NeoSeraphi
2011-07-09, 10:46 PM
Blade Rush (General, Fighter)
Prerequisites: Str 13, Power Attack, Improved Overrun, BAB +6
Benefits: As a full-round action, you may make a double move action, but you must move in a straight line. You may stop this at any point during the move, even before you've completed your first move action, but doing so does not lessen the full-round action this technique requires to make. If you move through any enemy squares, you immediately make an Overrun attempt on them with a +4 bonus (This stacks with the +4 bonus provided by Improved Overrun). If you succeed your Overrun attempt, you automatically receive a melee attack against the creature at your highest attack bonus with any melee weapon you are holding. If you fail an Overrun, your opponent may not attempt to Overrun you, but you must stop moving. If you successfully Overrun and attack, you may keep moving in a straight line (Essentially, you are slicing your way through your opponents)
Special: If two opponents are adjacent to each other and both of them are in your line, and you successfully Overrun the first, you receive an additional +4 bonus to Overrun the second due to momentum and confusion. This bonus is cumulative for each adjacent opponent (+4 if you're Overrunning the second in line, +8 if you're Overrunning the 3rd, etc) Additionally, you use your weapon's Size, not yours, to determine the Size modifier to the Overrun check and whether an opponent is too large for you to Overrun.
Hurricane Slash (General, Fighter)
Prerequisites: Str 13, Power Attack, Improved Bull Rush, BAB +6
Benefits: As a full-round action, you may swing your melee weapon in a circle around you, receiving an automatic melee attack roll at your highest attack bonus to every creature within your reach. If you hit a creature, you deal normal melee damage for that attack and automatically make a Bull Rush attempt against that creature as a free action with a +4 bonus (This stacks with the +4 bonus from Improved Bull Rush). A successful Bull Rush knocks the creature back 10 ft plus an additional 5 ft for every 5 points you exceeded their roll by, instead of the normal amount. You may not move with any creature that you knock back with this effect.
Special: If you have the Combat Reflexes feat, you may consume all your remaining attacks of opportunity for the round to use this ability as an immediate action (regardless of whether your opponents provoked attacks of opportunity from you)
Dance of Blades (General, Fighter, Scout)
Prerequisites: Dex 13, Dodge, Mobility, Spring Attack
Benefit: As a full-round action, you may perform a Dance of Blades. This allows you to swiftly move between foes and slice each one of them to pieces. You may attack all opponents within the area of effect, regardless of your movement speed, and you do not provoke any attacks of opportunity. You receive a melee attack at your highest attack bonus against each creature within a 30 foot cone.
Special: If you have the Dervish Dance class feature, you may instead expend a daily use of your Dervish Dance ability to receive a full-attack against all opponents within a 30 foot cone
Earthquake (General, Fighter)
Prerequisites: Int 13, Str 13, Combat Expertise, Improved Trip, BAB +6
Benefit: You gain the ability to deliver a powerful shockwave. To use this ability, you must strike the ground with a melee bludgeoning weapon as a full-round action. All creatures within a 20 ft radius (except for you) who are touching the ground take damage equal to the damage you would deal with your bludgeoning weapon (Reflex Negates, DC 10+1/2 your character level +your Strength modifier), and you automatically make a Trip attempt against each one (whether they make their Reflex save or not). You add a +4 bonus to this Trip attempt automatically (which stacks with Improved Trip), and a further +4 bonus if you are using a two-handed bludgeoning weapon or a one-handed bludgeoning weapon in both hands. If you successfully Trip a creature within your melee reach, you receive your free melee attack against them as per your Improved Trip feat.
Special: Creatures still apply their Stability and Size bonuses to their Trip checks, but you do not automatically fail to Trip a creature who is two or more Size categories larger than you when making this attack.
Prerequisites: Str 13, Power Attack, Improved Overrun, BAB +6
Benefits: As a full-round action, you may make a double move action, but you must move in a straight line. You may stop this at any point during the move, even before you've completed your first move action, but doing so does not lessen the full-round action this technique requires to make. If you move through any enemy squares, you immediately make an Overrun attempt on them with a +4 bonus (This stacks with the +4 bonus provided by Improved Overrun). If you succeed your Overrun attempt, you automatically receive a melee attack against the creature at your highest attack bonus with any melee weapon you are holding. If you fail an Overrun, your opponent may not attempt to Overrun you, but you must stop moving. If you successfully Overrun and attack, you may keep moving in a straight line (Essentially, you are slicing your way through your opponents)
Special: If two opponents are adjacent to each other and both of them are in your line, and you successfully Overrun the first, you receive an additional +4 bonus to Overrun the second due to momentum and confusion. This bonus is cumulative for each adjacent opponent (+4 if you're Overrunning the second in line, +8 if you're Overrunning the 3rd, etc) Additionally, you use your weapon's Size, not yours, to determine the Size modifier to the Overrun check and whether an opponent is too large for you to Overrun.
Hurricane Slash (General, Fighter)
Prerequisites: Str 13, Power Attack, Improved Bull Rush, BAB +6
Benefits: As a full-round action, you may swing your melee weapon in a circle around you, receiving an automatic melee attack roll at your highest attack bonus to every creature within your reach. If you hit a creature, you deal normal melee damage for that attack and automatically make a Bull Rush attempt against that creature as a free action with a +4 bonus (This stacks with the +4 bonus from Improved Bull Rush). A successful Bull Rush knocks the creature back 10 ft plus an additional 5 ft for every 5 points you exceeded their roll by, instead of the normal amount. You may not move with any creature that you knock back with this effect.
Special: If you have the Combat Reflexes feat, you may consume all your remaining attacks of opportunity for the round to use this ability as an immediate action (regardless of whether your opponents provoked attacks of opportunity from you)
Dance of Blades (General, Fighter, Scout)
Prerequisites: Dex 13, Dodge, Mobility, Spring Attack
Benefit: As a full-round action, you may perform a Dance of Blades. This allows you to swiftly move between foes and slice each one of them to pieces. You may attack all opponents within the area of effect, regardless of your movement speed, and you do not provoke any attacks of opportunity. You receive a melee attack at your highest attack bonus against each creature within a 30 foot cone.
Special: If you have the Dervish Dance class feature, you may instead expend a daily use of your Dervish Dance ability to receive a full-attack against all opponents within a 30 foot cone
Earthquake (General, Fighter)
Prerequisites: Int 13, Str 13, Combat Expertise, Improved Trip, BAB +6
Benefit: You gain the ability to deliver a powerful shockwave. To use this ability, you must strike the ground with a melee bludgeoning weapon as a full-round action. All creatures within a 20 ft radius (except for you) who are touching the ground take damage equal to the damage you would deal with your bludgeoning weapon (Reflex Negates, DC 10+1/2 your character level +your Strength modifier), and you automatically make a Trip attempt against each one (whether they make their Reflex save or not). You add a +4 bonus to this Trip attempt automatically (which stacks with Improved Trip), and a further +4 bonus if you are using a two-handed bludgeoning weapon or a one-handed bludgeoning weapon in both hands. If you successfully Trip a creature within your melee reach, you receive your free melee attack against them as per your Improved Trip feat.
Special: Creatures still apply their Stability and Size bonuses to their Trip checks, but you do not automatically fail to Trip a creature who is two or more Size categories larger than you when making this attack.