gr8artist
2014-05-19, 03:33 PM
In a fight, sometimes you have only a narrow window in which to act: a moment when the opponent lets down his guard, or a brief reprieve after you've struck a nerve. A great deal of fighters learn to maximize the effectiveness of these windows, hitting the opponent with attacks designed to widen the opening, or make a new one entirely. As they hammer down their opponents defenses, these fighters find - or make - greater and greater openings in which to make stronger and stronger attacks.
Fighting in this was is called a "Chain" or "Combo," and the following feats and rules are designed to mimic this behavior in a a mechanical sense.
Each time a character selects a chain feat, he gains access to a small number of special attacks. These special attacks use the normal attack and damage rolls for their type (unarmed, weapon, etc.), but usually incur some penalty or downside. Each special attack gained by a chain feat has an "initiate" rating, an indicator of the window of opportunity in which it can be used. It also has an "opening" rating, which describes the window of opportunity created after its successful use. A special attack which fails to deal damage creates no opening for further attacks. Creating an opening does not grant you an additional or free attack unless otherwise specified; rather, it allows you to use a different special attack for your next attack in that action. An opening is never usable outside of the action which created it, or against any creature other than the one you attacked to create the opening. Spending a free, swift, or immediate action during a full-attack routine does not negate any openings you have created.
An attack with an initiate rating of "Any" can be used at any time you can make a normal attack, such as an attack of opportunity, or when no opening has yet been made.
An attack with an initiate rating of "Lesser" can be used only after a lesser or greater opening has been made.
An attack with an initiate rating of "Greater" can be used only after a greater opening has been made.
An attack with an opening rating of "None" creates no opening for a better attack to follow.
An attack with an opening rating of "Lesser" creates a lesser opening, in which a better attack might be used.
An attack with an opening rating of "Greater" creates a greater opening, allowing you to use nearly any chain attack afterward.
An attack with an opening rating of "Finisher" creates no opening, and also prevents you from making any more attacks in that action. Finishers often have powerful effects which can greatly debilitate your foes.
Hands of the Serpent (Combat, Chain)
Your empty hands strike the opponent's face and head at blinding speed.
Prerequisite: Improved Unarmed Strike.
Benefit: You gain the following chain attacks.
Palm Strike: This is an unarmed attack with a -1 penalty to the damage roll. If the attack deals damage, the defending creature is dazzled for 1 round.
Initiate: Any. Opening: Lesser.
Eye Gouge: This is an unarmed attack with a -2 penalty to the attack roll. If the attack deals damage, the opponent must make a fortitude save (DC equals the damage dealt) or be blinded for 1 round.
Initiate: Lesser. Opening: Greater
Ear Smash: This is an unarmed attack with a -2 penalty to the damage roll. If the attack deals damage, the opponent must make a fortitude save (DC equals 10 + the damage dealt) or be deafened for 2d4 rounds.
Initiate: Greater. Opening: Lesser.
Fist of the Nereid (Combat, Chain)
Your attacks strike not only at the body, but at its ability to breathe and focus.
Prerequisite: Improved Unarmed Strike
Benefit: You gain the following chain attacks.
Chin Strike: This is an unarmed attack with a -1 penalty to the attack roll. If the attack hits a creature casting a spell with a verbal component, the concentration DC to continue casting is increased by +5. If the attack deals damage, the opponent must make a fortitude save (DC equals the damage dealt) or he takes a -1 penalty to AC until the end of this turn.
Initiate: Any. Opening: Lesser.
Abdominal Strike: This is an unarmed attack with a -1 penalty to the attack and damage rolls. If the attack deals damage, the opponent must make a fortitude save (DC equals the damage dealt) or the defender is unable to hold its breath for 1d4 rounds and is fatigued during this time.
Initiate: Lesser. Opening: Greater.
Throat Strike: This is an unarmed attack with a -2 penalty to the attack roll. If the attack deals damage, the opponent must make a fortitude save (DC equals the damage dealt) or the defender is unable to breath or speak for 2 rounds. If the defending creature cannot hold its breath at the time that you strike it, then it is also staggered for 2 rounds.
Initiate: Greater. Opening: Lesser.
Pain 'n Suffering (Combat, Chain)
Your strikes are always designed to bring the maximum amount of pain to a creauture, even if they do not wound.
Prerequisites: Improved Grapple
Benefit: You gain the following chain attacks.
Rib Strike: This is an unarmed or weapon attack with a -2 penalty to attack and damage. If the attack deals damage, the defending creature must make a fortitude save (DC equals the damage dealt) or it takes 1 point of damage each round for 10 rounds. This damage is nonlethal if the attack dealt bludgeoning damage, and lethal if the attack dealt piercing or slashing damage. This counts as bleed damage, and stacks with itself after multiple uses.
Initiate: Any. Opening: Lesser.
Groin Kick: This is an unarmed attack with a -2 penalty to attack and damage. If the attack deals damage, the defending creature must make a fortitude save (DC equals the damage dealt) or be sickened for 1d4 rounds.
Initiate: Lesser. Opening: Greater.
