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Caracol
2008-02-10, 01:03 PM
I don't know what direction this thread would take, but I have in mind a variation for the Fighter class that focuses on fighting styles.
The BAB, saves and feat progression is exactly the same. The class mechanics too. So what changes, basically?
This is an attempt to give fighter a flavour rather than an optimization. A fighter variation will be described for his background and specialization, along with additional weapons, items and feats that applies to the fighting style.

Here are the modifications to apply to the fighter class when you choose a fighting style variant.

Requirements:
Miscellaneous requirements that you must respect when you start at first level. The could be a minumum value in an ability or skill score, a background event, a race or gender, a specific alignment, a first level feat... They are required to develop the class modifications at their best.

Weapon and armor proficiency: A fighting style fighter doesn't have the regular armor and weapon proficiency described in the PH. He has restriction on particular classes of weapon and armor, or a method to use thier weapon. Sometimes he could be proficient in just one weapon. This depends on the style.

Bonus Feats: A fighting style fighter does't choose his bonus feats from the canonic list, but has his own list. Most styles have the possibility to choose a feat among almost all fighter bonus feats, anyway. In addition to this reduced list, a fighting style fighter can choose new feats based on his style. Where not expressely indicated, this new feats are reserved only for his style. They count like a class-ability, altough their requirements have to be respected anyway. The new feats will be described here and are open to critic and suggestions. Feats coming from other sources than the PH will have their source indicated.

Starting feats: To balance the high restriction of fighting following a style, a character with this class variant starts with 2 additional bonus feats to choose among his personal list.

Changing style: If you don't want to continue with the style you choosed you are free to change it or to switch to the regular fighter class, but you don't gain any new proficiency or additional feats, and you have to use feats to aquire the weapon or armor proficiency intended for the new style.


So, that's all for the class variation. Now for the fun part: creating a fighting style and the feat list associated. I will post some of my creations, but what I would like most is to see your creations. This could be a multiple-contributers thread, other than a discussion about the rules of the variant. Please, comment and suggest.
If you want to contribute, that's even better, do it like this:

1) Use the rules described above. If they happen to change due to the discussion, fell free to use the version you want, but specify what changes you made.

2) This is not a fighter optimization thread. The styles have their merit and flaws, like everything else. DO NOT make an huge deal about some style that seem too limited or underpowered of if there are better choiches around. This is a fighter flavor thread, so discuss about the flavor and how is conveyed, istead. Give the style you posted enough fluff and description.

3) Put the sources you're taking the feats, if not core. Post the new feats you made with a good description and correct format. Since this is in homebrew section, I encourage you to made feats by your own.

4) No spell-based styles or spell-like feats. They are cool and powerful, ok, but let's try to make a pure fighter here.

5) Add a image of the style (any kind) or the source you take the ispiration, if any. And have fun! If the contributors are enough, this could become a "design contest" with votes and a winner!

I will post my first contribution later.

Caracol
2008-02-10, 07:40 PM
First entry.


Fierce Amazon

http://img115.imageshack.us/img115/656/amazonat8.png

In the savage lands, the men that master the art of war often aren't enough. To survive the attacks of tribes of orcs and goblinoids, every single being able to wield a weapon is necessary. And when the women of this land start to train in the slaughtery, they can become better than their masters.
Fierce Amazons come from lands where they are the usual protecting and attacking force, while the men become the working force. Strong and brave, the Amazons are furious in the fight as they are well trained. They are not expert in ranged, mounted and army fights, but they are specialized in fighting in the wilderness against hordes of savage enemies. Their style reflect their brute force and their specialization in fighting multiple opponents.

Requirements:
Gender: Female
Abilities: Strength 15
Feats: Endurance


Weapon and Armor proficiency:
A Fierce Amazon is proficient in any spear-like weapon and polearms, including the Amazon's lance. She is also proficient in the Wristclaw.
A Fierce Amazon is proficient only in light and medium armors. She is not proficient in shields of any sort.

Amazon's lance
A weapon made famous by the amazons: a long and heavy spear, used to deliver terrifying blows. It has a reach of 10ft, but can't be used against adjacent opponents. This weapon can be used to Trip an opponent at 10ft.
Under certain conditions, the latter end of an Amazon's lance can be used to deliver blows, but its wielder suffers for the penality of -4 to use it as an improvised weapon, and the penality of two weapon fighting condition if she is using it as a double weapon if not properly trained (see Dual Knock).

Exotic weapon, two handed (double weapon, see Dual Knock Feat)
Price: 50 gold
Damage: 1d10/1d4(latter end) (M), 1d8/1d3(latter end) (P), 1d12/1d6(latter end) (L),
Critic: 20x3
Reach: 10ft.
Weight: 15 lb.
Type: Piercing/Bludgeoing (latter end)

Wristclaw
The reserve weapon of an Amazon, a sharp claw-like wrist weapon. The Amazons learn to use it to strike opponent that couldn't reach with their spear and to slash approaching opponents. This weapon's pointy ends are good to disarm as well: the wielder gains +4 to his Disarm attempt while using this weapon. This weapon's design lets the wielder hold a two handed weapon with a Wristclaw equipped in her off-hand, and to perform simple tasks without penalities, altough she can't hold a shield and can't attack with both his Wristclaw and a two handed weapon.
Amazons usually have this weapon permanentely tied to their off-hand, and they master the style to get the best of both the weapon they use.

Exotic weapon, light
Price: 25 gold
Damage: 1d6 (M), 1d4 (P), 1d8 (L),
Critic: 20x3
Reach: -
Weight: 18 oz.
Type: Slashing


Fighter Feats:
Blind-Fight, Cleave, Combat Expertise, Combat Reflexes, Dodge, Great Cleave, Greater Two-Weapon Fighting, Greater Weapon Focus, Greater Weapon Specialization, Improved Bull Rush, Improved Critical, Improved Disarm, Improved Initiative, Improved Overrun, Improved Trip, Improved Two-Weapon Fighting, Mobility, Mounted Combat, Power Attack, Weapon Focus, Weapon Specialization, Whirlwind Attack.


Additional Feats:
Clustering Rush, Critical Pierce, Dual Knock, Parry, Talon's Rend, Throw Lance, Uranami, Whirlwind Defense

Clustering Rush (Exclusive)
Requirements: Str 17, Power Attack, Improved Bull Rush
Benefit: Wielding your Amazon's Lance horizontally, you can attempt to bull rush opponents that are adjacent to each other, pushing them with the lance. You can push all the creatures that are in the first three adjacent squares that are in front of you. You have to succed in your Str check against all the creatures, otherwise all of them won't be pushed. You have a +4 to the check, the bonus from Improved Bull Rush stacks. If you succed in the bull rush and one of the pushed opponent is in front of another pushed, you gain a free Trip attempt against this opponent.
Normal: You can bull rush only a single opponent.
Special: This feat can be used only by Fierce Amazons.

Critical Pierce (Exclusive)
Requirements: Str 17, Power Attack, Improved Critical
Benefit: While you score a critical in an opponent with the piercing end of an Amazon's Lance, your lance plunges deep into his body. This opponent is to be considered entangled by your weapon, and can release himself from the plunge if he wins a Str check against you. You can move the opponent with your lance if you win an Str check. The opponent receives the base damage of the weapon (without the Str bonus) as long he's attached to it. You can't attack with the piercing end of the lance, but you can attack the entangled opponent with your Wristclaw and other opponent with the lance's latter end. You can release the lance as a swift action.
Special: This feat can be used only by Fierce Amazons.

Dual Knock (General)
Requirements: Proficiency in spears or polearms.
Benefit: You can use the latter end of a polearm as an improvised weapon wihout taking the -4 to the attack roll. The latter end does 3 dices category less damage than is normal damage and is to be considered a light weapon. You can use a polearm as a double weapon with this feat, but you still take the two weapon fighting penalities.
Normal: An improvised weapon has -4 penality to the attack roll.
Special: A Fighter can select Dual Knock as a Bonus Feat. A Fierce Amazon does not suffer from the two weapon fighting penalities while using her lance if she select this feat, as if she had the Two Weapon Fighting feat. She can also attack two different opponent with the two parts of his Amazon's lance.

Parry (General)
Prerequisite: Dodge
Benefit: You can choose to lose a standard action in your following turn to try to parry an opponent's attack with your weapon. You gain a circustance bonus to the Armor Class against that opponent: +1 if you wield a light weapon, +2 if you wield a one handed weapon and +4 if you wield a two handed weapon.
Special: A Fighter can select Parry as a Bonus Feat.

Talon's Rend (Exclusive)
Requirements: Proficiency in claw weapons, Weapon Focus (Wristclaw)
Benefit: When you successfully attack an opponent with your Wristclaw, you can choose to take a penality to the following attack roll and add the same number to the damage.
Special: This feat can be used only by Fierce Amazons.

Throw Lance (Exclusive)
Requirements: Str 17, proficiency in spears or polearms.
Benefit: After you perform a charge, you are able to throw a polearm even if it's not inteded to be thrown. The polearm gains 15ft. of range. If the polearm already has a range, this range increases by 5 ft. You add your full Str bonus to the damage roll.
Normal: You can't trown polearms not intended to be thrown without taking a penality of -4.
Special: This feat can be used only by Fierce Amazons.

Uranami (Exclusive)
Requirements: Whirlwind Defense, Whirlwind Attack, Weapon Focus (Amazon's Lance)
Benefit: With a full round action that causes an attack of opportunity, you can move your Amazon's Lance across your back and attack an opponent from a unexpected direction, gaining a circustance bonus of +5 to the attack roll.
Special: This feat can be used only by Fierce Amazons.

Whirlwind Defense (General)
Requirements: Dual Knock, Whirlwind attack, proficiency in spears or polearms.
Benefit: With a full round action, you can twist a polearm on your head to keep your opponent at a distance equal to the polearm reach. You gain an attack of opportunity with both the ends of your polearm for every opponents that tries to approach into the area.
Special: A Fighter can select this as a Bonus Feat.



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And that's all for now. I expect to modify it according to your criticism and suggestions. Meanwhile, I'll work on another style and I would like to see your style posted here too.

jagadaishio
2008-02-10, 10:00 PM
I like the Fierce Amazon a lot. It seems balanced and flavourful. I may make one of these fighter variants if I have time to.

Caracol
2008-02-11, 11:45 AM
Second entry.


Reverse Fencer

http://img168.imageshack.us/img168/9280/reversedw8.png

Most of the weapon masters and fighting schools teach this rule to their scholars: prepare to expect the unexpected. But few styles focuses on how to be unexpected.
Reverse Fencing is a fighting style known by few, teached from master to disciple almost secretly, refined by generations of combatants, an art developed with the specific purpose of beat the usual fighting techinques with unespected manouvers and surprise feints. Reverse fencer are agile and fast fighter that stress on catching their opponent off-guard strinking in the opposite direction he was expecting: their style signature is their unusual way of wielding their weapons. While some of them use shields or even two-handed blades, their are famous for their mastery in two-weapon fighting.

