PDA

View Full Version : Pathfinder The Strider (WIP) (TOB inspired class)



N. Jolly
2014-06-11, 08:33 PM
Sup all, just finishing off the triad of TOB classes that I made, with the Templar (http://www.giantitp.com/forums/showthread.php?387036-The-Templar-(WIP)-(TOB-Inspired-Homebrew)) and Strategist (http://www.giantitp.com/forums/showthread.php?387038-The-Strategist-(WIP)-(TOB-Inspired-Homebrew)"), feel free to check them out, they don't run exactly like TOB classes (no stances, and moves called 'assaults'), as well as no prepared maneuvers, allowing freeform changes based on the situation Check them out and let me know what you think.


The Strider
“There are some titles that you just can’t take for yourself, the kinds of words that only have value when they’re said by another. And most of us strive to be given such lofty titles. But me? Call me what you will, I’m simply here to do what needs to be done, names be damned. But maybe I’ll see if I can catch a bard’s ear about this latest adventure...” Robin Vale, wandering swordsman of the Five Crown region.

The focus of stories and fables alike, all history remembers the acts of a true Hero. Most who follow this path don’t refer to themselves as such, calling themselves mercenaries, warriors, or some other manner of more mundane warrior. Although there are those who love the accolades that come with the name, always ready to raise a glass to their own honor if there’s good food and good drinks to be found.

Adventurers at heart, a Strider is rarely found idle, instead going out to leave their mark on the world in whatever way they can. There are those who love challenging the impossible, slaying dragons and demons alike while bringing back exotic trophies of their slaughtered foes. Others work to overthrow oppression, rarely abiding a tyrant in their lands. The stories of a Strider are often told for generations, and some of the most enduring are those of their failures, leading Striders to take on unbelievable foes to leave their blood staining the history books.

Most Striders feel right at home with Barbarians and Rogues, the comrades finding a great deal in common through their travels. But a Bard and a Strider will have a friendship that is as legendary as their accomplishments, each one perfectly complimenting the other. Often finding themselves at odds with Paladins and Monks, the rigid codes of these classes often rub the more free spirited Striders the wrong way, causing a bit of friction between the two.

A worshiper of gods of travel and battle, Striders often pay little attention to the gods, only placing passing consideration to the deific beings. Terrestrial affairs concern them far more, sometimes carrying a small journal with them to chronicle their many accomplishments. Vain and prideful, a Strider can be reckless in battle, proving a touch too wild for some allies. But rarely will they go as far as to put their comrades in danger, preferring to face the most dangerous of situations themselves (mostly because they believe it will make a better story).

Drawn to trouble like moths to a flame, Striders are rarely let wanting for combat, finding the experience invigorating as they use their opponent as a canvas for their artistic combat expressions. As long as a Strider can walk, they can fight, often pushing their body to the breaking point and beyond, leaving them the worse for wear.

Role: A Strider’s role is never clear to anyone but themselves, often taking a variety of combat roles even in a single battle. From summoning up immense spiritual energy to destroying foes with impossibly accurate strikes, a Strider often finds their way around the battlefield in the blink of an eye, managing to put down foes before they have a chance to trouble the Strider’s allies. Attacking in ways most would find unorthodox, a Strider’s greatest asset in combat is their unpredictable nature.

Abilities:Wisdom is the heart of the Strider’s abilities, a whirlwind of action often following their appearances upon the battlefield. Strength is also important to most Striders, needing to be accurate to ensure the demise of their foes. Constitution is often a factor as well, as the Strider is not as durable as their other combat capable friends. Other attributes may also be important, depending on the style

Alignment: Any. The mantle of a Strider is open to all who would dedicate themselves, allowing Striders to come from all walks of life. While the great majority of them are chaotic in nature, Striders only need a strong sense of belief in themselves and their abilities to maintain their skills. Good and neutral Striders often find themselves as wanderers, righting wrongs and fighting for the greater good, while evil Striders use their immense personal power to carve out their own dark legend along the countryside.

Hit Die: d8

Starting Wealth: 4d 6 × 10 gp (average 140gp.) In addition, each character begins play with an outfit worth 10 gp or less.

Class Skills

The Strider's class skills are Acrobatics (Dex), Climb (Str), Craft (Int), Diplomacy (Cha) Escape Artist (Dex), Intimidate (Cha), Knowledge (local) (Int), Knowledge (geography) (Int), Perception (Wis), Perform (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), Sleight of Hand (Dex), Stealth(Dex), Swim (Str), Use Magic Device (Cha)

Skill points per level: 6 + Int mod



Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
Techs Known
Style Points


1st
+0
+0
+2
+2
Heroic Potential +1, Strider's Calling, Beginner Tier
4
5


2nd
+1
+0
+3
+3
Impossible Luck, Skill Artistry
5
5


3rd
+2
+1
+3
+3
Style Dabbler
6
6


4th
+3
+1
+3
+3
Uncanny Dodge, Style Supremacy
7
6


5th
+3
+1
+4
+4
Intermediate Tier, Heroic Potential +2
8
7


6th
+4
+2
+5
+5
Skill Artistry
8
7


7th
+5
+2
+5
+5
Style Dabbler
9
8


8th
+6/+1
+2
+6
+6
Skill Artistry
10
8


9th
+6/+1
+3
+6
+6
Style Supremacy
11
9


10th
+7/+2
+3
+7
+7
Expert Tier, Skill Artistry, Heroic Potential +3
12
9


11th
+8/+3
+3
+7
+7
Improved Uncanny Dodge
12
10


12th
+9/+4
+4
+8
+8
Style Dabbler, Skill Artistry
13
10


13th
+9/+4
+8
+4
+8
Improved Evasion
14
11


14th
+10/+5
+4
+9
+9
Style Supremacy, Skill Artistry
15
11


15th
+11/+6/+1
+5
+9
+9
Master Tier, Heroic Potential +4
16
12


16th
+12/+7/+2
+5
+10
+10
Never Outmatched
16
12


17th
+12/+7/+2
+5
+10
+10
Style Dabbler
17
13


18th
+13/+8/+3
+6
+11
+11
Skill Artistry
18
13


19th
+14/+9/+4
+6
+11
+11
Style Supremacy
19
14


20th
+15/+10/+5
+6
+12
+12
True Strider, Heroic Potential +5
20
14



Class Features

Weapon and Armor proficiencies
Striders are proficient with all simple and martial weapons, as well as unarmed strikes. Strider are also proficient with light and medium armor as well as shields (excluding tower shields).

Beginner Tier (EX or SU)
Unlike other martial characters, the Strider brings a whole new flair to combat, their fighting style uniquely tailored to whatever battle they’re in, able to change tactics at a moment’s notice. the Strider may select 4 techniques to learn, being able to select techniques from the Peerless Sniper, Scarlet Bravo, Titan Fist, Elemental Incarnate, White Fang, or Shadow Heart styles.

At 4th level, and every two levels afterwards, the Strider may exchange one technique for another, as long as they are able to qualify for it. They may exchange a technique of any level they wish, but may only take a new technique that they would qualify for at the time of the exchange. They may use the exchanged technique to qualify for the new technique (Ex: as Strider could exchange Strider Style for Advanced Strider Style, even if Strider Style was their only known Scarlet Bravo technique). The Strider may only exchange one technique at any given time.

Technicians may treat every two non Strider levels for the purposes of their effective technician level, which tier of techniques for which they would qualify, and saves for their techniques (Ex: A 3rd level Strider / 6th level Fighter would be able to select Intermediate Tier Techniques, have their techniques treated as though they were being used by a 6th level Strider for effects, and require saves for their techniques as though they were a 6th level Strider.)

If the Strider would receive style points from another class, those style points are not added to those given by the Heroic Potential class feature, and would be expended or burned separately. The saves for a Strider’s techniques are 10 + ½ the Strider’s effective technician level + their Wisdom modifier.

The most basic of a Strider’s arsenal, all Striders begin knowing four techniques chosen from those given below, gaining more as listed on the chart.

Heroic Potential (EX)
Battling with instinct and skill, a Strider is an unpredictable foe to face in battle, often winning the day through superior tactics and skill. At 1st level, the Strider gains 5 style points at the beginning of the day. At 3rd level, and every odd level after, they gain an additional Style point.

A Strider relies on their Style points to use their many various techniques. A Strider must expend one Style point to use any of their techniques. Whenever a point is expended, it may be recovered by resting for 5 minutes.

The Strider may also decide to expend a Style point as a free action to receive a +1 to their attack rolls for a number of rounds equal to ½ the Strider’s level (minimum 1) + their Wisdom modifier (minimum 1). At 5th level, and every five Striker levels after, this bonus increases by +1.

