in this state. A sleeping dwarf receives DR 10 and an additional -2 penalty on passive perception checks while sleeping.
Appearance: Sullen and secretive are the best words to describe this race. A typical dwarf has deep brown or dark grey skin and full black or gray beards that hang to their knees. They stand no more then 4 ½ feet tall. Male dwarves grow great, long beards which are often braided and sometimes adorned with trinkets.
Society: Dwarves were once ruled by a single strong king, but those days have long faded from history. Now reduced to secretive clans hiding in their mountain strongholds, they stoically mine for ore and gems and practice their smithing crafts. Serious creatures, dwarves seldom laugh or join in festivities. Most prefer to spend much of their time alone at their crafts, the only thing they seem to find contentment with.
Magic: There are few dwarven wizards. Those that practice the craft will deal with earth element, and it is taboo among dwarves to specialize in the fire element. Dwarven Clerics are more common and often widely respected. Dwarven faith has it that Relnor created the Dwarves in his likeness, and had them build the world from a solid block of stone. Human priesthoods often take offense to this ideal.
Fighters: Dwarven fighters are renowned for their fierceness and near indestructibility and they have been known to take severe punishment beyond what any mortal being should withstand. They have their own unique fighting style that allows them to take advantage of their abilities. Dwarves do not have any sense for the nature of the surface world, and do not become rangers. Likewise they are far from a graceful or stealthy race and do not learn to fight like rogues or learn the ways of the Lordly Spar. However some do train to fight in the style of the human knights.
Bolgrast:
Bolgrast are a monster race and do not possess classes.
Racial Stats: Due to their continuous growth, a Bolgrasts abilities change as time goes on.
Abilities Scores: Bolgrast cannot have a intelligence or charisma score over 10
The Bolgrast are truly the stuff of nightmares. They range in size from mongrels, which are only slightly shorter than the average man, to massive beasts that tower at a height of ten feet or more. Bolgrast are all black, wiry hair, leathery hide, and rippling muscle. They sport large horns, blood red eyes, and long canine jaws powerful enough to crush stone. Bolgrast have an insatiable hunger, and indeed spend much of their time consuming food. They are known to eat anything and don't discriminate between carrion and living meat. This constant feeding causes them to grow consistently throughout their lives, although few in their vicious society live long. Small Bolgrast are referred to as mongrels (those less then 5HD), larger ones are accorded more respect and take offense to that title.
Bolgrast are always led by the fiercest and strongest of leaders. They have no spellcasters. Bolgrast warriors are terrifying beasts. While most eschew armor it's not unheard of among larger tribes.
Bolgrast do not possess a fighting style as other races would see it. For a Bolgrast, combat consists of smashing away at a foe until it becomes easy to eat. However, they have many abilities as they grow in size to assist them. They favor blunt smashing weapons, and often wield gigantic iron bars or heavy headed maces and hammers.
Faeries:
Faeries as characters do not posses a class. Instead their abilities increase as they gain in level.
Racial Stats: Due to their small size faeries are limited to a maximum strength and constitution of 10. They are able to fly. They receive a +2 bonus to dexterity. They have keen senses giving them a +1 to spot and listen checks.
Flight: Faeries have a limited flight ability. Normally they are limited to hovering no higher than ten feet off the ground, they can however put on a burst of speed to reach higher altitudes. This requires a constitution check every round at +5 DC per round to stay above ten feet over the ground, failure results in the Faeries falling back to their maximum 10ft height.
Appearance:Faeries are humanoid, with pale skin that trends towards a white or golden hue. They have blond or light brown hair and green or brown eyes. Faeries have a slim build, and stand only 1-1 ½ feet tall. Every Faeries wings are unique. Some resemble that found naturally on insects and birds, and still others are little more than flexible tendrils. Although they fly partially through magic, their wings are still necessary for flight.
Society:
Faeries have no centralized society. They usually live in pairs or small groups. While most dwell within their protected Valley of Songs, many roam the lands outside as well and can usually be found in forested areas. They have little interest in human or dwarven activities and are so rarely seen most humans consider them to be little more than myth. Dwarves and learned human scholars of course know better.
Being an extremely long-lived race, they have developed some interesting customs. A faerie running a mundane errand will often take days to return home. They have a custom to meet every other faerie and learn their name, although in their typical sense of timelessness means few will ever actually do so.
They are also saddened by the loss of much of the worlds ancient magic to which many legends connect them. They carry an intense hatred of the Isk who they consider to be their eternal enemies.
Magic: Unlike other races, Faeries are in tune with a special sort of magic. They are far more in tune with the powers of nature than elemental-wielding wizards.
Fighters: Due to their miniscule size faeries do not often utilize weapons other than magic. Some faeries will take up the use of tiny specialized bows or rapiers, but these weapons are barely capable of hurting anything other than small animals.
Isk:
Racial Stats: Isk have heightened senses and receive a +1 to spot and listen checks. They have a natural ambidexterity that lets them fight with two weapons with no penalties. Due to their low strength and small stature, they find handling weapons larger than short swords to be difficult. They have a -2 penalty to strength. Isk secrete poison from glands in their mouths which can be transferred with bites, spitting, or coating other items such as weapons.
Poisonous Saliva: something something that paralyzes victims or…something.
Appearance: Relatively small in stature, these spindly limbed creatures reside mainly in the Weeping Wood in the southern portion of the kingdom. Isk resemble large, wingless, hideous faeries in many ways, except their skin is a sickly green or brown in color and they lack any hair on their bodies. A typical Isk stands at the height of a dwarf.
Society: Isk are social creatures with one another, but prefer to stick with their own species. They do not engage others in outright confrontation if it can be avoided, and prefer to lure foes into traps or track them until they see an advantage. Isk tactics always employ cleverness in the form of deception and distraction. Although they seldom travel outside of their rotten clan homes, they have been known to travel deep into the lands of men. Such incursions usually involve causing mischeif and violence, leading to many campfire stories about young children being abducted and eaten.
Isk absolutely hate faeries and will go to great lengths to destroy them when encountered. Lucky faeries are killed rather than captured, as the Isk delight in subjecting them to days of torture.
Magic: Isk wizards are rare but do exist, they do not seem to have a preference among the different elemental types. Spirit-weilding shamans known as Blightbringers rule their clannish society. They are in the service of Aolar, a powerful spirit representing Death and Decay.
Fighters: Due to their tactics, Isk often use either the Lordly Spar or Rogue styles of fighting.
Kira-Klin (The Burned):
Racial Stats: These horribly disfigured dwarves radiate an intense heat. By gripping any solid metal weapon they can heat the item causing it to deal an additional 1d4 fire damage on each successful hit. This damage bonus can be applied to unarmed attacks as well. When a Kira-Klin is killed its body begins to smolder for 1 round, before bursting into flame then crumbling to ash. Anyone adjacent when a Kira-Klin bursts into flame must make a reflex save vs DC15 or take 2d6 fire damage. Kira-Klin are immune to normal fire and only take half damage from magical flames.