Requirements:
Background: The character's fighting trainer, if any, must have been a Reverse Fencer.
Abilities: Dex 15, Int 13
Feats: Reverse Wield (see below)


Weapon and Armor proficiency:
A Reverse Fencer is proficient in any light, one handed and two-handed bladed weapon. He is proficient in light armors and in shields, tower shield excluded.


Fighter Feats:
Blind-Fight, Combat Expertise, Combat Reflexes, Dodge, Elusive Target (CW), Greater Two-Weapon Fighting, Greater Weapon Focus, Greater Two-Weapon Defense (CW), Greater Weapon Specialization, Improved Critical, Improved Disarm, Improved Feint, Improved Initiative, Improved Two-Weapon Defense (CW), Improved Two-Weapon Fighting, Mobility, Spring Attack, Two-Weapon Defense, Two-Weapon Fighting, Weapon Finesse, Weapon Focus, Weapon Specialization, Whirlwind Attack

CW=Complete Warrior


Additional Feats:
Improvised Feint, Living Shield, Parry (see first entry), Reverse Draw, Reverse Wield, Reverse Wind, Skillfull Warrior, Two-Weapon Disarm, Universal Feint

Improvised Feint (Exclusive)
Requirements: Int 13, Combat Expertise, Improved Feint, Improved Initiative, Bluff 10 ranks
Benefit: You are able to change an unlucky attack into a chance to fool your opponent. When you miss an attack against an opponent, you can decide to make the missed attack count as a feint. The opponent must make a Sense Motive Check with a DC equal to your missed attack roll. If he fails the check, he loses his Dexterity bonus to the AC against your following attack.
Special: This feat can be used only by Reverse Fencers.

Living Shield (General)
Requirements: Attack bonus +8, Improved Critical (piercing melee weapon)
Benefit: When you score a critical with a piercing melee weapon, this weapon pluges deep into the opponent's body. You can move around the opponent, using it as a shield against other enemies. You can move your opponent with an opposed Str check against him. You gain total cover against enemies if you have an opponent locked in this way between the you and them.
The locked opponent loses his Dex bonus to the AC, but can attack you if he can or unplunge himself with an opposed Str check. If he unpluges, he receives the base damage of your weapon (without the Str bonus). You can release the plunge as a swift action, dealing normal damage.
Special: A Fighter can select Living Shield as a Bonus Feat.

Reverse Draw (Exclusive)
Requirements: Reverse Wield
Benefit: You can draw your weapon fast and a way that confuses your opponents. When you draw a weapon and attack in the same action, the opponent you attack loses his Dexterity bonus to the AC for that attack only.
This feat counts as a Quick Draw feat if you don't attack in the same action you have drawed.
Special: This feat can be used only by Reverse Fencers. Its benefits are applicable only against armed opponents that aren't Reverse Fencers.

Reverse Wield (Exclusive)
Benefit: The basic trick of a Reverse Fencer, is the way of holding a bladed weapon with is end pointing down. This unusual wield confuses the opponents, not used to defend themselves against blows coming from opposite directions than the normal. The Reverse Fencer gains +1 to the attack roll every time he uses this wield against an opponent that isn't a Reverse Fencer too.
This wield also gives the Fencer the ability to choose to deliver slashing or piercing damage, regardless of the bladed weapon type of damage.
Special: This feat can be used only by Reverse Fencers. Its benefits are applicable only against armed opponents that aren't Reverse Fencers.

Reverse Wind (Exclusive)
Prerequisite: Int 13, Combat Expertise, Improved Feint, Elusive Target, Mobility, Bluff 6 ranks
Benefit: With a full round action that provokes an attack of opportunity, you can make a Feint, backing off for 5 ft. If an opponent misses the attack of opportunity, you can deliver an unexpected blow against him with +5 to the attack and damage roll and with a critical range increased by 2.
Special: This feat can be used only by Reverse Fencers.

Skillfull Warrior (Fighter)
Prerequisite: 4 ranks in a cross-class skill
Benefit: A cross-class skill in where you have at least 4 ranks becomes a class skill. This feat is applicable to a single skill. You can select this feat multiple times, you have to apply it to a different skill every time.
Normal: You have to put twice the ranks in a cross-class skill.
Special: A Fighter can select Skillfull Warrior as a Bonus Feat.

Two-Weapon Disarm (General)
Requirements: Dodge, Improved Disarm, Improved Two-Weapon Fighting, Parry, Two-Weapon Fighting
Benefit: While parrying an attack (see Parry) with success, you gain a bonus to a Disarm attempt against the opponent you parried equal to the bonus to the Parry deriving from the weapons sizes. This bonus stacks with the one deriving from the Improved Disarm.
If you parry with a dagger and a longsword, for example, you gain a +2 from the longsword and +1 from the dagger to your Disarm attempt.
Special: A Fighter can select Two-Weapon Disarm as a Bonus Feat.

Universal Feint (Exclusive)
Requirements: Int 13, Combat Expertise, Improved Feint, Bluff 8 ranks
Benefit: You learn to make your feints look in a way that can be easily considered as an attack from everybody. You don't suffer for penalities against non-humanoid and low-intelligence to your Bluff check when you perform a Feint agaist them. You can't Feint against a construct opponent, tough.
Normal: You get penalities while performing a Feint agaist non-humanoid, low-intelligence and construct opponents.
Special: This feat can be used only by Reverse Fencers.


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Ok, another one done. I hope you'll like it and give some feedback.
I'm waiting for your entries, and I'll think to another style meanwhile.

jagadaishio
2008-02-11, 07:29 PM
I think that the Living Shield works a bit better like this:

Living Shield (General)
Requirements: Attack bonus +8, Improved Critical (piercing melee weapon)
Benefit: When you score a critical with a piercing melee weapon, this weapon pluges deep into the opponent's body. You can move around the opponent, using it as a shield against other enemies. You can move your opponent with an opposed Str check against him. You gain total cover against enemies if you have an opponent locked in this way between the you and them.
The locked opponent loses his Dex bonus to the AC, but can attack you if he can or unplunge himself with an opposed Str check against you. If he unplunges, he receives the base damage of your weapon (without the Str bonus). You can release the plunge as a swift action, dealing normal damage.
Special: A Fighter can select Living Shield as a Bonus Feat.

Caracol
2008-02-12, 03:48 AM
I think that the Living Shield works a bit better like this:

Living Shield (General)
Requirements: Attack bonus +8, Improved Critical (piercing melee weapon)
Benefit: When you score a critical with a piercing melee weapon, this weapon pluges deep into the opponent's body. You can move around the opponent, using it as a shield against other enemies. You can move your opponent with an opposed Str check against him. You gain total cover against enemies if you have an opponent locked in this way between the you and them.
The locked opponent loses his Dex bonus to the AC, but can attack you if he can or unplunge himself with an opposed Str check against you. If he unplunges, he receives the base damage of your weapon (without the Str bonus). You can release the plunge as a swift action, dealing normal damage.
Special: A Fighter can select Living Shield as a Bonus Feat.

Fixed. What do you think about this one?

Caracol
2008-02-12, 06:56 AM
Another One


Snake Archer

http://img402.imageshack.us/img402/6936/archerkz6.png

Often confused with a ranger, a Snake Archer couldn't be more different than a ranger. A Ranger protects and respects Nature, but altough they are both skilled hunters and warriors, a Snake Archer just uses and abuses of his abilities trained in the wilderness, showing no respect to it. Snake Archers are expert ranged combatants that use their fighting style just to fulfill their purposes. Although they are not skillfull as rangers, they are almost good in ranged fighting as them, and they developed some techiques unknown to rangers. Istead of using their bows to close range too, they prefer to use bladed bows to fire arrows at distance and attack in melee with their unusual weapons. They often trades in precious animal skins or part, in rare plants and they often train in venom's use.

Requirements:
Alignment: Any Non-good.
Abilities: Dex 15
Feats: Alertness


Weapon and Armor proficiency:
A Snake Archer is proficient in any bow or crossbows, including the exotic crossbows and the Bladed Bow, and in light melee weapons. He is proficient in light and medium armor, he's not proficient in shields of any sort.

Bladed Bow
The Snake Archer's signature weapon is a short composite bow with blades on his fore part. This weapon can be used to fire arrows and to attack in melee with the blades. The blades's disegn give his wielder a bonus of +4 to Disarm an opponent, and can be used to parry an attack (see Parry). You can apply the Weapon Finesse feat to this weapon.

Exotic weapon, two handed
Price: 150 gold
Damage: 1d6 (ranged) 1d6(melee) (M), 1d8 (ranged and melee) (L), 1d4 (ranged and melee) (S)
Critic: 20x3
Reach: 70ft.
Weight: 3 lb.
Type: Piercing(ranged), Slashing(melee)


Fighter Feats:
Combat Reflexes, Dodge, Mobility, Far Shot, Improved Critical, Improved Initiative, Improved Rapid Shot (CW), Manyshot, Mounted Archery, Mounted Combat, Point Blank Shot, Quick Draw, Ranged Disarm (CW), Ranged Pin (CW), Ranged Sunder (CW), Rapid Reload, Rapid Shot, Shot on the Run, Weapon Finesse, Weapon Focus, Weapon Specialization

In addition, a Snake Archer can select Athletic, Self-Sufficient and Stealthy as Fighter Bonus feats. He can't get them multiple times.

CW= Complete Warrior

Additional Feats:
Blind Archery, Coolblooded Archer, Deadeye, Parry (see first style), Skillfull Warrior (see style above), Split the First Shot

Blind Archery (Exclusive)
Benefit: In ranged , every time you miss because of concealment, you can reroll your miss chance percentile roll one time to see if you actually hit.
An invisible attacker’s bonuses against you do still apply for his ranged attacks, however.
You take only half the usual penalty to speed for being unable to see. Darkness and poor visibility in general reduces your speed to three-quarters normal, instead of one-half.
Normal: You can't reroll a missed attack against an opponent with concealment. The speed reduction also applies.
Special: This feat can be used only by Snake Archers.

Coolbloded Archer (Exclusive)
Requirements: Combat Reflexes, Base attack bonus +5
Benefit: You are a master in recognizing a good chance to take a shot and end a life forever. You can make an automatic coup-de grace against every helpless opponent within 30 ft.
Special: This feat can be used only by Snake Archers.

Deadeye (General)
Requirements: Dex 17, Far Shot, Improved Critical, base attack bonus +8
Benefit: With a full round action that can cause an attack of opportunity, you can aim a weapon to an enemy distant more than 30 ft with a -5 to the attack roll. If you hit, you score an automatic critical agaist him.
Special: A Fighter can select Deadeye as a Bonus Feat. You can't use this feat combined with Rapid Shot, Manyshot or others ranged fighting feats.

Sniper (General)
Prerequisite: Dex 19, Deadeye, Far Shot, Improved Critical, Stealthy, base attack bonus +10
Benefit: With a full round action that can cause an attack of opportunity, you can aim a weapon to an unaware enemy distant more than 30 ft with a -5 to the attack roll. If you hit, you score an automatic death attack against him (Fortitude negates, DC 10+half of your levels + Int modifier). If the enemy passes his saving throw, the attack counts as a critical hit anyway. The opponent must be unaware of your presence or position. If he's aware, this attack count as a regular attack. This ability doesn't work against enemies immune to death effects.
Special: A Fighter can select Sniper as a Bonus Feat. You can't use this feat combined with Rapid Shot, Manyshot or others ranged fighting feats.

