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  1. - Top - End - #1
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    Default The "I Can't Believe It's Not ToB" Combat Style/Maneuver System: Now Complete!

    Back in the "Base Classes that make no sense" thread here, someone asked me to post my pre-ToB combat style/maneuver system, so here it is.

    It's rather long, so I'm going to be posting it in little bits over the course of time.

    This system (or at least the first draft of it - it's a continuously ongoing thing) predates Tome of Battle, but has similar goals - make fighter-types tougher, and give them more options than just whacking away at their foes. I feel it's more warrior-like and less spellcaster-like than ToB, but I'm likely biased

    It's not balanced against core classes whatsoever. It's meant to be used in a homebrew ruleset with UA generic classes and a revised expert and adept class (with a magic system that's balanced to the power level of these maneuvers).

    It's also meant to be used with several rule variants, so if something doesn't make sense, that's probably why. Here are the systems that it's designed for/with:
    • Customized versions of UA generic classes (warrior, expert, adept).
    • Class defense bonuses.
    • Vitality/wound points (albeit somewhat modified).
    • Armour as damage reduction (albeit somewhat modified).
    • Weapon Group feats.
    • A vitality pool (a la Iron Heroes) that can be recovered rapidly outside of combat.

    If you can tolerate all that rule mucking about, read on!

    It's also designed for low/no magic, but it can be augmented with magic as you like, so long as it's done evenly on both the offense and defense sides.

    I'm following up this post with several reserved posts for each section, and I'll bump as I add content. Don't worry, I checked with a mod first .

    The only thing I ask is that complements/criticism be beyond "this rocks!" or "this sucks!". Not all maneuvers have been playtested, so feel free to point out balance issues. I'll also add that I've incorporated ideas that have inspired me from this forum, so if you see your own work here, consider this thanks and credit in advance. I'm hardly imaginative enough to come up with all this stuff on my own.

    Many, many catgirls were harmed in the construction of this system.
    Last edited by Golthur; 2007-01-25 at 12:17 PM. Reason: I gots good grammer :P

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    Default Re: The "I Can't Believe It's Not ToB" Combat Style/Maneuver System

    THE BASICS
    This system is a replacement for the current system of fighter bonus feats. The idea is to give fighters more abilities to draw upon, and allow a great deal of customization from one fighter to another. Most of the maneuvers here either scale with level, or can be easily repurchased to improve them.

    This system uses a "Skills & Feats" mechanism - that is, there are several special feats, called gateway feats that open the door to using maneuvers of a particular combat style. Each style has a combat technique skill associated with it, called Technique (style-name). As you increase your ranks in this skill, you may purchase progressively more powerful maneuvers.

    Obviously, if using this system, warriors need more skill points than they currently possess. I use 4+INT/level for warriors, but feel free to up it if you want them to do more.

    In order to allow non-warrior characters to purchase maneuvers more easily, I permit all characters to purchase ranks in Technique skills as a cross-class skill. No one gains these skills as class skills unless they purchase it with a gateway feat. These requirements can easily be reduced or increased, as you see fit. Warriors can purchase these skills at 1 skill point per rank, but can't purchase beyond their cross-class cap unless they open it up with the appropriate feats.

    My custom warrior gains one bonus Combat feat at first level, and an additional Combat feat at each level that's divisible by 2 (2nd, 4th, 6th, etc.). These feats can be used to purchase gateway feats, weapon group feats, and so on. My warrior also starts with a "starting package" of 5 Weapon Group/Armour/Shield Proficiency feats as well.

    All characters can purchase up to one maneuver per character level they possess. Warriors gain an additional bonus maneuver per warrior level they possess. You can increase this if you want warriors to be even better at combat than non-warriors.

    Each maneuver is listed with the skill and ranks required to purchase it. Some maneuvers may have more than one - either an "and" (requires multiple skills at multiple ranks) or an "or" (requires whichever skill you've got). A few maneuvers may have additional prerequisites - these are listed at the bottom of the maneuver.

    WEIRD CONCEPTS

    Active and Passive Defense bonuses: Simply put, an active Defense bonus is one that you lose if you are flat-footed, helpless, or otherwise unable to consciously act; a passive bonus is one that you keep all the time.

    Reactive Free Action: Just like an immediate action, but it doesn't use up your swift/immediate action.