Appearance: Kira-Klin are known as The Burned due to their horrible appearance. They appear as hairless dwarves with blackened, bleeding skin and eyes that burn red like coals. An unmistakable burning smell accompanies their presence and is often described as sulfur mixed with burned flesh.
Society: Not much is known about this mysterious race. Only the dwarves have any knowledge of them, and seldom speak of it to one another and never to outsiders. Kira-Klin are even more rare than Faeries and have passed beyond legend amongst all but the most scholarly of humans.
Magic: Kira-Klin wizards specialize exclusively in the fire element, and death-oriented priests make up their religious caste.
Fighters: The Burned fight in the same manner as dwarves.
CLASSES
The Fighter:
Fighters come from many walks of life. A fighter may be a common soldier to a noble knight, a highway bandit or opportunistic mercenary. A particular fighter is set apart from others by his chosen style. As the fighter advances in level they gain access to new abilities and even new styles making them a fearsome opponent to face on the field of battle. See the section on combat styles for more information.
Hit points at first level: 15 + constitution modifier
Hit Points per level: 6 + constitution modifier
Skill Points at 1st level: (Int + 2) * 4
Skill Points / level: Int + 2
Fighters advance in BAB and Saves as in normal 3.5e. However I have added my own take on TOB abiltiies which they gain as they advance in level.
{table=head]Level|Special
1|Feat, 1st Style*
2|Feat
3|2nd Stance
4|Feat
5|3rd Stance
6|Feat
7|2nd Style
8|Feat
9|4th Stance
10|Feat
11|5th Stance
12|Feat
13|3rd Style
14|Feat
15|6th Stance
16|Feat
17|7th Stance
18|Feat
19|8th Stance
20|Feat[/table]
*Each time a new style is learned, it comes with one stance from that style.
The Rogue:
Thieves, assassins, swashbucklers, and swindlers are all possible vocations for the rogue. These characters rely on deft reflexes and quick wits to get the better of their marks, always trying to stay one step ahead. Like fighters, rogues are capable of learning different fighting styles although they are not typically skilled in direct confrontation.
Hit points at first level: 12 + constitution modifier
Hit Points per level: 5 + constitution modifier
Skill Points at 1st level: (Int + 8) * 4
Skill Points / level: Int + 8
The rogue advances in BAB and Saves as in normal 3.5e. Like fighters they gain access to Styles but at a slower pace. Rogues still have the usual advancement for Sneak attacks, feats,etc.
{table=head]Level|Special
1|1st Style*
2|
3|
4|Stance
5|
6|
7|
8|Stance
9|
10|
11|
12|2nd Style
14|
15|
16|Stance
17|
18|
19|
20|Stance[/table]
*Each time a new style is learned, it comes with one stance from that style.
The Wizard:
There are few individuals in the world capable of wielding magic. Those who possess the immense intelligence and willpower to do so however, are among the most powerful forces in the world. A wizard controls the raw elemental forces of nature, weaving its mystical energies to conform to his will.
Hit points at first level: 10 + constitution modifier
Hit Points per level: 4 + constitution modifier
Skill Points at 1st level: (Int + 2) * 4
Skill Points / level: Int + 2
Wizards advance in BAB and saves exactly as in 3.5e. See the section on magic for more detail on whats changed.
The Priest:
The priest relies on the power of his faith, calling upon his chosen deity for the strength to aide his allies and strike down his foes. Priests often receive training in martial arts, but rather than devoting their time for study to the styles and stances they augment their combat abilities with spells.
Hit points at first level: 12 + constitution modifier
Hit Points per level: 5 + constitution modifier
Skill Points at 1st level: (Int + 2) * 4
Skill Points / level: Int + 2
Preists advance the same in BAB and saves as the cleric in standard 3.5e. See the section on magic for more detail on whats changed.
The Bolgrast:
Bolgrast are killing machines that do not possess the finesse required to master fighting styles. That said they are very good at what they do and what they lack in mastery they make up for in brute force and ferocity. As a Bolgrast progresses it increases in size and strength and gains devastating new abilities.
Bolgrast begin play as Small sized creatures and are referred to as Mongrels.
At level 5 they increase to Medium size and are just referred to as Bolgrast.
At level 10 the increase to Large in size and are often referred to as Jötungrast.
Hit points at first level: 15 + constitution modifier
Hit Points per level: 8 + constitution modifier
Skill Points at 1st level: (Int + 2) * 4
Skill Points / level: Int + 2
{table=head]Level|BAB|Fort|Ref|Will|Special
1|1|2|0|0|Str +2, Con +2, Natural Armor +1, Slam, Bellow
2|2|3|0|0|
3|3|3|1|1|Horns Gore attack 1d6
4|4|4|1|1|
5|5|4|1|1|Str +1 Con +1, Natural Armor +1, Devour
6|6/1|5|2|2|
7|7/2|5|2|2|Crushing Blow 1/lvl/day
8|8/3|6|2|2|
9|9/4|6|3|3|
10|10/5|7|3|3|Str +1, Con +1, Natural Armor +1
11|11/6/1|7|3|3|
12|12/7/2|8|4|4|Sweeping Blow
13|13/8/3|8|4|4|
14|14/9/4|9|4|4|
15|15/10/5|9|5|5|Str +1, Con +1, Natural Armor +1
16|16/11/6/1|10|5|5|
17|17/12/7/2|10|5|5|Ram
18|18/13/8/3|11|6|6|
19|29/14/9/4|11|6|6|
20|20/15/10/5|12|6|6|Str +1, Con +1, Natural Armor +1, Mindless Rage[/table]
Slam: The Bolgrast puts all his strength behind a blow, deals +1d6dmg/2 levels. Useable 1/day/level.
Gore attack: Requires a successful charge attack, deals 1d6 damage and impales the opponent on the Bolgrasts horns. The affected creature must make a strength check vs DC 10+ Bolgrasts level to free himself. Can attack the Bolgrast with a -4 penalty.
Crushing Blow: On a successful melee attack, the Bolgrast hits an opponent so hard they must make a fort save vs dc 10+ bolgrast level or be stunned for 1d4 rounds.
Sweeping Blow: The Bolgrast can launch a devastating sweep attack that launches all struck opponents 10ft away. Make a successful attack roll against each adjacent opponent for this effect.
Ram: The Bolgrast engages in an unstoppable charge attack. Deals +20 damage and launches target 1d6 x5ft/Bolgrast level, doing +1d6dmg for each 5ft thrown. Example: At level 17 a bolgrast could knock a target back anywhere from 5 to 30ft away, dealing 26-56 damage.
Mindless Rage: The Bolgrast launches into a frenzy. Receives +4 on all attack rolls, and +4d6 damage. In addition it gains one additional attack/round. The rage lasts 2d4 rounds. Can only be used once per encounter.
Consume: When a Bolgrast consumes 10lbs of fresh raw meat, they gain 1d6 hps. They can use this ability once every day per level . The amount gained increases by 1d6 every three levels.
Bellow: Once per encounter a Bolgrast can unleash a mighty roar to unnerve its foes. All nearby enemies must roll a will save vs DC 15 or take a -1/4 levels penalty to all attacks, saves, and skill checks.
