Proven_Paradox
2008-01-02, 08:15 AM
So, a few months ago, someone came around and requested a Capoeirista class. I said I would make an attempt separate from what came up from that thread, and then life promptly began attempting to kill me, forcing me to put this on hold for a while. Over break I had some time to work on this. I'm interested in seeing how this is received, especially balance wise.
A quick note on flavor; for those who'd rather use this as a more generic chaotic alternative to a monk with a bit of ninja and bard thrown in there, I've added a suggestion beside some of the abilities for a plainer name alternative. I tried to stick to things I found going from the Capoeira Wiki (http://en.wikipedia.org/wiki/Capoeirista). To reiterate, those are NOT an attempt at a translation.
[edit]Also, I completely forgot to mention this. Many thanks to Nu for input on creating the Malicia.
And so, I give you...
THE CAPOEIRISTA
Alignment: Any chaotic.
Hit Die: d8
Class skills
The Capoeirista's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Escape Artist (Dex), Heal (Wis), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (local), Knowledge (religion) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str), and Tumble (Dex).
Skill Points at 1st Level
(4 + Int modifier) ×4.
Skill Points at Each Additional Level
4 + Int modifier.
The Capoeirista
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Unarmed Damage|Special
1st|
+1|
+0|
+2|
+2|1d6|Malicia Initiate, Unarmed Strike, Ginga +1
2nd|
+2|
+0|
+3|
+3|1d6|Sudden Strike +1d6, Malicia
3rd|
+3|
+1|
+3|
+3|1d6| Malicia, Warsong + 1
4th|
+4|
+1|
+4|
+4|1d8| Malicia
5th|
+5|
+1|
+4|
+4|1d8| Evasion
6th|
+6/+1|
+2|
+5|
+5|1d8|Sudden Strike +2d6, Malicia
7th|
+7/+2|
+2|
+5|
+5|1d8| Ginga +2
8th|
+8/+3|
+2|
+6|
+6|1d10| Malicia
9th|
+9/+4|
+3|
+6|
+6|1d10| Malicia
10th|
+10/+5|
+3|
+7|
+7|1d10| Sudden Strike +3d6, Malicia
11th|
+11/+6/+1|
+3|
+7|
+7|1d10| Warsong + 2
12th|
+12/+7/+2|
+4|
+8|
+8|2d6| Malicia, Ginga + 3
13th|
+13/+8/+3|
+4|
+8|
+8|2d6| Improved Evasion
14th|
+14/+9/+4|
+4|
+9|
+9|2d6| Sudden Strike +4d6, Malicia
15th|
+15/+10/+5|
+5|
+9|
+9|2d6| Malicia
16th|
+16/+11/+6/+1|
+5|
+10|
+10|2d8| Malicia
17th|
+17/+12/+7/+2|
+5|
+10|
+10|2d8| Ginga + 4
18th|
+18/+13/+8/+3|
+6|
+11|
+11|2d8| Sudden Strike +5d6, Malicia
19th|
+19/+14/+9/+4|
+6|
+11|
+11|2d8| Warsong + 3
20th|
+20/+15/+10/+5|
+6|
+12|
+12|2d10| Malicia[/table]
Weapon and Armor Proficiency: Capoeiristas are proficient with all light and one-handed simple melee weapons, quarterstaves, nunchaku, darts, slings, bolas, and shuriken. He is not proficient with any armor or shields.
Malicia Initiate (Ex): The capoeirista learns to use his mind to defend himself as the first step of his training. When unarmored and unencumbered, the capoeirista adds his intelligence bonus (if any) to his AC. This bonus applies even against touch attacks or when the capoeirista is flat-footed. He loses these bonuses when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load.
Unarmed Strike (Ex): At 1st level, a capoeirista gains Improved Unarmed Strike as a bonus feat. A capoeirista's attacks may be with either fist interchangeably or even from elbows, knees, and feet. This means that a capoeirista may even make unarmed strikes with his hands full. There is no such thing as an off-hand attack for a capoeirista striking unarmed. A capoeirista may thus apply his full Strength bonus on damage rolls for all his unarmed strikes.
Usually a capoeirista's unarmed strikes deal lethal damage, but he can choose to deal nonlethal damage instead with no penalty on his attack roll. He has the same choice to deal lethal or nonlethal damage while grappling.
A capoeirista's unarmed strike is treated both as a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.
A capoeirista also deals more damage with his unarmed strikes than a normal person would, as shown on Table: The Capoeirista. The unarmed damage on Table: The Capoeirista is for Medium capoeiristas. A Small capoeirista deals less damage than the amount given there with his unarmed attacks, while a Large capoeirista deals more, as appropriate for each size category.
