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View Full Version : Pathfinder Technique Compendium (WIP) (TOB inspired Homebrew)



N. Jolly
2014-06-16, 02:13 AM
Hey all, doing a post for all the techniques for my technician classes, the Hero (http://www.giantitp.com/forums/showthread.php?356181-The-Hero-(WIP)) and the Strategist (http://www.giantitp.com/forums/showthread.php?351466-The-Strategist-(WIP)). There's going to be a third later, the Champion, but for now, these are my two children.


Technique Compendium
“Most of the people who come through this school barely learn how to swing a sword before getting kicked out, but those three...they made that blade sing in ways I never thought possible. You’d have thought they were born with steel in their veins the way they handled a weapon, inventing new ways of battling even before they had finished mastering the last one. I fear the bastard that meets them on the battlefield.” Ovan Ruevellion, master at arms of the Knight’s Soul training academy.

Technician Basics

The user of a technique is known as a technician. All saves for techniques are 10 + ½ the technician’s effective technician level + the key ability modifier of the style (Ex: A 3rd level Strategist / 4th level Fighter would have an effective technician level of 5). 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 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.)

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.

All techniques that a technician knows may be used to meet prerequisites regardless of the source of the technique.

Each class has different styles open to it, each one helping represent the class’s style of play. Underlined styles are unique to the listed class:

Strategist: Peerless Sniper, Iron Defender, Scarlet Bravo, Clarion Commander, Titan Fist
Strider: Peerless Sniper, Scarlet Bravo, Titan Fist, White Fang, Elemental Incarnate, Shadow Heart
Templar: Peerless Sniper, Iron Defender, Titan Fist, Steel Gospel

Technician Styles

Peerless Sniper
Key Ability: Wisdom
Classes: Strategist, Strider, Templar
Signature Weapons: Longbow or Musket

Masters of both bow and firearm alike, the Peerless Archer sets themselves apart from others of their ilk with a masterful understanding of the art of sniping. Rarely is there a target that is beyond the skillful eye of one so dedicated. Peerless Snipers pride themselves on their ability to make precise shots which would cripple their targets, firing at ranges which would seem impossible by the most skilled of their kind.

Iron Defender
Key Ability: Constitution
Classes: Strategist, Templar
Signature Weapons: Long Spear or Shield

Those who harden their bodies and their souls often find comfort in the incredible defensive capabilities afforded to them by the Iron Defender style. Able to take blows that would fell a normal warrior without flinching, those of this style are known to create a bulwark of defense that is impassable by all, drawing in the strikes of their enemies and shrugging off all but the most dire of attacks made against them.

Scarlet Bravo
Key Ability: Dexterity
Classes: Strategist, Strider
Signature Weapons: Rapier or Dagger

A sense of honor and panache radiates from those who come from the ranks of the Scarlet Bravo. Never satisfied simply with battling, technicians of this specialty are duelist at heart, enjoying the intimate clash of steel which results from a truly noble duel. Masters of mobility, it's rare for a Scarlet Bravo to be unable to meet their foes in honorable combat, instead bringing the fight to all those who would besmirch their honor.


Clarion Commander
Key Ability: Charisma
Classes: Strategist
Signature Weapons: Long Sword or Great Sword

For some, true victory is inspiring those around them to the heights of their potential, allowing their fellows to overcome any challenge set before them. For the Clarion Commander, there is no chance of defeat for those who can work as one, leading entire armies as easily as a small specialized unit upon the battlefield. Rare is the individual who is incapable of feeling inspired by these individuals, often causing foes to question their own allegiances.

Titan Fist
Key Ability: Strength
Classes: Strategist, Strider, Templar
Signature Weapons: Unarmed Strike or Cestus

Unable to stay away from the fray, a Titan Fist is one who has forsaken weapons as well as their own survival to crush anyone before them. Reckless to the extreme, those of this style have learned how to impart an incredible amount of punishment against any who would challenge them at the risk of their own bodies, coming back from combats covered in scars and other wounds simply to ensure victory.