The Faerie:
The faerie is a spellcaster, but of a different sort than the wizard or priest. While a wizard gains strength by taming the raw elements and the priest from his faith, a faerie is in tune with nature itself and can call forth its primal power.
Hit points at first level: 8 + constitution modifier
Hit Points per level: 2 + constitution modifier
Skill Points at 1st level: (Int + 2) * 4
Skill Points / level: Int + 2
Flight
{table=head]Level|BAB|Fort|Ref|Will|Special
1|0|0|2|2|Wild Empathy, Nature Companion, Nature sense, NatureSpeak, Natural Affinity
2|1|0|3|3|
3|2|1|3|3|Nature Companion
4|3|1|4|4|
5|3|1|4|4|
6|4|2|5|5|
7|5|2|5|5|
8|6/1|2|6|6|
9|6/1|3|6|6|
10|7/2|3|7|7|
11|8/3|3|7|7|
12|9/4|4|8|8|
13|9/4|4|8|8|
14|10/5|4|9|9|
15|11/6/1|5|9|9|
16|12/7/2|5|10|10|
17|12/7/2|5|10|10|
18|13/8/3|6|11|11|
19|14/9/4|6|11|11|
20|15/10/5|6|12|12|[/table]
Martial Styles:
My initial intentions were to find a way to "fix" martial classes by making them more exciting. I really liked the Tome of Battle, however I had two major problems with it.
1. The fluff involved what was basically magical effects such as whirling flames and whatnot. That doesn't fit the theme of my world where "magic" is pretty strictly in the realm of wizards and priests.
2. The crunch involved a lot movement effects, much like 4th Edition. I have a dislike of battle-maps and mini's because if I wanted to play a wargame I would just play Civilization or Risk or something. I would rather avoid strict "tactical" movements in combat. Furthermore I was planning on running this as a PBP game so simplified combat works best there.
With that said, this is the system I have come up with. It hasn't been fully playtested and is far from complete.
Martial characters know only a single Style and begin with one Stance from that style. They can still choose standard feats, but these cannot be used in the same round as an Ability.
A character can choose which stance they wish to use at the beginning of their first turn during combat. Switching stances requires 1d4 rounds in between, and during that time they cannot use any Abilities, although standard feats are still usable.
All abilities listed under a style are immediately available upon selection of the the style.
Note that abilities can only be used once during an encounter, and some require a certain stance be active. Thus a martial character cannot use certain abilities at all until they have learned the required stance.
F = Full-round action
I = Immediate action
Sw= Swift action
M = Move action
S = Standard action
Dwarven Fighter:
The fighting style of the fearsome dwarven clans is well-renowned. Dwarven fighters are trained to use their inherent strength and endurance to maximum effect, thus allowing them to absorb tremendous damage, shrug off wounds, or land powerful blows. This style is only available to dwarves, as humans and other races lack the natural toughness required.
Stances:
Anvil: Gain DR2. Fight to -5 HPs without penalties. This increases to -10 at level 10 and -15 at level 15.
Hammer: Gain a +2 bonus to damage, this increases to +4 at level 10 and +6 at level 20.
Rock: Gain +1 AC. This increases by +1 every 4 levels, to a maximum of +6 at level 20. This bonus is also applied to all charge and bullrush checks, and all defensive trip checks.
Abilities:
Clash of Steel - S: Strike the enemies weapon. On success apply a -1/6 levels AB penalty to that weapon. To determine the duration of this penalty roll the affected weapons damage. Requires Stance of the Hammer.
Shield Wall - F: Forgo all attacks this round. Enemies must beat your AC twice to score a hit. Requires a shield. Requires Stance of the Anvil.
Shrug it Off - Sw: You automatically save against one ill affect requiring a save. Requires Stance of the Anvil.
Crushing Blow- Sw: Declared before a successful attack, deal double weapon damage and knock your opponent back one step. Requires Stance of the Hammer.
Path of the Avalanche – F: Moving at half-speed you force aside all medium sized or smaller enemies in your path, knocking them into adjacent spaces. Enemies unable to find an unoccupied adjacent space are knocked prone. This does not create attacks of opportunity. Requires Stance of Stone.
Ancestral Call - Sw: Using your family name as a battlecry you call upon your forefathers for strength. Heal yourself a number of hit-points equal to your constitution score, you cannot exceed your maximum hit points.
Strength of Stone - I: When you would otherwise be knocked back, reduce the distance and any damage taken by half. Pushing you out of the way takes the remainder of the opponents movement for that round.
Scoundrel:
A scoundrel uses wit and speed to confuse his foes. They train to seek any advantage against an enemy or to create an opportunity when none is seemingly available.
Stances:
Slippery Target: +1 AC dodge bonus/4 levels, and +1 to reflex saves/4 levels
Scoundrels Luck: You may re-roll any one save, attack, or skill check each round, but you must accept the new result.
Assassin's Dance: Choose one target enemy. While in this stance your sneak attack damage increases by 1d6/4 levels whenever sneak attack damage would normally apply. Switching targets requires you to reset this stance.
Abilities:
Feign Death – Sw: This maneuver may be used when an opponent successfully strikes you. You fall to the ground in a believable manner. You may remain in this state for as long as you wish. Opponents in the area may make a passive spot check against your bluff skill in order not to be decieved. Requires Slippery Target stance.
Cheap Shot- S: Force a reflex save on your opponent. Gain a sneak attack on success.
Nerve strike - Sw: Declared before an attack. If your attack hits, apply -1/6 levels to their AB and -10 to movement rate (movement rate reduction does not scale with level, affect does not stack). Requires Asssassin's Dance.
Feint - Sw: Make a bluff check, enemy loses their next attack action.
Ha! – Sw: Make a bluff check. On success the opponent is convinced you have somehow gained a mysterious advantage over them and they measure their own attacks against you for 1d4 rounds. They take a -1/3 levels AB penalty.
Risky Gamble-S: Roll a d100 isntead of a d20 for an attack. If the result is 50 or below treat the roll as a critical failure, if it is 51 or above, treat it as a critical hit. Requires Scoundrels Luck stance.
Hidden Weapon – Sw: Make a successful stealth check, using a throwing weapon such as a dagger or dart, gain a free sneak attack on any opponent in range and do not provoke an AoO for this attack.
Kendathi:
The oriental Kendathi warriors stick to their code of honor during combat, applying strict training to become implacable foes. Kendathi are trained to empty their minds of emotion, allowing them to focus on their enemies.
Stances:
Oath Stance – Cannot be feared, bluffed, or charmed while in this stance, +2 to will saves.
War Stance – Gain +1AB/4 levels while in this stance.
Peace Stance – Deal double subdual damage with attacks from any weapon instead of normal damage. Dealing normal damage ends this stance and it cannot be reactivated this encounter. Gain +1dodge bonus to AC/4 levels.
Abilities:
Cut-for-Cut – I: The next opponent to damage you in melee receives an equal amount of damage in return.