Split the First Shot (Exclusive)
Prerequisite: Dex 19, Improved Critical, Manyshot, Point Blank Shot, Rapid Shot, base attack bonus +8
Benefit: If you score more than a critical hit using Manyshot all the fired arrow that scored a critical deals critical damage.
Normal: Regardless of the number of arrows you fire, you apply precision-based damage only once. If you score a critical hit, only the first arrow fired deals critical damage; all others deal regular damage.
Special: This feat can be used only by Snake Archers.

---------------------------------------------------------------------------

Still waiting for other suggestions and styles.

MorkaisChosen
2008-02-12, 06:57 AM
No shiny pictures here, but what the heck. (EDIT: Now there is one... Thanks!)

The Knight

http://img171.imageshack.us/img171/9467/knightfp7.png

The epitome of honour, a Knight is a master of melee combat, fighting in honourable one-on-one combat against his foes. They are skilled in the use of heavy armour and mounted combat, and few can stand before them.

Requirements
Background: the character must have been trained as a Knight and undergone the ritual knighting ceremony.
Abilities: Str 15, Cha 13
Alignment: Lawful
Feats: Code of Honour (see below)

Weapon and Armour Proficiency
All armour and shields (including tower shields), all swords, axes, maces, morning stars, lances and flails.

Fighter feats
Combat Expertise, Endurance, Diehard, Improved Disarm, Exotic Weapon Proficiency, Improved Critical, Improved Initiative, Improved Shield Bash, Mounted Combat, Mounted Archery, Ride-By Attack, Trample, Spirited Charge, Power Attack, Cleave, Great Cleave, Improved Bull Rush, Awesome Blow, Improved Overrun, Improved Sunder, Quick Draw, Weapon Focus, Greater Weapon Focus, Power Critical, Weapon Specialisation, Greater Weapon Specialisation
EDIT: Note that there are a few added in here- Endurance and Diehard aren't standard Fighter feats.

Additional Feats

Code of Honour
Prerequisites: Lawful alignment
A character with the Code of Honour has taken an oath always to fight with honour and to be respectful of legitimate authority. Although similar to the Paladin's code, it does not require any dedication to Good.
The character with the Code of Honour must obey the following Oaths:
Never strike a defenceless foe- this means any Prone or unarmed being (note that if the Honourable character knows that the enemy has magical skills or unarmed combat skills, the unarmed rule is waived. Natural weapons count as weapons).
Never lie, cheat or steal (the character may still use Bluff to conceal truths, but not to say something that isn't true. For example, an Honourable character asked if a door is trapped may reply "No" if the flagstone in front of it is trapped but not the door itself).
An honourable character may not strike a flat-footed foe, but must allow them to ready themselves to fight.
An honourable character must not flee from battle- keep fighting until you are victorious or die in the attempt.

If a character breaks the Code, they lose the benefits of the feat for 24 hours (including all feats that have it as a prerequisite).
Benefits: a character with the Code of Honour gains a +4 Morale bonus to Will saves against mind-affecting effects, as their dedication to the Code stiffens their resolve.

Shielding Counter
If an attack misses a Knight with this feat due to their shield bonus, they may make a single Attack of Opportunity against the attacker. Example: if a Knight with an Armour Class of 20 has a +2 Shield Bonus and an enemy gets a total of 18 on the to-hit roll, the Knight may make an attack of opportunity.

Duel of Honour (Exclusive)
Prerequisites: Charisma 13+, Code of Honour
The Knight may make a challenge to one intelligence 3+ Humanoid enemy within 30 feet. If the enemy fails a Will save (DC 10+1/2 Knight level + Knight's Charisma bonus, enemy may choose to fail automatically), the two must move into melee combat and may not attack anything else. The challengers gain +1 to hit and +1 to damage each other; the challenge lasts until either opponent is attacked by a non-challenger, submits (if the Knight does so, they suffer a -1 Morale penalty to hit for the rest of the encounter due to low self-esteem) or falls unconcious. The winner of the duel gains a +1 Morale bonus to hit for the duration of the encounter due to the pride and confidence of winning the duel.

Riding Capture: (Exclusive)
Prerequisites: Mounted Combat, Ride-By Attack, Ride 6 ranks
The Knight may attempt to grab another mounted person's reins from them, taking control of their mount. This is resolved as a Ride-By Attack, except that instead of making an attack, the Knight makes a touch attack at -2 against the enemy's mount. If successful, the Knight may now control both his own mount and his enemy's mount if they pass a Ride check (DC15, DC25 if the circumstances would require a check to control mount in battle) each turn. The enemy rider may make an opposed Strength check as a standard action to try to regain control of his mount.

That's all I can think of at the moment, but more ideas may emerge...

EDIT: Before anyone says Riding Capture is unfeasible, it was actually a strategy in the Melee- great if you could do it (the objective was to capture people for a ransom), but risky.

EDIT 2: Clarified some bits, added Lances (bit stupid of me to forget them...), added Code of Honour (which might need a better benefit).

Caracol
2008-02-12, 01:06 PM
Classical and nice, I like it. Some suggestions and comments:


No shiny pictures here, but what the heck.

I can do it if you want! :smallsmile:



Abilities: Str 15
Maybe some Charisma too? (13 would be enough)



Weapon and Armour Proficiency
All armour and shields (including tower shields), all swords, axes, maces, morning stars and flails.
Good selection. I'll just add the Lance, for the mounted combat orientation and for the flavor.

Now for the additional feats:
Shielding counter is good and makes a lot of sense about the actual mechanics of fighting.
Riding Capture is strange but nice, not to mention that goes with the style very well.
I just love Duel of Honor. It's so flavorful and really makes the approach to a fight different. I'll just make some specification, like if it works against non-humanoids or unintelligents monsters. Also, I would put that whoever wins the duel gains some bonuses for the duration of the encounter, like a sense of proudness to have defeated an opponent that makes you better for the rest of the fight.

You just have to specify if these feats are exclusive for the Knight and to add some more additional feats, and this style would be very nice.




EDit: Seems that when the people replies to this thread, it's not updated in the forum page. I don't even get emails notifications. Is this because something I messed up in the thread posting, or just because the the two person that replied can choose to hide the notification when they reply (is this even possible? I don't know) ? Someone please tell me!

jagadaishio
2008-02-12, 10:40 PM
The wording to this is confusing, I'm not sure if it means you can attack people when they AoO you, or if it means that you can attack others with your bow for ranged attacks of opportunity or what:

Coolbloded Archer (Exclusive)
Requirements: Combat Reflexes, Base attack bonus +3
Benefit: You are a master in retaing the concentration needed to shoot arrows. Whenever you cause an attack of opportunity, you can fire a ranged weapon adding your Wis modifier to the attack and to the damage. You can't use this feat when not threatned by an attack of opportunity.
Special: This feat can be used only by Snake Archers.

Caracol
2008-02-13, 05:38 AM
The wording to this is confusing, I'm not sure if it means you can attack people when they AoO you, or if it means that you can attack others with your bow for ranged attacks of opportunity or what:


You're right, needs to be redone. Any suggestions?

Caracol
2008-02-13, 02:19 PM
I'm working on some other stuff at the moment. Meanwhile, another quick one!


Goblinoid Mercenary

http://img152.imageshack.us/img152/2856/bugbeardp9.png

Some people say that if only the savage tribes of humanoids that live in the wild, far from the civilization, could have the possibility to unify themselves under a same purpose, they could easily overcome the other races of humans and elves, destroy their cities, proclame themselves lords. If it is so, we should consider themselves really luck.
The goblinoid tribes never fought togheter. But, being soldiers for this or that kings, payed for their deaths and for their kills, they slowly developed a warfare and a recognizable way of combat. Goblinoid mercenaries are good army and close-quarters warriors, but although in organized platoons they show their best, the power of a single Goblinoid Mercenary should not be understimated.

Requirements:
Race: Any Goblinoid
Background: The character must have been in a goblinoid mercenary squadron or fought in an army as a mercenary.
Abilities: Str 15


Weapon and Armor proficiency:
A Goblinoid Mercenary is proficient in any mace and flail, including the Vulcan Mace. He is also proficient in all crossbows, including the exotic ones. A Goblinoid Mercenary is proficient in light, medium and heavy armors, and is also proficient in shields, tower shield excluded.

Vulcan Mace
A long spiked mace with a square section, a weapon once created by a goblin alchemist. It's a combination with a two-handed mace and an alchemic cannon. It can be used in melee or to fire sphere bullets, metal scraps or exploding alchemic liquids. Every ammunitions has a different reach or effect. This weapon can contain a single proiectile, so needs to be recharged after every shot. Recharging a vulcan mace is a full round action that causes attack of opportunity. With the Quick Reload feat, recharging it becomes a standard action that still causes an attack of opportunity.
When a loaded weapon is hitten by a fire effect, it as a %50 to ignite himself and to fire the loaded bullet. There is also a %10 that the weapon explodes if hitten by a fire effect, dealing to itself and to its wielder the damage that the loaded bullet could deal.

Exotic weapon, two handed
Price: 230 gold
Damage: 1d8 (M), 1d6 (S), 1d10 (L), ranged varies.
Critic: 20x2
Reach: -
Weight: 9 lb.
Type: Piercing, ranged varies

Vulcan Mace Ammunitions
Along with the Vulcan Mace, a Goblinoid Mercenary relies on the different ammunitions that the Mace can fire. Most ammunitions are small spheres that explodes upon impact or creates a cone of fire, but some of them are just scraps of metal with some black powder. Most ammunitions are expensive, but a smart Goblinoid Mercenary always have a good stock of them with him, using the right one for the job. Every ammunition has a different reach, damage and a Craft (Alchemy) DC to be created. Most Goblinoid Mercenaries are able to craft their ammunitions by themselves. These are some examples of bullets used by Goblinoid Mercenaries: although there are some more, these are the most common and used.