Ginga [Dancing Stance] (Ex): One of the earliest lessons a capoeirista learns is simple; never stop moving. On any round where the capoeirista does not move or moves up to half his base land speed, he may enter the Ginga stance as a free action. This provides a +1 dodge bonus to AC. In addition, several other Malicia maneuvers provide extra benefits from the Ginga stance. Whenever the capoeirista moves further than a five-foot step, he exits the Ginga stance. The dodge bonus provided by Ginga improves to +2 at 7th level, and improves again every five levels thereafter (to +3 at 12th level and +4 at 17th level).
Sudden Strike (Ex): If a capoeirista can catch an opponent when he is unable to defend himself effectively from his attack, he can strike a vital spot for extra damage.
The capoeirista's attack deals extra damage any time her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not). This extra damage is 1d6 at 2st level, and it increases by 1d6 every four capoeirista levels thereafter. Should the capoeirista score a critical hit with a sneak attack, this extra damage is not multiplied.
Ranged attacks can count as sudden strikes only if the target is within 30 feet.
With a sap (blackjack) or an unarmed strike, a capoeirista can make a sudden strike that deals nonlethal damage instead of lethal damage. He cannot use a weapon that deals lethal damage to deal nonlethal damage in a sudden strike, not even with the usual -4 penalty.
A capoeirista can sudden strike only living creatures with discernible anatomies—undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Any creature that is immune to critical hits is not vulnerable to sudden strikes. The capoeirista must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A capoeirista cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach.
Malicia [Trickery]: All capoeirista train in new ways of tricky combat, called Malicia. At Every level divisible by two or three (levels 2, 3, 4, 6, 8, 9, 10, 12, 14, 15, 16, 18, 20), a capoeirista may choose one of the following abilities, provided he meets the prerequisites. Prerequisites may be skill ranks, other malicia, or feats (which are denoted by an asterisk*). Every option counts as an extraordinary ability, unless otherwise stated.
Combat Malicia:
Improved Sudden Strike
Prerequisites: None
Some capoeirista focus on being able to make strikes to unsuspecting foes particularly damaging. His sudden strike damage increases by 1d6. A capoeirista may take this Malicia multiple times to a maximum of his class level / 5 times. Its effects stack.
Acrobatic Feint
Prerequisites: Tumble 2 ranks
The capoeirista's movements are complex and confusing, leaving opponents unable to determine where the next attack will come from. He may make a tumble check instead of a bluff check when making a feint attempt. In addition, he may add his intelligence modifier to all feint checks as an insight bonus. If he is in the Ginga stance while attempting an Acrobatic Feint, he gets a +2 circumstance bonus to the tumble check.
Banda [Sweep kick]
Prerequisites: Tumble 2 ranks
A Banda is a basic sweep kick intended to trip an opponent. This ability allows the capoeirista to add his intelligence modifier to the opposed strength check during trip attempts. In addition, he may make trip attempts against opponents two size categories larger than him, and can no longer be tripped in response to a failed trip attempt. If he attempts to trip a foe while in the Ginga stance, he gains a +2 circumstance bonus to the strength check.
Galopante [Press the Advantage]
Prerequisites: Tumble 8 ranks, Acrobatic Feint, Improved Feint*
The capoeirista quickly learns to make his strikes particularly devastating after an acrobatic display. Any attacks against a foe that the capoeirista has just successfully feinted deal an additional 1d6 damage. If the capoeirista is in the Ginga stance, they instead deal an additional 2d6 damage.
Folha Seca [Backflip]
Prerequisites: Tumble 8 ranks, Acrobatic Feint
This graceful technique is essentially a sudden, unexpected back-flip. Any time the capoeirista provokes an attack of opportunity due to movement, he may choose to perform a Folha Seca as an immediate action during his turn. During a Folha Seca, he moves five feet away from the opponent making the attack of opportunity in any direction and makes a feint attempt. If he succeeds in the feint attempt, in addition to being flat-footed, the opponent cannot make any attacks of opportunity until the capoeirista's next turn. After performing a Folha Seca, the capoeirista may immediately enter the Ginga stance, regardless of how far he has moved, but he cannot move any further during that round. A Folha Seca may be attempted during any kind of land-based movement, including during or at the end of a charge. If a Folha Seca is performed during a charge, there is no attack at the end of it, and the capoeirista does not take the normal AC penalty. This maneuver can be used, for example, while being bull-rushed through threatened squares.
Tesoura-de-Frente [Follow-up]
Prerequisites: Tumble 13 ranks, Acrobatic Feint, Banda, Improved Trip*
A skilled capoeirista can quickly sweep an opponent off his feet after he gets them off balance. After a successful feint attempt, he may immediately make a trip attempt as a free action. He gets a +2 circumstance bonus to the opposed strength check for this trip attempt.