Holding Back – F: Holding your weapon low and staring straight ahead into nothingness, you bait your opponents into attacking. Each enemy within reach may take an opportunity attack at half their attack bonus. You gain an attack of opportunity against each attacking enemy at full attack bonus, but can only deal subdual damage. Requires active Peace Stance.
Determination – I: Requires Oath Stance, when an opponent strikes you, roll concentration skill check and receive only half damage on success.
Whirlwind - F: Make an attack against every opponent adjacent to you at your full AB. Requires War stance.
Focused Attack - F: Make a single attack this turn at your highest AB This attack, if it hits, is treated as a critical hit, and the target is also knocked back 5ft. If the opponent cannot move backwards 5ft, he must make a reflex save against the attack roll or be knocked prone.
Kings Sword:
Knights take an oath to defend the king and country and train to perform that duty. The way of the Kings Sword empowers a warrior with the ability to protect and bolster their companions.
Stances:
Iron Guard – Enemies do not get a flanking bonus. You gain +1AC/4 levels.
Dauntless – Ignore any attack penalties from spells, effects, terrain, and injury. Note this does not remove penalties such as those from dual weapon fighting, etc.
Back-to-Back – Once per turn when an opponent makes a successful melee attack against an adjacent ally, make an attack roll. If your result is higher than the opponents you successfully parry their attack.
Abilities:
Body Shield – I: Take damage from a successful attack against an adjacent ally. Requires Back-to-Back stance.
Cooperation – Sw: You may take an attack penalty up to your level on your next attack and give an equal bonus to an adjacent allies next attack. Requires Back-to-Back stance.
Victory Cry – I: If you slay an enemy with your next attack allies gain +1 AB/4 levels on their next attack. Requires Dauntless stance.
Iron Glare - I: You focus your determination into a weapon of fear. Choose one adjacent enemy. That enemy must make a will save vs dc 10 +1/2 your level or lose their next move action, rooted to the spot by your stare. Requires Iron Guard stance.
Command - Sw: On your turn you can command an ally to perform a move action or melee attack.
Lordly Spar:
Practiced by the nobility, the Lordly Spar is a style designed for dueling against a single opponent. Light weapons are most often employed but the principles can be applied to almost any weapon.
Stances:
Focused - +2 bonus to attack one opponent. -2 AC against all others. Increase bonus and penalty by 1 / 3 levels.
Wall of Steel – You focus all of your energies into defending attacks from a single melee opponent. Gain +1 AC/3 levels against attacks from that opponent.
Perfect Form – Re-roll critical failures on attacks, improve critical threat by 1.
Abilities:
Disruption – S: Do not deal damage with this attack, if your attack roll is successful instead your opponents stance is ended.
Dazzling Swordsmanship – Sw: You twirl your blade in a fancy and impressive maneuver in an attempt to dazzle your opponent and create an opening. Make a Perform(swordsmanship) check. If successful gain an extra attack. Requires Wall of Steel stance.
Expose Weakness – Sw: Make an opposed will save with opponent. If successful you have discovered a flaw in your opponents defenses, receive +1 AB/3 levels until they end or change stance. Requires opponent to currently be in a stance. Requires Focused stance.
Break – F: Break melee combat between you and one opponent. You may both immediately switch stances and take a 5ft step away without provoking AoO.
Riposte – I: Once per encounter, you may interrupt the attack of an enemy you threaten with an attack or a disarm. Upon a successful attack or disarm attempt, the opponent's attack is negated, and on an attack half damage is dealt. Can be used twice in an encounter at level 10, and three times at level 20, but not more than once per round. Requires Perfect Form.
Swashbuckler:
Stances:
Daring Stance – While wearing light or no armor gain +2 AC.
Dashing Stance – Add Charisma bonus to attack rolls.
Daredevil Stance - You may move an extra 5ft/3 lvls every round. You may also make an acrobatics check to avoid AoO or difficult terrain, and get a +1bonus on the check every 4 levels.
Abilities:
You’re mad! – Sw: Apply Charisma bonus to any skill check such as jump, tumble, etc during an encounter, declared before rolling. Requires Daring Stance.
Make a fool – I: Declared before opponents attack. If your opponent misses their next attack you get an AoO that deal half damage. This continues once per round until they strike you, either of you change opponents, combat ends, or your opponent is attacked by someone else. Requires Daring Stance.
Heroes Mark – Sw: Make a Perform (swordsmanship) check. If successful you carve your mark on your victims clothing or armor. The mark deals no damage on its own, but you and your allies gain +1/6 levels AB against this opponent until the encounter ends.
Flip - M: You may move over any opponent that is next to you into an open space. Attacks against this opponent this round gain +1 to AB and critical threat range per 5 levels. Requires Daredevil Stance
Dazzling Swordsmanship – As per Lordly Spar ability.
Heroic Pose – Sw: You strike a heroic pose bolstering the courage of your allies. The party gains a one-time use bonus equal to your charisma bonus that expires at the end of the encounter if not used. Requries Dashing stance.
Cavalier:
Stances:
Mounted Combat – Gain +1 AB/3 levels while mounted. Some other effects.
Superb Horsemanship – Make a ride check to evade attacks of opportunity against you or your mount.
Jousting - Add +1 to AB/3levels to attacks against other mounted opponents. Mounted opponents hit must make a ride check (DC 5+1/2HD+Str mod) to stay mounted.
Abilities:
Unstoppable Charge – F: As an overun charge attack, adjacent enemies to the charge path also are able to be knocked prone if they choose not to avoid. With the trample feat trampled victims take double damage. The overrun is also able to move over up to three enemies.
Skewer – S: An opponent is skewered by your lance. They suffer a 50% penalty to movement rate until the weapon is removed. Removing the weapon causes a bleeding wound.
Full Tilt - F: Make a charge attack against a single opponent, and increase the critical multiplier of a spear or lance by 1, and increase the critical threat range by 1/5levels. Requires Jousting Stance.
Rear - F: Your mount rears and deals two hoof attacks against an opponent directly in front of it with full strength bonus to damage. If both hit, target must make an opposed strength check against the horse or be knocked prone. You may make one additional attack this round at half your highest AB. Requires Superb Horsemanship stance
Attack while moving - F: When your mount moves, but doesn't run, you may make an attack against any person next to you at any point in your move, provided it is in a straight line. You may make as many attacks as you can in a full-attack, and divide them any way among enemies. At 7th level, you may make one extra attack. At 13th level, resolve all attacks before any enemy attacks of opportunity, and on a successful hit, no attack of opportunity is allowed. at 20th level, your mount can move at 4x its speed during this action.
When I started the project I was intending to use D20 as the basis for the rules, and to create a new mana-based system of magic. An additional task was to spice up the martial classes. I really liked the Tomb of Battle mechanics, but it didn't fit in with the theme of the setting I was trying to create.
Be sure to check out Feron: The Fluffier Side of Things (http://www.giantitp.com/forums/showthread.php?p=11185012#post11185012) to read about the world itself.
Without further ado:
Races
There are only a handful of races in Feron which is primarily dominated by humans. Dwarves, Isk, Bolgrast, Faeries and the Kira-Klin make up the remainder of the species. I'll be posting the races I have somewhat completed. Humans are of course, as standard.