They may also burn a Style point as a free action to add their Wisdom modifier (minimum +1) to this bonus to their attack and damage rolls for one round. A Style point that is burned is unavailable for the rest of the day, require the Strider to rest for 8 hours to regain it.

Strider’s Calling (EX or SU)
The path of a Strider is impossibly varied, allowing each and every Strider to articulate their combat prowess in their own unique fashion. As the Strider takes their first level, they must select one style to specialize in. The Strider may access the mastery ability of the techniques of that style as well as gaining the following benefits:

Peerless Sniper
Key Ability: Intelligence

At 1st level, a Peerless Sniper gains proficiency with all one and two handed firearms and no longer provokes for making ranged attacks. At 2nd level, they may reduce the reload speed of any ranged weapon they wield to a free action; this ability does not work with siege weapons. At 3rd level and every three levels after, a Peerless Sniper increases the range of all ranged weapons they wield by 10 feet, as well as reducing the penalty for sniping by 5.

Scarlet Bravo
Key Ability: Dexterity

At 1st level, a Scarlet Bravo gains proficiency with one exotic weapon or improved unarmed strike. At 3rd level and every two levels after, they receive a +1 to CMB checks as well as their CMD. At 6th level, and every six levels after, a Scarlet Bravo is considered one size larger for the purposes of initiating combat maneuvers.

Titan Fist
Key Stat: Strength

At 1st level, the Titan Fist gains Improved Unarmed Strike as a bonus feat. They also receive the unarmed damage progression of a monk of their level. They may use this damage while wielding a gauntlet, spike gauntlet, brass knuckles or a cestus in addition to their unarmed strikes. At 5th level, a Titan Fist may add their Strength ability to their Constitution to determine when they would die, at 10th level they are not treated as disabled or dying while they are at or below 0 hit points, and at 15th level they become immune to non lethal damage

Elemental Incarnate
Key Stat: Constitution

At First level, an elemental Incarnate may select two elements (Fire, Cold Acid, Electricity). At 1st level and every 3 levels after up to 12th level, the Elemental Incarnate gains a cumulative resist 5 to the elements of their choice. At 15th level, the Elemental Incarnate is immune to their chosen elements.

White Fang
Key Stat: Wisdom

At 1st level, the White Fang may ignore the penalties associated with two weapon fighting and secondary natural attacks. At 4th level and beyond, a White Fang may burn a style point to allow them Rage for a number of rounds equal to ½ the White Fang’s technician level + their Wisdom modifier (minimum 1), being able to select a Rage Power in place of a technique. Rage Powers selected in this fashion count as White Fang techniques for meeting prerequisites to take higher level White Fang techniques. At 16th level, the White Fang's rage may be treated as Greater Rage.

Shadow Heart
Key Stat: Intelligence

At 1st level, the Strider gains Weapon Finesse as a bonus feat, allowing it to be applied to all one handed weapons as well. In addition, they may choose to replace their Strength modifier with their Dexterity modifier to damage rolls with all light or one handed weapons. At 3rd level, and every three levels afterwards, a Shadow Heart gains a cumulative 5% miss chance against all attacks until the beginning of their next round as long as they move at least 15 feet during their round.

AC Bonus(EX)
When the Strider is in only light armor and unencumbered, they add their Wisdom bonus (minimum +1) to their AC and CMD. In addition, a Strider gains a +1 bonus to AC and CMD at 4th level. This bonus increases by 1 for every four Strider levels thereafter, up to a maximum of +5 at 20th level. This bonus does not stack with any similar bonuses, such as that from the Monk class.

These bonuses to AC apply even against touch attacks or when the Strider is flat-footed. They loses these bonuses when they are immobilized or helpless, when they wears any armor heavier than light, when they carry a shield, or when they carry a medium or heavy load.

Skill Artistry (EX)
A Strider is well versed in all of their many skills, but some require an even greater level of attention to mater. At 2nd level and every four levels after, the Strider may select one skill, receiving a bonus to it equal to ⅓ their Strider level (minimum 1). This bonus increases to ½ the Strider’s level if the skill check is made as an opposed check.

Style Dabbler (EX)
At 3rd level, the Strider begins to explore new ways of thinking, allowing them to unlock the potential of abilities they previously couldn’t handle. They may select one Technique from a different calling that they know, gaining access to the technique’s Mastery ability. At 7th level, and every five levels after, the Strider may pick a new technique of any tier (beginner, intermediate, expert, master) of which they can access.

Style Supremacy (EX)
The focus of a Strider is varying their abilities as much as possible, making Striders an impossible opponent to predict. At 4th level, and every four levels after, The Strider may select one style, receiving a +1 to attack and damage rolls while using techniques from that style, as well as gaining a +1 to the DCs and effective level for the purpose of which techniques they may select from the style and their effects (Ex: A 4th level Strider with Style Supremacy (Shadow Heart) may select Intermediate Tier techniques of the Shadow Heart style, and is treated as a 5th level Strider for any level dependent abilities for their techniques, such as Mastery abilities). They may select a single style up to two times, instead allowing them to access the Mastery abilities of all techniques from that style.

Uncanny Dodge (EX)
Starting at 4th level, the Strider can react to danger before her senses would normally allow them to do so. They cannot be caught flat-footed, nor do they lose their Dex bonus to AC if the attacker is invisible. They still loses their Dexterity bonus to AC if immobilized. A Strider with this ability can still lose their Dexterity bonus to AC if an opponent successfully uses the feint action (see Combat) against them.

If the Strider already has uncanny dodge from a different class, they automatically gains improved uncanny dodge (see below) instead.

Evasion (EX)
At 5th level or higher, the Strider can avoid damage from many area-effect attacks. If a Strider makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, they instead takes no damage. Evasion can be used only if a Strider is wearing light armor or no armor. A helpless monk does not gain the benefit of evasion.

Intermediate Tier (EX)
At 5th level, the Strider may select their techniques from the Intermediate Tier list.

Expert Tier (EX)
At 10th level, the Strider may select their techniques from the Expert Tier list.

Improved Uncanny Dodge (EX)
A Strider of 11th level or higher can no longer be flanked.

This defense denies a rogue the ability to sneak attack the character by flanking them, unless the attacker has at least four more rogue levels than the target does.

If a character already has uncanny dodge (see above) from another class, the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character.

Improved Evasion (EX)
At 13th level, the Strider takes no damage on a successful Reflex saving throw against attacks, they henceforth takes only half damage on a failed save. A helpless Strider does not gain the benefit of improved evasion.

Master Tier (EX)
At 15th level, the Strider may select their techniques from the Master Tier list.

Never Outmatched (EX)
No matter the situation, a Strider can always come back, often at the expense of their own well being. At 16th level, whenever the Strider burns Style points to increase the damage of their attack, they may burn any number of additional style points, each extra style point burned in this fashion providing a bonus to attack and damage rolls equal to ½ the Strider's Wisdom modifier (minimum 1).

True Strider (EX)
At the zenith of their potential, a Strider of this caliber is rarely matched on the field of battle, mastering their craft. At 20th level, the Strider may treat all styles they have access to as receiving the benefit of an additional Style Supremacy. This ability ignores the limit of only allowing a single style to be able to be affected by only two applications of Style Supremacy.


Technician Basics
The user of a technique is known as a technician. All saves for techniques are determined by the class using them. The saves for each technique are 10 + ½ the technician’s effective technician level + their Intelligence modifier (for Strategist), Wisdom modifier (for Striders), or Charisma modifier (for Templars). All techniques are extraordinary (EX) abilities unless stated otherwise.

Technicians may treat every two non levels as technician level for the purposes of their effective technician level, which tier of techniques for which they would qualify, and saves for their techniques

Example: A 3rd level Strider / 6th level Fighter would have an effective technician level of 6, be able to select Intermediate Tier Techniques, have their techniques treated as though they were being used by a 6th level Strider for the purposes of their effects, and require saves for their techniques as though they were a 6th level Strider.)

In the same way, if a character takes levels in several different technician classes, each one is treated as a non technician in regards to the other class.

Example: A 4th level Strider / 6th level Strategist would be able to select Intermediate Tier Techniques for both Strategist and Strider techniques. The technician would have their Strider techniques treated as though they were being used by a 7th level Strider for effects and their Strategist techniques would treated as though they were being used by an 8th level Strategist. The technician’s Strider techniques would require saves as though they were a 6th level Strider, and the technician’s Strategist techniques would require saves as though they were an 8th level Strategist.