Dediera [Eye gouge]
Prerequisites: Tumble 13 ranks, Acrobatic Feint, Improved Feint*, Galopante
A blinded foe is a crippled foe. When making a sudden strike, the Capoeirista may target his foe's eyes. The victim must make a fortitude save DC 10 + 1/4 the Capoeirista's class level + the Capoeirista's intelligence modifier or be blinded for three rounds and take an additional 2d6 damage from the Capoeirista's strike. If the Dediera attack is a critical hit, the save DC increases by 5 and the additional damage increases to 4d6. If the Capoeirista is in the ginga stance while attempting this attack, the save DC increases by 2.
Vôo-do-Morcego [Drop kick]
Prerequisites: Tumble 18 ranks, Jump 8 ranks, Banda, Tesoura-de-Frente, Folha Seca, Skillful Charge, Improved Trip*
This devastating drop kick leaves the skilled capoeirista on the ground, but his foe gasping for breath and likely with broken bones. As a standard action, he may attempt a Vôo-do-Morcego strike. Make a melee attack against the target. If this is successful, the capoeirista deals his normal unarmed strike damage to the foe (including extra damage from Sudden Strike or Galopante if it applies) + 4d6 and makes a trip attempt against the victim. If the trip is successful, he does not gain an extra attack from Improved Trip, but the victim must make a fortitude save DC 10 + 1/4 the Capoeirista's class level + the capoeirista's intelligence modifier or become sickened for five rounds. A sickened foe instead becomes nauseated. At the end of a Vôo-do-Morcego, the capoeirista is prone, regardless of whether or not he successfully hit or tripped his foe.
A Vôo-do-Morcego may be attempted at the end of a charge, in which case the Capoeirista receives a +4 circumstance bonus to the opposed strength check for the trip attempt, the fortitude save DC is increased by 4, and the damage bonus is increased by 2d6.
If the initial attack roll is a critical hit, the damage bonus increases by 4d6, the Capoeirista receives a +6 circumstance bonus to the opposed strength check for the trip attempt, and the fortitude save DC is increased by 6. The bonuses from a critical hit and a charge stack.
A Vôo-do-Morcego may not also be a Dediera.
Movement Malicia:
Fast Movement
Prerequisites: None
A capoeirista must be quick on his feet. His base land speed increases by 10 feet. A capoeirista may take this Malicia multiple times to a maximum of (class level/5) + 1 times. Its effects stack.
Macaco [Kip-up]
Prerequisites: Jump 2 ranks
A capoeirista who finds himself on the ground is skilled at getting back up quickly. Once per round, as a free action, he may stand from a prone position without provoking attacks of opportunity.
Agile Charge
Prerequisites: Jump 2 ranks
A capoeirista is agile, even when running flat-out. He no longer takes an AC penalty when making a charge attack.
Skillful Charge
Prerequisites: Jump 8 ranks, Agile Charge
A skilled capoeirista is able to charge far more skillfully than most other fighters. He may change direction once during a charge or while running.
Ponte [Ground fighting]
Prerequisites: Jump 8 ranks, Macaco
Being forced to the ground bothers a skilled capoeirista very little. He may make attacks while prone at no penalty, and opponents gain no bonuses on melee attacks while he is prone. After returning to his feet, he may enter the Ginga stance as long has he has made no other movements this round.
Light Step
Prerequisites: Jump 13 ranks, Agile Charge
A skilled capoeirista has no problems making his way through any kind of terrain. He ignores all difficult terrain and caltrops during any type of moment. Magically altered terrain, such as due to an Entangle or Grease spell, still forces the capoeirista to make a save to resist their effects, but he gains a competence bonus equal to his intelligence modifier to the save. If he succeeds he may move normally, without any speed penalties.
Aú Batido [Kip-up Kick]
Prerequisites: Jump 13 ranks, Macaco, Ponte
Being knocked to the ground and surrounded by foes isn't necessarily the end for a skilled capoeirista. As a full round action, when getting up from a prone position, he may perform an Aú Batido. He makes a unarmed strike against all nearby opponents, and in the process returns to his feet. This counts as his Macaco for the round. Afterwards, he may enter the Ginga stance.
Freedom
Prerequisites: Jump 18 ranks, Macaco, Agile Charge, Skillful Charge, Ponte, Light Step, Folha Seca
A master capoeirista cannot be held back by any force. He is treated as if under a constant Freedom of Movement effect, and may enter the Ginga stance whenever he wishes regardless of how far he has moved.
Song Malicia:
(Note: In addition to their listed rerequisites, all Song Malicia require Warsong before they can be chosen. All Song Malicia are supernatural abilities. All Song Malicia are sonic effects, and those that affect foes are considering mind-affecting abilities.)
Extra Warsongs
Prerequisites: None
A song-master capoeirista can use his Warsong more often than others. He gains three additional daily uses of Warsong. This Malicia may be taken multiple times, up to a maximum of (class level/5) + 1 times. Its effects stack.