Note on Titan Fist style: All Titan Fist techniques as well as attacks granted by the Titan Fist style may only be used with an unarmed strike, gauntlet, spiked gauntlet, brass knuckles, cestus, or rope gauntlet.

Elemental Incarnate
Key Ability: Constitution
Classes: Strider
Signature Weapons: Scimitar or Unarmed Strike

A nexus point of the elemental fury that roils within the plane itself, the Elemental Incarnate is a barely restrained technician who manages to channel their immense power into the elements themselves, wielding them as weapons as effortlessly as others would wield a sword. Training their bodies to be able to handle the immense strain that such powers place upon them, Elemental Incarnates are forces of nature given physical form.

Note on the Elemental Incarnate style: Whenever a technician selects their first Elemental Incarnate technique, they must select one element, becoming their signature element. This signature element decides what element the technician may use with their Elemental Incarnate techniques. If a technician has the Elemental Incarnate style with the Strider’s Calling class ability, they instead select two elements, being able to use both elements interchangeably.

White Fang
Key Ability: Wisdom
Classes: Strider
Signature Weapons: Natural Attack or Kukri

Barely restrained instinct and brutal power surge through those of this style, trained reflexes allowing those of the White Fang style to tear through opponents with animistic fury and raw force. Claws as sharp as razors and blades as swift as silence, the weapons of a White Fang leave terrible wounds and bloody swaths across the field of battle, causing those who witness such actions of wanton carnage to lose their nerve.

Shadow Heart
Key Ability: Intelligence
Classes: Strider
Signature Weapons: Dagger or Hand Crossbow

The practitioners of the Shadow Heart style would be legends among their field...if any of them were foolish enough to let themselves be known. Fading into the shadows to strike at opponents when they least suspect it, the weapons of these hidden technicians pierce through any defense, allowing them to target even the most stalwart of foes. Vanishing without a trace, the only evidence of these technicians is the trail of bodies left in their wake.

Steel Gospel
Key Ability: Charisma
Classes: Templar
Signature Weapons: Long Sword or Lance

Faith is the ultimate weapon in the Steel Gospel's arsenal, using the power of the divine to strike down enemies and leave the bodies of heathens as a reminder to all those who would cross their power. Able to restore the health of the faithful, the Steel Gospel excels in providing both succor and punishment, trusting their faith to guide them as they pass judgement on those who stand against themselves and their ideals..

Technique Primer

Some techniques may only be done as (or benefit, in the case of augments) melee or ranged attack, and will be given a (Melee) or (Ranged) tag if this is the case. Each Strategy comes in one of the following categories:

Assault: Assaults may be done as either an attack as a standard action or as the first attack in a full round attack, and the listed ability of an assault only activates with a successful attack roll. An Assault may not be done with a Tactic. Assaults may be done as attacks of opportunity.

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 of each tier (beginner, intermediate, expert, and master) at a time.

Counter: Counters are done as immediate actions in response to actions done by others.

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

N. Jolly
2014-06-16, 02:14 AM
Beginner Tier Techniques
Peerless Sniper

Sharp Shooter Adept
Strategist, Strider, Templar 1
Assault (Ranged)

The technician may attempt a disarm or sunder combat maneuver from a distance of up to 60 feet.

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, Templar 1
Assault (Ranged)

The technician's target must make a will save or be flat footed for one round.

Mastery: At 4th level, a Peerless Sniper may increase the duration of this condition to a number of rounds equal to the technician’s Wisdom modifier (minimum 1).

Reactive Aiming
Strategist, Strider, Templar 1
Augment

For one round per technician 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 ten feet of themselves.

Zen Offensive
Strategist, Strider, Templar 1
Augment

For one round per technician level, the technician may use their Wisdom modifier instead if their Dexterity mod for attacks with a ranged weapon. At 3rd level, the technician may deal additional damage equal to ½ their Wisdom modifier (minimum +1); this additional damage may not be applied if the technician is also applying their Strength modifier to damage.

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

Lucky Ricochet
Strategist, Strider, Templar 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 5th 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.