N. Jolly
2014-06-11, 08:34 PM
Technique Primer

All techniques have their own unique abilities, and some require certain circumstances to perform, or cannot be done with certain forms of attacks. Techniques may have the following tags:

(Melee/Ranged) A technique with this tag may only be done as either a melee or ranged attack, or will only benefit such kinds of attacks in case of an augment.

(SU) A technique with this tag is a supernatural ability.

(Mind Affecting) A technique with this tag is a mind affecting effect.

(Curse) A technique with this tag is a curse effect.

(Negative Energy) A technique with this tag is a negative energy effect.

All techniques come in one of four different types, each one requiring different actions to activate:

Assault: Assaults may be done as either an attack as a standard action, as the first attack in a full round attack, an attack of opportunity, or at the end of a charge, but may not be used in combination with a Tactic. The listed ability of an assault only activates with a successful attack roll, and must deal at least 1 damage to activate. If an assault is used as a ranged attack, it must be used in the weapon’s first range increment.

Tactic: Tactics require either a move, standard, or full round action as stated in their description, having a large variety of effects.

Augment: Augments are done as a swift action, affecting either the technician or their allies for one round unless otherwise stated in the technique’s description. A creature may only benefit from one augment from each tier (beginner, intermediate, expert, master) at a time unless an augment allows you to ignore this rule.

Counter: Counters are done as immediate actions in response to actions done by others, often requiring an opposed attack roll.

Mastery: All techniques will have an additional effect, which may only be used if the technician's chosen calling matches the style of the technique (Ex: Only a technician which selects the Titan Fist calling may ignore all damage reduction and hardness at 5th level with the Stone Shattering Fist technique), or if it has been selected with the technician’s Style Dabbler class feature

Technique List

Beginner Techniques

Peerless Sniper

Sharp Shooter Adept
Strategist, Strider 1
Assault (Ranged)

Whenever the technician makes a successful ranged attack roll against a target, the technician may attempt a disarm or sunder combat maneuver from a distance of up to 60 feet against the target.

Mastery: At 4th level, a Peerless Sniper may replace their strength modifier with their dexterity modifier for the purposes of calculating their CMB.

Startling Shot
Strategist, Strider 1
Assault (Ranged, Mind Affecting)

Whenever the technician makes a successful ranged attack roll against a target, the target is flat footed until the end of their next round.

Mastery: At 3rd level, a Peerless Sniper may increase the duration of this condition to a number of rounds equal to the technician’s Intelligence modifier (minimum 1).

Reactive Aiming
Strategist, Strider 1
Augment

For a number of rounds equal to the technician’s level, the technician is able to make attacks of opportunity with their ranged weapon for one round, threatening squares within 5 feet of themselves.

Mastery: At 4th level, a Peerless Sniper threatens all squares within 10 feet of themselves.

Lucky Ricochet
Strategist, Strider 1
Assault (Ranged)

The technician may ricochet it to another target within 15 feet of the original, making a second attack roll with a -5 penalty

Mastery: At 4th level a Peerless Archer may increase the range of the second attack by an additional 15 feet, as well as removing the penalty to the second attack roll.

Genius Offensive
Strategist, Strider 1
Augment

For a number of rounds equal to the technician’s level, the technician may use their Intelligence modifier instead if their Dexterity mod for attacks with a ranged weapon. At 3rd level, the technician may receive a damage bonus equal to ½ their Intelligence modifier (minimum +1); this additional damage may not be applied if the technician is also applying another ability modifier to damage (such as with a composite longbow or a Gunslinger’s Gun Training class feature).

Mastery: At 5th level a Peerless Sniper instead receives a damage bonus equal to the technician’s Intelligence modifier (minimum +1).

Scarlet Bravo

Swift Blade Deflection
Strategist, Strider 1
Counter

When the technician is the target of a melee attack, they may make an opposed attack roll. If the technician’s result is higher than the target's attack roll, the opposing attack is deflected. At 3rd level, this may be used against a ranged attack.

Mastery: At 5th level a Scarlet Bravo may use this Technique against spells, spell-like abilities, or supernatural abilities which require an attack roll.

Scarlet Style Strike
Strategist, Strider 1
Tactic (Melee)

As a full round action, the technician may move up to their speed, making one attack at any point during their movement. If the attack is successful, they do not provoke attacks of opportunity for moving from their target. At 3rd level, they receive a competence bonus on this attack roll equal to the technician’s Dexterity modifier (minimum +1).

Mastery: At 5th level a Scarlet Bravo receive a bonus on damage rolls equal to the technician’s Dexterity modifier (minimum +1).

Long Arc Swing
Strategist, Strider 1
Tactic (Melee)

As a standard action, the technician may make one attack roll against two targets within their reach.

Mastery: At 4th level, the Scarlet Bravo gains an insight bonus to the attack rolls equal to their Dexterity modifier (minimum 1).

Faster than the Eye
Strategist, Strider 1
Tactic

As a standard action, the technician may make an attack roll against the target’s flatfooted AC. At 3rd level, they may make two attack rolls, selecting either one as their attack roll for this attack.

Mastery: At 5th level, a Scarlet Bravo may instead make an attack roll against the target’s touch AC

Maneuver Adept
Strategist, Strider 1
Augment (Melee)

For a number of rounds equal to the technician’s level, whenever the technician attempts a combat maneuver, they do not provoke an attack of opportunity.

Mastery: At 4th level, the Scarlet Bravo is treated as though they had one combat feat that has “Improved” in its name which grants a bonus to CMB checks.

Titan Fist

Stone Shattering Fist
Strategist, Strider, Templar 1
Augment (Melee)

Until the beginning of the technician's next round, they may ignore damage reduction or hardness of 10 or less when making a melee attack. At 3rd level, this increases to 20.

Mastery: At 5th level, a Titan Fist's melee attacks ignore all hardness and damage reduction for a number of rounds equal to the Titan Fist's level).

Fluid Defenses
Strategist, Strider, Templar 1
Counter

For every attack made against the technician, the target takes a -1 to all attack and damage rolls against the technician for a number of rounds equal to ½ the technician's level (minimum 1).

Mastery: At 4th level, this penalty increases to -2 for attacks made against the Titan Fist.

Lighting Flash Combo
Strategist, Strider, Templar 1
Assault (Melee)

Whenever the technician makes a successful melee attack roll against a target, the technician may make an additional attack at a -4 penalty against the target.

Mastery: At 4th level, the Titan Fist's second attack only takes a -2 penalty to it's attack roll.

Leaning into the Blow
Strategist, Strider, Templar 1
Counter (Melee)

Whenever the technician is targeted in combat by a melee attack, they may give their attack a +3 to attack and damage rolls, receiving the same bonuses on all melee attack rolls they make against the target. They must make the decision to use this counter before their target rolls. At 3rd level, the technician is able to make an additional attack against the target immediately after the triggering attack at a -5 penalty.

Mastery: At 5th level, the Titan Fist's addition attack is now made at a -2 penalty instead of a -5.

Giant Haymaker
Strategist, Strider, Templar 1
Tactic (Melee)

As a full round action, the technician may make a single melee attack roll with a -2 penalty against one target, dealing two times as much damage as normal. After this attack resolves, the technician provokes an attack of opportunity, with the opponent receiving a +3 to attack and damage rolls. If this attack misses, the technician is staggered for one round.

Mastery: At 3rd level, a Titan Fist's attack no longer takes a penalty, as well as only provokes an attack of opportunity if their attack misses.

Elemental Incarnate

Elemental Riposte
Strider 1
Counter (Melee) (SU)

Whenever a successful melee attack is made against the technician, the target must make a Reflex save or take 2d6 of elemental damage, taking half damage on a successful saving throw.

Mastery: At 4th level, an Elemental Incarnate can add their Constitution modifier (minimum 1) to this damage.

Energizing Surge
Strider 1
Augment (SU)

Until the beginning for the technician's next round, all attacks the technician makes deal an additional 1d6 elemental damage.

Mastery: At 4th level, this Augment last until the end of the Elemental Incarnate's next round.

Internal Build Up
Strider 1
Augment

For a number of rounds equal to the technician's level, they may either gain or increase their own elemental resistance equal to their Constitution modifier (minimum 1).

Mastery: At 4th level, an Elemental Incarnate may increase their elemental resistances equal to twice their Constitution modifier (minimum 2).

Elemental Blast
Strider 1
Tactic (SU)

As a standard action, the technician may create a ball of elemental energy, making a ranged touch attack against one opponent within 40 feet of them. If this attack is successful, it deals 1d6 + the technician's Constitution modifier (minimum 1) elemental damage to the target. At 3rd level, this damage increases to 2d6.

Mastery: At 5th level, the Elemental Incarnate's damage increases to 3d6 and does splash damage to all adjacent squares.

