WyvernLord
2012-02-02, 01:08 PM
Form points
Your form point total is equal to the number of [Combat Form] you have.
Combat Form
Benefit:You gain balance as a class skill for all classes and may count your ability scores as two higher for the purpose of prerequisites and benefits of [Combat Form] feats. And finally you gain two form points.
Strength feats
The Grappler
Holding Blows [Combat Form]
Prerequisites: BaB 1, Str 13, Balance rank 4,*
Benefit: When you hit with a melee attack you may immediately spend a form point to start a grapple with the creature you hit. You take no AoOs from this action.*
Maneuver Grapple [Combat Form]
Prerequisites: BaB 6, Str 15, Balance rank 9, Holding Blows
Benefit: You no longer need to be in an opponents space to grapple them, you only need them within your reach. You no longer lose Dex to AC in a grapple. You may move while in a grapple but you must make an opposed grapple check to do so. If the movement leaves you to far away from a grappled enemy you will no longer be grappling them. This movement is unlimited. And finally you may use any weapon in a grapple.
Merciless Grappler [Combat Form]
Prerequisites: BaB 12, Str 17, Balance rank 15, Holding Blows, Maneuver Grapple
Benefit: Once per encounter you may make an attack action while in a grapple to attempt to snap a creatures back. Make an attack roll if you hit the enemy It must make a Fortitude save or be paralyzed DC(10+Half level+Str Mod).
The Breaker
Blah
The Juggernaut
Blah
Dexterity feats
The Skirmisher
Speed [Skirmish] [Combat Form]
Prerequisites: BaB 1, Dex 13, Balance ranks 4,*
Benefit: You gain an extra 5' of movement per point of Dex mod you have.
Special: You gain +2 vs AoO For each Mobility feat you have.
Pounce [Skirmish] [Combat Form]
Prerequisites: BaB 6, Dex 15, Balance rank 9, Speed
Benefit: You may make a full attack at the end of a charge.
Running Fighter [Skirmish] [Combat Form]
Prerequisites: BaB 12, Dex 17, Balance rank 15, Speed, Pounce
Benefit: As a Full-Round Action you may move your Speed and spend an Form Point to hit an enemy you move past. You may spend up to Dex mod points in that Full-Round Action. You may hit an enemy only once per turn using this ability.
The Vangaurd
Title One [Combat Form]
Prerequisites: BaB 1, Dex 13, Balance rank 4, Combat Form
Benefit: You do not take armor penalties to speed or skills.
Title Two [Combat Form]
Prerequisites: BaB 6, Dex 15, Balance rank 9, Combat Form, Title One
Benefit: You ignore the max Dex on armor.
Title Three [Combat Form]
The Duelist
Blah
Constitution Talents
The Knight
Armored Warrior[Combat Form]
Prerequisites: BaB 1, Con 13
Benefit you may add you Con Mod as a bonus to your armors AC bonus. Max bonus is equal to half your level.
Shielded Warrior [Combat Form]
Prerequisites: BaB 5, Con 15, Armored Warrior
Benefit: You may add you Con Mod as a bonus to your shield AC modifier. Max bonus is equal to half your level.
Shielded Grace [Combat Form]
Prerequisites: BaB 10, Con 17, Armored Warror, Shielded Warrior
Benefit: You may add your Shield AC bonus to touch AC. And you gain a miss chance equal too the base AC bonus of your equipped shield*10
The Survivalist
Wasteland Warrior [Combat Feat]
Prerequisites: BaB 1, Con 13
Benefit: You resist fire and cold damage for an amount equal to your level plus Con Mod. In addition you no longer take penalties for extreme heat or extreme cold.
Stormlands Raider [Combat Form]
Prerequisites: BaB 5, Con 15, Wasteland Warrior
Benefit: You resist electric and sonic damage for an amount equal to your level plus your Con Mod. In addition you are no longer effected by visibility problems from storms and wind effects count as two steps lower against you.
Force of Nature [Combat Form]
Prerequisites: BaB 10, Con 17, Wasteland Warrior, Stormlands Raider
Benefit: You gain resist acid, negative and positive energy for an amount equal to your level plus your Con Mod. This only activates in cases where it would be beneficial to your health. In addition you may ignore difficult natural terrain and may breath under water for extra rounds equal to ten times your Con Mod. You also ignore height sickness.