Iron Defender

Buffering Shield
Strategist, Templar 1
Tactic (Melee)

As a standard action, the technician may make an attack with both a weapon and a shield. At 3rd level, if the technician successfully makes an attack with a shield, they may make a free bull rush attempt without provoking an attack of opportunity.

Mastery: At 5th level if an Iron Defender’s CMB check exceeds their opponent’s CMD, they may push their target back an additional 5 feet.

Siblings in Steel
Strategist, Templar 1
Counter (Melee)

When the technician is next to an ally who would take damage, they may intercede, taking ½ of the damage of the attack themselves. At 3rd level, they may instead take ¾ of the damage.

Mastery: At 5th level an Iron Defender may take all of the damage from an oncoming blow.

Distracting Offense
Strategist, Templar 1
Assault

Any target hit by one of the technician’s melee attacks takes a penalty to all attack rolls that don’t include the technician technician as a target equal to ½ the technician’s Constitution modifier (minimum -1) for one round. At 3rd level, this penalty increases to the technician’s Constitution modifier.

Mastery: At 5th level the duration of this penalty increases to one round per technician level.

Maze of Steel
Strategist, Templar 1
Augment

For one round per technician level, the technician may treat all squares that they threaten as difficult terrain. At 3th level, a caster may no longer cast defensively in any squares the technician threatens.

Mastery: At 5th level entering any square an Iron Defender threatens provokes an attack of opportunity.

Numbing Armor
Strategist, Templar 1
Counter

When the technician receives damage from an attack, they may delay the onset of the hp loss for one round, instead receiving it at the beginning of their next round.

Mastery: At 4th level, they may delay this damage a number of rounds equal to the technician’s Constitution modifier (minimum 1).

Scarlet Bravo

Shield of Steel
Strategist, Hero 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.

Scarlet Style Strike
Strategist, Hero 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 roll 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).

Flash Step
Strategist, Hero 1
Augment

For one round per technician level, the technician may ignore difficult terrain. At 3rd level, the technician’s speed increases by 10 feet

Mastery: At 5th level, the Scarlet Bravo’s speed is increased by an additional 20 feet, and may ignore magical hindering terrain, such as that created by an Entangle spell.

Faster than the Eye
Strategist, Hero 1
Tactic

As a standard action, the technician may make an attack roll against the target’s flatfooted AC. At 3rd level, they may instead make an attack roll against the target’s touch AC

Mastery: At 5th level a Scarlet Bravo may make two attack rolls, selecting either one as their attack roll for this attack.

Maneuver Adept
Strategist, Hero 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.

Clarion Commander

Dizzying Offense
Strategist 1
Assault

The technician's target takes a -2 to AC and CMD to attacks from anyone except the technician for one round. At 3rd level, these penalties last for a number of rounds equal to the technician’s Charisma Modifier (minimum 1).

Mastery: At 5th level, a clarion Commander may increase this penalty to -4.

Unity’s Roar
Strategist 1
Counter

Whenever the technician or any ally within 30 feet of them attempts a saving throw, the technician may give a morale bonus on this saving throw equal to ½ the technician’s Charisma modifier (minimum +1). At 3th level this increases to the technician’s Charisma modifier.

Mastery: At 5th level, the target of a Clarion Commander’s Counter may roll twice for their saving throw, selecting whichever result they desire.

Leader’s Charge
Strategist 1
Tactic (Melee)

As a full round action, the technician may make a charge attack against one creature. If this attack is successful, the next person to attack the target receives a morale bonus to their attack roll equal to the technician’s Charisma modifier (minimum +1). At 3rd level, they also receive a bonus to damage equal to the technician’s Charisma modifier (minimum +1).

Mastery: At 5th level a Clarion Commander receives a morale bonus to their attack roll equal to their Charisma modifier (minimum +1).

Pack Hunter’s Tactics
Strategist 1
Augment

For a number of rounds equal to the technician’s level, if the technician is flanking a target with an ally, they may increase the flanking bonus by the technician’s Charisma modifier (minimum +1) until the beginning of their next round.

Mastery: At 4th level, the Clarion Commander also deal additional damage equal to their Charisma modifier (minimum +1) with any attack they make while flanking.