Metal scraps Bullet (ammunition)
Price: 5 gold (20)
Damage: 1d4
Critic: 20x2
Reach: cone of 15 ft
Weight: 20 oz. (20)
Type: Piercing
DC to Craft: 10

Sphere Bullet (ammunition)
Price: 20 gold (20)
Damage: 1d10
Critic: 20x2
Reach: 60 ft.
Weight: 5 oz. (20)
Type: Piercing
DC to Craft: 15

Alchemist's Fire, Bullet (ammunition)
Price: 25 gold (each)
Damage: 1d6 +1 splash damage
Critic: -
Reach: 15 ft.
Weight: 10 lb. (20)
Type: Fire
DC to Craft: 20

Acid Bullet (ammunition)
Price: 25 gold (each)
Damage: 1d6+ 1 splash damage
Critic: -
Reach: 15 ft.
Weight: 10 lb. (20)
Type: Acid
DC to Craft: 20

Alchemist's Fire, Flame (ammunition)
Price: 30 gold (each)
Damage: 1d6, duration 3 turns
Critic: -
Reach: cone of 15 ft.
Weight: 10 lb. (20)
Type: Acid
DC to Craft: 25

Holy water Bullet (ammunition)
Price: 30 gold (each)
Damage: 2d4+ 1 splash damage
Critic: -
Reach: 15 ft.
Weight: 10 lb. (20)
Type: Holy
DC to Craft: 25


Fighter Feats:
Blind-Fight, Cleave, Combat Reflexes, Dodge, Far Shot, Formation Expert (CW), Great Cleave,Greater Weapon Focus, Greater Weapon Specialization, Hold the Line (CW), Improved Bull Rush,Improved Critical, Improved Initiative, Improved Overrun, Improved Precise Shot, Improved Sunder, Point Blank Shot, Power Attack, Precise Shot, Quick Draw, Rapid Reload, Weapon Focus, Weapon Specialization

CW= Complete Warrior

Additional Feats:
Craft Bullets, Formation Breaker, Mortar Maneuver, Parry (see first style)

Craft Bullet (Exclusive)
Prerequisites: Craft (Alchemy) 5 ranks.
Benefit: You have a +5 bonus to Craft (Alchemy) checks when creating one of the alchemic bullets described above, or other kind of bullets of you creation. You can also trasform an Alchemist's Fire flask to one the two Alchemist's Fire bullets described, and an Acid flask and a Holy water flask in the rispective bullets, with a Craft (Alchemy) check with DC 15.
Special: This feat can be used only by Goblinoid Mercenaries.

Formation Breaker (Tactical)
Requirements: Base attack bonus +6, Combat Reflexes, Formation Expert, Hold the Line, Improved Bull Rush, Power Attack
Benefit: The Formation Breaker feat enables the use of three tactical maneuvers. You gain the benifit of this feat even if you are fighting in formation with allies that do not have this feat.
Counter Rush: If an opponent fails a bull rush against you, you can push him back for 15 feet by moving with him and gain a free Trip attempt against him, or push him back by 10 feet remaining remaing where you were. You and your allies gain a +2 to the Str checks for every ally adjacent to you.
Break the Wall: You gain +2 to attack rolls and +1 to defens against opponents fighting in formations. You can break into a breach into a formation as a swift action (this maneuver contrasts the Step into the Breach maneuver)
Hold Still Shout: As a standard action, you can perform a shout directed to your allies into a 30 ft reach. You and your allies a morale bonus of +1 to the attack, AC and Will saving throws. You can't use this feat more than 1 time a day.
Special: A Fighter can select Formation Breaker as a Bonus Feat.

Mortar Maneuver (Exclusive)
Requirements: Far Shot, Point Blank Shot, Weapon Focus (Vulcan Mace)
Benefit: With a movement action, you can get down on your knees and use the Vulcan Mace as a mortar to increment the range and precision of your shots. Using this feat, the reach of the bullet you're using doubles (not cumulative with Far Shot effect) and you get +1 to the damage for every 10ft of additional distance. The attack bonus, however, decreases by 1 for ever 10 ft of additional distance. The splash damage does not increase. This feat can not be used when firing a cone-effect bullet. You can fire a bullet max 60 ft high.
Special: This feat can be used only by Goblinoid Mercenaries.

jagadaishio
2008-02-13, 04:03 PM
You're right, needs to be redone. Any suggestions?

Given the name of the ability, I would suggest allowing them to perform a coup de grace against a helpless opponent within 30 ft with their bow.

Caracol
2008-02-13, 05:24 PM
Given the name of the ability, I would suggest allowing them to perform a coup de grace against a helpless opponent within 30 ft with their bow.

Niiice. Changing it right now. Also, what do you think of the overall flavor of every of them?
I'm expecting your style too.

jagadaishio
2008-02-13, 07:40 PM
Niiice. Changing it right now. Also, what do you think of the overall flavor of every of them?
I'm expecting your style too.

I like the flavor a lot. It spices up an otherwise fairly bland class. I was thinking of doing something alone the lines of a boomerang master, and I may be creating a bladed boomerang/shield weapon for that purpose.

jagadaishio
2008-02-13, 08:24 PM
I did have one problem with the Reverse Wield feat which I forgot to mention. The fact that it's only applicable against armed opponents. This doesn't make much sense to me, I think that the Reverse Fencer would gain the bonuses against another fighter regardless of whether or not that other fighter had their longspear or whatever drawn.

SilentNight
2008-02-13, 11:30 PM
Kudos to Caracol, that's an impressive amount of work. The reverse fencer is awesome.:smallcool: Totally stealing it if it's okay with you. I don't have a style though.

MorkaisChosen
2008-02-14, 07:18 AM
I've clarified Duel slightly, added a Code of Honour feat (non-exclusive deliberately) and added Lances. Shiny pictures would be good.

Caracol
2008-02-15, 12:55 PM
I did have one problem with the Reverse Wield feat which I forgot to mention. The fact that it's only applicable against armed opponents. This doesn't make much sense to me, I think that the Reverse Fencer would gain the bonuses against another fighter regardless of whether or not that other fighter had their longspear or whatever drawn.

This feat is supposed to work as you say. I want to let the Reverse Fencer gain bonus against opponents that uses weapon, monsters inlcluded, even if they haven't draw their weapon yet, but I don't want to make him gain the same bonus against opponents that normally do not use weapons, like monks or monsters that use claws. The problem is, how can I convey this in proper english (being not native speaker blah blah blah, you get it)? I thought that writing "armed" was correct, since in italian "armato" means that you carry a weapon, even if you are not wielding it at the moment. How can I correct this?


Kudos to Caracol, that's an impressive amount of work. The reverse fencer is awesome. Totally stealing it if it's okay with you. I don't have a style though.

Thank you. Of course you can steal it, I'm making this stuff to you to use if you like it :smallwink: About the style, if you want to make it, take your time,
no need to rush.


I'm making a couple of styles by now, and I'm expecting a PM from a user to make a style inspired by his feats. Expect one of these style soon, after that, I think I'll slow down for a bit, or I'll make another post about a bunch of new weapons. This thread will not be forgotten, anyway, I'll add a style as soon I have some ideas, an I'm still counting on your homebrew.

XiaoTie
2008-02-15, 01:38 PM
Seriously loved the amazon and the reverse blade, awesome classes and flavor (the stick figures are also awesome :smallbiggrin: ).

I only have couple doubts



Formation Breaker (Tactical)
Requirements: Base attack bonus +6, Combat Reflexes, Formation Expert, Hold the Line, Improved Bull Rush, Power Attack
Benefit: The Formation Breaker feat enables the use of three tactical maneuvers. You gain the benifit of this feat even if you are fighting in formation with allies that do not have this feat.
Counter Rush: If an opponent fails a bull rush against you, you can push him back for 15 feet by moving with him and gain a free Trip attempt against him, or push him back by 10 feet remaining remaing where you were. You and your allies gain a +2 to the Str checks for every ally adjacent to you.
So, if someone bull rushes you this grants an imediate result (pushing the enemy 15 feet back, INTO the enemy's "formation"): Does this allow the other enemies in formation to take AoO against you in case you cross through their areas?
After the auto 15 feet you get imediatly, you can get a free Trip attempt or push him back another 10 feet (for a total of 25 ft without any checks). Or you have to make the appropriate check for pushing him back the extra 10 ft (using the +2 Str to checks for every ally adjancet to you)?
Do you need to move the 15ft (+10 ft)?
In case you have allies adjacent to you, do they need to move with you?


Break the Wall: You gain +2 to attack rolls and +1 to defens against opponents fighting in formations. You can break into a breach into a formation as a swift action (this maneuver contrasts the Step into the Breach maneuver)
You should define better "formation" or this could be easily used on almost every single battle. If this is your intent, then no doubts on this one.


Hold Still Shout: As a standard action, you can perform a shout directed to your allies into a 30 ft reach. You and your allies a morale bonus of +1 to the attack, AC and Will saving throws. You can't use this feat more than 1 time a day.
Special: A Fighter can select Formation Breaker as a Bonus Feat.
For how long does the bonus last? Can your allies retain the bonus when, on the same encounter, they go over the 30 ft reach (radius?)


Mortar Maneuver (Exclusive)
Requirements: Far Shot, Point Blank Shot, Weapon Focus (Vulcan Mace)
Benefit: With a movement action, you can get down on your knees and use the Vulcan Mace as a mortar to increment the range and precision of your shots. Using this feat, the reach of the bullet you're using doubles (not cumulative with Far Shot effect) and you get +1 to the attack for every 10ft of additional distance. The damage dealt, however, decreases by 1 for ever 10 ft of additional distance. The splash damage does not decrease. This feat can not be used when firing a cone-effect bullet.
Special: This feat can be used only by Goblinoid Mercenaries.

I think this one would make more sense giving less attack rolls (simulating the longer ammount of time it takes for the bullet to reach the target) and a higher damage (the higher it goes it could come down harder :thog:).

Also perhaps you should estipulate a minimum ammount of height so this feat could be used (a mortar in a dungeon? MADNESS :elan:)


Other than those doubts, awesome awesome classes. I'll definitely use them on my next campaign.

jagadaishio
2008-02-15, 03:16 PM
This feat is supposed to work as you say. I want to let the Reverse Fencer gain bonus against opponents that uses weapon, monsters inlcluded, even if they haven't draw their weapon yet, but I don't want to make him gain the same bonus against opponents that normally do not use weapons, like monks or monsters that use claws. The problem is, how can I convey this in proper english (being not native speaker blah blah blah, you get it)? I thought that writing "armed" was correct, since in italian "armato" means that you carry a weapon, even if you are not wielding it at the moment. How can I correct this?

I'm not sure how you would convey this, since a fighter that is normally armed who is disarmed should still have the bonuses apply against him. I would suggest that it only apply against beings proficient in weapons, but then it would apply to monks, though it wouldn't apply to most lower creatures. It's your call, really.

Caracol
2008-02-15, 03:25 PM
You may recognize this one.... :smallbiggrin:
The weapon it uses was created by me in a precedent thread, but I made some modification: the original Hooked Chain thread is here: http://www.giantitp.com/forums/showthread.php?t=71875


Chain Master

http://img248.imageshack.us/img248/229/chainga1.png

Fighting honorably is admirable, but it will eventually lead to death. An honorable death, but still a death. Fighting unfair, istead... Tricky, fast and deadly, Chain Masters come from the eastern land of the continent. Cunning and aggressive, their style is a mix of chain use and quick blows with the dagger. Their speed and their reach is their strenght, a way of fighting developed to surprise the opponent and to kill it without even let him approach to you. Disarming, pulling and tripping are their basic moves. Thet are experts in blockin opponent weapons using chains and pulling them at a distance their blade can work. They could be considered as unfair, but fighting is a dirty buisness after all, and they seem to know this well. Leave the honest work to the sissies.

Requirements:
Alignment: Any Non-Lawful.
Abilities: Str 15, Dex 15, Int 13
Feats: Two-Weapon Fighting


Weapon and Armor proficiency:
A Chain Master is proficient in the spiked chain and in the Hooked Chain, and in daggers, scimitars, falchions, and any simple and martial weapon with a curved blade. He is proficient in light, he's not proficient in shields of any sort.

