Orzel
2007-03-19, 10:40 AM
Stabbing, tripping, and disarming is fine. But it is assumed that eventually you will be fighting weaponless monsters and things more than twice your size. You'd think the fighter college would have thought up a few moves for beating to things that don't fight normally.
Here's a few I thought up.
Throw Sand
You can make a sand throw as a standard action (an attack). When you throw sand, you attempt to throw sand, dirt, or mud into the eyes of an opponent, trying to blind them.
To throw sand, you must first pick up sand from the surrounding environment. This provokes an attack of opportunity if not in a prone position. If the defender’s attack of opportunity deals any damage, you cannot pick up the sand this round. Picking up sand, mud, or dirt is a free action.
You may throw sand at anyone in your natural reach. When you throw sand, the defender must make a Reflex save (DC 10 + your Strength Modifier) or be blinded for 1 round. Creatures without eyes or do not use eyes to see are immune to this effect.
You may try to conceal your throw sand attempt by using a distraction. If you do, make a Bluff check opposed by a Sense Motive check by your target. If you win, increase the DC of your sand throw by 4. If you lose, the defender gains a +4 bonus to saves against all sand throws made be you for the rest of the encounter.
Throwing Sand as a Move Action
With the Improved Sand throw feat, you can attempt to throw sand as a move action instead of as a standard action.
Limb Strike
As an attack action, you may attempt to injure the limbs an opponent uses for movement.
If you’re attempting to strike a limb of an opponent, follow the steps outlined here.
Step 1
Attack of Opportunity. You provoke an attack of opportunity from the target you are trying to limb strike. (If you have the Improved Limb Strike feat, you don’t incur an attack of opportunity for making a limb strike attempt) If the defender’s attack of opportunity deals any damage, your Limb Strike attempt fails.
Step 2
Attack Roll. You make an attack roll to your defenders touch AC. If the combatants are of different sizes, the larger combatant gets a penalty to his touch AC of -4 per difference in size category. The defender add his Reflex save bonus to his Touch AC if not caught flatfooted or still has his Dexterity bonus to AC.
Step 3
Consequences. If you hit the defender, roll damage and deal half of it to the defender (rounded down). If you deal at least 1 damage, the defender's limb is injured. The defender's ground, burrow, climb, or fly speed (choose one) is halved and the defender take a -4 penalty to Strength and Dexterity checks for 1 round plus 1 additional round for every 5 damage dealt (rounded down to the nearest 5).
If you fail to hit or fail to deal damage to the defender, the defender gains a cummulative +4 bonus to his touch AC to defend against limb strikes.
Climb On
As a move action, you may attempt to jump on a opponent at least 2 sizes larger than you, in an attempt to get in a better position to strike.
First, you move into the defender’s space. Doing this provokes an attack of opportunity from each opponent that threatens you, including the defender. (If you have the Improved Climb On feat, you don’t incur an attack of opportunity for making a climb on attempt) If the defender’s attack of opportunity deals any damage, your climb on attempt fails.
To climb on, make a Climb check opposed by an Escape Artist check by your target. The target may add his base attack bonus to this Escape Artist check. If your opponent is not denied his Dexterity bonus to AC, he gets a +8 to this roll. If your Climb check result exceeds your target’s Escape Artist check result, The attacks you make against the target does not allow him to use his Dexterity bonus to AC (if any). Additionally, you gain a +4 bonus to Reflex saves against spells, breath weapons, and gaze attacks for each size you are smaller that the target. You can only use light one handed weapons on the target unless he is at least 3 sizes larger than you.
Holding on
At the beginning of a climbed on opponent's turn, you must make a grapple check opposed by an Escape Artist check by your opponent. The target may add his Strength modifier (if any) to this Escape Artist check. If the defender wins the check, you fall off the defender.
Alternatively, the opponent may try to pick off enemies climbing on him. He makes a grapple check versus your touch AC as a standard action. If the defender wins the check, you fall off the defenderPEACH.
Here's a few I thought up.
Throw Sand
You can make a sand throw as a standard action (an attack). When you throw sand, you attempt to throw sand, dirt, or mud into the eyes of an opponent, trying to blind them.
To throw sand, you must first pick up sand from the surrounding environment. This provokes an attack of opportunity if not in a prone position. If the defender’s attack of opportunity deals any damage, you cannot pick up the sand this round. Picking up sand, mud, or dirt is a free action.
You may throw sand at anyone in your natural reach. When you throw sand, the defender must make a Reflex save (DC 10 + your Strength Modifier) or be blinded for 1 round. Creatures without eyes or do not use eyes to see are immune to this effect.
You may try to conceal your throw sand attempt by using a distraction. If you do, make a Bluff check opposed by a Sense Motive check by your target. If you win, increase the DC of your sand throw by 4. If you lose, the defender gains a +4 bonus to saves against all sand throws made be you for the rest of the encounter.
Throwing Sand as a Move Action
With the Improved Sand throw feat, you can attempt to throw sand as a move action instead of as a standard action.
Limb Strike
As an attack action, you may attempt to injure the limbs an opponent uses for movement.
If you’re attempting to strike a limb of an opponent, follow the steps outlined here.
Step 1
Attack of Opportunity. You provoke an attack of opportunity from the target you are trying to limb strike. (If you have the Improved Limb Strike feat, you don’t incur an attack of opportunity for making a limb strike attempt) If the defender’s attack of opportunity deals any damage, your Limb Strike attempt fails.
Step 2
Attack Roll. You make an attack roll to your defenders touch AC. If the combatants are of different sizes, the larger combatant gets a penalty to his touch AC of -4 per difference in size category. The defender add his Reflex save bonus to his Touch AC if not caught flatfooted or still has his Dexterity bonus to AC.
Step 3
Consequences. If you hit the defender, roll damage and deal half of it to the defender (rounded down). If you deal at least 1 damage, the defender's limb is injured. The defender's ground, burrow, climb, or fly speed (choose one) is halved and the defender take a -4 penalty to Strength and Dexterity checks for 1 round plus 1 additional round for every 5 damage dealt (rounded down to the nearest 5).
If you fail to hit or fail to deal damage to the defender, the defender gains a cummulative +4 bonus to his touch AC to defend against limb strikes.
Climb On
As a move action, you may attempt to jump on a opponent at least 2 sizes larger than you, in an attempt to get in a better position to strike.
First, you move into the defender’s space. Doing this provokes an attack of opportunity from each opponent that threatens you, including the defender. (If you have the Improved Climb On feat, you don’t incur an attack of opportunity for making a climb on attempt) If the defender’s attack of opportunity deals any damage, your climb on attempt fails.
To climb on, make a Climb check opposed by an Escape Artist check by your target. The target may add his base attack bonus to this Escape Artist check. If your opponent is not denied his Dexterity bonus to AC, he gets a +8 to this roll. If your Climb check result exceeds your target’s Escape Artist check result, The attacks you make against the target does not allow him to use his Dexterity bonus to AC (if any). Additionally, you gain a +4 bonus to Reflex saves against spells, breath weapons, and gaze attacks for each size you are smaller that the target. You can only use light one handed weapons on the target unless he is at least 3 sizes larger than you.
Holding on
At the beginning of a climbed on opponent's turn, you must make a grapple check opposed by an Escape Artist check by your opponent. The target may add his Strength modifier (if any) to this Escape Artist check. If the defender wins the check, you fall off the defender.
Alternatively, the opponent may try to pick off enemies climbing on him. He makes a grapple check versus your touch AC as a standard action. If the defender wins the check, you fall off the defenderPEACH.