Strong Voice
Prerequisites: None
A song-master capoeirista sings louder, conveying the benefits of his songs to allies (or the penalties to his foes) further away. The radius of his songs are extended by 10 feet. This Malicia may be taken multiple times, up to a maximum of class level/5 times. Its effects stack.
Corrido [Duet]
Prerequisites: Perform (sing) 2 ranks
A song-master capoeirista can use song to expose the defenses of a foe with the help of one other ally. If he and another ally are flanking a foe, he may perform a Corrido as a free action during either his or that ally's turn. The foe must make a will save DC 10 + the capoeirista's intelligence modifier + 1/4 the capoeirista's class level, or become flat-footed. If the capoeirista is in the Ginga stance, this DC increases by 2. This consumes one daily use of Warsong, and interrupts any Warsong the capoeirista is currently maintaining. The target remains flat-footed until his next turn.
Louvação [Focusing Melody]
Prerequisites: Perform (sing) 2 ranks
A song-master capoeirista can use song to focus his strength of both body and mind. He may begin singing a Louvação as a standard action. While singing a Louvação, he gains a moral bonus on his attack and damage rolls equal to his intelligence modifier. Maintaining a Louvação uses the same rules as maintaining a Warsong, and beginning one consumes one daily use of Warsong.
Greater Warsong
Prerequisites: Perform (sing) 8 ranks, Corrido or Louvação
A song-master capoeirista's warsong has a greater effect than others. The bonus from Warsong now applies to saves and checks.
Song of Warning
Prerequisites: Perform (sing) 8 ranks, Corrido
A song-master capoeirista can instill fear into his foes through his song. As a swift action, he may begin a Song of Warning. Every round, any foes within range of his Warsong must make a will save DC 12 + the capoeirista's intelligence modifier + 1/4 the capoeirista's class level, or become shaken for one round. Maintaining a Song of Warning uses the same rules as maintaining a Warsong, and beginning one consumes two daily uses of Warsong. The save DC for the Song of Warning increases by 2 if it is performed while in the ginga stance. This is a fear effect.
Ladainha [Litany]
Prerequisites: Perform (sing) 13 ranks, Louvação, Lingering Song*
Before entering battle, a song-master capoeirista sings a short but beautiful litany. Afterwards, he joins the fray with sudden and frightening ferocity. During the first non-surprise round of combat, the capoeirista may choose to sing a Ladainha. This is a full-round action that provokes attacks of opportunity. After singing the Ladainha, the capoeirista gains a moral bonus on all attack rolls, saves, and checks equal to his intelligence modifier. In addition, he deals an extra 1d6 damage on all attacks. These benefits begin on the capoeirista's next turn and lasts until the end of the battle.
Dirge
Prerequisites: Perform (sing) 13 ranks, Corrido, Song of Warning, Lingering Song*
Before entering a battle, a song-master capoeirista sings a short but dark dirge to his foes. This song drains his foes' will to fight. During the first non-surprise round of combat, the capoeirista may choose to sing a Dirge. This is a full-round action that provokes attacks of opportunity. All foes who fail a will save DC 15 + the capoeirista's intelligence modifier + 1/4 the capoeirista's class level take a –4 penalty to all opposed rolls against the capoeirista, as well as penalty equal to the capoeirista's intelligence modifer to all attack rolls, saves, and damage rolls against the capoeirista. This effect lasts until the end of the battle. This is a fear effect.
Song within a Song
Prerequisites: Perform (sing) 18 ranks, Ladainha or Dirge, Lingering Song*
A superior song-master capoeirista may sing songs so intricate that they seem to be two songs in one. He may have his Warsong and either a Louvação or a Song of Warning active at the same time, and singing a Corrido no longer interrupts his Warsong. When damaged, he no longer needs to make a concentration check to maintain any of his songs. If using two songs at once, he must still expend daily Warsong uses for both of them.
Warsong (Su): Beginning at third level, once per day per class level, as a standard action, a capoeirista may begin a Warsong. All allies who can hear him sing (including the capoeirista) within a 30 ft. radius also gain a +1 moral bonus to attack rolls and damage rolls. The capoeirista may maintain a Warsong while fighting at no penalty, but any time the capoeirista sustains damage while singing, he must make a concentration check DC 10 + damage dealt or stop singing. Warsongs cannot be used outside of battle. Several Song Malicia also make use of Warsong uses. For any prerequisites (such as feats or prestige classes), Warsong counts as Bardic Music. Unlike Bardic Music, Warsongs must use Perform (sing). The moral bonus provided by Warsong increases every eight level after 3rd (to +2 at 11th and +3 at 19th).
Evasion (Ex): At 5th level or higher if a capoeirista makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if a capoeirista is wearing light armor or no armor. A helpless capoeirista does not gain the benefit of evasion.