    MANEUVER COSTS
    Every maneuver has a cost associated with it - there ain't no such thing as a free lunch. The most common costs are:

    Attacks: A maneuver may cost one or more "attacks". You must sacrifice the listed number of attacks from your attack sequence to perform the maneuver. The sacrificed attack can be any attack out of your sequence you choose. If a maneuver requires you to sacrifice multiple attacks, they must be consecutive, and you must be performing a full attack action (with sufficient iterative attacks) in order to use the maneuver. A maneuver that requires a single attack can be performed even on a standard attack action.

    Most maneuvers that use one or more attack may not be performed more than once in a single combat round - although you may perform multiple, different maneuvers that each require an attack. (NOTE: This rule is mostly to make fighters "mix it up" a bit).

    Actions: A maneuver may have an action cost associated with it, such as a swift, move, or standard action. Enough said.

    Vitality: Some maneuvers cost vitality points to use. This represents the additional fatigue caused by performing the maneuver. Typically the amount of vitality consumed ranges from 1 through 5 (not a lot), but enough to start wearing the warrior down if overused. "Big guns" might take 10 vitality points, but that's the upper limit.

    Situational: Some maneuvers require a specific tactical situation or a setup to use.

    Otherwise, you can use a maneuver you possess as much as you like, barring special rules to the contrary in the individual maneuver descriptions.
    Last edited by Golthur; 2007-01-22 at 12:03 AM. Reason: Added explicit purchase ranks description, but everyone figured it out anyway, I'm sure...

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    Default Re: The "I Can't Believe It's Not ToB" Combat Style/Maneuver System

    PRECISION OVERVIEW

    The precision style relies on accurate blows, and knowledge of the vital areas of your opponent. A practitioner of the precision style inflicts extremely accurate, damaging blows that often have secondary effects.

    The precision style is probably the least-developed of all the styles, mostly because I have one huge glaring game-design issue. Although I want things like bleeding strikes and so on, I don't want to bypass the VP/WP system to do so. That is, unless you inflict wound damage these things shouldn't have much of an effect. This is the major kink in the works for these maneuvers - I'm not really starved for ideas, I'm starved for mechanics. Suggestions are more than welcome.

    SPECIAL RULES

    GATEWAY FEATS

    WEAPON FINESSE [Combat: Precision]
    As per PHB.


    COMBAT TECHNIQUE (PRECISION) [Combat: Precision]
    You know how to place your blows accurately and effectively.
    Prerequisites: Weapon Finesse.
    Benefit: Technique (Precision) is now a class skill for you.


    OTHER FEATS

    PRECISION MANEUVERS

    BREACH ARMOUR [Precision 9 & Armour 1]
    You can find and exploit the weak points in armour. With a fast or average piercing weapon, use an attack to make a special strike - you suffer a -4 penalty on this attack, but if you beat your opponent's Defense by 10 or more, you ignore any DR due to armour (if worn) or natural armour. You may only breach the outermost layer of armour or natural armour using this maneuver.
    Special: Like all maneuvers that use an attack, you may only use this maneuver once in a round. You may not use this maneuver with an off-hand attack, unless you possess the Main Gauche feat.


    FINISHING MOVE [Precision 5]
    You can rapidly dispatch downed foes. You can perform a coup de grace against a downed or helpless foe as a standard action instead of a full round action.
    Normal: A coup de grace requires a full round action.

    NAUSEATING STRIKE [Precision 14]
    You can strike an opponent's vital areas and render them nearly helpless. Make a nerve strike, as normal. However, instead of suffering an additional +2d6 damage if he fails his saving throw, instead your target is nauseated (unable to perform anything more than a single move action per turn) for 1d4 rounds, plus one additional round per time you have purchased the Nerve Strike maneuver. The victim gains a +4 bonus on their saving throw due to the difficulty of properly striking the correct combination of nerves.
    Other Prerequisites: Nerve Strike maneuver.

    NERVE STRIKE [Precision 4 & Unarmed 4]
    You can strike an opponent's vital areas for devastating effect. As an attack, you may opt to make a nerve strike. You may only make a nerve strike when attacking unarmed.

    First, you must make a regular attack with a -8 penalty. You must also spend vitality on the strike, and you can spend up to one point of vitality per rank you possess in Technique (Precision) or Technique (Unarmed), whichever is lower. If you miss, nothing happens, except that you still lose the vitality. If you hit, you inflict damage as normal.