The Enduring
Vigorous Strikes [Combat Form]
Prerequisites: BaB 1, Con 13,
Benefit: Whenever you hit with a melee attack you may spend a form point to gain temp hit points equal to your Con Mod.
Hardened Skin [Combat Form]
Prerequisites: BaB 5, Con 15, Vigorous Strikes
Benefit: You gain DR/- equal to your Con Mod. This stacks with other forms of DR/-.
Resistance Training [Combat Form]
Prerequisites: BaB 10, Con 17, Vigorous Strikes, Hardened Skin
Benefit: Con Mod times per encounter you may reduce any damage you take by your character level as a free action.
Intelligence Talents
The Tactician
Blah
The Cunning
Off-Balancing Strike [Cunning] [Combat Form]
Prerequisites: BaB 1, Int 15, Balance rank 4, Combat Form
Benefit: Wheneveryou hit a flat footed you may spend two Form Points to leave him flat-footed for one round.
The Trapsmith
Combat Trapper [Combat Form]
Prerequisites: BaB 1, Int 13, Balance rank 4, Combat Form
Benefit:
Sly Hands [Comat Form]
Prerequisites: BaB 6, Int 15, Balance rank 9, Combat Form, Combat Trapper
Benefit:
Mechanical Genius [Combat Form]
Prerequisites: BaB 12, Int 17, Balance rank 15, Combat Form, Combat Trapper, Sly Hands
Wisdom Talents
The Martial Artist
Press the Attack
Prerequisites: BaB 1, Wis 13,
Benefit: Whenever you hit with a melee weapon you may spend a form point to make an unarmed attack. This attack does not provoke AoOs. The attack may be made with any part of your body.
Nerve Strike
Prerequisites: BaB 5, Wis 15, Press the Attack
Benefit: Wis Mod times per encounter when you hit with an attack from Press the Attack you may force the target to make a fortitude save DC (10+Half Level+Wis Mod) or be dazed for one round.
Telling Blow
Prerequisites: BaB 10, Wis 17, Press the Attack, Nerve Strike
Benefit: Once per encounter when an enemy fails his save against Nerve Strike you may force an enemy to make a will save DC (10+Half Level+Wis Mod) or fall unconscious.
The Controler
Redirecting Momentum[Combat Form]
Prerequisites: BaB 1, Wis 13,
Benefit: Once per turn you may move a target creature within your reach 5' by spending a form point as a free action.
Harrying Strikes [Combat Form]
Prerequisites: BaB 6, Wis 15, Redirecting Momentum
Benefit: You gain the ability to harry an enemy within your reach. By spending two form points as a swift action you can give a penalty to attack rolls equal to your Wis Mod to the target enemy. This penalty applies only while the enemy is in your reach. In addition you may use Redirecting Momentum on the target without spending a form points.
Weapon Bind [Combat Form]
Prerequisites: BaB 12, Wis 17, Redirecting Momentum, Harrying Strikes
Benefit: Wis Mod times an encounter you may negate one attack made by the creature you are harrying by spending a form point as a free action.
The Disciple
Insightful Strokes [Combat Form]
Prerequisites: BaB 1, Wis 13, Combat Form
Benefit: You may add your Wis Mod to Combat maneuvers such as tripping or disarming.
Knowing Defense[Combat Form]
Prerequisite: BaB 5, Wis 15, Combat Form, Insightful Strokes
Benefit: Whenever an enemy fails when using a combat maneuver on you, you may use any combat maneuver on him with a bonus equal to your Wis Mod. This maneuver doesn't provoke AoO and the target does not get to react if you fail.
Master of Technique [Combat Form]
Prerequisites: BaB 10, Wis 17, Combat Form, Insightful Strikes, Knowing Defense
Benefit: Wis Mod times per encounter you may use a combat maneuver as a free action.
Charisma talents
The Nuller
Disrupting Presence [Combat Form]
Prerequisites: BaB 1, Cha 13, Balance rank 4,
Benefit: You may spend a form point as a free action to reduce a targets spell DCs by Cha Mod for one round. Range of 30'. The reduction does not stack with itself.