Hooked Chain
An hooked chain is a smaller version of the spiked chain. I could be wielded using just one hand. It has a reach of two squares (10ft) An hooked chain has a large curved hook in its terminal part, used to grapple an opponent and to catch an opponent's body or weapon. Several action can be done with an Hooked Chain:
Disarm:
With an hooked chain you can perform a Disarm attempt with a +4 to the roll, and you can release the chain to avoid to be tripped or pulled.
Hook/Pull:
You can also try to hook the opponet, during a successfull attack. Hooking gives you the possibility to pull your opponent towards you with a successfull Strength check against him. You can release the hooked chain to avoid to be pulled as well. An hooked opponent is pulled at 5ft from you and does not gain an attack of opportunity against you. He can remove the hook by himself with a successfull Str check against you (this action causes attacks of opportunity from adjactent opponents. You can benefit of this attack of opportunity, but not using the Hooked Chain.).
Hooking an opponent deals the base damage of the hooked chain (without the Str bonus) for every round the opponent is pulled. When hooked, an opponent is not able to defend himself well and has a penality of -2 to his AC.
Hooking an opponent is a standard action that causes an attack of opportunity from adiacent opponents. Unlocking an opponent is a standard action. You can't attack with an hooked chain unless is unlocked.
Hook/Carry:
Once you hook and opponent, you can decide to carry it around istead of pulling it near to you. An opponent hooked in this way is pulled towards you for a distance equal to your movement for all the time he remains hooked. If he's pulled, he is forced to use his movement action during his turn to follow the wielder of the hooked chain. If is movement or base speed is not enough to reach you, he is forced to use all his action needed. If he still doesn't have enough movement, he falls to the ground. If you did not move in the last turn, the opponet can move towards you and release the tension of the chain and avoid being damaged and pulled, but still remains hooked: he can remove the hook by himself as described above. If the opponent refuses to move and tries to hold himself to something, he takes the regular damage of the weapon, Str bonus included.
Hook Weapon: You can decide to make an hook attempt against a weapon istead of an opponent. Use your Hook bonuses istead of your Disarm ones. If you perform a successufull Disarm attempt, then pull the opponent at 5 ft. from you with his weapon locked. He can't attack with his weapon in this way, and has to win a Str check or Disarm attempt against you to use the his weapon again.
Trip:
An hooked chain not long enough to perform a Trip attempt at 10 ft, but it can be used at 5 ft. with a +2 to the Trip attempt.

You can use the Weapon Finesse feat to add your Dex bonus istead of your Str bonus to the attack bonus when using an hooked chain.

Exotic weapon, one-handed
Price: 20 gold
Damage: 1d6 (M), 2d4 (L), 1d4 (S)
Critic: 20x2
Reach: 10ft.
Weight: 3 lb.
Type: Piercing

Fighter Feats:
Blind-Fight, Combat Expertise, Combat Reflexes, Dodge, Greater Two-Weapon Fighting, Greater Weapon Focus, Greater Weapon Specialization, Improved Disarm, Improved Feint, Improved Initiative, Improved Trip, Improved Two-Weapon Fighting, Mobility, Quick Draw, Spring Attack, Two-Weapon Fighting, Uncorrect Fighting (SaF), Weapon Finesse, Weapon Focus, Weapon Specialization, Whirlwind Attack

(SaF) = Sword and Fist

Additional Feats:
Chain Mastery, Chain Movement, Greater Hook, Improved Hook, Living Shield (see style above), Skillfull Warrior (see style above), Tornado

Chain Mastery (Tactical, Exclusive)
Requirements: Dex 17, Int 13, Combat Expertise, Improved Feint, Improved Initiative, Intimidate 4 ranks, Weapon Focus (any chain), base attack bonus +8
Benefit: The Chain Mastery feat enables the use of three tactical maneuvers.
Chain Deviation: With a movement action, you can sweep your chain to gain a +2 deviation bonus to the AC from any attack coming all around you.
Chain Hideout: With a standard action, you can hide a chain in any kind of soft terrain (sand, grass). You get a bonus of +2 to the Hide check. If an opponent fails his Spot or Sense Motive check and attacks you entering the area you threat, you can raise the chain fast and get an attack of opportunity that negates the opponent dexterity with an additional +2 to the damage.
Chain Intimidation:As a standard action, you can perform some sweep with your chain to intimidate the opponent. Use your Intimidate+ base attack Bonus or Perform (chain use) + base attack bonus to do this. If the check is successful, your opponent gains a -2 to attack, saves and AC for 1d6 rounds.
Special: This feat can be used only by Chain Masters.

Chain Movement (Exclusive)
Requirements: Dex 17, Int 13, Combat Expertise, Improved Hook, Improved Initiative, Lighting Reflexes, Quick Draw, Weapon Focus (any chain)
Benefit: You can grapple any object you can reach using a chain. As a swift action, you can use a spiked or a hooked chain to pull an object to you or to use as it a grappling hook to climb and tumble, gaining a +2 to the check.
Special: This feat can be used only by Chain Masters.

Greater Hook (Exclusive)
Prerequisite: Str 15, Int 13, Combat Expertise, Improved Hook, base attack bonus + 4
Benefit: You are a master in hooking opponents. You can pull an opponet in a way that is not more able to defend himself correctly. An hooked opponent loses his Dex bonus to AC and to Reflexes saving throw as long as he's hooked. Plus, you can add your Str bonus to the damage dealt when hooking.
Normal: An hooked opponent does not lose is Dex bonus but only has a -2 to the AC. When hooking an opponent, you don't add your Str bonus to the damage dealt.
Special: This feat can be used only by Chain Masters.

Improved Hook (Exclusive)
Prerequisite: Int 13, Combat Expertise
Benefit: You can use an hooking weapon at its best. You do not provoke an attack of opportunity when hooking an opponet, and gain a +4 to Str checks when pulling an opponent.
Normal: Hooking provokes an attack of opportunity.
Special: This feat can be used only by Chain Masters.

Tornado (Exclusive)
Prerequisite: Dex 17, Int 13, Combat Expertise, Combat Reflexes, Dodge, Mobility, Spring attack, Weapon Focus (any chain), Whirlwind Attack, base attack bonus +6
Benefit: When using a total defence action, you can sweep a chain over your head at his reach. Any enemy entering in this area, even the ones coming from your back, get the damage of the chain sweep +1d6, and causes an attack of opportunity that you can deliver with your other weapon, if any.
Special: This feat can be used only by Chain Masters.
---------------------------------------------------------------------------

Caracol
2008-02-15, 06:56 PM
Seriously loved the amazon and the reverse blade, awesome classes and flavor (the stick figures are also awesome :smallbiggrin: ).

Thanks! I'm new to the stick figure stuff, but, I like doing them, and I think I'll start taking requests if someone wants. Of course, the one I already made are free to be used as avatar, no problem about that.



So, if someone bull rushes you this grants an imediate result (pushing the enemy 15 feet back, INTO the enemy's "formation"): Does this allow the other enemies in formation to take AoO against you in case you cross through their areas?
After the auto 15 feet you get imediatly, you can get a free Trip attempt or push him back another 10 feet (for a total of 25 ft without any checks). Or you have to make the appropriate check for pushing him back the extra 10 ft (using the +2 Str to checks for every ally adjancet to you)?
Do you need to move the 15ft (+10 ft)?
In case you have allies adjacent to you, do they need to move with you?

Allow me to explain it better:
If someone fails the bullrush against you, you gain a free attempt.
If you win it, you can push your opponent 15 feet back, going with him, and trying to Trip him (you don't provoke attack of opportunity, since you push back the front line and the following line need to go back too),
OR:
you can push it 10 ft back, but standing on the place you were.
In massive army fight the former tactic is to stop the opponent rush and pushing them back to make them fall and don't let them charge you again (since they have to walk over their fallen allies). The latter doesn't stop their movement (they can bullrush you again in the following turn), but can delay their attack and gives your army enough space to attack them with ranged weapon (Vulcan Time!) or pikes.
You gain the +2 bonus for every adjacent ally if they move with you. You can do this alone, but the bonuses apply when you push all together.
If the wording of the feat is confusing, then please help me doing it better.



You should define better "formation" or this could be easily used on almost every single battle. If this is your intent, then no doubts on this one.

"Formation" is a group of creature not more distant by 5 feet from each other. Even a row of 3 fighters could be considered a "formation".



For how long does the bonus last? Can your allies retain the bonus when, on the same encounter, they go over the 30 ft reach (radius?)

Until the end of the encounter. An ally can retain this bonus when over the 30 feet, since this is not a magical ability and you don't "forget" an encouraging shout after a while.




I think this one would make more sense giving less attack rolls (simulating the longer ammount of time it takes for the bullet to reach the target) and a higher damage (the higher it goes it could come down harder :thog:).
Looks like I swapped the attack and damage. Thanks, I'll edit soon.



Also perhaps you should estipulate a minimum ammount of height so this feat could be used (a mortar in a dungeon? MADNESS :elan:)

As I'm reading it again, I realize that as it's written, this feat allows you to fire a bullet to the infinite, then as it goes down it could hit anythink doing -100000000000000 points of damage, istanty healing everything that touches *sound of head exploding*

I'll make a maximum heigh, you're right. Thanks for pointing out this stuff.



I'm not sure how you would convey this, since a fighter that is normally armed who is disarmed should still have the bonuses apply against him. I would suggest that it only apply against beings proficient in weapons, but then it would apply to monks, though it wouldn't apply to most lower creatures. It's your call, really.

Oh well, I think that I'll make it work against every enemy that can use weapon, excluding only the one not proficient to them like animals or other strange beasts. But case by case, I think it would be up to the DM.

SilentNight
2008-02-15, 11:56 PM
EDIT: I didn't have a cool picture. now I do.



The Diving Scorpion
http://img100.imageshack.us/img100/7461/elfbd6.png
Thanks to caracol for the image.

The man had been asking for it. With his stupid, tiny sword, thinking he was the king of the world. When he made that wise crack Rueben just had to slug him hard. When the man stood back up Rueben said, "Back for one more, eh." Which elicited a round of drunken laughter from the other tavern-goers. "That was extremely unneccesary," the man said, "A simple 'say you're sorry' would have been enough." "Nay", said Rueben," I'm not forgivin' that. Just try and take me with that little tooth-pick." With a resigned look the man reached for his large shoulder tassle and then exploded into a flurry of motion, the next thing Rueben knew he was laying flat on his back. The last thing he ever saw was that little tooth-pick headed straight for his face.
Diving scorpions have simple battle tactics; take 'em down and finish 'em off. After tripping opponents they step in for a swift kill. Gerenally fighting with a whip-like weapon and a shorter, stabbing sword.
Requirements
Abilities:Cha 12, Dex 15, Int 13
Feats: Two weapon fighting, quick draw

Weapon and armour proficiency:
The diving scorpion is proficient with the whip, whip dagger, hooked chain and any bladed weapon that deals piercing damage. They are proficient with light armour only.