Improved Evasion (Ex): At 13th level, a capoeirista's evasion ability improves. He still takes no damage on a successful Reflex saving throw against attacks, but henceforth he takes only half damage on a failed save. A helpless capoeirista does not gain the benefit of improved evasion.
A quick note on flavor; for those who'd rather use this as a more generic chaotic alternative to a monk with a bit of ninja and bard thrown in there, I've added a suggestion beside some of the abilities for a plainer name alternative. I tried to stick to things I found going from the Capoeira Wiki (http://en.wikipedia.org/wiki/Capoeirista). To reiterate, those are NOT an attempt at a translation.
[edit]Also, I completely forgot to mention this. Many thanks to Nu for input on creating the Malicia.
And so, I give you...
THE CAPOEIRISTA
Alignment: Any chaotic.
Hit Die: d8
Class skills
The Capoeirista's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Escape Artist (Dex), Heal (Wis), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (local), Knowledge (religion) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str), and Tumble (Dex).
Skill Points at 1st Level
(4 + Int modifier) ×4.
Skill Points at Each Additional Level
4 + Int modifier.
The Capoeirista
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Unarmed Damage|Special
1st|
+1|
+0|
+2|
+2|1d6|Malicia Initiate, Unarmed Strike, Ginga +1
2nd|
+2|
+0|
+3|
+3|1d6|Sudden Strike +1d6, Malicia
3rd|
+3|
+1|
+3|
+3|1d6| Malicia, Warsong + 1
4th|
+4|
+1|
+4|
+4|1d8| Malicia
5th|
+5|
+1|
+4|
+4|1d8| Evasion
6th|
+6/+1|
+2|
+5|
+5|1d8|Sudden Strike +2d6, Malicia
7th|
+7/+2|
+2|
+5|
+5|1d8| Ginga +2
8th|
+8/+3|
+2|
+6|
+6|1d10| Malicia
9th|
+9/+4|
+3|
+6|
+6|1d10| Malicia
10th|
+10/+5|
+3|
+7|
+7|1d10| Sudden Strike +3d6, Malicia
11th|
+11/+6/+1|
+3|
+7|
+7|1d10| Warsong + 2
12th|
+12/+7/+2|
+4|
+8|
+8|2d6| Malicia, Ginga + 3
13th|
+13/+8/+3|
+4|
+8|
+8|2d6| Improved Evasion
14th|
+14/+9/+4|
+4|
+9|
+9|2d6| Sudden Strike +4d6, Malicia
15th|
+15/+10/+5|
+5|
+9|
+9|2d6| Malicia
16th|
+16/+11/+6/+1|
+5|
+10|
+10|2d8| Malicia
17th|
+17/+12/+7/+2|
+5|
+10|
+10|2d8| Ginga + 4
18th|
+18/+13/+8/+3|
+6|
+11|
+11|2d8| Sudden Strike +5d6, Malicia
19th|
+19/+14/+9/+4|
+6|
+11|
+11|2d8| Warsong + 3
20th|
+20/+15/+10/+5|
+6|
+12|
+12|2d10| Malicia[/table]
Weapon and Armor Proficiency: Capoeiristas are proficient with all light and one-handed simple melee weapons, quarterstaves, nunchaku, darts, slings, bolas, and shuriken. He is not proficient with any armor or shields.
Malicia Initiate (Ex): The capoeirista learns to use his mind to defend himself as the first step of his training. When unarmored and unencumbered, the capoeirista adds his intelligence bonus (if any) to his AC. This bonus applies even against touch attacks or when the capoeirista is flat-footed. He loses these bonuses when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load.
Unarmed Strike (Ex): At 1st level, a capoeirista gains Improved Unarmed Strike as a bonus feat. A capoeirista's attacks may be with either fist interchangeably or even from elbows, knees, and feet. This means that a capoeirista may even make unarmed strikes with his hands full. There is no such thing as an off-hand attack for a capoeirista striking unarmed. A capoeirista may thus apply his full Strength bonus on damage rolls for all his unarmed strikes.
Usually a capoeirista's unarmed strikes deal lethal damage, but he can choose to deal nonlethal damage instead with no penalty on his attack roll. He has the same choice to deal lethal or nonlethal damage while grappling.
A capoeirista's unarmed strike is treated both as a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.
A capoeirista also deals more damage with his unarmed strikes than a normal person would, as shown on Table: The Capoeirista. The unarmed damage on Table: The Capoeirista is for Medium capoeiristas. A Small capoeirista deals less damage than the amount given there with his unarmed attacks, while a Large capoeirista deals more, as appropriate for each size category.
Ginga [Dancing Stance] (Ex): One of the earliest lessons a capoeirista learns is simple; never stop moving. On any round where the capoeirista does not move or moves up to half his base land speed, he may enter the Ginga stance as a free action. This provides a +1 dodge bonus to AC. In addition, several other Malicia maneuvers provide extra benefits from the Ginga stance. Whenever the capoeirista moves further than a five-foot step, he exits the Ginga stance. The dodge bonus provided by Ginga improves to +2 at 7th level, and improves again every five levels thereafter (to +3 at 12th level and +4 at 17th level).