Dwarves:
Racial Stats: Dwarves are immensely strong and tough, and receive a +2 bonus to both constitution and Strength. However they receive a -2 to dexterity and charisma. In addition dwarves are totally resistant to normal non-magical fire. (normal does not include a forge or raging inferno of a house fire). They receive a +1 bonus to earth magic.
When dwarves sleep their bodies take on a stone-like texture, they maintain a limited awareness of their surroundings in this state. A sleeping dwarf receives DR 10 and an additional -2 penalty on passive perception checks while sleeping.
Appearance: Sullen and secretive are the best words to describe this race. A typical dwarf has deep brown or dark grey skin and full black or gray beards that hang to their knees. They stand no more then 4 ½ feet tall. Male dwarves grow great, long beards which are often braided and sometimes adorned with trinkets.
Society: Dwarves were once ruled by a single strong king, but those days have long faded from history. Now reduced to secretive clans hiding in their mountain strongholds, they stoically mine for ore and gems and practice their smithing crafts. Serious creatures, dwarves seldom laugh or join in festivities. Most prefer to spend much of their time alone at their crafts, the only thing they seem to find contentment with.
Magic: There are few dwarven wizards. Those that practice the craft will deal with earth element, and it is taboo among dwarves to specialize in the fire element. Dwarven Clerics are more common and often widely respected. Dwarven faith has it that Relnor created the Dwarves in his likeness, and had them build the world from a solid block of stone. Human priesthoods often take offense to this ideal.
Fighters: Dwarven fighters are renowned for their fierceness and near indestructibility and they have been known to take severe punishment beyond what any mortal being should withstand. They have their own unique fighting style that allows them to take advantage of their abilities. Dwarves do not have any sense for the nature of the surface world, and do not become rangers. Likewise they are far from a graceful or stealthy race and do not learn to fight like rogues or learn the ways of the Lordly Spar. However some do train to fight in the style of the human knights.
Bolgrast:
Bolgrast are a monster race and do not possess classes.
Racial Stats: Due to their continuous growth, a Bolgrasts abilities change as time goes on.
Abilities Scores: Bolgrast cannot have a intelligence or charisma score over 10
The Bolgrast are truly the stuff of nightmares. They range in size from mongrels, which are only slightly shorter than the average man, to massive beasts that tower at a height of ten feet or more. Bolgrast are all black, wiry hair, leathery hide, and rippling muscle. They sport large horns, blood red eyes, and long canine jaws powerful enough to crush stone. Bolgrast have an insatiable hunger, and indeed spend much of their time consuming food. They are known to eat anything and don't discriminate between carrion and living meat. This constant feeding causes them to grow consistently throughout their lives, although few in their vicious society live long. Small Bolgrast are referred to as mongrels (those less then 5HD), larger ones are accorded more respect and take offense to that title.
Bolgrast are always led by the fiercest and strongest of leaders. They have no spellcasters. Bolgrast warriors are terrifying beasts. While most eschew armor it's not unheard of among larger tribes.
Bolgrast do not possess a fighting style as other races would see it. For a Bolgrast, combat consists of smashing away at a foe until it becomes easy to eat. However, they have many abilities as they grow in size to assist them. They favor blunt smashing weapons, and often wield gigantic iron bars or heavy headed maces and hammers.
Faeries:
Faeries as characters do not posses a class. Instead their abilities increase as they gain in level.
Racial Stats: Due to their small size faeries are limited to a maximum strength and constitution of 10. They are able to fly. They receive a +2 bonus to dexterity. They have keen senses giving them a +1 to spot and listen checks.
Flight: Faeries have a limited flight ability. Normally they are limited to hovering no higher than ten feet off the ground, they can however put on a burst of speed to reach higher altitudes. This requires a constitution check every round at +5 DC per round to stay above ten feet over the ground, failure results in the Faeries falling back to their maximum 10ft height.
Appearance:Faeries are humanoid, with pale skin that trends towards a white or golden hue. They have blond or light brown hair and green or brown eyes. Faeries have a slim build, and stand only 1-1 ½ feet tall. Every Faeries wings are unique. Some resemble that found naturally on insects and birds, and still others are little more than flexible tendrils. Although they fly partially through magic, their wings are still necessary for flight.
Society:
Faeries have no centralized society. They usually live in pairs or small groups. While most dwell within their protected Valley of Songs, many roam the lands outside as well and can usually be found in forested areas. They have little interest in human or dwarven activities and are so rarely seen most humans consider them to be little more than myth. Dwarves and learned human scholars of course know better.
Being an extremely long-lived race, they have developed some interesting customs. A faerie running a mundane errand will often take days to return home. They have a custom to meet every other faerie and learn their name, although in their typical sense of timelessness means few will ever actually do so.
They are also saddened by the loss of much of the worlds ancient magic to which many legends connect them. They carry an intense hatred of the Isk who they consider to be their eternal enemies.
Magic: Unlike other races, Faeries are in tune with a special sort of magic. They are far more in tune with the powers of nature than elemental-wielding wizards.
Fighters: Due to their miniscule size faeries do not often utilize weapons other than magic. Some faeries will take up the use of tiny specialized bows or rapiers, but these weapons are barely capable of hurting anything other than small animals.
Isk:
Racial Stats: Isk have heightened senses and receive a +1 to spot and listen checks. They have a natural ambidexterity that lets them fight with two weapons with no penalties. Due to their low strength and small stature, they find handling weapons larger than short swords to be difficult. They have a -2 penalty to strength. Isk secrete poison from glands in their mouths which can be transferred with bites, spitting, or coating other items such as weapons.
Poisonous Saliva: something something that paralyzes victims or…something.
Appearance: Relatively small in stature, these spindly limbed creatures reside mainly in the Weeping Wood in the southern portion of the kingdom. Isk resemble large, wingless, hideous faeries in many ways, except their skin is a sickly green or brown in color and they lack any hair on their bodies. A typical Isk stands at the height of a dwarf.
Society: Isk are social creatures with one another, but prefer to stick with their own species. They do not engage others in outright confrontation if it can be avoided, and prefer to lure foes into traps or track them until they see an advantage. Isk tactics always employ cleverness in the form of deception and distraction. Although they seldom travel outside of their rotten clan homes, they have been known to travel deep into the lands of men. Such incursions usually involve causing mischeif and violence, leading to many campfire stories about young children being abducted and eaten.
Isk absolutely hate faeries and will go to great lengths to destroy them when encountered. Lucky faeries are killed rather than captured, as the Isk delight in subjecting them to days of torture.
Magic: Isk wizards are rare but do exist, they do not seem to have a preference among the different elemental types. Spirit-weilding shamans known as Blightbringers rule their clannish society. They are in the service of Aolar, a powerful spirit representing Death and Decay.
Fighters: Due to their tactics, Isk often use either the Lordly Spar or Rogue styles of fighting.