Energy Overcharge
Strider 1
Assault (SU)

Every adjacent square to the technician's target is dealt elemental damage equal to the technician's Constitution modifier (minimum 1).

Mastery: At 4th level, the Elemental Incarnate may force the targets to make a Reflex save or take this damage again at the beginning of their round.

White Fang

Charging Beast
Strider 1
Tactic (Melee)

As a full round action, the technician may make a charge attack, being able to make two claw attacks or one attack with two different weapons at the end of this charge.

Mastery: At 4th level, a White Fang may also make a bite attack at the end of this tactic if they possess one

Bloody Fang
Strider 1
Assault (Melee)

Whenever the technician makes a successful melee attack roll against their target with this Assault, the target must make a reflex save or take bleed damage equal to the technician's Wisdom modifier (minimum 1).

Mastery: At 4th level, for every additional successful melee attack roll that the White Fang makes that round, the target's bleed damage increases by 1.

New Moon Howl
Strider 1
Tactic (SU) (Mind Affecting)

As a move action, the technician may let out a frightening howl, causing all opponents within 15 feet of the technician to make a will save or be shaken for a number of rounds equal to the technician level (minimum 1). At 3rd level, the distance of this ability increases to 30 feet.

Mastery: At 5th level, the distance of the White Fang's howl increases to 60 feet.

Wolf Tactics
Strider 1
Assault (Melee)

Whenever the technician makes a successful melee attack roll against their target with this Assault, the technician may make a free trip attempt against the target.

Mastery: If this trip attack is successful, the target takes damage equal to the White Fang's Wisdom modifier (minimum 1).

Bestial Rage
Strider 1
Augment (SU)

For a number of minutes equal to the technician's level, they may grow a set of claws and fangs as primary natural weapons, each natural attack dealing 1d4 damage.

Mastery: At 4th level, a White Fang's natural weapon damage increases to 1d8.

Shadow Heart

Fade into Shadows
Strider 1
Counter (SU)

When the technician is hit by a successful attack, they may become Invisible as per the spell until the beginning of their next round.

Mastery: At 4th level, the Shadow Heart may stay invisible until the end of their next round.

Shadow Thorns
Strider 1
Augment (SU, Negative Energy)

Until the beginning of the technician's next round, whenever the technician would miss an attack, the target takes damage equal to the technician's Intelligence modifier (minimum 1). At 3rd level, this Augment now last until the end of the technician's next round.

Mastery: At 5th level, the Shadow Heart may deal damage equal to twice their Intelligence modifier (minimum 2) on a missed attack

Vigor Thief
Strider 1
Assault (SU, Negative Energy)

Whenever the technician makes a successful attack roll against their target with this Assault, the target must make a Fortitude save or be fatigued for a number of rounds equal to the technician's Intelligence modifier (minimum 1).

Mastery: At 4th level, if the target fails the save against the Shadow Heart's assault, they also have their base land speed reduced by 10 feet.

Fell Blinding
Strider 1
Tactic (SU) (Negative Energy)

As a standard action, the technician may make an attack roll against one target. If this attack roll is successful, the target must make a reflex save or be blinded for a number of rounds equal to the technician's Intelligence modifier (minimum 1).

Mastery: At 3rd level, if the target fails the save against the Shadow Heart's tactic, they must also make another reflex save, or the blindness is permanent.

Shadow Trick
Strider 1
Assault (SU)

Whenever the technician makes a successful attack roll against their target with this Assault, the target must make a Reflex save or or have their shadow take a semi real form, causing anyone attacking the target to be treated as though they were flanking the target for a number of rounds equal to the technician’s level

Mastery: At 4th level, the Shadow Heart’s target also has their shadow coil around themselves, causing them to treat anyone further than 10 feet away from them as though they had concealment

Intermediate Techniques

To select an Intermediate Tier Technique from a style, the technician must have at least one other Technique from that style.

Peerless Sniper

Aerodynamic Design
Strategist, Strider 5
Augment (Ranged)

For a number of rounds equal to the technician’s level, the technician may ignore winds of all sorts, including magical winds, for ranged attacks.

Mastery: At 8th level, a Peerless Sniper’s ranged attacks ignores partial cover and partial concealment.

Scattershot Barrage
Strategist, Strider 5
Tactic (Ranged)

As a standard action, the technician may release a volley of attacks against one square, also targeting every adjacent square. Every targeted square must make a reflex save or take damage as if they were struck by the technician ranged weapon.

Mastery: At 8th level, a Peerless Sniper may make two scattershots, being able to select two different targeted areas.

Lightning Line
Strategist, Strider 5
Assault (Ranged)

Whenever the technician makes a successful ranged attack roll against a target, the technician's projectile instead passes through the initial target, making a new attack roll if there is another creature behind the first. The next target may only be up to 30 feet away from the original one. At 7th level, this distance increases by 10 feet and may affect a third target.

Mastery: At 9th level all creatures who are dealt damage from this technique are subjected to bleed damage equal to the Peerless Sniper’s Intelligence modifier (minimum 1).

Rapid Fire Perforation
Strategist, Strider 5
Augment

For every attack the technician successfully connects with until the end of their round, their target takes a -1 to all attack and damage rolls.

Mastery: At 8th level, the target of a Peerless Sniper’s attacks also has their land speed reduced by 5 feet for each successful attack landed.

Agile Archer’s Charge
Strategist, Strider 5
Tactic (Ranged)

As a full round action, the technician may move up to their speed, making a full round attack at any point during their movement.

Mastery: At 8th level, a Peerless Sniper may move up to twice their speed while using this Tactic

Scarlet Bravo

Advanced Scarlet Style Strike
Strategist, Strider 5
Tactic (Melee)
As a full round action, the technician may move up to their speed, making two attacks with a -2 penalty at any point during their movement, not provoking attacks of opportunity from this movement. At 7th level, they receive a competence bonus on this attack roll equal to the technician’s Dexterity modifier (minimum +1).

Mastery: At 9th level if the Scarlet Bravo makes a successful attack they may also make a free trip, disarm, or dirty trick attempt against the target.

Mercurial Follow Through
Strategist, Strider 5
Augment

Whenever the technician threatens a critical hit, they may use this augment in place of a confirmation roll, automatically confirming the critical.

Mastery: At 8th level, the Scarlet Bravo may make make a free trip attempt when they use this augment to confirm a critical hit.

Rake’s Riposte
Strategist, Strider 5
Counter (Melee)

Whenever a target misses a melee attack against the technician, it provokes an attack of opportunity. At 7th level, the technician gains a competence bonus on this attack equal to their Dexterity modifier (minimum +1),

Mastery: At 9th level, the Scarlet Bravo’s attack of opportunity ignores the target’s damage reduction.

Maneuver Genius
Strategist, Strider 5
Assault (Melee)

Whenever the technician makes a successful melee attack roll against a target, the technician may make a free CMB check as well against the target, not provoking an attack of opportunity for it.

Mastery: At 8th level, the Scarlet Bravo is treated as though they had the Greater version of any feats related to using their chosen combat maneuvers.

Whirlwind Feign
Strategist, Strider 5
Augment

The technician may attempt to feign against all opponents within 30 feet, making a single bluff check against all targets. For everyone whom this feign is successful against, the technician is considered to have partial concealment for one round.

Mastery: At 8th level the distance of the Scarlet Bravo’s feign increases to 50 feet, and the Scarlet Bravo is considered to have total concealment against all targets.

Titan Fist

Lighting Crash
Strategist, Strider, Templar 5
Tactic (Melee)

As a full round action, the technician makes a charge attack against their opponent. If this charge attack is successful, the target is pushed back 5 feet and knocked prone. At 7th level, the target must also make a Fortitude save or be dazed for one round.

Mastery: At 9th level, the Titan Fist's charge attack deals double damage.

Foolhardy Defense
Strategist, Strider, Templar 5
Augment

Until the beginning of the technician's next round, the technician takes a -4 to AC and Reflex saves, and all damage dealt to the technician is considered to have rolled minimum damage on all variables such as weapon damage dice and spells (Ex: A Fireball spell from a 6th level caster would deal 6 damage, three on a successful save).

Mastery: At 8th level, the Titan Fist's Augment last for a number of rounds equal to ½ the Titan Fist’s level.

Mobile Footwork
Strategist, Strider, Templar 5
Augment (Melee)

For a number of rounds equal to the tactician's level, the tactician may increase their natural reach by 5 feet.

Mastery: At 8th level, the Titan Fist may make a five foot step even in a round in which they have already made a move action.