Sudden Strike (Ex): If a capoeirista can catch an opponent when he is unable to defend himself effectively from his attack, he can strike a vital spot for extra damage.
The capoeirista's attack deals extra damage any time her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not). This extra damage is 1d6 at 2st level, and it increases by 1d6 every four capoeirista levels thereafter. Should the capoeirista score a critical hit with a sneak attack, this extra damage is not multiplied.
Ranged attacks can count as sudden strikes only if the target is within 30 feet.
With a sap (blackjack) or an unarmed strike, a capoeirista can make a sudden strike that deals nonlethal damage instead of lethal damage. He cannot use a weapon that deals lethal damage to deal nonlethal damage in a sudden strike, not even with the usual -4 penalty.
A capoeirista can sudden strike only living creatures with discernible anatomies—undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Any creature that is immune to critical hits is not vulnerable to sudden strikes. The capoeirista must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A capoeirista cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach.
Malicia [Trickery]: All capoeirista train in new ways of tricky combat, called Malicia. At Every level divisible by two or three (levels 2, 3, 4, 6, 8, 9, 10, 12, 14, 15, 16, 18, 20), a capoeirista may choose one of the following abilities, provided he meets the prerequisites. Prerequisites may be skill ranks, other malicia, or feats (which are denoted by an asterisk*). Every option counts as an extraordinary ability, unless otherwise stated.
Combat Malicia:
Improved Sudden Strike
Prerequisites: None
Some capoeirista focus on being able to make strikes to unsuspecting foes particularly damaging. His sudden strike damage increases by 1d6. A capoeirista may take this Malicia multiple times to a maximum of his class level / 5 times. Its effects stack.
Acrobatic Feint
Prerequisites: Tumble 2 ranks
The capoeirista's movements are complex and confusing, leaving opponents unable to determine where the next attack will come from. He may make a tumble check instead of a bluff check when making a feint attempt. In addition, he may add his intelligence modifier to all feint checks as an insight bonus. If he is in the Ginga stance while attempting an Acrobatic Feint, he gets a +2 circumstance bonus to the tumble check.
Banda [Sweep kick]
Prerequisites: Tumble 2 ranks
A Banda is a basic sweep kick intended to trip an opponent. This ability allows the capoeirista to add his intelligence modifier to the opposed strength check during trip attempts. In addition, he may make trip attempts against opponents two size categories larger than him, and can no longer be tripped in response to a failed trip attempt. If he attempts to trip a foe while in the Ginga stance, he gains a +2 circumstance bonus to the strength check.
Galopante [Press the Advantage]
Prerequisites: Tumble 8 ranks, Acrobatic Feint, Improved Feint*
The capoeirista quickly learns to make his strikes particularly devastating after an acrobatic display. Any attacks against a foe that the capoeirista has just successfully feinted deal an additional 1d6 damage. If the capoeirista is in the Ginga stance, they instead deal an additional 2d6 damage.
Folha Seca [Backflip]
Prerequisites: Tumble 8 ranks, Acrobatic Feint
This graceful technique is essentially a sudden, unexpected back-flip. Any time the capoeirista provokes an attack of opportunity due to movement, he may choose to perform a Folha Seca as an immediate action during his turn. During a Folha Seca, he moves five feet away from the opponent making the attack of opportunity in any direction and makes a feint attempt. If he succeeds in the feint attempt, in addition to being flat-footed, the opponent cannot make any attacks of opportunity until the capoeirista's next turn. After performing a Folha Seca, the capoeirista may immediately enter the Ginga stance, regardless of how far he has moved, but he cannot move any further during that round. A Folha Seca may be attempted during any kind of land-based movement, including during or at the end of a charge. If a Folha Seca is performed during a charge, there is no attack at the end of it, and the capoeirista does not take the normal AC penalty. This maneuver can be used, for example, while being bull-rushed through threatened squares.
Tesoura-de-Frente [Follow-up]
Prerequisites: Tumble 13 ranks, Acrobatic Feint, Banda, Improved Trip*
A skilled capoeirista can quickly sweep an opponent off his feet after he gets them off balance. After a successful feint attempt, he may immediately make a trip attempt as a free action. He gets a +2 circumstance bonus to the opposed strength check for this trip attempt.
Dediera [Eye gouge]
Prerequisites: Tumble 13 ranks, Acrobatic Feint, Improved Feint*, Galopante
A blinded foe is a crippled foe. When making a sudden strike, the Capoeirista may target his foe's eyes. The victim must make a fortitude save DC 10 + 1/4 the Capoeirista's class level + the Capoeirista's intelligence modifier or be blinded for three rounds and take an additional 2d6 damage from the Capoeirista's strike. If the Dediera attack is a critical hit, the save DC increases by 5 and the additional damage increases to 4d6. If the Capoeirista is in the ginga stance while attempting this attack, the save DC increases by 2.