Unbalancing Blow
Strategist 1
Assault

The technician's target may not make not make attacks of opportunity for 1 round. At 3rd level, this increases to ½ the technician’s Charisma modifier (minimum +1).

Mastery: At 5th level A Clarion Commander may increase the duration of this Assault to the technician’s Charisma modifier (minimum 2 rounds).

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 Strength modifier (minimum 1).

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 the technician's Strength modifier (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)

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 +4 to attack and damage rolls. If this attack misses, the technician is staggered for one round.

Mastery: At 4th 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 of this 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)

The technician's 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)

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 Wisdom modifier (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)

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 Transformation
Strider 1
Augment (SU)

For a number of rounds equal to the technician's level, they grow a set of claws and fangs, each 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)

Until the beginning of the technician's 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 re roll one attack roll as a free action.

Vigor Thief
Strider 1
Assault (SU)

The technician's 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)

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 4th 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 Corrupter
Strider 1
Assault (SU)

The target must make a Reflex save or have their shadow to turn against them, 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 Intelligence modifier (minimum 1).

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


Steel Gospel

N. Jolly
2014-06-16, 02:16 AM
Intermediate Tier 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, Templar 5
Augment (Ranged)

For one round per technician 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, Templar 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, Templar 5
Assault (Ranged)

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 Wisdom modifier (minimum 1).

Rapid Fire Perforation
Strategist, Strider, Templar 5
Augment

For every attack the technician successfully connects with until the end of their round, the 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, Templar 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

Iron Defender

Steel Purge
Strategist, Templar 5
Counter

Whenever the technician is affected by the following conditions, they may negate the condition, as well as any extraordinary, supernatural, spell-like ability, or spell that caused it: bleed, confused, dazed, dazzled, deafened, fatigued, shaken, sickened, staggered.

Mastery: At 8th level, an Iron Defender may add the following conditions to the list that they are able to negate: blinded, cursed, energy drained, exhausted, frightened, grappled, nauseated, paralyzed, poisoned, stunned.

Black Iron Defense
Strategist, Templar 5
Augment

For one round per technician level, he technician may increase their defenses, receiving a dodge bonus to AC equal to their Constitution modifier (minimum +1).

Mastery: At 8th level an Iron Defender receives temporary hit points equal to double their Constitution modifier (minimum +2).

Slowing Sledgehammer
Strategist, Templar 5
Assault

The technician's target is forced to make a reflex save or be rooted to the spot, unable to take a move action for one round.

Mastery: At 8th level, if the target fails their save against the Iron Defender, they are also dazed for one round.

Skin of the Golem
Strategist, Templar 5
Augment

For one round per technician level, the technician gains DR-/X equal to their Constitution modifier (minimum DR 1/-). This DR stacks with all other DR except other Augments, regardless of source.

Mastery: At 8th level, the Iron Defender’s DR increases to twice their Constitution modifier (minimum DR 2/-).

Punishment Eater
Strategist, Templar 5
Counter

Whenever the technician loses hit points from any source, they may reduce the hit point loss by ½.

Mastery: At 8th level, the Iron Defender may channel the force behind that attack, receiving a +1 dodge bonus to AC for every 5 damage reduced with this ability.

Scarlet Bravo

Advanced Scarlet Style Strike
Strategist, Hero 5
Tactic (Melee)

As a full round action, the technician may move up to their speed, making two attacks 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, Hero 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, Hero 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, Hero 5
Assault (Melee)

The technician may make a CMB check as well, allowing them a free combat maneuver.

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, Hero 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.

Clarion Commander

Quicksilver Momentum
Strategist 5
Tactic

As a move action, the technician may grant any ally within 30 feet an additional move action to be taken on the target’s round.

Mastery: At 8th level, the Clarion Commander may instead grant an additional standard action.

Victory’s Herald
Strategist 5
Augment

Whenever the technician connects with an attack this round, all allies within 60 feet gain a cumulative +1 morale bonus to attack rolls until the beginning of the technician’s next round, up to a maximum bonus equal to the technician’s level . At 7th level, this bonus also applies to damage rolls.