Absorb Magic [Combat Form]
Prerequisites: BaB 5, Cha 15, Disrupting Presence
Benefit: You gain Spell Resistance equal to 10+Cha mod. Or you may add your Cha mod to another form of Spell Resistance you have. Whenever this SR blocks a spell you gain Hit Points equal to twice the spell level, or the equivalent spell level for spell-like abilities.
Disrupting Burst [Combat Form]
Prerequisites: BaB 10, Cha 17, Disrupting Presence,*
Absorb Magic
Benefit: Once per encounter you may nullify all magic in an area equal to 5 times your Cha Mod as a swift action. This treats the area around you as a dead magic zone. This dead zone last for three rounds and moves with you.
The Mage-Hunter
Pass the Magic [Combat Form]
Prerequisites: BaB 1, Cha 13
Benefit: You may spend a form point to ignore Cha mod worth of AC bonuses, or 5x Cha mod worth of miss chances granted by magic, Spell-like, or Supernatural abilities for an attack. You may spend two form points to gain both benefits.
Disrupting Attack [Combat Form]
Prerequisites: BaB 5, Cha 15, Pass the Magic
Benefit: Cha times per encounter when you hit with an attack you may spend two form points to attempt to dispell effects on the target. Works as a targeted greater dispell magic with a caster level equal to your character level. This feat is unaffected by any use of the Disrupting Presence feat.
See Through the Smoke [Combat Form]
Prerequisites: BaB 10, Cha 17, Pass the Magic, Disrupting Attack
Benefit: You gain a permanent True Seeing effect.
The Inspirational
Rallying Call [Combat Form]
Prerequisites: BaB 1, Cha 13,
Benefit: Cha Mod times an encounter as an immediate action you may use a form point to heal an ally for 3 times his HD of his health. Range 30'.
Holding Shout [Combat Form]
Prerequisites: BaB 5, Cha 15, Rallying Call
Benefit: Once an encounter as a move action you may grant an ally within 30' temporary hit points equal to your level plus Cha Mod and a bonus to AC equal to your Cha Mod.
Battlefield Presence [Combat Form]
Prerequisites: BaB 10, Cha 17, Rallying Call, Holding Shout
Benefit: Rallying Call and Holding Shout now affect all allies within 30'.
Your form point total is equal to the number of [Combat Form] you have.
Combat Form
Benefit:You gain balance as a class skill for all classes and may count your ability scores as two higher for the purpose of prerequisites and benefits of [Combat Form] feats. And finally you gain two form points.
Strength feats
The Grappler
Holding Blows [Combat Form]
Prerequisites: BaB 1, Str 13, Balance rank 4,*
Benefit: When you hit with a melee attack you may immediately spend a form point to start a grapple with the creature you hit. You take no AoOs from this action.*
Maneuver Grapple [Combat Form]
Prerequisites: BaB 6, Str 15, Balance rank 9, Holding Blows
Benefit: You no longer need to be in an opponents space to grapple them, you only need them within your reach. You no longer lose Dex to AC in a grapple. You may move while in a grapple but you must make an opposed grapple check to do so. If the movement leaves you to far away from a grappled enemy you will no longer be grappling them. This movement is unlimited. And finally you may use any weapon in a grapple.
Merciless Grappler [Combat Form]
Prerequisites: BaB 12, Str 17, Balance rank 15, Holding Blows, Maneuver Grapple
Benefit: Once per encounter you may make an attack action while in a grapple to attempt to snap a creatures back. Make an attack roll if you hit the enemy It must make a Fortitude save or be paralyzed DC(10+Half level+Str Mod).
The Breaker
Blah
The Juggernaut
Blah
Dexterity feats
The Skirmisher
Speed [Skirmish] [Combat Form]
Prerequisites: BaB 1, Dex 13, Balance ranks 4,*
Benefit: You gain an extra 5' of movement per point of Dex mod you have.
Special: You gain +2 vs AoO For each Mobility feat you have.
Pounce [Skirmish] [Combat Form]
Prerequisites: BaB 6, Dex 15, Balance rank 9, Speed
Benefit: You may make a full attack at the end of a charge.
Running Fighter [Skirmish] [Combat Form]
Prerequisites: BaB 12, Dex 17, Balance rank 15, Speed, Pounce
Benefit: As a Full-Round Action you may move your Speed and spend an Form Point to hit an enemy you move past. You may spend up to Dex mod points in that Full-Round Action. You may hit an enemy only once per turn using this ability.