Calculated Risk
Strategist, Strider, Templar 5
Counter (Melee)

Whenever the technician is declared the target of a melee attack, they may allow the target to forego the attack roll, instantly letting the attack connect. If they do this, the technician receives an insight bonus on attack rolls against the target equal to the technician’s Strength modifier (minimum 1) until the end of their next round.

Mastery: At 8th level, the Titan Fist's insight bonus to attack rolls double, as well as applying to damage as well.

Overpowering Defense
Strategist, Strider, Templar 5
Counter (Melee)

Whenever the technician is the target of a melee attack, they may make an opposed attack roll. If the technician’s result is higher than the target's attack roll, the target's attack is deflected and the technician deals damage as though they made a successful melee attack roll.

Mastery: At 8th level, whenever the Titan Fist's attack roll exceeds the target's, the target is unable to make another attack against the Titan Fist until the beginning of their next round.

Elemental Incarnate

Flash Shield
Strider 5
Counter (SU)

Whenever the technician would be hit by an attack, they may create a shield of energy in front of themselves, giving them partial concealment until the beginning of their round. All creatures who make a melee attack against the technician take damage equal to twice the technician's Constitution modifier (minimum 1).

Mastery: At 8th level, this counter provides the Elemental Incarnate with total concealment.

Charge Beam
Strider 5
Tactic (SU)

As a standard action, the technician may make a line attack with an area of 30 feet, forcing each creature in this tactic's area to make a reflex save or take 4d6 + the technician's Constitution modifier (minimum 1) elemental damage, with those making a successful save taking half damage. At 7th level, this damage increases to 6d6 + the technician's Constitution modifier (minimum 1).

Mastery: At 9th level, the Elemental Incarnate my increase the range of this attack to 50 feet, and the damage to 9d6 + the Elemental Incarnate's Constitution modifier (minimum 1).

Elemental Aegis
Strider 5
Counter (SU)

Whenever the technician would be dealt damage from their element, they may instead become immune to that element until the beginning of their next round.

Mastery: At 8th level, the Elemental Incarnate may choose to become immune to any element, regardless of their previous choice of elements.

Wings of the Serpent
Strider 5
Augment (SU)

For a number of rounds equal to the technician's level, the technician grows a pair of wings made of their element, gaining a fly speed of 30 feet with average maneuverability. At 7th level, this increases to 40 feet and good maneuverability.

Mastery: At 9th level, the duration of this ability is now increased to a number of minutes equal to the Elemental Incarnate’s level, their fly speed increases to 60 feet and perfect maneuverability.

Terra Blade
Strider 5
Augment (SU)

For a number of rounds equal to the technician's level, the technician may make an elemental replica of any weapon, this weapon being treated as a +2 weapon which targets the opponent's flat footed AC. the technician is considered proficient with any weapon they create.

Mastery: At 8th level, this weapon is considered a +3 weapon, and the Elemental Incarnate may treat it as a light weapon, regardless of the form it takes.

White Fang

Animal Instincts
Strider 5
Augment (SU)

For a number of minutes equal to the technician's level, the technician receives low light vision, scent, and darkvision 60 feet.

Mastery: At 8th level, a White Fang's darkvision increase to 90 feet, and they receive blindsense 10 feet.

Crescent Moon Defense
Strider 5
Augment (SU)

For a number of rounds equal to the technician's level, the technician gains DR/X Silver equal to their Wisdom modifier (minimum 1).

Mastery: At 8th level, the White Fang's DR increases to two times their Wisdom modifier (minimum 2), and cannot be bypassed except by a silver weapon, regardless of the weapon's enhancement bonus.

Primal Rend
Strider 5
Assault (Melee)

Whenever the technician makes a successful melee attack roll against a target, if they make an additional successful melee attack roll against the same target before the beginning of the technician’s next round, they may deal an additional 1d6 + the technician's Wisdom modifier (minimum 1) damage.

Mastery: At 8th level, the White Fang may increase the additional damage if they make three or more successful attack rolls, each additional successful attack roll increasing the damage by an additional 1d6.

Terrifying Bloodlust
Strider 5
Tactic (Melee)

As a full round action, the technician may make a full round attack against one target suffering from bleed damage, receiving a morale bonus on attack and damage rolls equal to the bleed damage the target is currently afflicted with.

Mastery: At 8th level, the White Fang's target must almost make a Reflex save or be staggered for a number of rounds equal to ½ the White Fang's level).

Caging Claws
Strider 5
Counter (Melee)

Whenever a creature would make a move action within one of the technician's threatened squares, the technician may make an attack roll against them. If this attack roll is successful, the target's movement is immediately stopped, and they may not move again until the beginning of their next round.

Mastery: At 8th level, the target must also make a Reflex save or have their base land speed reduced by 10 feet for a number of rounds equal to the White Fang's level.

Shadow Heart

Shade Slip
Strider 5
Counter (SU)

Whenever the technician is the target of an attack, they may make a perception check with a DC equal to the triggering attack roll. If this perception check is successful, they may teleport up to ½ their land speed in any direction before the attack resolves.

Mastery: At 8th level, a Shadow Heart may teleport up to their land speed, and is treated as having partial concealment against all creatures until the beginning of their round.

Umbral Doppelganger
Strider 5
Augment (SU)

With this technique, a technician may summon two identical clones to themselves, as though using the Mirror Image spell, these clones lasting until they are destroyed or for a number of rounds equal to the technician's level.

Mastery: At 8th level, a Shadow Heart may instead summon a number of identical clones equal to their Intelligence modifier (minimum 2).

Throat Cutter
Strider 5
Tactic

As a standard action, the technician may make an attack roll against one target. If this attack roll is successful, the target must make a Reflex save or be unable to speak and take an amount of bleed damage equal to the technician's Intelligence modifier (minimum 1). The target is unable to speak until the bleed damage is removed.

Mastery: At 8th level, the Shadow Heart's target is unable to breathe until the bleed damage is removed.

Shadow Mobility
Strider 5
Tactic (SU)

As a standard action, the technician may teleport up to two times their base land speed. At 7th level, they may instead use this tactic as a move action.

Mastery: At 9th level, a Shadow Heart may use this tactic as a swift action.

Creature of the Night
Strider 5
Augment (SU)

For a number of minutes equal to the technician's Intelligence modifier (minimum 1), the technician is treated as though under the effects of a Spider Climb spell, as well as emitting a field of silence to every adjacent square.

Mastery: At 8th level, the Shadow Heart may also be treated as though under the effects of a Haste spell, although this reduces the ability's duration to a number of rounds equal to the Shadow Heart's Intelligence modifier (minimum 1).

N. Jolly
2014-12-06, 09:55 AM
Expert Techniques

To select an Expert Tier Technique from a style, the technician must have at least two other techniques from that style.

Peerless Sniper

Dead Eye Targeting
Strategist, Strider 10
Tactic

As a standard action, the technician may make a called shot, treating their attack as though it was a critical called shot for the purposes of the called shot’s effect, reducing all penalties associated with called shots by ½. At 12th level, they receive a competence bonus on their attack and damage rolls for this called shot equal to their Intelligence modifier (minimum +1)

Mastery: At 14th level the Peerless Sniper may make a second called shot, reducing the penalties for it by ½.

Blind Shot Aim
Strategist, Strider 10
Augment (Ranged)

For a number of rounds equal to ½ the technician’s level, the technician’s ranged attacks may ignore total concealment as long as they aim at the correct square.

Mastery: At 13th level, if the target is being provided cover or concealment by a magical effect, the Peerless Sniper may make a CMB check on a successful attack roll, treating it as a dispel check against the effect.

Tendon Tearing Bolt
Strategist, Strider 10
Assault

Whenever the technician makes a successful ranged attack roll against a target, the target must make a reflex save or take Dexterity damage equal to the technician’s Intelligence modifier (minimum +1), taking half of this damage on a successful save.

Mastery: At 13th level, this ability damage is also applied to the Peerless Sniper’s target’s Strength score.

Momentum Massacre
Strategist, Strider 10
Tactic (Ranged)

As a standard action, the technician may make a single ranged attack that deals an additional 1d6 damage for every 20 feet the attack has traveled, up to a maximum of 15d6.

Mastery: At 13th level, the Peerless Sniper takes no penalties for firing outside of their weapon’s range increment, although they are still limited by it for how far they may attack.

Shellcracker Special
Strategist, Strider 10
Augment

Until the beginning of the technician’s next round, every time the technician makes a successful attack roll, the target’s DR or Hardness is reduced by 2 for a number of minutes equal to the technician’s level.

Mastery: A Peerless Sniper’s attacks for this round also reduce the target’s spell resistance by 2.