Special: Diving scorpions have sleight of hand as a class skill.

Fighter Feats:
Combat Expertise, Combat Reflexes, Death blow, Greater Two-Weapon Fighting, Greater Weapon Focus, Greater Two-Weapon Defense (CW), Greater Weapon Specialization, Improved Critical, Improved Disarm, Improved Initiative, Improved Two-Weapon Defense (CW), Improved Two-Weapon Fighting, Improved Trip, Melee weapon mastery(PHII),Two-Weapon Defense, Two-Weapon Fighting, Weapon Finesse, Weapon Focus, Weapon Supremacy(PHII), Weapon Specialization, Quick draw.

Additional feats: Scorpion draw, Scorpion's sting, Swift and Silent, Tactical Manuevering.

Scorpion draw(exclusive)
Requirements:Sleight of Hand 6 Ranks, Quick Draw
Benefit: If the character has concealed a weapon on their person they may draw it and attack as a standard action. Also, the character gains a +2 bonus on sleight of had checks to hide a whip-like weapon on their person.
Normal: A character with the quick draw feat may only draw a hidden weapon as a move action.

Scorpion's sting
Requirements:BAB +6, Weapon focus(any whip-like weapon), Improved trip.
Benefit:Any opponent successfully tripped by the character is considered stunned for one round thereafter unless they succede on a Reflex save, DC(10+1/2 Character's HD+Dex modifier+1 for every two points by which the opponent failed their strength check on the trip. Creatures immune to critical hits are immune to the effects of this feat.

Tactical Manuevering
Requirements:Improved Trip or Improved Disarm, Combat expertise
Benefit: After successfully tripping or disarming and opponent the character can take an extra 5-foot step.

Swift and Silent
Requirements:Scorpion's sting, Tactical Manuevering, Scorpion Draw, Improved Trip, Improved initiative, Death Blow, BAB+16, Diving scorpion level 18
Benefit: After successfully tripping an opponent who has failed their save against scorpion's sting the character can make a coup de grace attempt in lieu of the normal attack allowed after tripping an opponent.

These feats can only be used by diving scorpions and probably need tweaking but I am tired.

Sanzh
2008-02-16, 12:47 PM
Parry (General)
Prerequisite: Dodge
Benefit: You can choose to lose an action in your following turn to try to parry an opponent's attack with your weapon. You gain a circustance bonus to the Armor Class against that opponent: +1 if you wield a light weapon, +2 if you wield a one handed weapon and +4 if you wield a two handed weapon.
Special: A Fighter can select Parry as a Bonus Feat.


Just a slight nitpick, but you need to specify what type of action is lost. Right now, I can just lose a free action every round and gain a continual bonus to AC.
Other than that, this project looks really awesome.

TempusCCK
2008-02-16, 02:56 PM
Meh, Scorpian Diver is way too powerful, making someone helpless from a trip is just asking for a automatic win. "Tripped, he's helpless, Coup De Grace"

I mean, if you want, "I roll the trip check, I win" then whatever, but I would certainly change it some, maybe he's stunned after he falls, but not helpless.

Caracol
2008-02-16, 03:24 PM
Meh, Scorpian Diver is way too powerful, making someone helpless from a trip is just asking for a automatic win. "Tripped, he's helpless, Coup De Grace"

I mean, if you want, "I roll the trip check, I win" then whatever, but I would certainly change it some, maybe he's stunned after he falls, but not helpless.

I was going to make the same critic. Maybe a Fortitude Saving Throw allowed, like the assassin death attack, with a low DC and with waaaaay more prerequisite for the feat to be taken. The idea is nice, but it should be intended as the capstone tecnique for this style, right now is really too powerful.

TempusCCK, check your personal messages!!!

Caracol
2008-02-17, 11:22 AM
Fixed some little issues, still waiting for TempusCCK response for posting another style. I have something else in mind, but as said, I'll take it slowly. If you have some styles post it, if you just have ideas tell me so maybe I can take some inspiration.

Caracol
2008-02-18, 06:53 AM
New Style!!! This one was ispired by TempusCCK Combat Form Feats thread. I made some modification in three feats (Combat Focus, Combat Perception and Combat Quickening) and added another one (Combat Rythm). Here's the original thread://www.giantitp.com/forums/showthread.php?t=72079 (http://www.giantitp.com/forums/showthread.php?t=72079), visit it!!!


Focused Warrior

http://img443.imageshack.us/img443/2724/oldfo9.png

Rushing mindlessly with your sword drawn is not the only way to fight. A style of fighting, almost like a path for the strong wills, choosed by few, is a way of combat that relies on having a quick, concentrated mind. Focused Warriors spend a lot of time in training their mind and body. Their state of mental concentration is their deadliest weapon, and they strength lies in focusing on enemies. Almost like chess players, they seem to know their opponent's moves in advance, and they are able to ignore the pain and to push their body to the limit. Almost anything can break their concentration: their mind is over the matter. Although Focused Warrior have different personalities, in fighting they all assume a calm appereance. Most Focused Warriors spend a lot of time meditating, especially when they are going to improve their style.


Requirements:
Background: The character must have spent at least one year in training and meditation.
Abilities: Wis 15
Feats: Combat Focus, Iron Will


Weapon and Armor proficiency:
A Focused Warrior is proficient in light and medium armors, light shields, all martial melee weapon, shortbow and composite shortbow.


Fighter Feats:
Combat Expertise, Combat Reflexes, Dodge, Greater Two-Weapon Fighting, Greater Weapon Focus, Greater Weapon Specialization, Improved Bull Rush, Improved Critical, Improved Disarm, Improved Initiative, Improved Trip, Improved Two-Weapon Fighting, Mobility, Parry, Power Attack, Quick Draw, Spring Attack, Two-Weapon Defense, Two-Weapon Fighting, Weapon Finesse, Weapon Focus, Weapon Specialization


Additional Feats:
Combat Defense, Combat Focus, Combat Perception, Combat Quickening, Combat Reactions, Combat Resilience, Combat Rhytm

Combat Defenses (Exclusive)
Prerequisite: Wis 15, Combat Focus, Combat Reactions, Combat Expertise, Base Attack Bonus +6
Benefit: While maintaining your Combat Focus and fighting defensively, or when using your Combat Expertise Feat, you may take away any number from your base attack bonus and add that amount to your Armor Class. As well, for the duration of your Combat Focus, you gain a +1 bonus to your armor class.
Normal: You may only add 5 to your armor class with the Combat Expertise Feat.
Special: If you have three or more Exclusive feats, the bonus increases to +3.
This feat can be choosed only by Focused Warriors.

Combat Focus (Exclusive)
Prerequisite: Wis 15
Benefit:For a 10 rounds per usage +1 Round for Each additional exclusive feat you have, you can maintain a state of constant focus in combat. You get a +2 bonus to Will Saves while maintaining your Combat Focus, as well, you learn to push your body beyond it’s normal limits, and it reacts more quickly to your minds commands, your effective attack bonus and Dexterity Scores increase by 2. Your state of focusing can be disturbed by attacks or conditions: if you lose a saving throw against a illusion or a mind-influencing spell or effect, you have to make a Will saving throw to retain the concentration (DC equal to the DC of the effect that disturbed you). Also, if during an encouter you take a critical hit or are reduced to 1/3 or less of your current points, you have to perform a Fortitude Saving throw to retain the focus (DC equal to the attack result or DC of spell or effect that reduced you to half the hit points.) If you fail one of the described saving throw, you lose the effect of this feat and of all the feats that have combat focus as a prerequisite. You also suffer to a penality of -2 to the Will saves and a -1 to attack and AC, due to the state of mind fatigue in which you are. You can return in focus again in 1d4 round. You gain a bonus of +1 to the Will saving throw to avoid those effects for every exclusive feat you have in addition to this. This penalities also applies when the combat focus normally finishes when not interrupted by something, and lasts for 6d10 minutes.
Special: If you also have the Combat Resilience feat, any points of damage that go into the pool on an attack that deals at least 1/3 of your total hitpoints do not count for knocking you out of your Focus, since you're ignoring a portion of it for a certain amount of time.
This feat can be choosed only by Focused Warriors.

Combat Perception (Exclusive)
Prerequisite: Wis 15, Combat Focus, Spot 1 Rank, Listen 1 Rank
Benefit: While maintaining your Combat Focus, you gain a + 2 bonus to Spot and Listen skill checks to hear or spot enemies in the middle of combat, as well as +2 to checks to recognize a feint being used against you. You can also add your Wis modifier to you initiative check.
Special: This feat can be choosed only by Focused Warriors.

Combat Quickening (Exclusive)
Prerequisite: Wis 15, Combat Focus, Weapon Focus, Weapon Specialization, Base attack bonus +6
Benefit: Choose a weapon with which you have the Weapon Specialization feat, and when in your Combat Focus and using that weapon, you can make an extra attack per round at your lowest attack bonus.
Special: This feat can be choosed only by Focused Warriors.

Combat Reactions (Eclusive)
Prerequisite: Wis15, Combat Focus, +6 Base Attack Bonus or Two Weapon Fighting
Your mental clarity is so much that in combat your body reacts almost before your mind.
Benefit: While maintaining your combat focus, you gain your wisdom modifier as a bonus to Reflex saves. As well, whenever you fight defensively or take at least a -2 penalty with the Combat Expertise Feat and successfully parry or avoid an enemies attack, you can make an additional or off-hand attack and gain a +3 bonus to hit and +1 damage due to your superior ability to react to your opponents opening.
Special: This feat can be choosed only by Focused Warriors.

Combat Resilience (Exclusive)
Prerequisite: Wis 15, Con 15, Combat Focus, Base Attack Bonus +1
Benefit: When in Combat Focus, you gain the ability to shuffle away pain, ignore minor blows, and other bodily harming effects for the duration of your Combat Focus. You gain your Wisdom modifier as a bonus on Fortitude saves. As well you now have a “pool” of points equal to your constitution modifier +1 for each level. When you take damage, you can ignore the effects of a number of points of damage equal to the number in your “pool.” When the Combat Focus ends, the amount of damage you’ve put into your pool comes into effect as if you had taken it normally. If, when you suffer the effects of the damage at the end of your combat Focus, the extra damage would put you at -10 hitpoints, you may make a Fortitude Save with a DC 30 -1 for every point above -20 hit points, to instead be at -1 For example: if you have a 30 point pool that is full and are reduced to 20 points, and your Combat Focus ends, you can make a DC 20 Fortitude Save to negate 9 points of the damage and go to -1.
Special: Form every extra exclusive feat you have, you get a -1 to the DC for your save to negate damage. These points per level are not retroactive. You can be knocked out of your Focus state if the total admount of damage taken successively is high enough (See Combat Focus)
This feat can be choosed only by Focused Warriors.