Kira-Klin (The Burned):
Racial Stats: These horribly disfigured dwarves radiate an intense heat. By gripping any solid metal weapon they can heat the item causing it to deal an additional 1d4 fire damage on each successful hit. This damage bonus can be applied to unarmed attacks as well. When a Kira-Klin is killed its body begins to smolder for 1 round, before bursting into flame then crumbling to ash. Anyone adjacent when a Kira-Klin bursts into flame must make a reflex save vs DC15 or take 2d6 fire damage. Kira-Klin are immune to normal fire and only take half damage from magical flames.
Appearance: Kira-Klin are known as The Burned due to their horrible appearance. They appear as hairless dwarves with blackened, bleeding skin and eyes that burn red like coals. An unmistakable burning smell accompanies their presence and is often described as sulfur mixed with burned flesh.
Society: Not much is known about this mysterious race. Only the dwarves have any knowledge of them, and seldom speak of it to one another and never to outsiders. Kira-Klin are even more rare than Faeries and have passed beyond legend amongst all but the most scholarly of humans.
Magic: Kira-Klin wizards specialize exclusively in the fire element, and death-oriented priests make up their religious caste.
Fighters: The Burned fight in the same manner as dwarves.
CLASSES
The Fighter:
Fighters come from many walks of life. A fighter may be a common soldier to a noble knight, a highway bandit or opportunistic mercenary. A particular fighter is set apart from others by his chosen style. As the fighter advances in level they gain access to new abilities and even new styles making them a fearsome opponent to face on the field of battle. See the section on combat styles for more information.
Hit points at first level: 15 + constitution modifier
Hit Points per level: 6 + constitution modifier
Skill Points at 1st level: (Int + 2) * 4
Skill Points / level: Int + 2
Fighters advance in BAB and Saves as in normal 3.5e. However I have added my own take on TOB abiltiies which they gain as they advance in level.
{table=head]Level|Special
1|Feat, 1st Style*
2|Feat
3|2nd Stance
4|Feat
5|3rd Stance
6|Feat
7|2nd Style
8|Feat
9|4th Stance
10|Feat
11|5th Stance
12|Feat
13|3rd Style
14|Feat
15|6th Stance
16|Feat
17|7th Stance
18|Feat
19|8th Stance
20|Feat[/table]
*Each time a new style is learned, it comes with one stance from that style.
The Rogue:
Thieves, assassins, swashbucklers, and swindlers are all possible vocations for the rogue. These characters rely on deft reflexes and quick wits to get the better of their marks, always trying to stay one step ahead. Like fighters, rogues are capable of learning different fighting styles although they are not typically skilled in direct confrontation.
Hit points at first level: 12 + constitution modifier
Hit Points per level: 5 + constitution modifier
Skill Points at 1st level: (Int + 8) * 4
Skill Points / level: Int + 8
The rogue advances in BAB and Saves as in normal 3.5e. Like fighters they gain access to Styles but at a slower pace. Rogues still have the usual advancement for Sneak attacks, feats,etc.
{table=head]Level|Special
1|1st Style*
2|
3|
4|Stance
5|
6|
7|
8|Stance
9|
10|
11|
12|2nd Style
14|
15|
16|Stance
17|
18|
19|
20|Stance[/table]
*Each time a new style is learned, it comes with one stance from that style.
The Wizard:
There are few individuals in the world capable of wielding magic. Those who possess the immense intelligence and willpower to do so however, are among the most powerful forces in the world. A wizard controls the raw elemental forces of nature, weaving its mystical energies to conform to his will.
Hit points at first level: 10 + constitution modifier
Hit Points per level: 4 + constitution modifier
Skill Points at 1st level: (Int + 2) * 4
Skill Points / level: Int + 2
Wizards advance in BAB and saves exactly as in 3.5e. See the section on magic for more detail on whats changed.
The Priest:
The priest relies on the power of his faith, calling upon his chosen deity for the strength to aide his allies and strike down his foes. Priests often receive training in martial arts, but rather than devoting their time for study to the styles and stances they augment their combat abilities with spells.
Hit points at first level: 12 + constitution modifier
Hit Points per level: 5 + constitution modifier
Skill Points at 1st level: (Int + 2) * 4
Skill Points / level: Int + 2
Preists advance the same in BAB and saves as the cleric in standard 3.5e. See the section on magic for more detail on whats changed.
The Bolgrast:
Bolgrast are killing machines that do not possess the finesse required to master fighting styles. That said they are very good at what they do and what they lack in mastery they make up for in brute force and ferocity. As a Bolgrast progresses it increases in size and strength and gains devastating new abilities.
Bolgrast begin play as Small sized creatures and are referred to as Mongrels.
At level 5 they increase to Medium size and are just referred to as Bolgrast.
At level 10 the increase to Large in size and are often referred to as Jötungrast.
Hit points at first level: 15 + constitution modifier
Hit Points per level: 8 + constitution modifier
Skill Points at 1st level: (Int + 2) * 4
Skill Points / level: Int + 2
{table=head]Level|BAB|Fort|Ref|Will|Special
1|1|2|0|0|Str +2, Con +2, Natural Armor +1, Slam, Bellow
2|2|3|0|0|
3|3|3|1|1|Horns Gore attack 1d6
4|4|4|1|1|
5|5|4|1|1|Str +1 Con +1, Natural Armor +1, Devour
6|6/1|5|2|2|
7|7/2|5|2|2|Crushing Blow 1/lvl/day
8|8/3|6|2|2|
9|9/4|6|3|3|
10|10/5|7|3|3|Str +1, Con +1, Natural Armor +1
11|11/6/1|7|3|3|
12|12/7/2|8|4|4|Sweeping Blow
13|13/8/3|8|4|4|
14|14/9/4|9|4|4|
15|15/10/5|9|5|5|Str +1, Con +1, Natural Armor +1
16|16/11/6/1|10|5|5|
17|17/12/7/2|10|5|5|Ram
18|18/13/8/3|11|6|6|
19|29/14/9/4|11|6|6|
20|20/15/10/5|12|6|6|Str +1, Con +1, Natural Armor +1, Mindless Rage[/table]
Slam: The Bolgrast puts all his strength behind a blow, deals +1d6dmg/2 levels. Useable 1/day/level.
Gore attack: Requires a successful charge attack, deals 1d6 damage and impales the opponent on the Bolgrasts horns. The affected creature must make a strength check vs DC 10+ Bolgrasts level to free himself. Can attack the Bolgrast with a -4 penalty.
Crushing Blow: On a successful melee attack, the Bolgrast hits an opponent so hard they must make a fort save vs dc 10+ bolgrast level or be stunned for 1d4 rounds.
Sweeping Blow: The Bolgrast can launch a devastating sweep attack that launches all struck opponents 10ft away. Make a successful attack roll against each adjacent opponent for this effect.
Ram: The Bolgrast engages in an unstoppable charge attack. Deals +20 damage and launches target 1d6 x5ft/Bolgrast level, doing +1d6dmg for each 5ft thrown. Example: At level 17 a bolgrast could knock a target back anywhere from 5 to 30ft away, dealing 26-56 damage.
