Moofaa
2007-02-28, 08:04 PM
Ok, well, this is more of a mesh of the Tome of Battle and my own ideas for my world of Feron.
I didnt like the 'quasi-magical- effects of many of the abilities in the Tome. A fighter shouldn't be able to set his sword on fire, or fly through the air. I wanted them to be more 'realistic' with their fighting styles.
I figured Dwarves and faeries will need their own unique styles. Faeries are pretty small, and have wings, so it makes sense for them to fight in melee extremely different from a stout dwarf or tall human.
I broke down 'human' fighting styles to cover Rangers and Rogues. Rogues I see as fighting with more stuns, feints, and trick maneuvers. Rangers I want to tie in to forest creatures.
Then I have two popular human styles, the Kings Sword and Lordly Spar (working titles lol). The Kinds sword focuses on group combat. Its something that captains/commanders would know, and would be taught mainly by the military and should be fairly common. The other, Lordly Spar, is a style mainly favored by the nobility, and I wanted to have a sort of dueling or fencing flair to it.
Problem is, after pulling out all the 'non-realistic' abilities, there wasnt much left. I started working on some new abilities, but its a lot of work to come up with something new and not giving redundant abilities to each style. I was hoping maybe i could get a few suggestions. Heres the list of maneuvers for each style so far:
Combat Styles
Dwarven
Level
1st Punishing Stance- Stance- Attacks deal +1d6 damage but you have -2 ac.
1st- Steely Strike strike- +4 AB on one strike, but foes gain +4 against you.
1st Counter Charge Counter Counter an opponents charge, forcing them to move away from you.
1st Mighty Throw strike Grab an enemy and throw him up to 10 feet.
2nd FoeHammer Strike- Overcome a targets DR, +2d6 dmg
3rd Exorcism of Steel- Strike- Hit an opponents weapon, it deals -4 dmg for 1 minute
3rd Iron Heart Surge Counter- Remove negative effect, gain +2 morale bonus on attacks.
3rd- Giant Killing Style Stance- Gain +2 on attacks and +4 on damage against larger foes.
3rd Bonecrushing Strike Strike Deal +4d6 dmg, gain +10dmg on critical hits.
3rd Crushing Weight of the Mountain Stance- +10 bonus on checks against bull rush, trip, and others, gain DR 2/-
4th Mithril Tornado Strike Attack all adjacent opponents with +2 bonus
4th Boulder Roll Boost Gain +4 bonus on overrun attempts
4th- Overwhelming Mountain Strike Strike Deal +2d6 dmg, Target loses move action.
5th- Iron Heart Focus counter- re-roll save
5th Elder Mountain Hammer Strike deals +6d6 damage and overcomes resistance and hardness
5th Avalanche Strike- Gain ability to trample foes
6th Iron Bones strike Gain DR 10/-
7th Shield Counter- counter- shield bash cancels foes attack
7th Colossus Strike Strike- deal 6d6 damage, knock opponent backwards
8th- Immortal Fortitude Stance You cannot die due to HP damage
Rogue
Level
1st - Rogues Stance Stance Gain a +2 dodge bonus to AC while in this stance, but a -2 on attacks
1st Dirty Trick Strike You gain sneak attack damage with this strike.
1st Gamble Strike Both you and your opponent roll a 1d6. If the opponents result is higher, he gains the difference in an attack bonus against you on his next turn. If you win you gain an attack bonus equal to the difference on this attack. In the event of a tie, the attack is calculated as normal, with no benefits or penalties.
2nd Clever Positioning strike Swap place with foe
2nd Stone Vice Strike - +1d6 dmg, immobilizes foe
3rd Feigned Opening counter- As an immediate action provoke an attack, then counter
3rd Assassins Stance- Stance- Gain sneak attack +2d6
4th Entangling Blade strike- Deal +2d6dmg, target has -20 to speed
4th Fountain of Blood Boost Defeat foe, causes fear in enemies
5th Daunting Strike Strike Target of attack becomes shaken
5th Dazzling Strike Strike- Melee attack dazes opponent
5th Stalking Shadow Counter move to opponents space as he tries to move away from you
6th Stalker in the Night Strike while remaining hidden
6th Feign Death Counter This maneuver may be used when an opponent successfully strikes you. You fall to the ground in a believable manner. You may remain in this state for as long as you wish. However opponents may make a spot check vs dc 10+your level each round they remain in the area to see through your deception.