Mastery: At 9th level the Clarion Commander’s morale bonus last for a number of rounds equal to the technician’s Charisma modifier (minimum +1).

Coordinated Charge
Strategist 5
Tactic (Melee)

As a full round action, the technician may select one ally within 30 feet of them, allowing both their ally and themselves to make a charge attack against the same foe.

At 8th level, both characters receive a morale bonus on their attack and damage rolls equal to the technician’s Charisma modifier (minimum +1).

True Steel Technique
Strategist 5
Augment

The technician may increase the weapon damage of all allies within 30 feet by one step for a number of rounds equal to the technician’s Charisma modifier (minimum +1).

Mastery: At 8th level, the Clarion Commander may increase the weapon’s damage die by two steps.

Bolstering The Troops
Strategist 5
Assault

The technician may give any ally within 30 feet of them temporary hit points equal to the technician’s level.

Mastery: At 8th level, the number of temporary hit points granted by this Assault increases to twice the Clarion Commander’s level.

Titan Fist

Lighting Strike
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 must make a reflex save or be 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.

Storm Shield
Strategist, Strider, Templar 5
Augment

Until the beginning of the technician's next round, the technician takes a -4 to AC, 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, a Titan Fist's Augment last for a number of rounds equal to their Strength modifier (minimum 1).

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's can 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 and damage rolls against the target equal to the technician’s Strength modifier (minimum 1) for 1 round.

Mastery: At 8th level, the Titan Fist's insight bonuses double, as well as now lasting for two rounds.

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 negated 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 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 Constitution modifier (minimum 1), the technician gains 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 Incarnation Constitution modifier (minimum 1), 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 Constitution modifier (minimum 1), 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 Wisdom (minimum 1), the technician receives low light vision, scent, and darkvision 60 feet.

Mastery: At 8th level, a White Fang's darkvision increase to 60 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)

When the technician makes a successful attack roll, if they make an additional successful 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 an insight 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 Will save or be shaken for a number of rounds equal to the White Fang's Wisdom modifier (minimum 1).

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 Wisdom modifier (minimum 1).

Shadow Heart

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 effective technician level.

Mastery: At 8th level, a Shadow Heart may instead summon a number of identical clones equal to their Intelligence modifier (minimum 1).

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.

Heartless Mutilation
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 Fortitude save or take an amount of Charisma damage equal to the technician's Intelligence modifier (minimum 1).

Mastery: At 8th level, the Shadow Heart's target must make a second Fortitude save or they instead take Charisma drain.

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.

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 1/2 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.

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).

Steel Gospel

N. Jolly
2014-06-16, 02:17 AM
Expert Tier 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, Templar 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 called shots equal to their Wisdom 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, Templar 10
Augment (Ranged)

For a number of rounds equal to the technician’s Wisdom modifier, the technician’s ranged attacks may ignore total concealment or full cover 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, Templar 10
Assault

The technician's target must make a reflex save or take Dexterity damage equal to the technician’s Wisdom 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, Templar 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.

Shell Cracker Special
Strategist, Strider, Templar 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 Wisdom modifier (minimum 1 minute).

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

Iron Defender

Incorruptible Aura
Strategist, Templar 10
Counter

Whenever the technician is included as a target by a spell, if they make a successful saving throw, they may force the spell back upon the caster, the DC of the spell becoming 10 + ½ the technician’s level + their Constitution modifier (minimum +1). At 12th level, the technician gains a morale bonus to this saving throw equal to the technician’s Constitution modifier (minimum +1).

Mastery: At 14th level, the caster takes a penalty to their saving throw equal to the Iron Defender’s Constitution modifier (minimum -1).

Heart of Sacrifice
Strategist, Templar 10
Augment (Melee)

Leaving themselves seemingly vulnerable to all opponents, the technician may give all attacks against them a +4 bonus on attack and damage rolls against them until the beginning of their next turn, but every attack against the technician provokes an attack of opportunity from them, which is resolved prior to resolving each enemy attack. At 12th level, this tactic last an additional number of rounds equal to the technician’s Constitution modifier (minimum +1).