The Vangaurd
Title One [Combat Form]
Prerequisites: BaB 1, Dex 13, Balance rank 4, Combat Form
Benefit: You do not take armor penalties to speed or skills.
Title Two [Combat Form]
Prerequisites: BaB 6, Dex 15, Balance rank 9, Combat Form, Title One
Benefit: You ignore the max Dex on armor.
Title Three [Combat Form]
The Duelist
Blah
Constitution Talents
The Knight
Armored Warrior[Combat Form]
Prerequisites: BaB 1, Con 13
Benefit you may add you Con Mod as a bonus to your armors AC bonus. Max bonus is equal to half your level.
Shielded Warrior [Combat Form]
Prerequisites: BaB 5, Con 15, Armored Warrior
Benefit: You may add you Con Mod as a bonus to your shield AC modifier. Max bonus is equal to half your level.
Shielded Grace [Combat Form]
Prerequisites: BaB 10, Con 17, Armored Warror, Shielded Warrior
Benefit: You may add your Shield AC bonus to touch AC. And you gain a miss chance equal too the base AC bonus of your equipped shield*10
The Survivalist
Wasteland Warrior [Combat Feat]
Prerequisites: BaB 1, Con 13
Benefit: You resist fire and cold damage for an amount equal to your level plus Con Mod. In addition you no longer take penalties for extreme heat or extreme cold.
Stormlands Raider [Combat Form]
Prerequisites: BaB 5, Con 15, Wasteland Warrior
Benefit: You resist electric and sonic damage for an amount equal to your level plus your Con Mod. In addition you are no longer effected by visibility problems from storms and wind effects count as two steps lower against you.
Force of Nature [Combat Form]
Prerequisites: BaB 10, Con 17, Wasteland Warrior, Stormlands Raider
Benefit: You gain resist acid, negative and positive energy for an amount equal to your level plus your Con Mod. This only activates in cases where it would be beneficial to your health. In addition you may ignore difficult natural terrain and may breath under water for extra rounds equal to ten times your Con Mod. You also ignore height sickness.
The Enduring
Vigorous Strikes [Combat Form]
Prerequisites: BaB 1, Con 13,
Benefit: Whenever you hit with a melee attack you may spend a form point to gain temp hit points equal to your Con Mod.
Hardened Skin [Combat Form]
Prerequisites: BaB 5, Con 15, Vigorous Strikes
Benefit: You gain DR/- equal to your Con Mod. This stacks with other forms of DR/-.
Resistance Training [Combat Form]
Prerequisites: BaB 10, Con 17, Vigorous Strikes, Hardened Skin
Benefit: Con Mod times per encounter you may reduce any damage you take by your character level as a free action.
Intelligence Talents
The Tactician
Blah
The Cunning
Off-Balancing Strike [Cunning] [Combat Form]
Prerequisites: BaB 1, Int 15, Balance rank 4, Combat Form
Benefit: Wheneveryou hit a flat footed you may spend two Form Points to leave him flat-footed for one round.
The Trapsmith
Combat Trapper [Combat Form]
Prerequisites: BaB 1, Int 13, Balance rank 4, Combat Form
Benefit:
Sly Hands [Comat Form]
Prerequisites: BaB 6, Int 15, Balance rank 9, Combat Form, Combat Trapper
Benefit:
Mechanical Genius [Combat Form]
Prerequisites: BaB 12, Int 17, Balance rank 15, Combat Form, Combat Trapper, Sly Hands
Wisdom Talents
The Martial Artist
Press the Attack
Prerequisites: BaB 1, Wis 13,
Benefit: Whenever you hit with a melee weapon you may spend a form point to make an unarmed attack. This attack does not provoke AoOs. The attack may be made with any part of your body.
Nerve Strike
Prerequisites: BaB 5, Wis 15, Press the Attack
Benefit: Wis Mod times per encounter when you hit with an attack from Press the Attack you may force the target to make a fortitude save DC (10+Half Level+Wis Mod) or be dazed for one round.
Telling Blow
Prerequisites: BaB 10, Wis 17, Press the Attack, Nerve Strike
Benefit: Once per encounter when an enemy fails his save against Nerve Strike you may force an enemy to make a will save DC (10+Half Level+Wis Mod) or fall unconscious.
