devlingreye
2013-06-11, 08:48 PM
Eternal Fist
Eternal Fist is a discipline of pure unarmed. This discipline was made by what many call the small ones. This was the halfling, goblins and gnomes. They trained their body to be deadlier then any sword. Over the years it ha be learned by other to be just as deadly as the small ones were. Favored weapons of the Eternal Fist are unarmed strike, gauntlet, tonfa, clubs and punch dagger. Associated skill is Jump.
*Tonfa is a finesse-able club. effectively, that is used with EWP, and grants a +1 shield bonus per tonfa wielded (tonfa shield bonuses stack together).
Maneuver List:
1ST
Leaping Stance Stance: stance- +10 to Acrobatics checks and cannot be considered flat footed unless prone or unconscious
Downward Elbow: strike- melee attack +2d6 damage
Shin Stomp: strike- melee attack +1d4 damage, if the attack hits the targets move speed is reduced to 10 feet for one round.
Striking the Fist: Strike- You strike the enemies hand by attempting a disarm check with a +2 bonus to your CMB. This attempt does not provoke an Attack of Opportunity.
Sundering Punch: Strike- Make a successful melee attack that grants you a free sunder attempt on your foes armor. This attempt does not provoke an Attack of Opportunity.
Sweep the Legs: Strike- Make a successful melee attack and gain a free Trip attempt that doesn't provoke an Attack of Opportunity.
2ND
Jumping Knee: strike- Make a DC 15 Acrobatic check of 10ft, if successful you may leap over a medium size creature or smaller, +3d6 damage
Stone Fist: boost- for one round add +1d8 damage to unarmed strikes
Double Kick: strike- Make a DC 15 Acrobatic check of 10ft, if successful do +2d6 damage to two adjacent foes
Dust Cloud: Counter- Upon being hit by an enemy, you stomp the ground to make a large cloud of dust that grants you 20% concealment for one round.
3RD
Knuckle Up: stance add +1d6 damage to unarmed strikes and always you to make an addition attack at you Base Attack Bonus with a -1 (see furry of blows).
Winding Punch: strike- +4d6 damage, foe must make a successful fort save or be fatigued for one round
Taking the Hit: counter- You take half damage from a melee attack , then counter attack with an additional +3d6 damage to attacker.+
Pinpoint Pressure: Strike- You strike the enemies hand by attempting a disarm check with a +5 bonus to your CMB. This attempt does not provoke an Attack of Opportunity.
4TH
Slowing Strike: strike- +6d8 damage, target loses their move action for one round
Head Butt: strike- +6d6 damage to enemy, chance to dazes enemy for 1d4 rounds.
Flying Double Knee: strike- Make a Acrobatic check DC equal or more them enemies AC, if successful +8d6 damage, the target also get a reflex save to not fall prone.
Twisting Leg Strike: Strike- Make a successful melee attack and gain a free Trip attempt on two enemies that are adjacent to you. This attempt doesn't provoke an Attack of Opportunity.
5TH
Iron Fist: boost- for one round add +3d8 extra damage to unarmed strikes
Stopping Motion: counter- counter attack, take a 5t step though target and attempt and opposing attack roll with +10 to hit, if successful target takes +4d6 damage and targets can't take their standard action.
Thousand Fists: stance- while in this stance you gain an additional unarmed strike on a full round attack for every five initiator levels. (Max 4)
Blending Steel: Strike- Make a sunder attempt on your foes armor using your normal attack roll in place of your CMB roll. If this roll is successful the foes armor gains the broken condition. This attempt does not provoke an Attack of Opportunity.
6TH
Crippling Strike: strike- +10d8 damage, target loses their standard action
Ruining Punch: strike-+12d6 damage, target must make a fort save or be exhausted
Stone Body: counter- DR 15/- for till your next turn.
Pressure Point Flurry: Boost- For one round anytime you successfully hit an enemy with your unarmed strike, there is a 5% chance to paralyze that enemy for one round.
7TH
Even Handed Stance: stance- while in this stance you can make a free disarm attempt whenever you make an unarmed strike
Arm Breaking Lock: strike- make a grapple check, if successful target must make a fort save or have their arm broke. See description
Gut Punch: strike- +6d10 damage, target must make a fort save or become nauseated
8TH
Bone Breaking Focus: boost- your attacks this round gain a 11-20 crit chance and increase their critical modifier to x4
Changing the Tides: counter- make and opposing attack roll against and attacking for foe with a + 15 to hit, if equal or greater the attack is negated, your attack hits instead
Break Leg Lock: attempt a grapple check, if successful target must make a fort save or have their leg broken. See description
9TH
Knockout Blow: Strike-target makes a fort save, if they are successful they take +80 damage, if they fail target is reduced to -1 ht points
Eternal Fist is a discipline of pure unarmed. This discipline was made by what many call the small ones. This was the halfling, goblins and gnomes. They trained their body to be deadlier then any sword. Over the years it ha be learned by other to be just as deadly as the small ones were. Favored weapons of the Eternal Fist are unarmed strike, gauntlet, tonfa, clubs and punch dagger. Associated skill is Jump.