Combat Rythm (Exclusive)
Prerequisite: Wis 15, Combat Focus, Combat Reflexes, Improved Initative, Combat Perception
Benefit:You learn to anticipate your opponents moves and to break the rythm of the combat to gain the advantages of attacking first. A number of times a day for every Combat Form feat you have, you can choose to reroll a Initiative check when you are engaged in a fight against an opponent. If your new roll is higher than your opponent's, in the following turn you are before him in initiative. You can discard the results lower than your previous initiative roll as you didn't use this feat, but you have to accept an higher result, even if is not enough high to act before your opponent in the initiative routine.
Special: This feat can be choosed only by Focused Warriors.

---------------------------------------------------------------------------
Here we go. Other styles will come soon (maybe)

Level20Commoner
2008-02-18, 07:22 AM
Combat Rythm (Exclusive)
Prerequisite: Wis 15, Combat Focus, Combat Reflexes, Improved Initative, Combat Perception Special: This feat can be choosed only by Focused Warriors.

One suggestion I have for you is to put the phrase "Class Level X" in the list of prerequisites for this and any other feat that you want to be exclusive to a class. This saves you the trouble of having to write "(Exclusive)" and having to write the "Special" note at the end. I have no idea about the balance of these feats, but they are definitely fertile ground for modification, revision, and play testing. An admirable stab at home-brewing if I do say so myself.

jagadaishio
2008-02-20, 09:01 PM
For the Combat Focus feat, when you say 'attack rating,' are you referring to attack bonus? That's the only point for the Focused Warrior which I need clarification on.

Caracol
2008-02-21, 03:24 AM
For the Combat Focus feat, when you say 'attack rating,' are you referring to attack bonus? That's the only point for the Focused Warrior which I need clarification on.

Yes, it was the attack bonus. Fixed now. I'm working on this (http://www.giantitp.com/forums/showthread.php?t=72683) project by now (which, in my opinion, is awesome), but expect some new style every once and then.

jagadaishio
2008-02-21, 07:01 AM
Yes, it was the attack bonus. Fixed now. I'm working on this (http://www.giantitp.com/forums/showthread.php?t=72683) project by now (which, in my opinion, is awesome), but expect some new style every once and then.

I have already taken a look at Swampgas, and I agree, it is fairly awesome.

SilentNight
2008-02-27, 10:03 AM
I was going to make the same critic. Maybe a Fortitude Saving Throw allowed, like the assassin death attack, with a low DC and with waaaaay more prerequisite for the feat to be taken. The idea is nice, but it should be intended as the capstone tecnique for this style, right now is really too powerful.

TempusCCK, check your personal messages!!!

Sorry about the time lapse, I was on tour. Thanks for the picture.
It was meant to be the capstone but I screwed up the prereqs. They may still be too low. I also made it slightly less powerful.

Rion
2008-02-27, 01:48 PM
I will definately use the Knight, although I would a a feat for Lawful Evil characters that allows them to attack flatfooted foes and to harm defenseless persons in who have provoked them. The downside would be that the Knight is no longer allowed to conceal truths.

Caracol
2008-03-04, 10:39 AM
Not an attempt of thread necromancy, but a new style actually!!!! I did't upload this project recenty because I was working on the Swampgas project. But this style came into my mind and I found it worthy to be posted.


Claw Brawler

http://img248.imageshack.us/img248/3448/metalgg2.png

A fighter can't be good as a monk when fighting unarmed. Even if he's more trained, resistant and can wear an armor, a fighter's fist is nothing compared to a monk blow. So, a warrior that fights as a monk can't ever be as him? Guess again.
Claw Brawlers are ferocious, aggressive fighters whit moves that resembles unarmed style of martial artist. Fast, mobile and aggressive as them, in order to reach the damage dealing powers of monks, the act in the only way possible: substituting their weak fists and legs with deadly weapons. Skilled in every claw, fist and wrist weapon, the Claw Brawlers are agile and deadly like few fighters. They stay close to their enemy, sometime even grappling him, or even hitting him with their arms and legs in a same attack. Many of them have unusual ways of behaviouring, and rumors about the fact that these fighters are all insane are probably correct.

Requirements:
Alignment: Any Chaotic
Abilities: Dex 15, Int 13
Feats: Improved Unarmed Strike

Weapon and Armor proficiency:
Claw Brawlers are proficient in gauntlet, spiked gautlet, heavy spiked gauntlet, punching dagger, wristclaw (see previous post), claw gantulet, hooking claw, spiked boots and any other claw-like or wrist weapon, exotic or not. They are also proficient in throwing daggers and shurikens. Claw Brawlers are proficient in light armor and in the buckler.

Claw Gauntlet
A claw gauntlet is an heavy glove with sharp claws on it. Similar to a spiked gautlet, an opponent cannot use a disarm action to disarm you of claw gauntlets. The cost and weight given are for a single gauntlet. An attack with a claw gauntlet is considered an armed attack.
You can use the Weapon Finesse feat to add your Dex bonus istead of your Str bonus to the attack bonus when using an claw gauntlet.

Exotic weapon, light
Price: 10 gold
Damage: 1d4 (M), 1d6 (L), 1d3 (S)
Critic: 18-20/x2
Reach: -
Weight: 1 lb.
Type: Slashing

Heavy Spiked Gauntlet
An heavier and massive version of a spiked gauntlet, this weapon is really powerful when used correctly. Similar to a spiked gautlet, an opponent cannot use a disarm action to disarm you of heavy spiked gauntlets. The cost and weight given are for a single gauntlet. An attack with a heavy spiked gauntlet is considered an armed attack.

Exotic weapon, one-handed
Price: 16 gold
Damage: 1d8 (M), 1d10 (L), 1d6 (S)
Critic: 20/x2
Reach: -
Weight: 4 lb.
Type: Bludgeoing, Piercing

Hooked Claw
Similar to a clawed gauntlet but with more curved tips, good for hooking. You can perform an hook action with this weapon (see the Hooked Chain in the previous post for rules of hooking). In addition, the curved tips of this weapon gives his wielder a bonus of +2 to Disarm when using it. As a spiked gautlet, an opponent cannot use a disarm action to disarm you of hooked claw. The cost and weight given are for a single gauntlet. An attack with a hooked claw is considered an armed attack.
You can use the Weapon Finesse feat to add your Dex bonus istead of your Str bonus to the attack bonus when using an hooked claw.

Exotic weapon, one-handed
Price: 12 gold
Damage: 1d3 (M), 1d4 (L), 1d2 (S)
Critic: 20/x2
Reach: -
Weight: 1 lb.
Type: Piercing

Spiked Boot
The feet correspondant for a spiked gauntlet, this heaby boots have studs on his top part and retractable spikes on his sole. Can be used as a weapon weared on the feet in attack with no penality. You have, however, penalities to other weapons you use with your hands, as you are suffering from Multiweapon penalities (consider the feet as extra hands for this case). When wearing these boots, you can perform a coupe the grace against an helpless opponent as a free action. These boots, however, are so bulky that its wielder's base speed is reduced by 5 ft. Similar to a spiked gautlet, an opponent cannot use a disarm action to disarm you of spiked boots. The cost and weight given are for a single boot. An attack with a spiked boot is considered an armed attack.

Exotic weapon, one-handed (foot)
Price: 20 gold
Damage: 1d6 (M), 1d8 (L), 1d4 (S)
Critic: 20/x2
Reach: -
Weight: 3 lb.
Type: Bludgeonig, Piercing

Fighter Feats:
Blind-Fight, Cleave, Close-Quarters Fighting (SaF), Combat Expertise, Combat Reflexes, Dodge, Great Cleave, Greater Two-Weapon Fighting, Improved Disarm, Improved Feint, Improved Grapple, Improved Initiative, Improved Trip, Improved Two-Weapon Fighting, Mobility, Power attack, Prone Attack (SaF), Quick Draw, Snatch Arrows, Spring Attack, Stunning Fist, Two-Weapon Fighting, Weapon Finesse, Weapon Focus, Weapon Specialization, Whirlwind Attack

(SaF) = Sword and Fist

Additional Feats:
Armed Stunning, Black Widow Attack, Improved Multiweapon fighting, Living Shield (see previous posts), Multiweapon Fighting, Parry (see previous posts), Power Rend, Spider Attack, Two Weapon Disarm (see previous posts)

Armed Stunning (Exclusive)
Requirements: Str 13, Dex 15, Improved Unarmed Strike, Stunning Fist, Weapon Focus (spiked gauntlet, heavy spiked gauntlet or spiked boot) base attack bonus +8.
Benefit: You are able to convey your body strenght even in armed strikes. When attacking with a spiked gauntlet, heavy spiked gauntlet or spiked boot, you must declare that you are using this feat before you make your attack roll (thus, a failed attack roll ruins the attempt). Armed Stunning forces a foe damaged by your unarmed attack to make a Fortitude saving throw (DC 10 + ½ your character level + your Str modifier), in addition to dealing damage normally. A defender who fails this saving throw is stunned for 1 round (until just before your next action). A stunned creature drops everything held, can’t take actions, takes a -2 penalty to AC, and loses his Dexterity bonus to AC. You may attempt a stunning attack once per day for every four levels you have attained, and no more than once per round. Constructs, oozes, plants, undead, incorporeal creatures, and creatures immune to critical hits cannot be stunned.
Special: This feat can be used only by Claw Brawlers.

Black Widow Attack (Exclusive)
Prerequisite: Dex 17, Int 13, Combat Expertise, Dodge, Greater Two-Weapon Fighting, Improved Multiweapon Fighting, Improved Two-Weapon Fighting, Mobility, Multiweapon Fighting, Spring Attack, Two-weapon Fighting, Weapon Focus (spiked boots), Whirlwind Attack, base attack +10
Benefit: As a full round action, you can attack a all opponent in a reach of 5ft., with you main weapon, off hand weapon and both spiked boots with -2/-2/-4/-4. All the additional effects of the weapons stacks.
Special: This feat can be used only by Claw Brawlers.

Power Rend (Exclusive)
Prerequisite: Str 13, Power Attack, Weapon Focus (claw gautlet, wristclaw, hook claw), base attack bonus +6
Benefit: On your action, before making attack rolls for a round, you may choose to subtract a number from all melee attack rolls and add the same number to all melee damage rolls, even when using light weapons not good for Power attack. This number may not exceed your base attack bonus. The penalty on attacks and bonus on damage apply until your next turn.
Special: This feat can be used only by Claw Brawlers.

Spider Attack (Exclusive)
Prerequisite: Dex 15, Int 13, Combat Expertise, Dodge, Improved Two-Weapon Fighting, Mobility, Multiweapon Fighting, Spring Attack, Two-weapon Fighting, Weapon Focus (spiked boots), base attack +6
Benefit: As a standard, action, you can attack a single opponent with you main weapon, off hand weapon and one spiked boot with -2/-2/-6. All the additional effects of the weapons, if any, stack.
Special: This feat can be used only by Claw Brawlers.
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Ok, So, what do you think about this one? I will probably add more styles in the future.