Mindless Rage: The Bolgrast launches into a frenzy. Receives +4 on all attack rolls, and +4d6 damage. In addition it gains one additional attack/round. The rage lasts 2d4 rounds. Can only be used once per encounter.
Consume: When a Bolgrast consumes 10lbs of fresh raw meat, they gain 1d6 hps. They can use this ability once every day per level . The amount gained increases by 1d6 every three levels.
Bellow: Once per encounter a Bolgrast can unleash a mighty roar to unnerve its foes. All nearby enemies must roll a will save vs DC 15 or take a -1/4 levels penalty to all attacks, saves, and skill checks.
The Faerie:
The faerie is a spellcaster, but of a different sort than the wizard or priest. While a wizard gains strength by taming the raw elements and the priest from his faith, a faerie is in tune with nature itself and can call forth its primal power.
Hit points at first level: 8 + constitution modifier
Hit Points per level: 2 + constitution modifier
Skill Points at 1st level: (Int + 2) * 4
Skill Points / level: Int + 2
Flight
{table=head]Level|BAB|Fort|Ref|Will|Special
1|0|0|2|2|Wild Empathy, Nature Companion, Nature sense, NatureSpeak, Natural Affinity
2|1|0|3|3|
3|2|1|3|3|Nature Companion
4|3|1|4|4|
5|3|1|4|4|
6|4|2|5|5|
7|5|2|5|5|
8|6/1|2|6|6|
9|6/1|3|6|6|
10|7/2|3|7|7|
11|8/3|3|7|7|
12|9/4|4|8|8|
13|9/4|4|8|8|
14|10/5|4|9|9|
15|11/6/1|5|9|9|
16|12/7/2|5|10|10|
17|12/7/2|5|10|10|
18|13/8/3|6|11|11|
19|14/9/4|6|11|11|
20|15/10/5|6|12|12|[/table]
Martial Styles:
My initial intentions were to find a way to "fix" martial classes by making them more exciting. I really liked the Tome of Battle, however I had two major problems with it.
1. The fluff involved what was basically magical effects such as whirling flames and whatnot. That doesn't fit the theme of my world where "magic" is pretty strictly in the realm of wizards and priests.
2. The crunch involved a lot movement effects, much like 4th Edition. I have a dislike of battle-maps and mini's because if I wanted to play a wargame I would just play Civilization or Risk or something. I would rather avoid strict "tactical" movements in combat. Furthermore I was planning on running this as a PBP game so simplified combat works best there.
With that said, this is the system I have come up with. It hasn't been fully playtested and is far from complete.
Martial characters know only a single Style and begin with one Stance from that style. They can still choose standard feats, but these cannot be used in the same round as an Ability.
A character can choose which stance they wish to use at the beginning of their first turn during combat. Switching stances requires 1d4 rounds in between, and during that time they cannot use any Abilities, although standard feats are still usable.
All abilities listed under a style are immediately available upon selection of the the style.
Note that abilities can only be used once during an encounter, and some require a certain stance be active. Thus a martial character cannot use certain abilities at all until they have learned the required stance.
F = Full-round action
I = Immediate action
Sw= Swift action
M = Move action
S = Standard action
Dwarven Fighter:
The fighting style of the fearsome dwarven clans is well-renowned. Dwarven fighters are trained to use their inherent strength and endurance to maximum effect, thus allowing them to absorb tremendous damage, shrug off wounds, or land powerful blows. This style is only available to dwarves, as humans and other races lack the natural toughness required.
Stances:
Anvil: Gain DR2. Fight to -5 HPs without penalties. This increases to -10 at level 10 and -15 at level 15.
Hammer: Gain a +2 bonus to damage, this increases to +4 at level 10 and +6 at level 20.
Rock: Gain +1 AC. This increases by +1 every 4 levels, to a maximum of +6 at level 20. This bonus is also applied to all charge and bullrush checks, and all defensive trip checks.
Abilities:
Clash of Steel - S: Strike the enemies weapon. On success apply a -1/6 levels AB penalty to that weapon. To determine the duration of this penalty roll the affected weapons damage. Requires Stance of the Hammer.
Shield Wall - F: Forgo all attacks this round. Enemies must beat your AC twice to score a hit. Requires a shield. Requires Stance of the Anvil.
Shrug it Off - Sw: You automatically save against one ill affect requiring a save. Requires Stance of the Anvil.
Crushing Blow- Sw: Declared before a successful attack, deal double weapon damage and knock your opponent back one step. Requires Stance of the Hammer.
Path of the Avalanche – F: Moving at half-speed you force aside all medium sized or smaller enemies in your path, knocking them into adjacent spaces. Enemies unable to find an unoccupied adjacent space are knocked prone. This does not create attacks of opportunity. Requires Stance of Stone.
Ancestral Call - Sw: Using your family name as a battlecry you call upon your forefathers for strength. Heal yourself a number of hit-points equal to your constitution score, you cannot exceed your maximum hit points.
Strength of Stone - I: When you would otherwise be knocked back, reduce the distance and any damage taken by half. Pushing you out of the way takes the remainder of the opponents movement for that round.
Scoundrel:
A scoundrel uses wit and speed to confuse his foes. They train to seek any advantage against an enemy or to create an opportunity when none is seemingly available.
Stances:
Slippery Target: +1 AC dodge bonus/4 levels, and +1 to reflex saves/4 levels
Scoundrels Luck: You may re-roll any one save, attack, or skill check each round, but you must accept the new result.
Assassin's Dance: Choose one target enemy. While in this stance your sneak attack damage increases by 1d6/4 levels whenever sneak attack damage would normally apply. Switching targets requires you to reset this stance.
Abilities:
Feign Death – Sw: This maneuver may be used when an opponent successfully strikes you. You fall to the ground in a believable manner. You may remain in this state for as long as you wish. Opponents in the area may make a passive spot check against your bluff skill in order not to be decieved. Requires Slippery Target stance.
Cheap Shot- S: Force a reflex save on your opponent. Gain a sneak attack on success.
Nerve strike - Sw: Declared before an attack. If your attack hits, apply -1/6 levels to their AB and -10 to movement rate (movement rate reduction does not scale with level, affect does not stack). Requires Asssassin's Dance.
Feint - Sw: Make a bluff check, enemy loses their next attack action.
Ha! – Sw: Make a bluff check. On success the opponent is convinced you have somehow gained a mysterious advantage over them and they measure their own attacks against you for 1d4 rounds. They take a -1/3 levels AB penalty.
Risky Gamble-S: Roll a d100 isntead of a d20 for an attack. If the result is 50 or below treat the roll as a critical failure, if it is 51 or above, treat it as a critical hit. Requires Scoundrels Luck stance.
Hidden Weapon – Sw: Make a successful stealth check, using a throwing weapon such as a dagger or dart, gain a free sneak attack on any opponent in range and do not provoke an AoO for this attack.
Kendathi:
The oriental Kendathi warriors stick to their code of honor during combat, applying strict training to become implacable foes. Kendathi are trained to empty their minds of emotion, allowing them to focus on their enemies.