*Tonfa is a finesse-able club. effectively, that is used with EWP, and grants a +1 shield bonus per tonfa wielded (tonfa shield bonuses stack together).
Maneuver List:
1ST
Leaping Stance Stance: stance- +10 to Acrobatics checks and cannot be considered flat footed unless prone or unconscious
Downward Elbow: strike- melee attack +2d6 damage
Shin Stomp: strike- melee attack +1d4 damage, if the attack hits the targets move speed is reduced to 10 feet for one round.
Striking the Fist: Strike- You strike the enemies hand by attempting a disarm check with a +2 bonus to your CMB. This attempt does not provoke an Attack of Opportunity.
Sundering Punch: Strike- Make a successful melee attack that grants you a free sunder attempt on your foes armor. This attempt does not provoke an Attack of Opportunity.
Sweep the Legs: Strike- Make a successful melee attack and gain a free Trip attempt that doesn't provoke an Attack of Opportunity.
2ND
Jumping Knee: strike- Make a DC 15 Acrobatic check of 10ft, if successful you may leap over a medium size creature or smaller, +3d6 damage
Stone Fist: boost- for one round add +1d8 damage to unarmed strikes
Double Kick: strike- Make a DC 15 Acrobatic check of 10ft, if successful do +2d6 damage to two adjacent foes
Dust Cloud: Counter- Upon being hit by an enemy, you stomp the ground to make a large cloud of dust that grants you 20% concealment for one round.
3RD
Knuckle Up: stance add +1d6 damage to unarmed strikes and always you to make an addition attack at you Base Attack Bonus with a -1 (see furry of blows).
Winding Punch: strike- +4d6 damage, foe must make a successful fort save or be fatigued for one round
Taking the Hit: counter- You take half damage from a melee attack , then counter attack with an additional +3d6 damage to attacker.+
Pinpoint Pressure: Strike- You strike the enemies hand by attempting a disarm check with a +5 bonus to your CMB. This attempt does not provoke an Attack of Opportunity.
4TH
Slowing Strike: strike- +6d8 damage, target loses their move action for one round
Head Butt: strike- +6d6 damage to enemy, chance to dazes enemy for 1d4 rounds.
Flying Double Knee: strike- Make a Acrobatic check DC equal or more them enemies AC, if successful +8d6 damage, the target also get a reflex save to not fall prone.
Twisting Leg Strike: Strike- Make a successful melee attack and gain a free Trip attempt on two enemies that are adjacent to you. This attempt doesn't provoke an Attack of Opportunity.
5TH
Iron Fist: boost- for one round add +3d8 extra damage to unarmed strikes
Stopping Motion: counter- counter attack, take a 5t step though target and attempt and opposing attack roll with +10 to hit, if successful target takes +4d6 damage and targets can't take their standard action.
Thousand Fists: stance- while in this stance you gain an additional unarmed strike on a full round attack for every five initiator levels. (Max 4)
Blending Steel: Strike- Make a sunder attempt on your foes armor using your normal attack roll in place of your CMB roll. If this roll is successful the foes armor gains the broken condition. This attempt does not provoke an Attack of Opportunity.
6TH
Crippling Strike: strike- +10d8 damage, target loses their standard action
Ruining Punch: strike-+12d6 damage, target must make a fort save or be exhausted
Stone Body: counter- DR 15/- for till your next turn.
Pressure Point Flurry: Boost- For one round anytime you successfully hit an enemy with your unarmed strike, there is a 5% chance to paralyze that enemy for one round.
7TH
Even Handed Stance: stance- while in this stance you can make a free disarm attempt whenever you make an unarmed strike
Arm Breaking Lock: strike- make a grapple check, if successful target must make a fort save or have their arm broke. See description
Gut Punch: strike- +6d10 damage, target must make a fort save or become nauseated
8TH
Bone Breaking Focus: boost- your attacks this round gain a 11-20 crit chance and increase their critical modifier to x4
Changing the Tides: counter- make and opposing attack roll against and attacking for foe with a + 15 to hit, if equal or greater the attack is negated, your attack hits instead
Break Leg Lock: attempt a grapple check, if successful target must make a fort save or have their leg broken. See description
9TH
Knockout Blow: Strike-target makes a fort save, if they are successful they take +80 damage, if they fail target is reduced to -1 ht points