    If you inflict at least a single point of damage to your opponent, the opponent then must make a Fortitude save (DC = 10 + half the vitality spent plus your Wisdom modifier). The opponent gets an anatomy bonus on their saving throw, based on how different their anatomy is from a standard humanoid:
    {table="head"]Anatomy/Monster Type|Bonus
    Normal anatomy (humanoid, giant)|+0
    Mildly different anatomy (animal, monstrous humanoid)|+4
    Severely different anatomy (vermin)|+8
    Magical or bizarre anatomy (fey, dragon, aberration)|+12
    No discernible or nonfunctional anatomy (construct, elemental, undead, plant, ooze)|Immune
    [/table]

    Opponents that have concealment, are incorporeal, or are immune to critical hits cannot be affected by a nerve strike. Any creature more than one size category larger than you cannot be affected by a nerve strike.

    If the opponent fails their saving throw, you inflict an additional +2d6 points of precision damage. This additional damage does not stack with other sources of precision damage, such as the Sneak Attack feat.

    So long as you pay the vitality cost, you may make as many nerve strikes as you choose, but you may only use a single nerve strike in a round. If you possess multiple types of nerve strike, you may still only make a single nerve strike of any kind in a round.
    Special: You may take this maneuver more than once. Each time you do, you must have 4 more ranks in Technique (Precision) and Technique (Unarmed), and it increases the damage you inflict on a nerve strike by an additional +1d6.


    PAIN STRIKE [Precision 10]
    You can inflict pain by striking the correct pressure points. Make a nerve strike, as normal. However, instead of suffering an additional +2d6 damage if he fails his saving throw, instead your target suffers wracking pain for 1d4 rounds, plus one additional round per time you have purchased the Nerve Strike maneuver. He suffers a -4 penalty on all attack rolls, skill checks, and ability checks. In addition, if he performs any action that requires mental focus, he must make a DC 15 Concentration check to do so. The victim gains a +2 bonus on their saving throw due to the difficulty of properly striking the correct combination of nerves.
    Other Prerequisites: Nerve Strike maneuver.

    PARALYZING STRIKE [Precision 18]
    You can paralyze an opponent by striking the correct pressure points. Make a nerve strike, as normal. However, instead of suffering an additional +2d6 points of damage if he fails his saving throw, instead your opponent is paralyzed for 1d4 rounds, plus one additional round per time you have purchased the Nerve Strike maneuver. The victim gains a +6 bonus on their saving throw due to the difficulty of properly striking the correct combination of nerves.
    Other Prequisites: Nerve Strike maneuver.

    THE "WORK PENDING" ZONE
    Sneak Attack is being turned into a maneuver, but it's currently in here, pending a final set of mechanics. For now, here's the original version.

    SNEAK ATTACK [Combat: Anatomy]
    You can perform a damaging strike to vital areas when your opponent is not expecting it.
    Prerequisites: Technique: Anatomy 2+ ranks, Hide 4+ ranks, Move Silently 4+ ranks.
    Benefit: If you attack an opponent who is flat-footed or otherwise denied their active Defense bonuses, you gain +1d6 anatomy damage on your attack.
    If you use this maneuver with a ranged weapon, you must be within 30 feet to gain your sneak attack damage. If multiple attacks are determined by the same roll (such as with Manyshot), the sneak attack damage is only applied once.
    Creatures with concealment, creatures without discernible anatomies and nonliving creatures (such as oozes, constructs, plants, and undead) cannot be affected by a sneak attack.

    IMPROVED SNEAK ATTACK [Precision 6]
    Your sneak attack improves. When performing a sneak attack, you inflict an additional +1d6 precision damage.
    Special: You may take this maneuver more than once. Each time you do, you require 3 more ranks each in Technique (Anatomy), Hide, and Move Silently.
    Other Prerequisites: Hide 6+ ranks, Move Silently 6+ ranks.

    That's it for these ones...
    Last edited by Golthur; 2007-02-06 at 12:53 AM. Reason: Precision revision

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    Default Re: The "I Can't Believe It's Not ToB" Combat Style/Maneuver System

    ARMOUR OVERVIEW

    The armour style relies on the effective use of armour and shield, as well as various defensive fighting techniques. Practioners of this style usually favour heavier armour and shields. Many armour maneuvers make use of defensive focus points, granted through the Defensive Focus maneuver.