Scarlet Bravo

Gale of Blades
Strategist, Hero 10
Augment (Melee)

Until the beginning of the technician’s next round, each attack that a creature makes against the technician causes them to receive damage equal to the technician’s Dexterity modifier (minimum +1).

Mastery: At 13th level, each time a creature takes damage from this Augment, they receive a -2 to attack and damage rolls until the end of the Scarlet Bravo’s next round.

Scarlet Reversal
Strategist, Hero 10
Counter (Melee)

When the technician is the target of any attack, they may make an opposed attack roll. If the technician’s attack roll is higher, the opposing attack is deflected back to whomever made the attack as long as the source of the attack is within their reach.

Mastery: At 13rd level, the Scarlet Bravo may instead deflect this attack to any target within their reach.

Final Scarlet Style Strike
Strategist, Hero 10
Tactic (Melee)

As a full round action, the technician may move up to their speed, making three attacks with a -2 penalty at any point during their movement, this movement not provoking attacks of opportunity. At 12th level, they may move two times their speed and ignore difficult terrain.

Mastery: At 14th level all creatures who take damage from this Tactic must make a reflex save or become flat footed until the beginning of the Scarlet Bravo’s next round.

Reckless Alpha Strike
Strategist, Hero 10
Tactic (Melee)

As a full round action, the technician may make a charge attack, making a single attack against their target. If this attack is successful, it deals three times the technician’s normal damage. This charge provokes an attack of opportunity from the target, resolving before the technician’s attack.

Mastery: At 13th level, if this attack is successful, the Scarlet Bravo may also make a free trip, dirty trick, or disarm combat maneuver against the target, and the attack of opportunity resolves after the Scarlet Bravo’s attack.

Strider’s Finale
Strategist, Hero 10
Assault

Whenever the technician makes a successful attack roll against their target with this Assault, the tactician may add an additional +1d6 for every 10 hit points that they are below their maximum hit point total.

Mastery: At 13th level, the Scarlet Bravo also gain a cumulative +1 to their attack rolls for every 10 hit points that they are below their maximum hit point total until the beginning of their next round.

Titan Fist

Merciless Onslaught
Strategist, Strider, Templar 10
Tactic (Melee)

As a full round action, the technician may either make a full round attack or make a charge attack as if they had pounce, choosing to make a number of additional attacks up to a number equal to their Strength modifier (minimum 1). For each additional attack the technician chooses to make, they receive a cumulative -3 penalty to all attack rolls until the beginning of their next round.

Mastery: At 13th level, the penalties for a Titan Fist making additional attacks are reduced by 1.

Maximum Impact
Strategist, Strider, Templar 10
Augment (Melee)

For a number of rounds equal to ½ the technician's level, all attacks including the technician as a target do maximum damage to them (Ex: a 6th level wizard casting a Fireball that included the technician as a target would do 36 damage to the technician). In exchange, all melee attacks made by the technician are likewise maximized.

Mastery: At 13th level, only the first attack in a round made against a Titan Fist by a target does maximum damage.

Knock Out Blow
Strategist, Strider, Templar 10
Tactic (Melee)

As a standard action, the technician may make a melee attack roll against one target, dealing two times as much damage as normal. If the attack roll is successful, the target must make a Fortitude save or be knocked unconscious for a number of rounds equal to ½ the technician's level. After this attack resolves, the technician is staggered until the end of their next round. At 12th level, the technician may choose between knocking an opponent unconscious and stunning them.

Mastery: At 14th level, a Titan Fist's attack ignores all damage reduction, forcing the target to make another Fortitude save or dealing intelligence and Wisdom damage equal to the Titan Fist's Strength modifier (minimum 1).

Calm Before the Storm
Strategist, Strider, Templar 10
Augment (Melee)

Until the beginning of the technician's next round, all attacks they make target touch AC. Instead of dealing damage, each strike gives the technician a cumulative +4 on attack and damage rolls until the beginning of the technician’s next round for every successful attack made against a target.

Mastery: At 13th level, each of the Titan Fist's touch attacks deal damage equal to their Strength modifier (minimum 1).

Tornado Reversal
Strategist, Strider, Templar 10
Counter (Melee)

Whenever a technician is targeted by any attack (ranged, melee, supernatural, spell), they may make an opposed attack roll. If the technician’s result is higher than the target's attack roll, they may deflect the attack back to its source using the original attack roll, treating it as though the technician was the source of the ability.

Mastery: At 13th level, the deflected attack receives an insight bonus to attack, damage, and DC equal to the Titan Fist’s Strength modifier (minimum 1).

Elemental Incarnate

Elemental Aura
Strider 10
Augment (SU)

For a number of rounds equal to the technician's level, the technician is cloaked in their element, dealing an additional 1d6 element damage with all attacks, as well as dealing damage to their Constitution modifier (minimum 1) to all opponents who attack them in melee without a reach weapon.

Mastery: At 13th level, all damage dealt by an Elemental Incarnate with this Augment is doubled.

Gaia Terrain
Strider 10
Augment (SU)

For a number of rounds equal to the technician's level, all squares within a 15 foot radius of the technician are treated as difficult terrain. All creatures not designated as allies by the technician who end their round in this radius take damage equal to the technician's Constitution modifier (minimum 1). At 12th level, the radius increases to 20 feet.

Mastery: At 14th level, whenever a creature not designated as an ally but the Elemental incarnate attempts to move inside of this radius, they must make a Reflex save or fall prone, even if in the air, and the damage of this Augment doubles.

Terra Injection
Strider 10
Assault (SU)

Whenever the technician makes a successful attack roll against their target with this Assault, the target must make a Fortitude save. If this save fails, for a number of rounds equal to ½ the technician's level, the target takes 2d6 + the technician's Constitution modifier (minimum 1) damage whenever they make a move, standard, full round, or swift action.

Mastery: At 13th level, all damage an Elemental Incarnate deals with this assault bypasses all elemental resistance the target possesses.

Elemental Artillery
Strider 10
Tactic (SU)

As a full round action, the technician may make three ranged touch attacks with a range of 60 feet, each one dealing 1d6 + the technician's Constitution modifier (minimum 1) elemental damage. At 12th level, this damage increases to 2d6.

Mastery: At 14th level, an Elemental Incarnate may make an additional ranged touch attack.

Explosive Tornado
Strider 10
Tactic (SU)

As a standard action, a technician may force all targets not designated as an ally by the technician adjacent to them to make a Reflex save or take 9d6 + the technician's Constitution modifier (minimum 1) elemental damage. At 12th level, the radius of this ability increases to 10 feet.

Mastery: At 14th level, the targets must make an additional save at the beginning of their round or take 4d6 + the Elemental Incarnate’s Constitution modifier (minimum 1).

White Fang

Bestial Frenzy
Strider 10
Tactic (Melee)

As a full round action, the technician may make a charge attack as if they had pounce. The technician may then select one of the two following benefits:


The technician may select a number of their natural attacks equal to their Wisdom modifier (minimum 1), being able to make a second attack with those natural attacks with a -3 penalty.
The technician may select a number of their weapon attacks that are made at a penalty due to BAB equal to their Wisdom modifier(minimum 1), reducing the penalty these attacks take by 2.

Mastery: At 13th level, the target receives bleed damage at the end of the round equal to the number of successful natural attacks made by the White Fang.

Feast of Blood
Strider 10
Augment (Melee)

Until the beginning of the technician's next turn, whenever the technician makes a successful melee attack roll, the target takes a cumulative 2 bleed damage. This bleed damage stacks with all other bleed damage the target may be suffering from.

Mastery: At 13th level, the bleed damage for each successful melee attack roll the White Fang makes is increased to 3.

Evolutionary Edge
Strider 10
Augment (Melee)

For a number of rounds equal to ½ the technician's level, all weapons the technician possesses increase their damage by two steps.

Mastery: At 13th level, all natural attacks the White Fang possesses increase their critical threat range by one.

Half Moon Horror
Strider 10
Tactic (Melee, Mind Affecting)

As a standard action, the technician can make a melee attack roll against one target, dealing two times as much damage. If this attack roll is successful, the target must make a will save or be frightened for a number of rounds equal to the technician’s level.

Mastery: At 13th level, the White Fang's tactic ignores all immunity to mind affecting effects and fear effects.

Flash Fangs
Strider 10
Counter (Melee)

When a technician would be targeted by a melee attack, they may make a melee attack roll against the target before the opponent's attack resolves. If this attack roll is successful, the target must make a reflex save or be stunned for one round.

Mastery: At 13th level, the White Fang's target is stunned for a number of rounds equal to ½ the White Fang’s level.