Mastery: At 14th level whenever the Iron Defender makes a successful attack of opportunity, the creature that triggered the attack of opportunity takes a cumulative -2 to all attack rolls until the beginning of their next round.

Mystic Sealing Strike
Strategist, Templar 10
Assault

The technician's target must make a will save or be unable to cast any spells, or use any spell-like or supernatural abilities for a number of rounds equal to the technician’s Constitution modifier (minimum 1).

Mastery: At 13th level, the target takes twice as much damage from the Steel Dfender’s attack if they have used a spell, spell-like ability, or supernatural ability within one round of this assault.

Near Death Vigor
Strategist, Templar 10
Counter

Whenever the technician takes damage from an attack, they may receive a +2 dodge bonus to their AC for every 5 damage they take that round, this bonus lasting until the end of their next round.

Mastery: At 13th level, thee Iron Defender also receive a cumulative DR 3/- for every 5 damage they take.

Loyalty beyond Death
Strategist, Templar 10
Counter

Whenever the technician would take enough damage to lower their hit points below 0, they may make a fortitude save (DC is the amount of damage they took), surviving the attack with 1 hit points.

Mastery: At 13th level, the Iron Defender may continue to make saves against all damage until the beginning of their next round.

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 -1 to attack and damage rolls until the end of the Scarlet Bravo’s next round.

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 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.

Scarlet Reversal
Strategist, Hero 10
Counter

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.

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

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

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.

Clarion Commander

Iron Smith’s Hammer
Strategist 10
Augment

Until the beginning of the technician’s next round, whenever they make a successful attack roll, the target of their attack takes a cumulative -2 to AC and reflex saves for a number of rounds equal to the technician’s Charisma modifier (minimum 1).

Mastery: At 13th level, the target also takes a -5 penalty to all of its movement speeds for each successful attack the Clarion Commander makes against them.

Warlord’s Scythe
Strategist 10
Tactic (Melee)

As a standard action, the technician may make a single attack against one target, dealing two times as much damage. If this attack reduces the target to 0 or few hit points, the technician may make a five foot adjustment and make another attack, also dealing double damage. At 12th level, if this attack reduces the target to 0 or fewer hit points, they may make a third such attack, being able to make another 5 foot adjustment

Mastery: At 14th level, the Clarion Commander deals twice as much damage with attacks made with this Tactic.

Generous Set Up
Strategist 10
Assault (Melee)

All allies may increase the threat range of their weapons by 1 on attacks against the technician's target until the beginning of the technician’s next round.

Mastery: At 13th level, the Clarion Commander’s Assault instead increases ally’s weapon threat range by 2.

Golden Dragon’s Gift
Strategist 10
Augment

All allies within 30 feet of the technician gain a morale bonus on attack and damage rolls equal to 1/2 the technician’s Charisma modifier (minimum +1) for two rounds. At 12th level, they also receive a morale bonus to saving throws equal to the technician’s Charisma modifier (minimum +1)

Mastery: At 14th level, the Clarion Commander’s allies may also re roll a saving throw once per round as a free action.

Unbalancing Feign
Strategist 10
Counter (Melee)

Whenever the technician is hit by an attack, the attacker must make a will save or they will provoke attacks of opportunity whenever they make a standard, move, swift, or full round action until the end of the target’s next turn.

Mastery: At 13th level, whenever the target is hit by an attack of opportunity, they take a -3 to all attack and damage rolls until the end of the Clarion Commander's next round.

Titan Fist

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).

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 -2 penalty to 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 half.

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

For a number of rounds equal to the technician's Strength modifier (minimum 1), 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: All attacks that include the Titan Fist as a target do maximum damage to them for a number of rounds equal to 1/2 the Titan Fist's Strength modifier (minimum 1).

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 three 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 the technician's Strength modifier (minimum 1), being able to make an addition saving throw at the beginning of each of their rounds to remove this effect. After this attack resolves, the technician is flat footed until the beginning 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 damage equal to the Titan Fist's 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 Constitution modifier (minimum 1), 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.