Vôo-do-Morcego [Drop kick]
Prerequisites: Tumble 18 ranks, Jump 8 ranks, Banda, Tesoura-de-Frente, Folha Seca, Skillful Charge, Improved Trip*
This devastating drop kick leaves the skilled capoeirista on the ground, but his foe gasping for breath and likely with broken bones. As a standard action, he may attempt a Vôo-do-Morcego strike. Make a melee attack against the target. If this is successful, the capoeirista deals his normal unarmed strike damage to the foe (including extra damage from Sudden Strike or Galopante if it applies) + 4d6 and makes a trip attempt against the victim. If the trip is successful, he does not gain an extra attack from Improved Trip, but the victim must make a fortitude save DC 10 + 1/4 the Capoeirista's class level + the capoeirista's intelligence modifier or become sickened for five rounds. A sickened foe instead becomes nauseated. At the end of a Vôo-do-Morcego, the capoeirista is prone, regardless of whether or not he successfully hit or tripped his foe.
A Vôo-do-Morcego may be attempted at the end of a charge, in which case the Capoeirista receives a +4 circumstance bonus to the opposed strength check for the trip attempt, the fortitude save DC is increased by 4, and the damage bonus is increased by 2d6.
If the initial attack roll is a critical hit, the damage bonus increases by 4d6, the Capoeirista receives a +6 circumstance bonus to the opposed strength check for the trip attempt, and the fortitude save DC is increased by 6. The bonuses from a critical hit and a charge stack.
A Vôo-do-Morcego may not also be a Dediera.
Movement Malicia:
Fast Movement
Prerequisites: None
A capoeirista must be quick on his feet. His base land speed increases by 10 feet. A capoeirista may take this Malicia multiple times to a maximum of (class level/5) + 1 times. Its effects stack.
Macaco [Kip-up]
Prerequisites: Jump 2 ranks
A capoeirista who finds himself on the ground is skilled at getting back up quickly. Once per round, as a free action, he may stand from a prone position without provoking attacks of opportunity.
Agile Charge
Prerequisites: Jump 2 ranks
A capoeirista is agile, even when running flat-out. He no longer takes an AC penalty when making a charge attack.
Skillful Charge
Prerequisites: Jump 8 ranks, Agile Charge
A skilled capoeirista is able to charge far more skillfully than most other fighters. He may change direction once during a charge or while running.
Ponte [Ground fighting]
Prerequisites: Jump 8 ranks, Macaco
Being forced to the ground bothers a skilled capoeirista very little. He may make attacks while prone at no penalty, and opponents gain no bonuses on melee attacks while he is prone. After returning to his feet, he may enter the Ginga stance as long has he has made no other movements this round.
Light Step
Prerequisites: Jump 13 ranks, Agile Charge
A skilled capoeirista has no problems making his way through any kind of terrain. He ignores all difficult terrain and caltrops during any type of moment. Magically altered terrain, such as due to an Entangle or Grease spell, still forces the capoeirista to make a save to resist their effects, but he gains a competence bonus equal to his intelligence modifier to the save. If he succeeds he may move normally, without any speed penalties.
Aú Batido [Kip-up Kick]
Prerequisites: Jump 13 ranks, Macaco, Ponte
Being knocked to the ground and surrounded by foes isn't necessarily the end for a skilled capoeirista. As a full round action, when getting up from a prone position, he may perform an Aú Batido. He makes a unarmed strike against all nearby opponents, and in the process returns to his feet. This counts as his Macaco for the round. Afterwards, he may enter the Ginga stance.
Freedom
Prerequisites: Jump 18 ranks, Macaco, Agile Charge, Skillful Charge, Ponte, Light Step, Folha Seca
A master capoeirista cannot be held back by any force. He is treated as if under a constant Freedom of Movement effect, and may enter the Ginga stance whenever he wishes regardless of how far he has moved.
Song Malicia:
(Note: In addition to their listed rerequisites, all Song Malicia require Warsong before they can be chosen. All Song Malicia are supernatural abilities. All Song Malicia are sonic effects, and those that affect foes are considering mind-affecting abilities.)
Extra Warsongs
Prerequisites: None
A song-master capoeirista can use his Warsong more often than others. He gains three additional daily uses of Warsong. This Malicia may be taken multiple times, up to a maximum of (class level/5) + 1 times. Its effects stack.
Strong Voice
Prerequisites: None
A song-master capoeirista sings louder, conveying the benefits of his songs to allies (or the penalties to his foes) further away. The radius of his songs are extended by 10 feet. This Malicia may be taken multiple times, up to a maximum of class level/5 times. Its effects stack.