Shadow Heart

Vampire Feast
Strider 10
Augment (SU, Negative Energy)

For a number of rounds equal to ½ the technician's level, whenever the technician makes a successful attack roll against a living creature, they heal an amount of hit points equal to their Intelligence modifier (minimum 1).

Mastery: At 8th level, the Shadow Heart's attacks also deal additional damage equal to their Intelligence modifier (minimum 1), healing two times their Intelligence modifier (minimum 2) for every successful attack roll.

Optical Illusion
Strider 10
Augment (SU)

For a number of minutes equal to the technician's Intelligence modifier (minimum 1), the technician may become Invisible, as per the spell. They may also instead become invisible as if using Greater Invisibility, but the duration is decreased to a number of rounds equal to the technician's level.

Mastery: At 13th level, a Shadow Heart's invisibility also foils blindsense, tremorsense, and blindsight, requiring others to make a successful perception check to locate them.

Life Blood Freeze
Strider 10
Assault (SU, Negative Energy)

Whenever the technician makes a successful attack roll against their target with this Assault, the target must make a fortitude save or be stunned for a number of rounds equal to ½ the technician's level, being allowed to make a save at the beginning of their round to end this effect.

Mastery: At 13th level, the Shadow Heart's target is instead paralyzed on a failed save.

True Shadow Copy
Strider 10
Tactic (SU)

As a full round action, a technician may create two shadowy copies of themselves in any square adjacent to the technician; when these copies are created, the technician may decide to change places with either copy. Each copy has all the technician's class features, abilities, and equipment, being treated as an exact copy in every way. If these copies take any damage, they instantly fade away. The technician selects two targets; either themselves and one copy, or both copies. Each target may take a single move action to move up to its base land speed, and a single standard action to either make a single melee attack or use an assault, requiring them to spend a style point to do so. Both targets have access to the technician's style points, able to use techniques from the beginner tier that the technician knows. Copies cannot take full round actions or swift actions, nor may they use their standard and move actions to do anything other than move, attack, or use an assault. At the end of the technician's round, all copies from this technique fade away.

Mastery: At 13th level, targets of this targets of this tactic may use intermediate tier techniques. In addition, copies last until the beginning of the Shadow Heart's round, allowed to make attacks of opportunity as long as they are on the field.

Vital Slicer
Strider 10
Tactic

As a standard action, the technician may make a single attack roll, dealing two times as much damage as normal. If this attack connects, the target must make a reflex save or take constitution damage equal to the technician's Intelligence modifier (minimum 1).

Mastery: At 13th level, the Shadow Heart's target must make a second reflex save, or the Constitution damage instead becomes Constitution drain.

Master Techniques

To select a Master Tier Technique from a style, the technician must have at least three other techniques from that style.

Peerless Sniper

Unmatched Aim
Strategist, Strider 15
Tactic

As a standard action, the technician may make a called shot, treating their attack as though it was a debilitating blow for the purposes of the called shot’s effect, reducing all penalties for making a called shot by ½. At 17th level, they receive a competence bonus on their attack and damage rolls for their called shot equal to their Intelligence modifier (minimum +1)

Mastery: At 19th they may make a second called shot at a -5, treating their attack as though it was a critical called shot for the purposes of the called shot’s effect, reducing all penalties for called shots by ½.

Black Soul Shot
Strategist, Strider 15
Augment (Ranged) (SU)

Until the beginning of the technician’s next round, whenever the technician makes a successful ranged attack, the target must make a Reflex save or gain 1 negative level. These negative levels last for a number of minutes equal to the technician’s level.

Mastery: At 18th level, the target gains 2 negative levels, and the negative levels that a Peerless Archer bestows upon a target are permanent.

Bullseye Blitz
Strategist, Strider 15
Tactic (Ranged)

As a full round action, the technician may make a full round attack. Whenever the technician makes a successful attack roll, they force the target to make a fortitude save or be effected under the following conditions determined by how many successful attack rolls are made against the target, these conditions lasting for a number of rounds equal to the technician’s level. The following effects are cumulative:


One Attack: Fatigued
Two Attacks: Sickened
Three Attacks: Exhausted
Four Attacks: Nauseated
Five Attacks: Stunned
Six or more Attacks: Death

Mastery: At 18th level, the Peerless Sniper may considered themselves to have made two additional successful attack rolls when determining the effects of this Augment.

Arresting Artillery
Strategist, Strider 15
Assault

Whenever the technician makes a successful attack roll against their target with this Assault, the technician's attack ignores all hardness and damage reduction, forcing the target to make a reflex save or be paralyzed for a number of rounds equal to ½ the technician’s level. At the beginning of each of the target’s rounds, they may make another reflex save to end this effect, taking damage equal to twice the technician’s Intelligence modifier (minimum 2) if they fail the save.

Mastery: At 18th level, if the target fails their initial save, they also take bleed damage equal to two times the Peerless Sniper’s Intelligence modifier (minimum 2).

Mystic Reversal
Strategist, Strider 15
Counter (Ranged)

If the technician makes a successful save against a spell or spell-like ability that targets only themselves, they may channel the energy into their weapon, making a ranged attack against the source of the spell or spell-like ability. If this attack is successful, it deals twice as much damage and the target must make a reflex save or be subjected to the spell or spell-like ability.

Mastery: At 18th level, a Peerless Sniper may make an additional attack, each one carrying the spell or spell-like ability, forcing two separate saves.

Scarlet Bravo

Final Destined Duel
Strategist, Hero 15
Tactic (Melee)

As a standard action, the technician may challenge one adjacent opponent to a duel. The technician and their target are forced to make 5 opposed attack rolls against each other; for each opposed roll the technician wins, the target takes damage as though the technician had landed a successful attack. For each opposed roll the technician loses, the technician takes damage equal to the target’s Strength modifier (minimum 1). After the last attack, whichever of the two lost more opposed attack rolls must make a Will save or be stunned for one round, taking a penalty on this save equal to the number of opposed attack rolls they lost.

Mastery: At 18th level, the Scarlet Bravo’s target takes a penalty on their attack rolls equal to the Scarlet Bravo’s Dexterity modifier (minimum -1).

Scything Momentum
Strategist, Hero 15
Augment (Melee)

For every successful attack the technician makes until the beginning of their next round, the technician deals an additional +1d6 damage with their attacks, up to a maximum of 10d6.

Mastery: At 18th level, the Scarlet Bravo may increase this damage to +2d6 for every successful attack roll, and a maximum of 16d6 possible additional damage.

Forbidden Scarlet Style Strike
Strategist, Hero 15
Tactic (Melee)

As a full round action, the technician may move up to their speed, making four attacks with a -2 penalty at any point during their movement, this movement not provoking attacks of opportunity. At 17th level, they may move four times their speed and ignore difficult terrain.

Mastery: At 19th level all creatures who take damage from this Tactic must make a reflex save or become stunned until the beginning of the Scarlet Bravo’s next round.

Scarlet Chaos
Strategist, Hero 15
Assault

Whenever the technician makes a successful attack roll against their target with this Assault, the target must make a fortitude, reflex, and will save. The effect of this ability is based on how many saves they fail:


One save: The target takes ability damage to all of their ability scores equal to ½ the technician’s Dexterity modifier (minimum 1).
Two saves: The target takes ability damage to all of their ability scores equal to the technician’s Dexterity modifier (minimum 1).
Three saves: The target takes ability drain to all of their ability scores equal to the technician’s Dexterity modifier (minimum 1).


Mastery: At 18th level, the Scarlet Bravo’s target is treated as though they failed one additional save for the effects of this tactic.

Crimson Hellstorm
Strategist, Hero 15
Tactic (Melee)

As a standard action, the technician may make two attack rolls against any creature in one of their threatened squares. Any target who is successfully dealt damage by this tactic must make a fortitude save or be dazed until the beginning of the technician’s next round.

Mastery: At 18th level, a Scarlet Bravo may increase their reach by 5 feet.

Titan Fist

No Guts, No Glory
Strategist, Strider, Templar 15
Tactic (Melee)

As a standard action, the technician may make a melee attack roll against one target, dealing four times as much damage. Until the beginning of the technician’s next round, their AC is reduced to 0 and they automatically fail all Reflex saves.

Mastery: At 18th level, the Titan Fist’s attack does five times as much damage, and the target must make a Fortitude save or take Constitution damage equal to the Titan Fist’s Strength modifier.

Channeling the Storm
Strategist, Strider, Templar 15
Augment (Melee)

For a number of rounds equal to ½ the technician’s level, whenever the technician is dealt damage, they receive a cumulative +2 insight bonus to attack and damage rolls for the duration of this augment.