    SPECIAL RULES

    GATEWAY FEATS

    COMBAT TECHNIQUE (ARMOUR) [Combat: Armour]
    Prerequisites: Armour Proficiency, Medium; Shield Proficiency.
    Benefit: Technique (Armour) is now a class skill for you.

    OTHER FEATS

    ARMOUR MANEUVERS

    ARMOUR MASTERY [Armour 3]
    You can make more skilled use of your armour to deflect attacks. Reduce the amount that your class defense bonus is hampered by your armour by 2 (NOTE: I have light armour reduce class defense bonuses by 4, medium by 8, heavy by 12).
    Special: You may take this maneuver more than once. Its effects stack. Each time you take the maneuver, you must possess 3 more ranks in Technique (Armour).

    BLOCK [Armour 3]
    You can deflect attacks with your shield. Sacrifice an attack. Your opponent's next attack against you within the same round suffers a penalty equal to your attack bonus for the sacrificed attack (and adding your Strength modifier). If the opponent does not strike you within the round, your block is wasted. You can use a readied action to make sure your block works. You can only block an attack from an opponent that you are aware of and can see.
    If you are wearing armour that provides at least DR 4/- and covers your arms, you can also deflect attacks with your arm. You do so as if using the unarmed variant of Block, see the Unarmed section for more details.
    Special: Like most maneuvers that use an attack, you may only use Block once per round.

    COMBAT MAGNET [Armour 4]
    You can protect your allies from harm. For any melee attack against an adjacent ally from a foe who could also attack you, you may expend one point of defensive focus as a reactive free action to force the attack to be directed at you instead of your ally. You expend the point of defensive focus (and thus lower your Defense by one point) prior to the attack being resolved.

    CREATE OPENING [Armour 8]
    You can use your defensive abilities to create openings and take advantage of them. When an opponent attacks you and misses due to your defensive focus bonus, or hits you and the damage is completely absorbed by your armour, you can create and take advantage of an opening on your foe.

    Expend 3 points of defensive focus to take an immediate attack of opportunity against your foe.

    DEFENSIVE FOCUS [Armour 4]
    You can acquire and use defensive focus to enhance your defensive capabilities. Whenever you fight defensively, use the Guard maneuver, or use the total defense action, you automatically acquire a number of defensive focus points equal to the total Defense bonus you gained from your defensive technique plus any active (but not passive) Defense bonuses due to a shield.

    You may use these points to power Armour maneuvers. Each point you use decreases your Defense by 1 point immediately. Any attack which happens after you've used the point uses your reduced Defense. You may not spend more points of defensive focus than you possess.

    DESPERATE DEFENSE [Armour 6]
    When circumstances turn dire, you can push yourself beyond your normal limits. You can expend more points of defensive focus than you actually possess, although you must possess at least one point of defensive focus to use this maneuver. Once you have expended all of your defensive focus, you may not use this maneuver again - essentially, this maneuver is good for one additional use of a maneuver beyond your normal limit.

    Each point you spend beyond your normal limit costs you 5 points of vitality.

    FORTIFIED DEFENSE [Armour 8]
    You can turn aside blows that would otherwise be lethal. You can expend one point of defensive focus to negate one die of additional precision- or speed-based damage (such as from a sneak attack). You may expend multiple points of focus to negate multiple dice.

    If you possess at least 10 points of defensive focus, you may expend all of it to negate the effects of a critical hit. Regardless of how much defensive focus you possess, you must expend all of it to negate a critical hit.

    Since you must be using defensive focus to use this maneuver, it is not effective when you are flat-footed or otherwise caught unaware, but it is effective against bonus damage due to skill or flanking.

    GUARD [Tactical 4, Armoured 4]
    See Tactical section for full details.

    REACTIVE BLOCK [Armour 5]
    You use your shield instinctively. When subject to an attack that would deny you your active Defense bonuses, you may treat up to two points of your active Defense bonuses due to your shield as if they were passive.

    You are still considered to be denied your active Defense bonuses, but your Defense is higher than it normally would be.

    You may not use this maneuver if you are explicitly denied the use of your shield, such as when subjected to the Pin Shield maneuver, or if you have used your shield to attack during the same round (and don't possess the Shield Bash maneuver).

    SHARE SHIELD [Armour 5]
    You can defend yourself as well as an ally. On your turn each round, you may divide your active shield bonus to Defense between you and a character in an adjacent square as a free action. You can portion the bonus however you like. Your new Defense remains until the start of your action next round. The other character retains your shield bonus so long as they remain in the designated square.