7th Finishing Move- strike- gain extra damage against weakened enemy
7th Hamstring Attack Strike Deals 1d8 dexterity damage, foe has -10 movement speed
7th Prey on the Weak Stance Attack of opportunity with each foe that drops
8th Fools Strike Strike Reflect foes attack
Ranger
1st Howl of the Beast- Counter Unleash a fearsome howl that strikes fear into your enemies. They must make a will save vs DC 10+ your level or take a -1 penalty on all attacks, saves, and skill checks
1st Feral Savagery Stance If you take melee damage while in this stance, you receive +1 to damage and attack bonus on your next turn.
2nd Claw at the Moon- Strike- Make jump check, +2d6 dmg
2nd Rabid Wolf Strike Strike- Deal +2d6 dmg, +4 attack bonus, -4 AC for 1 round
3rd Stance of the Wolf- Stance- You and allies gain +1dmg/2 initiator levels against flanked targets.
4th- Stance of the Bear Stance You gain +4 ac against melee opponents
5th Dancing Mongoose strike- Gain additional attack with each weapon
6th Manticore parry Deflect attack and direct it toward another opponent
6th- Rabid Bear Strike Gain +4 on attack, deal 10d6 dmg, -4 ac with attack
8th Gorillan Windmill Flesh Rip Boost Gain ability to rend with successful attacks
8th Raging Mongoose Boost Make 2 extra attacks with each weapon carried
Kings Sword
Level
1st Iron Guards Glare - stance Enemies take -4 penalty on attacks vs allies.
1st Vanguard Strike Strike- Allies get a +4 attack bonus against chosen enemy.
1st Leading the Attack Strike Allies gain +4 bonus against an opponent you strike.
1st Leading the Charge Stance Allies gain +1 dmg/initiator level on charge attacks.
2nd Shield Block Counter- Ally gains +4 ac and shield bonus.
2nd Battle Leaders Charge No attacks of opportunity while charging, deal +10 damage .
3rd Absolute Steel Dance Stance Gain +10ft bonus to movement, +2 AC while moving
3rd Lions Roar Boost Defeat enemy and allies gain +5dmg on attacks
4th Covering Strike Boost Every enemy you strike cannot make attacks of opportunity for 3 rounds.
7th Clarion Call Boost If you drop a foe, allies within 60ft can take an extra move action or free attack.
7th Swarming Attack Strike Allies make free attack against foe you strike
Lordly Spar
Level
1st Stance of Clarity stance- Gain +2 AC bonus against one target, -2 from all others.
1st Dazzling Flourish Strike You twirl your blade in a fancy impressive maneuver. Make a reflex save vs your opponents AC. If successful you gain an extra attack, if failed your opponent receives an attack of opportunity against you.
2nd Flashing Sun Strike- Gain an extra attack
2nd Disarming Strike Strike- Attempt to disarm a foe
3rd - Pearl of Black Doubt Stance Gain +2 ac for each strike that misses you.
4th Lightning Recovery Counter- Re-roll a missed attack with +2 bonus.
4th Strike of the Broken Shield Strike Deal +4d6 dmg, attack makes target flat-footed
5th- Disrupting Blow- Strike- causes opponent to be unable to act for 1 round
5th- Rapid Counter- counter- strike opponents who provoke attacks from you
5th Dancing Blade Form Stance - +5ft reach during your turn
7th- Scything Blade Boost strike one foe, free attack on another
Faerie:
1st-Steel Wind Strike attack two opponents.
1st Island of Blades Stance You and an ally get flanking bonuses when attacking adjacent opponents.
2nd Wall of Blades Counter- Replace AC with attack rolls results
3rd Thicket of Blades stance Enemies 5ft steps provoke attacks of opportunity from you.
3rd Soaring Raptor Strike Strike Attack foe from above with +4 bonus, deal 6d6 dmg.
