dspeyer
2012-03-14, 10:14 PM
There seems to be a fair bit of interest in the idea of a Tier 1 violent character. To get there, they need flexibility. These should help...
Time Slows Down:
Diamond Mind (Boost)
Level: 3
Action: swift
Take a free move action
Time Crawls:
Diamond Mind (Boost)
Level: 5
Action: swift
Take a free standard action
Time Stands Still (improved):
Diamond Mind (Boost)
Level: 9
Action: swift
Take a free move and standard action, or a free full-round action
Ricochet:
Falcon's Eye (Strike)
Level: 3
Action: Standard
Make a ranged attack normally. If it hits, attack another target with the ricochet (or the arrow coming out the back, or blood-spatter-to-the-eye, or whatever mechanism pleases you). Continue making attacks until one misses. Each takes a cumulative -1 penalty.
Knock Silly:
Stone Dragon (Strike)
Level: 3
Action: Standard
Make an attack with a bludgeoning weapon at a -5 penalty. If it succeeds, the target must make a will save (dc damage dealt) or be knocked silly for one round. A creature that is knocked silly takes no actions, and believes anything he is told regardless of evidence. After 1 minute, the victim can make an new will save (same dc) if he encounters contradictory evidence. After 1 hour, he can reexamine his belief normally.
Natural Leaper:
Tiger Claw (Stance)
Level: 3
While in this stance, you may leap up to 500ft in the air as a free action, take a standard action while at the peak of your jump, and take no damage for falling back down.
Awesome Leap:
Tiger Claw (Other)
Level: 5
Action: Standard
You may jump to any point on the surface of the world provided you know the distance and direction. You may carry up to twice your weight in equipment or passengers. While you take no damage, whatever you land on takes 10d6 bludgeoning and 1d6 fire. Mobile creatures can avoid you with a dc 10 reflex save.
Preposterous Leap:
Tiger Claw (Other)
Level: 7
Action: Standard
Like awesome leap, but you can land on another plane.
Instant Response:
Iron Heart (Counter)
Level: 5
Action: Immediate
When combat begins, you may jump to the top of the initiative order.
Precise Shatter:
Diamond Mind (Strike)
Level: 4
Action: Standard
Make an unarmed strike against a rigid, nonmagical, unattended physical object such as a boulder or a steel door. All of it falls away in small pieces except an object you wanted. For example, the steel door might leave behind a sword. Make a craft check at a +10 circumstance bonus to determine the quality of the resulting object.
Wolverine's Charge
Tiger Claw (Strike)
Level: 3
Action: Full Round
Charge an enemy while swinging your weapon through all the intervening space. Any enemy except the charge's target who comes within your reach at any point along your charge must make a reflex save (dc 13 + your strength mod) or take twice your weapon's damage. After this, resolve the attack at the end of the charge normally.
Dire Wolverine's Charge
Tiger Claw (Strike)
Level: 6
Action: Full Round
Like Wolverine's Charge, but dc 16+str and 8 times weapon damage.
Crippling Strike
Shadow Hand (Strike)
Level: 3
Action: Standard
You strike at a body part your victim needed. Make an attack at a -4 penalty. If it hits, select one of the following and apply it to the victim: blind, deafened, mute, lose one hand, unable to move beyond 5' step. The condition lasts until the victim receives Restoration or more powerful healing magic.
Please add to the list. Just remember that the idea is to be as powerful as wizards and druids, not so powerful that the game stops being fun.
Time Slows Down:
Diamond Mind (Boost)
Level: 3
Action: swift
Take a free move action
Time Crawls:
Diamond Mind (Boost)
Level: 5
Action: swift
Take a free standard action
Time Stands Still (improved):
Diamond Mind (Boost)
Level: 9
Action: swift
Take a free move and standard action, or a free full-round action
Ricochet:
Falcon's Eye (Strike)
Level: 3
Action: Standard
Make a ranged attack normally. If it hits, attack another target with the ricochet (or the arrow coming out the back, or blood-spatter-to-the-eye, or whatever mechanism pleases you). Continue making attacks until one misses. Each takes a cumulative -1 penalty.
Knock Silly:
Stone Dragon (Strike)
Level: 3
Action: Standard
Make an attack with a bludgeoning weapon at a -5 penalty. If it succeeds, the target must make a will save (dc damage dealt) or be knocked silly for one round. A creature that is knocked silly takes no actions, and believes anything he is told regardless of evidence. After 1 minute, the victim can make an new will save (same dc) if he encounters contradictory evidence. After 1 hour, he can reexamine his belief normally.
Natural Leaper:
Tiger Claw (Stance)
Level: 3
While in this stance, you may leap up to 500ft in the air as a free action, take a standard action while at the peak of your jump, and take no damage for falling back down.
Awesome Leap:
Tiger Claw (Other)
Level: 5
Action: Standard
You may jump to any point on the surface of the world provided you know the distance and direction. You may carry up to twice your weight in equipment or passengers. While you take no damage, whatever you land on takes 10d6 bludgeoning and 1d6 fire. Mobile creatures can avoid you with a dc 10 reflex save.
Preposterous Leap:
Tiger Claw (Other)
Level: 7
Action: Standard
Like awesome leap, but you can land on another plane.
Instant Response:
Iron Heart (Counter)
Level: 5
Action: Immediate
When combat begins, you may jump to the top of the initiative order.
Precise Shatter:
Diamond Mind (Strike)
Level: 4
Action: Standard
Make an unarmed strike against a rigid, nonmagical, unattended physical object such as a boulder or a steel door. All of it falls away in small pieces except an object you wanted. For example, the steel door might leave behind a sword. Make a craft check at a +10 circumstance bonus to determine the quality of the resulting object.
Wolverine's Charge
Tiger Claw (Strike)
Level: 3
Action: Full Round
Charge an enemy while swinging your weapon through all the intervening space. Any enemy except the charge's target who comes within your reach at any point along your charge must make a reflex save (dc 13 + your strength mod) or take twice your weapon's damage. After this, resolve the attack at the end of the charge normally.
Dire Wolverine's Charge
Tiger Claw (Strike)
Level: 6
Action: Full Round
Like Wolverine's Charge, but dc 16+str and 8 times weapon damage.
Crippling Strike
Shadow Hand (Strike)
Level: 3
Action: Standard
You strike at a body part your victim needed. Make an attack at a -4 penalty. If it hits, select one of the following and apply it to the victim: blind, deafened, mute, lose one hand, unable to move beyond 5' step. The condition lasts until the victim receives Restoration or more powerful healing magic.
Please add to the list. Just remember that the idea is to be as powerful as wizards and druids, not so powerful that the game stops being fun.