Terra Injection
Strider 10
Assault (SU)

The technician's target must make a Fortitude save. If this save fails, for a number of rounds equal to the technician's Constitution modifier, 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.

Gaia Terrain
Strider 10
Augment (SU)

For a number of rounds equal to the technician's Constitution modifier, 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.

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

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 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.

Evolutionary Edge
Strider 10
Augment (Melee)

For a number of rounds equal to the technician's Wisdom modifier (minimum 1), 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)

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 two times the technician's Wisdom modifier (minimum 1).

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

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.

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

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 their Wisdom modifier, receiving a new saving throw at the beginning of each of their rounds to end the condition.

Shadow Heart

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 or tactic (that requires a standard action to use). Both targets have access to the technician's style points, able to use techniques from the beginner tier that the technician knows. Targets 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 make a charge attack. 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.

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 Intelligence modifier (minimum 1).

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 the Shadow Heart.

Life Blood Freeze
Strider 10
Assault (SU)

The tactician's target must make a fortitude save or be stunned for a number of rounds equal to the technician's Intelligence modifier (minimum 1), 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.

Vampire Feast
Strider 10
Augment (SU)

For a number of rounds equal to the technician's Intelligence modifier (minimum 1), 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.

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.

Steel Gospel

N. Jolly
2014-06-16, 02:18 AM
Master Tier 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, Templar 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 Wisdom 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.

Arresting Artillery
Strategist, Strider, Templar 15
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 the technician’s Wisdom modifier (minimum 1). 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 Wisdom modifier (minimum 2) if they fail.

Mastery: At 18th level, if the target fails their initial save, they also take bleed damage equal to the Peerless Sniper’s Wisdom modifier (minimum 1).

Bullseye Blitz
Strategist, Strider, Templar 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 Wisdom modifier (minimum 1). 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 subtract two attacks when determining the effects of this Augment.

Mystic Reversal
Strategist, Strider, Templar 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.

Black Soul Shot
Strategist, Strider, Templar 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 Wisdom modifier (minimum 1).

Mastery: At 18th level, the target gains 2 negative levels, and the negative levels that a Peerless Archer bestows upon a target last 24 hours.

Iron Defender

Battlefield Warlord
Strategist, Templar 15
Tactic (Melee)

As a move action, the technician may increase the radius they threaten by a number of spaces equal to their Constitution modifier (minimum 1) until the beginning of their next round. If the technician could not normally make an attack against an opponent who provoked within their expanded threatened range, they may move as a free action up to their speed, as long as they end their movement in a square that they threaten the target which provoked the attack of opportunity.

Mastery: At 18th level, every attack of opportunity the Iron Defender makes deals two times as much damage.

Crushing Magic Resonance
Strategist, Templar 15
Tactic

As a standard action, the technician may make a single attack, dealing twice as much damage. If this attack is successful, the target must make a will save or take damage equal to the technician’s Constitution modifier (minimum 1) for every level of spell currently affecting the target (Eg; a target with Haste and Beast Form I would take six times the technician’s Constitution modifier), only taking half this damage on a successful save.

Mastery: At 18th level, the target of the Iron Defender’s Tactic must save again, or have all spells affecting them be instantly dispelled.

Eternal Bond of Loyalty
Strategist, Templar 15
Augment

The technician may select one ally for their bond, and may only have one bond at a time. The technician and their ally are both allowed to make saving throws whenever either is subjected to an effect, taking the higher result of the two. As long as the technician is still conscious and alive, the bonded ally is always considered adjacent to them, and the two may pool their hit points to determine when they would fall unconscious or die due to hit point loss

Mastery: At 18th level, as long as the technician is conscious, the Iron Defender’s bonded ally may use the Loyalty Beyond Death technique once per round as a free action, allowing both the Iron Defender and their bonded ally to make the save.

Strength from Pain
Strategist, Templar 15
Counter

When the tactician would be dealt damage, they may make a Fortitude save with a DC equal to the damage. If this save is successful, the damage is negated and the tactician gains temporary hit points equal to the amount of damage they would have received.