The Controler
Redirecting Momentum[Combat Form]
Prerequisites: BaB 1, Wis 13,
Benefit: Once per turn you may move a target creature within your reach 5' by spending a form point as a free action.
Harrying Strikes [Combat Form]
Prerequisites: BaB 6, Wis 15, Redirecting Momentum
Benefit: You gain the ability to harry an enemy within your reach. By spending two form points as a swift action you can give a penalty to attack rolls equal to your Wis Mod to the target enemy. This penalty applies only while the enemy is in your reach. In addition you may use Redirecting Momentum on the target without spending a form points.
Weapon Bind [Combat Form]
Prerequisites: BaB 12, Wis 17, Redirecting Momentum, Harrying Strikes
Benefit: Wis Mod times an encounter you may negate one attack made by the creature you are harrying by spending a form point as a free action.
The Disciple
Insightful Strokes [Combat Form]
Prerequisites: BaB 1, Wis 13, Combat Form
Benefit: You may add your Wis Mod to Combat maneuvers such as tripping or disarming.
Knowing Defense[Combat Form]
Prerequisite: BaB 5, Wis 15, Combat Form, Insightful Strokes
Benefit: Whenever an enemy fails when using a combat maneuver on you, you may use any combat maneuver on him with a bonus equal to your Wis Mod. This maneuver doesn't provoke AoO and the target does not get to react if you fail.
Master of Technique [Combat Form]
Prerequisites: BaB 10, Wis 17, Combat Form, Insightful Strikes, Knowing Defense
Benefit: Wis Mod times per encounter you may use a combat maneuver as a free action.
Charisma talents
The Nuller
Disrupting Presence [Combat Form]
Prerequisites: BaB 1, Cha 13, Balance rank 4,
Benefit: You may spend a form point as a free action to reduce a targets spell DCs by Cha Mod for one round. Range of 30'. The reduction does not stack with itself.
Absorb Magic [Combat Form]
Prerequisites: BaB 5, Cha 15, Disrupting Presence
Benefit: You gain Spell Resistance equal to 10+Cha mod. Or you may add your Cha mod to another form of Spell Resistance you have. Whenever this SR blocks a spell you gain Hit Points equal to twice the spell level, or the equivalent spell level for spell-like abilities.
Disrupting Burst [Combat Form]
Prerequisites: BaB 10, Cha 17, Disrupting Presence,*
Absorb Magic
Benefit: Once per encounter you may nullify all magic in an area equal to 5 times your Cha Mod as a swift action. This treats the area around you as a dead magic zone. This dead zone last for three rounds and moves with you.
The Mage-Hunter
Pass the Magic [Combat Form]
Prerequisites: BaB 1, Cha 13
Benefit: You may spend a form point to ignore Cha mod worth of AC bonuses, or 5x Cha mod worth of miss chances granted by magic, Spell-like, or Supernatural abilities for an attack. You may spend two form points to gain both benefits.
Disrupting Attack [Combat Form]
Prerequisites: BaB 5, Cha 15, Pass the Magic
Benefit: Cha times per encounter when you hit with an attack you may spend two form points to attempt to dispell effects on the target. Works as a targeted greater dispell magic with a caster level equal to your character level. This feat is unaffected by any use of the Disrupting Presence feat.
See Through the Smoke [Combat Form]
Prerequisites: BaB 10, Cha 17, Pass the Magic, Disrupting Attack
Benefit: You gain a permanent True Seeing effect.
The Inspirational
Rallying Call [Combat Form]
Prerequisites: BaB 1, Cha 13,
Benefit: Cha Mod times an encounter as an immediate action you may use a form point to heal an ally for 3 times his HD of his health. Range 30'.
Holding Shout [Combat Form]
Prerequisites: BaB 5, Cha 15, Rallying Call
Benefit: Once an encounter as a move action you may grant an ally within 30' temporary hit points equal to your level plus Cha Mod and a bonus to AC equal to your Cha Mod.
Battlefield Presence [Combat Form]
Prerequisites: BaB 10, Cha 17, Rallying Call, Holding Shout
Benefit: Rallying Call and Holding Shout now affect all allies within 30'.