ImpFireball
2007-08-01, 11:59 PM
Enflame Wounds
You have the ability to strike already effected areas on an opponent's body with near-surgical precision; for added pain.
Prerequisites:
- improved critical, weapon focus (selected weapon)
When attempting to hit a flatfooted/prone/or otherwise 'helpless' enemy who has already been wounded, you may use a light weapon that deals fire damage whilst taking a -4 penalty on both your attack roll and your strength for that round, in order to set said enemy's wounds on fire. A character with enflamed wounds suffers damage as if on fire at an increased number 1d6 per round equal to a rolled percentage of the total amount of hitpoints they've lost in the same day. On every round, there's a 30-50% chance that the character will have to make a fortitude save (completely determined by GM, taking into consideration the amount of fire damage caused upon setting the victim's wounds aflame), or double over and fall prone that round as a result of the pain.
A will save (as determined by GM), or another effect that removes pain (such as a spell, or autohypnosis) will allow them to continue fighting.
The character/monster with enflamed wounds must also roll an additional fortitude save every second round, or suffer constitution damage equal to the amount of damage they've suffered during that day subracted by their total constitution (temp scores included), divided by their constitution modifier.
A character may make a reflex save to avoid having their wounds set on fire.
A character whose wounds are on fire, cannot stabilize if their hit points are at 0 or below.
Improved Enflamed Wounds
You know your technique for causing pain well... well enough that even a prepared warrior isn't prepared for you.
Prequisites: Enflamed wounds
You may spend one round studying the enemy so that you may ignite their wounds without relying on them being flatfooted or made helpless. The amount of d6's rolled for fire damage dealt upon ignition may now be placed at your character's BAB divided by four, if declared so by the player.
Additionally, medium weapons are now permitted for wound ignition.
Improved Reach
You've got a knack for distance and the relation of an opponent in accordance with your position.
Prerequisites: Weapon focus (selected reach weapon), weapon finesse, dex 15
You may hit an enemy from afar with a reach weapon at a range equal to as if you were one size category larger than your character wielding a weapon of the same size category. The weapon need not be extended, because this feat relies on the flexibility and the ability of the character to take advantage of the environment.
Dreadnaught
Now every fictional character can be like Dwayne 'The Rock' Johnson in 'The Rundown'! Except you'll be wielding swords and stuff, instead of you know... shotguns.
- Based off of D20 future
Prerequisites: 22 strength, TWF, Oversized TWF, weapon focus (desired weapon), BAB +6
You may now wield a non-reach weapon that normally requires two hands in either the main hand or the off-hand. The threat range die decreases by 1, and the strength modifier damage is now 1 (rather then the usual 1.5 with a two hand weapon). Additionally, double weapons can be wielded in one hand, however they must be in the offhand to take advantage of their double qualities (along with the fact that you must prove capable of performing 3 attacks).
Snag Weapon
You can snag a weapon from right out of a guy's hands.
Prerequisites: Improved disarm, Mobility, Improved trip, Dex 13, Combat Reflexes
Upon a successful disarm attempt, you may grab and wield an enemy's weapon. The enemy is then forced to make a reflex save agaisnt a reflex roll of your own, upon which point you may make an additional attack upon them as a free action with the weapon you snagged, should they fail the save.
Garrote
The perfect and among the most likely feat of any to appear in an 'assassination for dummies' guide.
Prerequistes: Sneak Attack/Sudden Strike, Improved grapple
You may make a grapple check against a flatfooted, prone, or otherwise 'helpless' character to strangle them. Your character is occupied for every round that it takes to render the victim unconscious (a character may release the chokehold at any time during their turn to take another action). The strangled character must roll against your strength with a strength check of their own should they choose to fight against your attempt. The victim may also fight off other opponents adjacent to them, however they are forced to make a fortitude check that is cut into 1/3 against the strength check of the strangler whenever the strangler continues to garrote them or suffer the usual non-lethal damage for that round equal to your character's total strength, not including lethal damage that may be dealt with the improvised weapon used (or non-lethal damage that is dealt with the strangler's unarmed hands). The victim may also use weapons that they are holding to damage a character that is garroting them, as if they were to attack someone that was grappling them, albeit at a -2 penalty to hit. A successful strength check made against the strangler forces the strangler to make a reflex save, or fall prone.
A critical threat on a D20 roll is automitically gauranteed as a critical hit if your character is garroting. Critical damage is double the total non-lethal damage that your character deals on a garrote for the specific round that a critical threat was scored.
A character may garrote with one hand, however they take a -10 penalty on all checks and rolls made in the process of the garrote with the main hand, and a -14 on an offhand. The two-weapon fighting feat reduces this check similair to when attacking with two weapons, however the -4 penalty always applies on a one-handed garrote and all checks made to damage the victim during a garrote. An additional strength check may be made against a victim's strength check at a +4 bonus to drag the victim that is being garroted. The victim's weight may also be applied on all movements with the garroted victim.
Improvised weapons allowable by the GM (such as durable string, or hemp rope, or even non-improvisable weapons, such as medium and light weapons like quarterstaffs and daggers) make garroting easier and offer a +2 bonus to garroting, in addition to excluding the -2 penalty that is made to touch/hit the opponent with the weapon on a garrote attempt. Improvised weapons may also deal lethal damage rather then non-lethal as if you're character were unarmed (unless you have improved unarmed strike, of course).
The weapon finesse feat allows for your character to make dexterity checks against a victim's strength checks in the process, instead of the usual strength checks.
A victim with uncanny dodge may make a reflex save (albeit without their dexterity mod) to avoid being garroted on that round; upon which point they must then avoid being grappled. A grappled character may be garroted without the victim being able to perform a reflex save to avoid it. Improved uncanny dodge allows the victim to include their dexterity mod in the reflex save to avoid being garroted.