Caracol
2008-03-05, 07:53 PM
Another quick style. Before you ask, NOT inspired by some lame FF character (maybe a bit by a DMC one, actually... :smallwink: )


Army of One

http://img223.imageshack.us/img223/9711/armadary4.png

Wielding a two-handed weapon with just one hand? And a shield too? That's an impossible task for every regular warrior, except for Army of One fighters. These powerful combatants have strengthen their bodies so much that lifiting a claymore with a just their thumbs is no big deal.
Army of One is a style developed to boost the fighter self defence, and letting him keep to make massive admounts of damage with a single hit. Sure they are bulky and slow, and sometimes it's difficult to swing your sword when it weights more than your, but when they hit you just one time, just prepare yourself to become rat food.
Army of One fighter tend to be of any alignment and provenience, but they all share many time passed in training to make their body sustain the enormous effort that this style requires.

Requirements:
Background: The character must have trained his body to lift heavy loads for at leas a year.
Abilities: Str 17
Feats: Endurance, Monkey Grip

Weapon and Armor proficiency:
Army of One fighters are proficient in all one-handed and two handed melee weapons and in the bastard sword. They are proficient only in heavy armors and heavy and tower shields.

Fighter Feats:
Awesome Blow (MM, selectable even if the character is Medium or Small size), Blind-Fight, Cleave, Combat Expertise, Combat Reflexes, Dodge, Great Cleave, Greater Weapon Focus, Greater Weapon Specialization, Improved Bull Rush, Improved Critical, Improved Initiative, Improved Overrun, Improved Shield Bash, Improved Sunder, Improved Trip, Mobility, Power attack, Shield Charge (CW), Shield Slam (CW), Weapon Focus, Weapon Specialization

(CW)= Complete Warrior
(MM) = Monster Manual

Additional Feats:
Improved Monkey Grip, Knockback, Parry (see previous posts), Spark Crescent, Weapon Shield

Improved Monkey Grip (Exclusive)
Requirements: Str 21, Greater Weapon Focus, Greater Weapon Specialization, Monkey Grip, Weapon Focus, Weapon Specialization, base attack bonus +15.
Benefit: You can wield a two handed weapon with a single hand with a penality of -2. You can also wield an oversided weapon with one hand, but with a penality of -5. You can use a shield with you other weapon with no AC penalities. When using a reach weapon with this feat, the weapon's reach is reduced by 5 ft.
Special: This feat can be used only by Army of One fighters.

Knockback
Prerequisite: Str 17, Improved Shield Bash
Benefit: With a successfull shield attack, you can knock back your opponent by 5 ft. with a standard action if you win a Str check against him (+2 to the check when using a tower shield). If you win, you gain an immediate free Bull Rush attempt with a bonus of +2.
Special: A fighter can select Knockback as a fighter bonus feat.

Spark Crescent
Prerequisite: Int 13, Combat Expertise, Weapon Focus, Weapon Specialization
Benefit: With a standard action, you can lift the weapon that you selected for Weapon Specialization from the ground, making one of you attack come from an unespected direction. You gain a +1 to the attack roll and -1 to the damage roll for this attack. You can use this attack once per round.
Special: A fighter can select Spark Crescent as a fighter bonus feat.

Weapon Shield (Exclusive)
Prerequisite: Dodge, Monkey Grip, Parry, base attack bonus +4, Weapon Focus
Benefit: You can an oversized weapon as a shield against attack. You gain a bonus to the AC of +1 for every size category more than Medium your weapon is.
Special: This feat can be used only by Army of One fighters.
---------------------------------------------------------------------------

Ok, So, what do you guys think? I'm still expecting some of your styles.

Thanatos 51-50
2008-03-05, 09:17 PM
TEMPEST

http://img444.imageshack.us/img444/7659/elf2uz4.png
<There is now an image. Thanks Caracol>

Tempests are trained fighters whos style is derived from the Sword-Dancers of the Blood Plains. The main difference between a Tempest and a Sword- Danceris the Tempest's use of a shield, making them harder to hit in combat. Both disciplinces are charecterized by their extensive use of momentum and maximizing every bit of effort. A Tempst can strike a foe from a standstill as if she had rushed down hill, across a field at them.
Tempests cut shallow, but cut precisely.

Requirements:
Abilities: Dex 15, Str 15
Feats: Improved Shield Bash, Two Weapon Fighting
Skills: Perform (Dance): 4 Ranks

Class Skills:
Skill Points at first level: (3+ INT modifier)4
Skill points at each additional level: 3 + INT modifier
Skills: Heal (WIS), Intimidate (CHA), Perform (Dance)(CHA), Hide(DEX), Bluff(CHA), Tumble(DEX), Jump(STR), Slieght of Hand (DEX), and Climb (STR)

Weapon and Armor proficiency:
Tempests are proficent in all one-handed Slashing weapons and the Shield Bash/Shield Spikes, Shields (Not to include tower shields), and light and medium armor.

Fighter Feats:
From PHB: Blind-fight, Combat Expertise, Improved Trip, Whirlwind attack, Combat Reflexes, Dodge, Mobility, Spring attack, Endurance, Die Hard, Improved Critical, Improved Inititave, Power Attack, Cleave, Great Cleave, Quick Draw, Run, Improved Shield Bash, Tower shield proficency, Two-Weapon Fighting, Improved Two-Weapon Fighting, Greater Two-Weapon Fighting, Weapon finesse, Weapon Focus, Weapon Specialization, Greater Weapon Focus, Greater Weapon Specialization.
From CW: Eyes in the Back of your Head, Flick of the Wirst, Improved Combat Expertise, Karmic Strike, Pin Shield, Prone Attack, Shield Charge, Shield Slam, Swarmfighting,
From CAdv: Danger Sense, Death Blow, Dive for Cover, Dual Strike, Leap attack, Oversized Two-Weapon Fighting
From CS: Deadly Defense
CW = Complete Waarior, CAdv = Complete Adventurer, CS = Complete Scoundrel
Additional Feats:
All feats listed here may be used as Fighter Bonus Feats.
Precise Blow, Spinning Shield, WhirlWind Defense, Momentum Strike, Greater Momentum Strike, Masterful Weapon, Kip Up.

Precise Blow [Fighter]:
Requirements: DEX 15+, HEAL 4 ranks, Weapon Focus, Fighter Level One
Benefit: The Fighter taking this feat gains 1d6 points of precision Damage per every three ranks in HEAL they have whenever they are attacking a flat-footed foe with a light weapon with which they are proficent and have applied Weapon Focus.

Momentum Strike [Exclusive]:
Benefit: The Tempest's Singature manuever, this allows the Tempest to, as a full action, act as if she had charged her foe, without movign from the square she is in.
Normal: Charging Requires movement.
Special: The tempest must be wielding a Shield and a one-handed slashing weapon to make use of this feat. the Tempest must be standing to make use of this feat.
~Greater Momentum Strike [Exclusive]:
Requirements: Momentum Strike, Leap Attack
Benefit: The Tempest may now use her Momentum Strike to double damage done with her Power attack, as if she had made use of the Leap Attack feat.
~Spinning Shield [Exclusive]:
Requirements: Improved Trip, Momentum Strike
Benefit: The Tempest may make a Trip attack using their Shield, gaining a +2 momentum bonus during the attempt. She may not be tripped on a failed attempt. This Technique cannot be used more than once per round.
Special: See "Momentum Strike"

WhirlWind Defense [Fighter]:
Requirements: Combat Expertise, Spring Attack
Benefits: The Fighter may Double the Armor Class she gains from her use of Combat Expertise. Additonally, the Dodge Bonus becomes a WhirlWind Bonus (and may therefore Stack with other Armor Class bonuses).

Masterful Weapon [Exclusive]:
Benefit: The Tempest selects one one-handed weapon she is proficent with, she may treat this weapon as light for all reasons except Power Attack.
She may also apply this to shields, although, light, heavy or tower must be specified.
(Examples of applications: Two-Weapon Fighting, Precise Blow)
Special: A Tempest may select this feat more that once, each time it applies to a different weapon.

Heavy Kip Up [General]:
Requirrements: DEX 15, STR 17
Benefit: The character may stand from Prone as a Swift Action that does not draw attacks of oppertunity.
Special: Characters with the "Kip Up" Class feature may not take this feat (Sorry, Thief-Acrobats)

Oversized Shield Bash [Exclusive]:
Requirements: Tower Shield Proficency
Benefit: The Tempest my make a Shield Bash attack with a Tower shield. Such attacks deal 1d6 points of damage (1d8 if the shield is equipped with Shield Spikes). This otherwise follows the same rules as a normal Shield Bash. The shield counts as a one-handed weapon, although this may be changed with the "Masterful Weapon (Tower Shield)" Feat.
<hr>What do ya'all think?

Caracol
2008-03-06, 12:39 PM
The Tempest style is nice and flavourful, I was actually going to make something similar, but this one is better.
Some suggestions:

1 -Lower the class skill points per level to the classical 2. Having more skills is good, but I think is better to use the Skillfull Warrior Feat I made (check Reverse Fencer Style), is more balanced in my opinion.
Remember that you're not making a new base class, but just working on the regular fighter class adding some flavour, limitations and signature weapons and feats. Changing the skill points would unbalance the whole thing.

2 - About the feats: I think you must lower the number of feat selected. You have more starting feats and exclusive signature feats with this system, but you also need to have some limitation about the feats you can choose.
Selecting a style makes you specialize in something, so you basically trade a broad selection of choices for specific style abiliies. Here are the feats I think you should eliminate from the fighter bonus feat list. (You can select them whit your normal feat progression, of course...)

Armor Proficency (Heavy): the style seem quick and mobile and an heavy armor would contrast.
Endurance, Die Hard, Skill focus: they aren't fighter bonus feat even for regular fighters.
Toughness: absolutely eliminate this, or the fact that it could be selected more times can lead a fighter to take only this feat. And isn't even in regular fighter list, after all.
Kiai Shout, Greater Kiai shout, Throw Anything, Brutal Throw, Power Throw, Expert Tactician: I don't see how they go with the style.
Hear the Unseen: let's just try to avoid the non-combat feats. You can select this with you regular progression feats after all.
Resounding Blow, Quell the Profane, Vile Martial Strike: don't add good/bad or other alignement oriented feats, unless you put an alignment restriction for the style.

As I said, the point is letting you have less feats but an exclusive style build too. Try to make the number of total feats (new ones included) below 30.

4 - Now for the new feats:

Momentum Strike, Greater Momentum Strike, Spinning Shield: really nice for flavor and realization.

Precise Blow: nice idea, but absolutely too much powerful. It's like you can take a whole new class at you max level, an istant multiclass with no penality, doubling your effective levels, with just one feat. I don't think that any DM could allow you to do this.
It would be only 1d6 sneak attack, or 1d6 for every 4 levels you have, if you still want to do this feat.

WhirlWind Defense: maybe too powerful?

Masterful Weapon: does this applies to shield too?

Kip Up: ok for the attack of opportunity, but swift action is too much. maybe free action, so you can do it istantly but only on you turn? Otherwise, keep it swift action but leave the attack of opportunity.

Oversized Shield Bash: how the shield count, as a light weapon?

Good job anyway, I made a couple of pictures (check your PM). If you have some other style, post it!!!!

Thanatos 51-50
2008-03-06, 02:44 PM
Thank you for your critque. I'll mull over it and make some changes later today.

EDIT: Some, but not all changes have been made.