Mastery: At 18th level, for every third time the Titan Fist takes damage, their critical threat range increases by 1. This increase resets once the Titan fist has landed a successful critical hit.

Diamond Shattering Fist
Strategist, Strider, Templar 15
Assault (Melee)

Whenever the technician makes a successful melee attack roll against a target, the target must make a Fortitude save or take Strength, Dexterity, and Constitution damage equal to the technician’s Strength modifier (minimum 1).

Mastery: At 18th level, the target must also make a Will save or take Intelligence, Wisdom, and Charisma damage equal to the Titan Fist’s Strength modifier (minimum 1).

Hurricane Barrage
Strategist, Strider, Templar 15
Tactic (Melee)

As a full round action, the technician may make a melee attack roll against one target, dealing three times as much damage. If this attack connects, the target must make a Reflex save or be dazed for one round and allows the technician to make a second attack roll with a -5 penalty, dealing two times as much damage. If this second attack connects, the target must make another reflex save or also be paralyzed for one round and allow the technician to make a third attack roll with a -10, dealing normal damage.

Mastery: At 18th level, the Titan Fist may ignore all penalties to the second and third attack roll.

Typhoon Punishment
Strategist, Strider, Templar 15
Counter (Melee)

When the technician is the target of a melee attack, they may make an opposed attack roll. If the technician’s result is higher than the target's attack roll, the opposing attack is deflected, and technician deals two times as much damage as though they made a successful melee attack roll. The target must also make a Fortitude save or be dazed for one round.

Mastery: At 18th level, the Titan Fist’s opposed attack roll deals three times as much damage and the target must make two Fortitude saves, being stunned for one round if they fail both.

Elemental Incarnate

Nova Explosion
Strider 15
Tactic (SU)

As a standard action, the technician may make a ranged attack at a distance of 100 feet with an area of 20 feet, forcing all creatures within that area to make a Reflex save or take 14d6 + the technician’s Constitution modifier (minimum 1). At 17th level, this damage increases to 16d6.

Mastery: At 19th level, the Elemental Incarnate’s tactic does 20d6 damage and ignores all resistances and immunities.

Elemental Devourer
Strider 15
Counter (SU)

Whenever the technician would be damaged by their element, they may instead absorb it, receiving temporary hit points equal to ½ the damage they would have taken. These temporary hit points do not stack with each other, but they do stack with temporary hit points from other sources.

Mastery: At 18th level, an Elemental Incarnate may absorb any element regardless of their chosen element, and receive temporary hit points equal to the damage they would have taken.

Gaia Synchronization
Strider 15
Augment (SU)

The technician may select two augments from the Elemental Incarnate style, up to Intermediate Tier techniques, activating them with this augment.

Mastery: At 18th level, the Elemental Incarnate may select one Expert Tier augment as well as another augment up to Intermediate Tier.

Black Terra Curse
Strider 15
Assault (SU, Curse)

Whenever the technician makes a successful attack roll against their target with this Assault, the target must make a will save, or lose all resistances and immunity to the technician’s element for a number of minutes equal to the technician’s level.

Mastery: At 18th level, the Elemental Incarnate’s target also gains a weakness to their element, taking twice as much damage from it.

Five Star Swarm
Strider 15
Tactic (SU)

As a standard action, the technician may summon five spheres of energy, being able to make five ranged touch attacks with a distance of 120 feet, each sphere dealing 3d6 + the technician’s Constitution modifier (minimum 1). If a target is hit by more than one of these spheres, they must make a reflex save or be stunned for a number of rounds equal to the number of spheres they were hit by -1.

Mastery: At 18th level, the Elemental Incarnate’s spheres deal 4d6 damage and deal splash damage to all adjacent squares to the target.

White Fang

The Beast Within
Strider 15
Augment (SU)

For a number of rounds equal to the technician’s level, the technician may transform into a wild beast, gaining the benefits of the Bestial Rage, Crescent Moon Defense, and Feast of Blood augments.

Mastery: At 18th level, the augment’s duration is increase to a number of minutes equal to the White Fang’s Wisdom modifier (minimum 1).

Razor Claw Rend
Strider 15
Tactic (Melee)

As a full round action, the technician may make a full round attack against one target. For each successful attack roll they make against the target after the first, they deal an additional cumulative 1d6 of damage.

Mastery: At 18th level, for each d6 the White Fang deals to the target, the target also takes a cumulative amount of bleed damage equal to the White Fang’s Wisdom modifier (minimum 1).

Instant Takedown
Strider 15
Counter (Melee)

Whenever the technician is the target of a melee attack roll, they may force the target to make a Reflex save. If the target fails this save, the technician may immediately pin them before the attack resolves, being able to make one attack against the pinned target with two different weapons.

Mastery: At 18th level, the White Fang may pin a target, regardless of that target’s size.

Curse of the Beast
Strider 15
Assault (Melee, SU, Curse)

Whenever the technician makes a successful melee attack roll against a target, the target must make a Will save or be unable to make any attacks with anything but natural weapons for a number of minutes equal to the technician’s level.

Mastery: At 18th level, the target must make this save again or the curse is permanent until removed. A White Fang may remove any curse it places as a standard action.

Full Moon Nightmare
Strider 15
Tactic (Mind Affecting)

As a full round action, the technician may move up to four times their speed, this movement not provoking attacks of opportunity. During the movement, the technician may make a number of attacks equal to their Wisdom modifier (minimum 1), although they may not attack the same target twice with this tactic. If a target is hit by this tactic, they must make a will save or be panicked, and the technician may make a second attack with a different weapon against the target.

Mastery: At 18th level, the number of attacks the White Fang may make with this tactic is now equal to twice the White Fang’s Wisdom modifier (minimum 2).

Shadow Heart

Ghost Walk
Strider 15
Augment (SU)

For a number of rounds equal to ½ the technician’s level, the technician may become incorporeal and Invisible as per the spell Greater Invisibility. All of the technician’s weapons and armor is considered to have the Ghost Touch ability.

Mastery: At 18th level, the duration of this augment increases to a number of minutes equal to the Shadow Heart’s Intelligence modifier (minimum 1).

True Shadow Master
Strider 15
Tactic (SU)

As a full round action, a technician may create one shadowy copy of themselves in any square adjacent to the technician; when this copy is created, the technician may decide to change places with it. The copy has all the technician's class features, abilities, and equipment, being treated as an exact copy in every way. The copy acts on the technician’s initiative. This copy shares talent points with the technician, and has its own actions it may take, although it may only use up to Intermediate Tier techniques.

This clone last for a number of rounds equal to ½ the technician’s level, and has ½ of the technician’s maximum hit points. If the copy is reduced to 0 or fewer hit points, it instantly fade away.

Mastery: At 18th level, the Shadow Heart’s technique instead has a duration of a number of minutes equal to the Shadow Heart’s Intelligence modifier (minimum 1), and may use up to Expert Tier techniques.

Shadow Hunting Ground
Strider 15
Tactic (SU)

As a full round action, the technician may designate a number of squares within 90 feet of themselves equal to their Intelligence modifier (minimum 1) as “Shadow Squares”, these squares lasting for a number of rounds equal to ½ the technician’s level. These squares are known only to the technician, as well as any allies they wish to share this information with. When a target steps into a shadow square, the technician may make an attack of opportunity with any assault they know up to Intermediate tier against the square regardless of distance or the range of their weapon, and may use Beginner tier assaults without expending Style points.

Mastery: At 18th level, a Shadow Heart may use Expert tier assaults with this tactic, as well as no longer requiring Style points to use Intermediate tier assaults.

Soul Possession
Strider 15
Assault (SU)

Whenever the technician makes a successful attack roll against their target with this Assault, the target must make a Will save or have all of their actions determined by the technician for a number of rounds equal to the technician’s intelligence modifier (minimum 1), regardless of risk to themselves.

Mastery: At 18th level, the Shadow Heart may control the target for a number of minutes equal to their Intelligence modifier (minimum 1), allowing the target an additional save at the end of each minute of the effect with a penalty equal to the Shadow Heart’s Intelligence modifier (minimum 1). If the target fails 3 saving throws in a row, this effect instead last for 1 day.

Assassin’s Finale
Strider 15
Tactic (SU)

As a full round action, the technician may make a single attack roll against one target. If this attack roll is successful, the target must make a Fortitude save or take damage equal to ½ the target’s maximum hit points. If this damage is enough to reduce the target to 0 or fewer hit points, the target’s body and soul are destroyed, requiring a Wish or Miracle spell to revive them.

Mastery: At 18th level, this damage is increased to ¾ the target’s maximum hit points, and mortal magic is unable to revive the target.