You have the ability to strike already effected areas on an opponent's body with near-surgical precision; for added pain.
Prerequisites:
- improved critical, weapon focus (selected weapon)
When attempting to hit a flatfooted/prone/or otherwise 'helpless' enemy who has already been wounded, you may use a light weapon that deals fire damage whilst taking a -4 penalty on both your attack roll and your strength for that round, in order to set said enemy's wounds on fire. A character with enflamed wounds suffers damage as if on fire at an increased number 1d6 per round equal to a rolled percentage of the total amount of hitpoints they've lost in the same day. On every round, there's a 30-50% chance that the character will have to make a fortitude save (completely determined by GM, taking into consideration the amount of fire damage caused upon setting the victim's wounds aflame), or double over and fall prone that round as a result of the pain.
A will save (as determined by GM), or another effect that removes pain (such as a spell, or autohypnosis) will allow them to continue fighting.
The character/monster with enflamed wounds must also roll an additional fortitude save every second round, or suffer constitution damage equal to the amount of damage they've suffered during that day subracted by their total constitution (temp scores included), divided by their constitution modifier.
A character may make a reflex save to avoid having their wounds set on fire.
A character whose wounds are on fire, cannot stabilize if their hit points are at 0 or below.
Improved Enflamed Wounds
You know your technique for causing pain well... well enough that even a prepared warrior isn't prepared for you.
Prequisites: Enflamed wounds
You may spend one round studying the enemy so that you may ignite their wounds without relying on them being flatfooted or made helpless. The amount of d6's rolled for fire damage dealt upon ignition may now be placed at your character's BAB divided by four, if declared so by the player.
Additionally, medium weapons are now permitted for wound ignition.
Improved Reach
You've got a knack for distance and the relation of an opponent in accordance with your position.
Prerequisites: Weapon focus (selected reach weapon), weapon finesse, dex 15
You may hit an enemy from afar with a reach weapon at a range equal to as if you were one size category larger than your character wielding a weapon of the same size category. The weapon need not be extended, because this feat relies on the flexibility and the ability of the character to take advantage of the environment.
Dreadnaught
Now every fictional character can be like Dwayne 'The Rock' Johnson in 'The Rundown'! Except you'll be wielding swords and stuff, instead of you know... shotguns.
- Based off of D20 future
Prerequisites: 22 strength, TWF, Oversized TWF, weapon focus (desired weapon), BAB +6
You may now wield a non-reach weapon that normally requires two hands in either the main hand or the off-hand. The threat range die decreases by 1, and the strength modifier damage is now 1 (rather then the usual 1.5 with a two hand weapon). Additionally, double weapons can be wielded in one hand, however they must be in the offhand to take advantage of their double qualities (along with the fact that you must prove capable of performing 3 attacks).
Snag Weapon
You can snag a weapon from right out of a guy's hands.
Prerequisites: Improved disarm, Mobility, Improved trip, Dex 13, Combat Reflexes
Upon a successful disarm attempt, you may grab and wield an enemy's weapon. The enemy is then forced to make a reflex save agaisnt a reflex roll of your own, upon which point you may make an additional attack upon them as a free action with the weapon you snagged, should they fail the save.
Garrote
The perfect and among the most likely feat of any to appear in an 'assassination for dummies' guide.
Prerequistes: Sneak Attack/Sudden Strike, Improved grapple
You may make a grapple check against a flatfooted, prone, or otherwise 'helpless' character to strangle them. Your character is occupied for every round that it takes to render the victim unconscious (a character may release the chokehold at any time during their turn to take another action). The strangled character must roll against your strength with a strength check of their own should they choose to fight against your attempt. The victim may also fight off other opponents adjacent to them, however they are forced to make a fortitude check that is cut into 1/3 against the strength check of the strangler whenever the strangler continues to garrote them or suffer the usual non-lethal damage for that round equal to your character's total strength, not including lethal damage that may be dealt with the improvised weapon used (or non-lethal damage that is dealt with the strangler's unarmed hands). The victim may also use weapons that they are holding to damage a character that is garroting them, as if they were to attack someone that was grappling them, albeit at a -2 penalty to hit. A successful strength check made against the strangler forces the strangler to make a reflex save, or fall prone.
A critical threat on a D20 roll is automitically gauranteed as a critical hit if your character is garroting. Critical damage is double the total non-lethal damage that your character deals on a garrote for the specific round that a critical threat was scored.
A character may garrote with one hand, however they take a -10 penalty on all checks and rolls made in the process of the garrote with the main hand, and a -14 on an offhand. The two-weapon fighting feat reduces this check similair to when attacking with two weapons, however the -4 penalty always applies on a one-handed garrote and all checks made to damage the victim during a garrote. An additional strength check may be made against a victim's strength check at a +4 bonus to drag the victim that is being garroted. The victim's weight may also be applied on all movements with the garroted victim.
Improvised weapons allowable by the GM (such as durable string, or hemp rope, or even non-improvisable weapons, such as medium and light weapons like quarterstaffs and daggers) make garroting easier and offer a +2 bonus to garroting, in addition to excluding the -2 penalty that is made to touch/hit the opponent with the weapon on a garrote attempt. Improvised weapons may also deal lethal damage rather then non-lethal as if you're character were unarmed (unless you have improved unarmed strike, of course).
The weapon finesse feat allows for your character to make dexterity checks against a victim's strength checks in the process, instead of the usual strength checks.
A victim with uncanny dodge may make a reflex save (albeit without their dexterity mod) to avoid being garroted on that round; upon which point they must then avoid being grappled. A grappled character may be garroted without the victim being able to perform a reflex save to avoid it. Improved uncanny dodge allows the victim to include their dexterity mod in the reflex save to avoid being garroted.