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imp_fireball
2008-08-11, 04:15 AM
Special Attacks

Suppress Fire

If the PC is armed with an automatic weapon (one denominated for spread fire), they may have the option to perform a suppress fire maneuver.

To suppress fire, the PC must not move for the duration of the round, and must use a full attack action in the direction facing them (whichever direction they may choose on the first round). Their spread fire is treated as if firing an automatic weapon as normal; and they have the option of performing one action prior to their 'full attack action', which includes nothing more than a swift action, but not a 5 foot step, unless tumbling.

When using suppressing fire, the PC is able to fire 1.5 times more bullets per attack action (treat as ordinary, non burst fire, attack actions with automatic weapon in the direction they face). The PC may not change direction of fire during the round. If the PC is attacked during the round, they must make a fortitude check (DC10 + damage suffered whether lethal or non-lethal - base attack bonus and weapon focus modifiers; or simply DC10 - base attack bonus and weapon focus modifiers if they are attacked but not hit). If failing the fort check, their firing line 'goes wild', which means they fire in an anonymous direction determined by the DM (or on a set d%), in which case the weapon has the chance of shooting others, as bullets are expended in an anonymous direction from the gun (treat as spread fire) and have the oppurtunity of harming those in its path such as allies. A reflex check can be made (D10+enemy's touch AC) to discontinue firing as weapon 'goes wild'. An automatic weapon 'gone wild', means the weapon must make an attack in an anonymous direction (usually a simple a spread fire attack that doesn't add suppress bonuses).

On the following round, the PC who has committed to suppressing fire, must also continue another full attack action in the same direction for the following round; however, they have the option of either dropping the weapon, falling prone, or simply running out of ammo to prevent a second non-controllable full attack action from happening; in the case of running out of ammo, whatever ammo is inside the clip at the beginning of the second round is completely expended as part of the attack action (ie. seven bullets are fired if seven bullets are still in the clip on the second round; a strict GM can treat as if the character doesn't know how much ammo is in the clip unless they count in their heads, or make a swift action to lift their gun and check, if the weapon allows them to; or take a move action to remove the magazine, inspect the ammo inside and then slide it back into the weapon, etc.).

Suppressing fire forces a full attack to be performed in one direction for the benefit of additional damage in the form of greater munition volume (ie. feats such as rapid shot allow for more attacks, and so the 1.5 multiplier applies to both attacks performed; both attacks must be utilized in the designated direction if performing suppressing fire). Suppressing fire may only be performed with an automatic firearm and may be performed consecutively (however each 'performance' must be two round full attack actions; read above on how to limit it). You may not strafe during a suppress, if you have the feat, or perform any sort of movement.

Feats

Improved Suppress Fire

Prerequisites: Point Blank Shot, Firearms Proficiency

You have the option of suppressing your fire in even greater volumes. Suppressing may be performed in conjunction with the burst fire feat (multiplier of 2), or simple spread fire (multiplier of 3; or 2 if you do not have 'burst fire' as a feat). You can continue to suppress fire while taking 5 foot steps (1 per round max) as well as take any swift action in or between each round that you suppress fire, including reloading your weapon. Only a reflex save (DC10 + # of attacks allowed during full action) is needed to discontinue a suppress before two rounds have passed.

Known Firing Line

Prerequisites: Dex13, Firearms Proficiency

Before you make any attack during the round, choose a number of targets within your sight (limited by dex modifier). These targets may not make a reflex save to avoid damage or reduce damage from your spread fire (if they have evasion/improved evasion). Improved evasion will still halve the damage, however. In addition, any dodge bonuses these enemies have designated against you (granted by the 'dodge' feat) are treated as null.

This feat usually only applies to automatic weapons, but may be ruled out by the GM concerning other weapons as well.

Other Ratifications

Ideally, rapid focus allows the PC to not take penalties when changing direction during burst fire (which was not detailed in my last article detailing the feat).

imp_fireball
2008-08-11, 03:37 PM
Breaking Fist

Prerequisites: Improved Unarmed Strike, BAB +4, Str 13

Breaking Fist allows for two seperate maneuvers that allow for sundering.

Diamond Hand

Once per round, you may make a free sunder attempt on an unarmed strike (may designate any unarmed strike during that round as a sunder attempt and then go through the usual steps for sundering) and treat it as if sundering with a two-handed weapon.

Hammerfist

When choosing to sunder armor (may only be used once per round), instead take -4 to your attack (or -2 if power attacking) and, upon successfully hitting the enemy, make a strength check opposed by the enemy's armor hardness. However much your check wins by, the armor suffers that amount of damage. In addition, the damage the enemy suffers is halved. A failed check means no damage to armor, however the enemy may still suffer non-lethal damage - armor hardness.

For purposes of sundering armor, only armor that is worn (provides armor bonuses instead of say, natural armor bonuses) may be affected. Non-discernable armor may not be sundered unless the enemy is previously examined for a round (spot/search/intuition check, etc., at GM's discretion).

Do not treat 'hammerfist' as a sundering attempt for purposes of determining the usual steps (if it were a sunder attempt). Diamond Hand is a seperate maneuver, and must be treated as a sunder attempt.

imp_fireball
2008-08-12, 12:38 PM
Erm, bump.

Kiren
2008-08-13, 06:06 PM
Looks pretty good