5th- Giants Stance Stance Deal damage as if you were one size larger
7th- Avalanche of Blades stance With each attack that hits, make another with increasing penalty
8th Adamantine Hurricane- Strike two attacks against each adjacent foe with +4 bonus
*updated
I didnt like the 'quasi-magical- effects of many of the abilities in the Tome. A fighter shouldn't be able to set his sword on fire, or fly through the air. I wanted them to be more 'realistic' with their fighting styles.
I figured Dwarves and faeries will need their own unique styles. Faeries are pretty small, and have wings, so it makes sense for them to fight in melee extremely different from a stout dwarf or tall human.
I broke down 'human' fighting styles to cover Rangers and Rogues. Rogues I see as fighting with more stuns, feints, and trick maneuvers. Rangers I want to tie in to forest creatures.
Then I have two popular human styles, the Kings Sword and Lordly Spar (working titles lol). The Kinds sword focuses on group combat. Its something that captains/commanders would know, and would be taught mainly by the military and should be fairly common. The other, Lordly Spar, is a style mainly favored by the nobility, and I wanted to have a sort of dueling or fencing flair to it.
Problem is, after pulling out all the 'non-realistic' abilities, there wasnt much left. I started working on some new abilities, but its a lot of work to come up with something new and not giving redundant abilities to each style. I was hoping maybe i could get a few suggestions. Heres the list of maneuvers for each style so far:
Combat Styles
Dwarven
Level
1st Punishing Stance- Stance- Attacks deal +1d6 damage but you have -2 ac.
1st- Steely Strike strike- +4 AB on one strike, but foes gain +4 against you.
1st Counter Charge Counter Counter an opponents charge, forcing them to move away from you.
1st Mighty Throw strike Grab an enemy and throw him up to 10 feet.
2nd FoeHammer Strike- Overcome a targets DR, +2d6 dmg
3rd Exorcism of Steel- Strike- Hit an opponents weapon, it deals -4 dmg for 1 minute
3rd Iron Heart Surge Counter- Remove negative effect, gain +2 morale bonus on attacks.
3rd- Giant Killing Style Stance- Gain +2 on attacks and +4 on damage against larger foes.
3rd Bonecrushing Strike Strike Deal +4d6 dmg, gain +10dmg on critical hits.
3rd Crushing Weight of the Mountain Stance- +10 bonus on checks against bull rush, trip, and others, gain DR 2/-
4th Mithril Tornado Strike Attack all adjacent opponents with +2 bonus
4th Boulder Roll Boost Gain +4 bonus on overrun attempts
4th- Overwhelming Mountain Strike Strike Deal +2d6 dmg, Target loses move action.
5th- Iron Heart Focus counter- re-roll save
5th Elder Mountain Hammer Strike deals +6d6 damage and overcomes resistance and hardness
5th Avalanche Strike- Gain ability to trample foes
6th Iron Bones strike Gain DR 10/-
7th Shield Counter- counter- shield bash cancels foes attack
7th Colossus Strike Strike- deal 6d6 damage, knock opponent backwards
8th- Immortal Fortitude Stance You cannot die due to HP damage
Rogue
Level
1st - Rogues Stance Stance Gain a +2 dodge bonus to AC while in this stance, but a -2 on attacks
1st Dirty Trick Strike You gain sneak attack damage with this strike.
1st Gamble Strike Both you and your opponent roll a 1d6. If the opponents result is higher, he gains the difference in an attack bonus against you on his next turn. If you win you gain an attack bonus equal to the difference on this attack. In the event of a tie, the attack is calculated as normal, with no benefits or penalties.
2nd Clever Positioning strike Swap place with foe
2nd Stone Vice Strike - +1d6 dmg, immobilizes foe
3rd Feigned Opening counter- As an immediate action provoke an attack, then counter
3rd Assassins Stance- Stance- Gain sneak attack +2d6
4th Entangling Blade strike- Deal +2d6dmg, target has -20 to speed
4th Fountain of Blood Boost Defeat foe, causes fear in enemies
5th Daunting Strike Strike Target of attack becomes shaken
5th Dazzling Strike Strike- Melee attack dazes opponent
5th Stalking Shadow Counter move to opponents space as he tries to move away from you
6th Stalker in the Night Strike while remaining hidden
6th Feign Death Counter This maneuver may be used when an opponent successfully strikes you. You fall to the ground in a believable manner. You may remain in this state for as long as you wish. However opponents may make a spot check vs dc 10+your level each round they remain in the area to see through your deception.