    If you use this maneuver together with the Defensive Focus maneuver, you only gain defensive focus for the portion of your shield's bonus assigned to you.

    SHIELD BASH [Armour 4]
    You can both attack with your shield and use it for defense at the same time. When attacking with your shield in your off hand, you retain one point each of active (if possessed) and passive cover bonuses due to your shield.
    Normal: When you attack with your shield, you lose its benefits until the start of your action in the next round.
    Special: You may take this maneuver more than once. Its effects stack. Each time you do, you must possess 3 more ranks in Technique (Armour).

    SHIELD MASTERY [Armour 2]
    You are more effective at using your shield for defense. When you use your shield, you gain an additional +1 active cover bonus to your Defense. If you are performing the total defense action, this bonus doubles to +2.
    Special: You may take this maneuver more than once. Its effects stack. Each time you do, you must possess 3 more ranks in Technique (Armour).

    UNYIELDING DEFENSE [Armour 10]
    By adopting a defensive posture, you can use your armour more effectively. When fighting defensively, using the total defense action, or using the Guard maneuver, your armour's effective DR increases by one point. For all purposes, this DR bonus is considered to be part of your armour's DR.
    Special: You may take this maneuver more than once. Each time you do, your armour's DR when fighting defensively increases by another point, but you must possess 3 more ranks in Technique (Armour) each time.


    You may use this maneuver together with the Defensive Focus maneuver and any other maneuvers that use defensive focus.

    That's all that's well-developed...
    Last edited by Golthur; 2007-02-06 at 12:38 AM. Reason: Changed Shield Bash -> Armour 4, added AoO for Create Opening

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    Default Re: The "I Can't Believe It's Not ToB" Combat Style/Maneuver System

    CONDITIONING OVERVIEW

    These techniques rely on physical and mental conditioning - training your body and mind to do things that they were not normally meant to do.

    More advanced Conditioning techniques make use of ki, a special power that comes from the life energy of the warrior. With ki, the warrior can perform things that seem magical.

    SPECIAL RULES

    Combat Rule - Swarming: I implement a rule that when someone is attacked by more than one foe simultaneously, all foes gain a cumulative +1 circumstance bonus per foe beyond the first to their attack rolls. This goes beyond flanking.

    GATEWAY FEATS

    TOUGHNESS [Combat: Conditioning]
    Benefit: You gain 2 wound points.
    Special: You may take this feat more than once. Its effects stack. You may only select this feat once per three character levels (round up).

    CALM [Combat: Conditioning]
    Prerequisites: Wis 13+, Concentration 4+ ranks.
    Benefit: You can remain calm in a fight, granting you an advantage over others who lose control. Once per day, you may take 10 on any attack roll, initiative roll, or skill check during combat. You may also apply your Wisdom bonus as an insight bonus to this roll. You may not use this feat outside of combat.

    COMBAT TECHNIQUE (CONDITIONING) [Combat: Conditioning]
    Prerequisites: Either Con 13+ and Toughness, or Calm.
    Benefit: Technique(Conditioning) is now a class skill for you.

    OTHER FEATS

    KI [Combat: Conditioning]
    Prerequisites: Calm, Technique (Conditioning) 6+ ranks.
    Benefit: You can call upon your Ki, which allows to to make use of Ki maneuvers.

    You gain a Ki pool that permits you a number of Ki uses per day equal to your Wisdom modifier.

    Your Ki gives you a reservoir of calm strength. So long as even a single use of Ki remains unspent, you gain a +2 ki bonus on saving throws vs. mind-altering effects.

    Using your Ki requires mental focus, and may require a Concentration check if you are distracted or suffering damage. It also requires a certain level of calm, so you may not call upon your Ki if you are suffering from fear – e.g. if you are shaken, frightened or panicked.

    This feat alone permits you only to use your Ki in an emergency – as an immediate action, you may expend one use of your Ki to grant yourself a ki bonus equal to +1 per Ki maneuver you possess on any Reflex saving throw (which, unfortunately, if you have no Ki maneuvers, is +0).