Mastery: At 18th level, the Iron Defender instead gains twice as many temporary hit points.

Adamantine Halo
Strategist, Templar 15
Augment

Whenever the technician makes a successful attack roll until the beginning of their next round, they receive a +2 dodge bonus to their AC and a +2 Morale bonus to all saving throws for a number of rounds equal to the technician’s Constitution modifier (minimum 1).

Mastery: At 18th level the Iron Defender’s bonuses increase by two for every successful attack roll.

Scarlet Bravo

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 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.

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.

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).

Scarlet Chaos
Strategist, Hero 15
Assault

The technician's 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.

Clarion Commander

Eternal Leadership
Strategist 15
Counter

When the technician would be brought to 0 or fewer HP by an incoming attack, they may give all allies within 60 feet of them temporary hit points equal to their level, as well as a morale bonus to attack and damage rolls and saving throws equal to their Charisma modifier (minimum +1) for a number of rounds equal to the technician’s Charisma modifier (minimum +1). These bonuses are halved if the technician is brought above 0 hit points.

Mastery: At 18th level, the Clarion Commander’s temporary hit points and bonuses bestowed upon their allies double.

Ironclad Momentum
Strategist 15
Augment

Until the beginning of the technician’s next round, whenever the technician or any of their allies within 60 feet of them makes a successful attack roll, they receive temporary hit points equal to the technician’s Charisma modifier and a cumulative +2 to attack and damage rolls. These temporary hit points last for 5 minutes, while the bonuses to attack and damage last for a number of rounds equal to the technician’s Charisma modifier (minimum 1).

Mastery: At 18th level, the duration of the Clarion’s Commander's Augment now end one round later.

Resolve Shattering Blow
Strategist 15
Assault

The DCs of the technician's target’s spells, spell-like abilities, supernatural abilities, and extraordinary abilities are reduced by a number equal to the technician’s Charisma modifier.

Mastery: At 18th level, if the Clarion Commander’s target attempts to use any supernatural, spell, or spell-like ability, they must make a will save or lose the action.

Turning the Tide
Strategist 15
Tactic

As a move action, the technician may grant all allies within 60 feet an additional move action to be taken on the target’s round.

Mastery: At 18th level, the Clarion Commander may instead grant an additional standard action.

Warlord’s Influence
Strategist 15
Assault

The technician's target must make a Will save or swear their allegiance to the technician, being treated as though they were dominated for a number of minutes equal to the technician’s Charisma modifier (minimum 1).

Mastery: At 18th level, the duration of this ability is increased to a number of hours equal to the technician’s Charisma modifier (minimum 1).

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 10 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 the technician’s Strength modifier (minimum 1), 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.

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

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 Strenght 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..

Master: 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)

The technician’s 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 Constitution modifier (minimum 1).

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

Full Moon Nightmare
Strider 15
Tactic

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).

The Beast Within
Strider 15
Augment (SU)

For a number of rounds equal to the technician’s Wisdom modifier (minimum 1), 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 1d6 of damage.

Mastery: At 18th level, for each d6 the White Fang deals to the target, the target also takes a cumulative 2 bleed damage.

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 two attacks against the pinned target.

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)

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 Wisdom modifier (minimum 1).

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.

Shadow Heart

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 the technician’s Intelligence modifier (minimum 1), 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.

Ghost Walk
Strider 15
Augment (SU)

For a number of rounds equal to the technician’s Intelligence modifier (minimum 1), 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).

Steel Gospel

N. Jolly
2014-06-16, 04:35 PM
And one more post, just to make sure I have room in case I start getting crazy again. Probably for flavor, since I do want to add some description of each style and such.

silphael
2014-06-17, 06:29 PM
Seems nice to me, will you add steel gospel techniques later?

N. Jolly
2014-06-21, 03:53 AM
Seems nice to me, will you add steel gospel techniques later?

Yeah, once I get to work on the Templar class, but that'll be in a little bit, once I get more info on the first two classes.

I generally update the techs and such on friday since that's the day before my game, and I show my players these classes here.