Corrido [Duet]
Prerequisites: Perform (sing) 2 ranks
A song-master capoeirista can use song to expose the defenses of a foe with the help of one other ally. If he and another ally are flanking a foe, he may perform a Corrido as a free action during either his or that ally's turn. The foe must make a will save DC 10 + the capoeirista's intelligence modifier + 1/4 the capoeirista's class level, or become flat-footed. If the capoeirista is in the Ginga stance, this DC increases by 2. This consumes one daily use of Warsong, and interrupts any Warsong the capoeirista is currently maintaining. The target remains flat-footed until his next turn.
Louvação [Focusing Melody]
Prerequisites: Perform (sing) 2 ranks
A song-master capoeirista can use song to focus his strength of both body and mind. He may begin singing a Louvação as a standard action. While singing a Louvação, he gains a moral bonus on his attack and damage rolls equal to his intelligence modifier. Maintaining a Louvação uses the same rules as maintaining a Warsong, and beginning one consumes one daily use of Warsong.
Greater Warsong
Prerequisites: Perform (sing) 8 ranks, Corrido or Louvação
A song-master capoeirista's warsong has a greater effect than others. The bonus from Warsong now applies to saves and checks.
Song of Warning
Prerequisites: Perform (sing) 8 ranks, Corrido
A song-master capoeirista can instill fear into his foes through his song. As a swift action, he may begin a Song of Warning. Every round, any foes within range of his Warsong must make a will save DC 12 + the capoeirista's intelligence modifier + 1/4 the capoeirista's class level, or become shaken for one round. Maintaining a Song of Warning uses the same rules as maintaining a Warsong, and beginning one consumes two daily uses of Warsong. The save DC for the Song of Warning increases by 2 if it is performed while in the ginga stance. This is a fear effect.
Ladainha [Litany]
Prerequisites: Perform (sing) 13 ranks, Louvação, Lingering Song*
Before entering battle, a song-master capoeirista sings a short but beautiful litany. Afterwards, he joins the fray with sudden and frightening ferocity. During the first non-surprise round of combat, the capoeirista may choose to sing a Ladainha. This is a full-round action that provokes attacks of opportunity. After singing the Ladainha, the capoeirista gains a moral bonus on all attack rolls, saves, and checks equal to his intelligence modifier. In addition, he deals an extra 1d6 damage on all attacks. These benefits begin on the capoeirista's next turn and lasts until the end of the battle.
Dirge
Prerequisites: Perform (sing) 13 ranks, Corrido, Song of Warning, Lingering Song*
Before entering a battle, a song-master capoeirista sings a short but dark dirge to his foes. This song drains his foes' will to fight. During the first non-surprise round of combat, the capoeirista may choose to sing a Dirge. This is a full-round action that provokes attacks of opportunity. All foes who fail a will save DC 15 + the capoeirista's intelligence modifier + 1/4 the capoeirista's class level take a –4 penalty to all opposed rolls against the capoeirista, as well as penalty equal to the capoeirista's intelligence modifer to all attack rolls, saves, and damage rolls against the capoeirista. This effect lasts until the end of the battle. This is a fear effect.
Song within a Song
Prerequisites: Perform (sing) 18 ranks, Ladainha or Dirge, Lingering Song*
A superior song-master capoeirista may sing songs so intricate that they seem to be two songs in one. He may have his Warsong and either a Louvação or a Song of Warning active at the same time, and singing a Corrido no longer interrupts his Warsong. When damaged, he no longer needs to make a concentration check to maintain any of his songs. If using two songs at once, he must still expend daily Warsong uses for both of them.
Warsong (Su): Beginning at third level, once per day per class level, as a standard action, a capoeirista may begin a Warsong. All allies who can hear him sing (including the capoeirista) within a 30 ft. radius also gain a +1 moral bonus to attack rolls and damage rolls. The capoeirista may maintain a Warsong while fighting at no penalty, but any time the capoeirista sustains damage while singing, he must make a concentration check DC 10 + damage dealt or stop singing. Warsongs cannot be used outside of battle. Several Song Malicia also make use of Warsong uses. For any prerequisites (such as feats or prestige classes), Warsong counts as Bardic Music. Unlike Bardic Music, Warsongs must use Perform (sing). The moral bonus provided by Warsong increases every eight level after 3rd (to +2 at 11th and +3 at 19th).
Evasion (Ex): At 5th level or higher if a capoeirista makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if a capoeirista is wearing light armor or no armor. A helpless capoeirista does not gain the benefit of evasion.
Improved Evasion (Ex): At 13th level, a capoeirista's evasion ability improves. He still takes no damage on a successful Reflex saving throw against attacks, but henceforth he takes only half damage on a failed save. A helpless capoeirista does not gain the benefit of improved evasion.