Stances:
Oath Stance – Cannot be feared, bluffed, or charmed while in this stance, +2 to will saves.
War Stance – Gain +1AB/4 levels while in this stance.
Peace Stance – Deal double subdual damage with attacks from any weapon instead of normal damage. Dealing normal damage ends this stance and it cannot be reactivated this encounter. Gain +1dodge bonus to AC/4 levels.
Abilities:
Cut-for-Cut – I: The next opponent to damage you in melee receives an equal amount of damage in return.
Holding Back – F: Holding your weapon low and staring straight ahead into nothingness, you bait your opponents into attacking. Each enemy within reach may take an opportunity attack at half their attack bonus. You gain an attack of opportunity against each attacking enemy at full attack bonus, but can only deal subdual damage. Requires active Peace Stance.
Determination – I: Requires Oath Stance, when an opponent strikes you, roll concentration skill check and receive only half damage on success.
Whirlwind - F: Make an attack against every opponent adjacent to you at your full AB. Requires War stance.
Focused Attack - F: Make a single attack this turn at your highest AB This attack, if it hits, is treated as a critical hit, and the target is also knocked back 5ft. If the opponent cannot move backwards 5ft, he must make a reflex save against the attack roll or be knocked prone.
Kings Sword:
Knights take an oath to defend the king and country and train to perform that duty. The way of the Kings Sword empowers a warrior with the ability to protect and bolster their companions.
Stances:
Iron Guard – Enemies do not get a flanking bonus. You gain +1AC/4 levels.
Dauntless – Ignore any attack penalties from spells, effects, terrain, and injury. Note this does not remove penalties such as those from dual weapon fighting, etc.
Back-to-Back – Once per turn when an opponent makes a successful melee attack against an adjacent ally, make an attack roll. If your result is higher than the opponents you successfully parry their attack.
Abilities:
Body Shield – I: Take damage from a successful attack against an adjacent ally. Requires Back-to-Back stance.
Cooperation – Sw: You may take an attack penalty up to your level on your next attack and give an equal bonus to an adjacent allies next attack. Requires Back-to-Back stance.
Victory Cry – I: If you slay an enemy with your next attack allies gain +1 AB/4 levels on their next attack. Requires Dauntless stance.
Iron Glare - I: You focus your determination into a weapon of fear. Choose one adjacent enemy. That enemy must make a will save vs dc 10 +1/2 your level or lose their next move action, rooted to the spot by your stare. Requires Iron Guard stance.
Command - Sw: On your turn you can command an ally to perform a move action or melee attack.
Lordly Spar:
Practiced by the nobility, the Lordly Spar is a style designed for dueling against a single opponent. Light weapons are most often employed but the principles can be applied to almost any weapon.
Stances:
Focused - +2 bonus to attack one opponent. -2 AC against all others. Increase bonus and penalty by 1 / 3 levels.
Wall of Steel – You focus all of your energies into defending attacks from a single melee opponent. Gain +1 AC/3 levels against attacks from that opponent.
Perfect Form – Re-roll critical failures on attacks, improve critical threat by 1.
Abilities:
Disruption – S: Do not deal damage with this attack, if your attack roll is successful instead your opponents stance is ended.
Dazzling Swordsmanship – Sw: You twirl your blade in a fancy and impressive maneuver in an attempt to dazzle your opponent and create an opening. Make a Perform(swordsmanship) check. If successful gain an extra attack. Requires Wall of Steel stance.
Expose Weakness – Sw: Make an opposed will save with opponent. If successful you have discovered a flaw in your opponents defenses, receive +1 AB/3 levels until they end or change stance. Requires opponent to currently be in a stance. Requires Focused stance.
Break – F: Break melee combat between you and one opponent. You may both immediately switch stances and take a 5ft step away without provoking AoO.
Riposte – I: Once per encounter, you may interrupt the attack of an enemy you threaten with an attack or a disarm. Upon a successful attack or disarm attempt, the opponent's attack is negated, and on an attack half damage is dealt. Can be used twice in an encounter at level 10, and three times at level 20, but not more than once per round. Requires Perfect Form.
Swashbuckler:
Stances:
Daring Stance – While wearing light or no armor gain +2 AC.
Dashing Stance – Add Charisma bonus to attack rolls.
Daredevil Stance - You may move an extra 5ft/3 lvls every round. You may also make an acrobatics check to avoid AoO or difficult terrain, and get a +1bonus on the check every 4 levels.
Abilities:
You’re mad! – Sw: Apply Charisma bonus to any skill check such as jump, tumble, etc during an encounter, declared before rolling. Requires Daring Stance.
Make a fool – I: Declared before opponents attack. If your opponent misses their next attack you get an AoO that deal half damage. This continues once per round until they strike you, either of you change opponents, combat ends, or your opponent is attacked by someone else. Requires Daring Stance.
Heroes Mark – Sw: Make a Perform (swordsmanship) check. If successful you carve your mark on your victims clothing or armor. The mark deals no damage on its own, but you and your allies gain +1/6 levels AB against this opponent until the encounter ends.
Flip - M: You may move over any opponent that is next to you into an open space. Attacks against this opponent this round gain +1 to AB and critical threat range per 5 levels. Requires Daredevil Stance
Dazzling Swordsmanship – As per Lordly Spar ability.
Heroic Pose – Sw: You strike a heroic pose bolstering the courage of your allies. The party gains a one-time use bonus equal to your charisma bonus that expires at the end of the encounter if not used. Requries Dashing stance.
Cavalier:
Stances:
Mounted Combat – Gain +1 AB/3 levels while mounted. Some other effects.
Superb Horsemanship – Make a ride check to evade attacks of opportunity against you or your mount.
Jousting - Add +1 to AB/3levels to attacks against other mounted opponents. Mounted opponents hit must make a ride check (DC 5+1/2HD+Str mod) to stay mounted.
Abilities:
Unstoppable Charge – F: As an overun charge attack, adjacent enemies to the charge path also are able to be knocked prone if they choose not to avoid. With the trample feat trampled victims take double damage. The overrun is also able to move over up to three enemies.
Skewer – S: An opponent is skewered by your lance. They suffer a 50% penalty to movement rate until the weapon is removed. Removing the weapon causes a bleeding wound.
Full Tilt - F: Make a charge attack against a single opponent, and increase the critical multiplier of a spear or lance by 1, and increase the critical threat range by 1/5levels. Requires Jousting Stance.
Rear - F: Your mount rears and deals two hoof attacks against an opponent directly in front of it with full strength bonus to damage. If both hit, target must make an opposed strength check against the horse or be knocked prone. You may make one additional attack this round at half your highest AB. Requires Superb Horsemanship stance
Attack while moving - F: When your mount moves, but doesn't run, you may make an attack against any person next to you at any point in your move, provided it is in a straight line. You may make as many attacks as you can in a full-attack, and divide them any way among enemies. At 7th level, you may make one extra attack. At 13th level, resolve all attacks before any enemy attacks of opportunity, and on a successful hit, no attack of opportunity is allowed. at 20th level, your mount can move at 4x its speed during this action.