Neck Twist: This is a melee touch attack that deals no damage and takes a -4 penalty to the attack roll. If the attack hits, the defending creature takes 1d4 damage and must make a fortitude save (DC equals the total damage dealt to them in this turn) or become paralyzed for 1 minute. This paralysis is instead permanent if the defending creature fails its save by 10 or more.
Initiate: Greater. Opening: Finisher
Fighting in this was is called a "Chain" or "Combo," and the following feats and rules are designed to mimic this behavior in a a mechanical sense.
Each time a character selects a chain feat, he gains access to a small number of special attacks. These special attacks use the normal attack and damage rolls for their type (unarmed, weapon, etc.), but usually incur some penalty or downside. Each special attack gained by a chain feat has an "initiate" rating, an indicator of the window of opportunity in which it can be used. It also has an "opening" rating, which describes the window of opportunity created after its successful use. A special attack which fails to deal damage creates no opening for further attacks. Creating an opening does not grant you an additional or free attack unless otherwise specified; rather, it allows you to use a different special attack for your next attack in that action. An opening is never usable outside of the action which created it, or against any creature other than the one you attacked to create the opening. Spending a free, swift, or immediate action during a full-attack routine does not negate any openings you have created.
An attack with an initiate rating of "Any" can be used at any time you can make a normal attack, such as an attack of opportunity, or when no opening has yet been made.
An attack with an initiate rating of "Lesser" can be used only after a lesser or greater opening has been made.
An attack with an initiate rating of "Greater" can be used only after a greater opening has been made.
An attack with an opening rating of "None" creates no opening for a better attack to follow.
An attack with an opening rating of "Lesser" creates a lesser opening, in which a better attack might be used.
An attack with an opening rating of "Greater" creates a greater opening, allowing you to use nearly any chain attack afterward.
An attack with an opening rating of "Finisher" creates no opening, and also prevents you from making any more attacks in that action. Finishers often have powerful effects which can greatly debilitate your foes.
Hands of the Serpent (Combat, Chain)
Your empty hands strike the opponent's face and head at blinding speed.
Prerequisite: Improved Unarmed Strike.
Benefit: You gain the following chain attacks.
Palm Strike: This is an unarmed attack with a -1 penalty to the damage roll. If the attack deals damage, the defending creature is dazzled for 1 round.
Initiate: Any. Opening: Lesser.
Eye Gouge: This is an unarmed attack with a -2 penalty to the attack roll. If the attack deals damage, the opponent must make a fortitude save (DC equals the damage dealt) or be blinded for 1 round.
Initiate: Lesser. Opening: Greater
Ear Smash: This is an unarmed attack with a -2 penalty to the damage roll. If the attack deals damage, the opponent must make a fortitude save (DC equals 10 + the damage dealt) or be deafened for 2d4 rounds.
Initiate: Greater. Opening: Lesser.
Fist of the Nereid (Combat, Chain)
Your attacks strike not only at the body, but at its ability to breathe and focus.
Prerequisite: Improved Unarmed Strike
Benefit: You gain the following chain attacks.
Chin Strike: This is an unarmed attack with a -1 penalty to the attack roll. If the attack hits a creature casting a spell with a verbal component, the concentration DC to continue casting is increased by +5. If the attack deals damage, the opponent must make a fortitude save (DC equals the damage dealt) or he takes a -1 penalty to AC until the end of this turn.
Initiate: Any. Opening: Lesser.
Abdominal Strike: This is an unarmed attack with a -1 penalty to the attack and damage rolls. If the attack deals damage, the opponent must make a fortitude save (DC equals the damage dealt) or the defender is unable to hold its breath for 1d4 rounds and is fatigued during this time.
Initiate: Lesser. Opening: Greater.
Throat Strike: This is an unarmed attack with a -2 penalty to the attack roll. If the attack deals damage, the opponent must make a fortitude save (DC equals the damage dealt) or the defender is unable to breath or speak for 2 rounds. If the defending creature cannot hold its breath at the time that you strike it, then it is also staggered for 2 rounds.
Initiate: Greater. Opening: Lesser.
Pain 'n Suffering (Combat, Chain)
Your strikes are always designed to bring the maximum amount of pain to a creauture, even if they do not wound.
Prerequisites: Improved Grapple
Benefit: You gain the following chain attacks.
Rib Strike: This is an unarmed or weapon attack with a -2 penalty to attack and damage. If the attack deals damage, the defending creature must make a fortitude save (DC equals the damage dealt) or it takes 1 point of damage each round for 10 rounds. This damage is nonlethal if the attack dealt bludgeoning damage, and lethal if the attack dealt piercing or slashing damage. This counts as bleed damage, and stacks with itself after multiple uses.
Initiate: Any. Opening: Lesser.
Groin Kick: This is an unarmed attack with a -2 penalty to attack and damage. If the attack deals damage, the defending creature must make a fortitude save (DC equals the damage dealt) or be sickened for 1d4 rounds.
Initiate: Lesser. Opening: Greater.
Neck Twist: This is a melee touch attack that deals no damage and takes a -4 penalty to the attack roll. If the attack hits, the defending creature takes 1d4 damage and must make a fortitude save (DC equals the total damage dealt to them in this turn) or become paralyzed for 1 minute. This paralysis is instead permanent if the defending creature fails its save by 10 or more.
Initiate: Greater. Opening: Finisher