The Vorpal Tribble
2006-12-17, 05:05 PM
One Against Many [Tactical]
You are skilled in the battle against infestations.
Prerequisites: Dodge, Perform (dance) 4 ranks
Benefit: The One Against Many feat grants you access to three special tactical maneuvers.
Stone in the Tide: You know how to remain perfectly still as a rock. As a full-round action you can prepare yourself to be surrounded. As long as you perform no actions, swarms with an intelligence score of 2 or less do not consider you to be a threat and merely move over or around you, dealing no damage. If at any time you move while within the swarm's space you alert them that you are not what you seem. If this occurs you may not use stone in the tide against the same swarm for 24 hours.
Dance of Death: Swarms becomes but smears left in your path. As a full-round action you use a combination of hops and twists to crush hundreds of individuals of the swarm underfoot. Even swarms that are immune to weapon damage take 1d4 points of damage for every size category the dancer is above the swarm.
If the dancer takes up at least 5 feet more space as the swarm, he may attempt to do the swarm in all at once. The swarm must succeed on a Reflex save (DC = 15 + dancer's Str modifier) or take double damage from the dance.
Scatterblow: With a cape or blanket you can attempt to break up flying swarms. As a full round action you may attempt an attack against the swarm. If successful, you whip about your voluminous object, breaking up the main mass of the swarm and momentarily disorienting them. The swarm now takes up double the space they did previously and can still be damaged by area affects, but do no damage to those in their space. On its turn the swarm may regroup into any of the squares they occupied while scattered and do damage as normal.
You are skilled in the battle against infestations.
Prerequisites: Dodge, Perform (dance) 4 ranks
Benefit: The One Against Many feat grants you access to three special tactical maneuvers.
Stone in the Tide: You know how to remain perfectly still as a rock. As a full-round action you can prepare yourself to be surrounded. As long as you perform no actions, swarms with an intelligence score of 2 or less do not consider you to be a threat and merely move over or around you, dealing no damage. If at any time you move while within the swarm's space you alert them that you are not what you seem. If this occurs you may not use stone in the tide against the same swarm for 24 hours.
Dance of Death: Swarms becomes but smears left in your path. As a full-round action you use a combination of hops and twists to crush hundreds of individuals of the swarm underfoot. Even swarms that are immune to weapon damage take 1d4 points of damage for every size category the dancer is above the swarm.
If the dancer takes up at least 5 feet more space as the swarm, he may attempt to do the swarm in all at once. The swarm must succeed on a Reflex save (DC = 15 + dancer's Str modifier) or take double damage from the dance.
Scatterblow: With a cape or blanket you can attempt to break up flying swarms. As a full round action you may attempt an attack against the swarm. If successful, you whip about your voluminous object, breaking up the main mass of the swarm and momentarily disorienting them. The swarm now takes up double the space they did previously and can still be damaged by area affects, but do no damage to those in their space. On its turn the swarm may regroup into any of the squares they occupied while scattered and do damage as normal.