7th Finishing Move- strike- gain extra damage against weakened enemy
7th Hamstring Attack Strike Deals 1d8 dexterity damage, foe has -10 movement speed
7th Prey on the Weak Stance Attack of opportunity with each foe that drops
8th Fools Strike Strike Reflect foes attack
Ranger
1st Howl of the Beast- Counter Unleash a fearsome howl that strikes fear into your enemies. They must make a will save vs DC 10+ your level or take a -1 penalty on all attacks, saves, and skill checks
1st Feral Savagery Stance If you take melee damage while in this stance, you receive +1 to damage and attack bonus on your next turn.
2nd Claw at the Moon- Strike- Make jump check, +2d6 dmg
2nd Rabid Wolf Strike Strike- Deal +2d6 dmg, +4 attack bonus, -4 AC for 1 round
3rd Stance of the Wolf- Stance- You and allies gain +1dmg/2 initiator levels against flanked targets.
4th- Stance of the Bear Stance You gain +4 ac against melee opponents
5th Dancing Mongoose strike- Gain additional attack with each weapon
6th Manticore parry Deflect attack and direct it toward another opponent
6th- Rabid Bear Strike Gain +4 on attack, deal 10d6 dmg, -4 ac with attack
8th Gorillan Windmill Flesh Rip Boost Gain ability to rend with successful attacks
8th Raging Mongoose Boost Make 2 extra attacks with each weapon carried
Kings Sword
Level
1st Iron Guards Glare - stance Enemies take -4 penalty on attacks vs allies.
1st Vanguard Strike Strike- Allies get a +4 attack bonus against chosen enemy.
1st Leading the Attack Strike Allies gain +4 bonus against an opponent you strike.
1st Leading the Charge Stance Allies gain +1 dmg/initiator level on charge attacks.
2nd Shield Block Counter- Ally gains +4 ac and shield bonus.
2nd Battle Leaders Charge No attacks of opportunity while charging, deal +10 damage .
3rd Absolute Steel Dance Stance Gain +10ft bonus to movement, +2 AC while moving
3rd Lions Roar Boost Defeat enemy and allies gain +5dmg on attacks
4th Covering Strike Boost Every enemy you strike cannot make attacks of opportunity for 3 rounds.
7th Clarion Call Boost If you drop a foe, allies within 60ft can take an extra move action or free attack.
7th Swarming Attack Strike Allies make free attack against foe you strike
Lordly Spar
Level
1st Stance of Clarity stance- Gain +2 AC bonus against one target, -2 from all others.
1st Dazzling Flourish Strike You twirl your blade in a fancy impressive maneuver. Make a reflex save vs your opponents AC. If successful you gain an extra attack, if failed your opponent receives an attack of opportunity against you.
2nd Flashing Sun Strike- Gain an extra attack
2nd Disarming Strike Strike- Attempt to disarm a foe
3rd - Pearl of Black Doubt Stance Gain +2 ac for each strike that misses you.
4th Lightning Recovery Counter- Re-roll a missed attack with +2 bonus.
4th Strike of the Broken Shield Strike Deal +4d6 dmg, attack makes target flat-footed
5th- Disrupting Blow- Strike- causes opponent to be unable to act for 1 round
5th- Rapid Counter- counter- strike opponents who provoke attacks from you
5th Dancing Blade Form Stance - +5ft reach during your turn
7th- Scything Blade Boost strike one foe, free attack on another
Faerie:
1st-Steel Wind Strike attack two opponents.
1st Island of Blades Stance You and an ally get flanking bonuses when attacking adjacent opponents.
2nd Wall of Blades Counter- Replace AC with attack rolls results
3rd Thicket of Blades stance Enemies 5ft steps provoke attacks of opportunity from you.
3rd Soaring Raptor Strike Strike Attack foe from above with +4 bonus, deal 6d6 dmg.
5th- Giants Stance Stance Deal damage as if you were one size larger
7th- Avalanche of Blades stance With each attack that hits, make another with increasing penalty
8th Adamantine Hurricane- Strike two attacks against each adjacent foe with +4 bonus
*updated