    IRON SKIN [Combat: Conditioning]
    Prerequisites: Con 13+, Technique: Conditioning 12+ ranks.
    Benefit: Through training, your skin has become hard and thick. You gain 1 point of damage reduction due to natural armour. This damage reduction stacks with any armour worn.
    Special: You may select this feat more than once. Its effects stack. Each time you select it, you must have 5 more ranks in Technique: Conditioning, and 2 more points of Constitution.

    And a couple o' ninja-style feats just for fun...

    LEAP OF THE CLOUDS [Skills: Acrobatics]
    Prerequisites: Jump 10+ ranks, Great Leap, Ki.
    Benefit: You can use your Ki to permit you to make mighty leaps. By expending a use of Ki for the day, you may make a Jump check with no running start, without doubling the Jump check DC. You gain a ki bonus equal to the number of ki maneuvers you possess on the check. Similar to Great Leap, if you have at least a 10' running start, you gain a +5 competence bonus to your jump check when using Leap of the Clouds. If you have at least a 20' running start, you gain a +10 competence bonus.
    Normal: All Jump checks require a 20-foot running start to avoid doubling the DC of the check.

    VANISH [Skills: Stealth]
    Prerequisites: Hide 10+ ranks, Move Silently 10+ ranks, Stealthy, Ki.
    Benefit: You can use your Ki to hide even when being watched. As a move action, you may expend a use of your Ki for the day and hide while in plain sight. There still must be cover or concealment within 1' per rank you possess in Hide for you to hide.

    CONDITIONING MANEUVERS

    ARMY OF ONE [Conditioning 4]
    You have trained to fight multiple opponents at once. You reduce the effectiveness of swarming by one creature. That is, if you are attacked simultaneously by three creatures, each only gains a +1 bonus on their attack rolls (instead of the normal +2). If you are attacked by two creatures, they gain no swarming bonus.
    Special: You may take this maneuver more than once. Each time you do, you must possess 3 more ranks in Technique (Conditioning) and you reduce the effectiveness of swarming by one additional creature.

    DANGER SENSE [Conditioning 12]
    You perceive threats immediately, giving you time to react. You may expend 10 vitality points, or a single use of ki at the beginning of any round to negate the effects of being flat-footed, or as an reactive free action in response to any effect which causes you to be denied your active Defense bonuses. Doing so negates the effect for a round. This maneuver has no effect if your character is helpless.

    BLIND-FIGHT [Conditioning 4]
    You can effectively fight invisible or concealed opponents. If an opponent is within 5' of you, you may make a Spot and/or Listen check (as appropriate) as a free action once per round to locate the square your foe is in. A foe you have located does not gain the normal benefits for attacking an opponent while unseen.

    Sense Opponent: By taking a full round action to locate your opponent, you may take 20 on the Spot and/or Listen check to locate them.

    Ignore Miss Chance: You may expend 3 vitality points to ignore the miss chance against a concealed or invisible foe for a single attack. You must declare this before you make your attack roll.
    Special: You may select this maneuver more than once. Each time you do, you increase the range of your Blind-Fight ability by 10', and you must possess 3 more ranks in Technique (Conditioning). You may use ranged weapons against foes within range of your ability.

    HARDENED [Conditioning 9]
    You are difficult to faze in combat. You can expend 5 vitality points (or a use of Ki) to negate any of the following conditions for one round: sickened, shaken, dazed, dazzled, or fatigued. This maneuver is an exception to the general "you can't use Ki when you're subject to fear" rule.

    Likewise, you can reduce the potency of the following conditions for one round - nauseated (you become sickened instead), frightened (you become shaken instead), panicked (you become frightened instead), paralyzed (you become stunned instead), stunned (you become dazed instead), or exhausted (you become fatigued instead).

    You may continue to use this maneuver round after round to hold an effect "at bay", and operate normally - so long as you pay the cost each round to do so.

    INDOMITABLE [Conditioning 15]
    You are an unstoppable juggernaut. You can expend 10 vitality points (or a use of Ki) to negate any of the conditions that can be negated with Hardened, or any of the following conditions for one round: nauseated, panicked, frightened, paralyzed, stunned, unconscious, or exhausted. You can also negate/ignore the penalties sustained from taking wound damage, again for one round. This maneuver is an exception to the general "you can't use Ki when you're subject to fear" rule.

    You may continue to use this maneuver round after round to hold an effect "at bay", and operate normally - so long as you pay the cost each round to do so.
    Other Prerequisites: Hardened maneuver.

    TRACE [Conditioning 12]
    You can follow the movements of unseen foes. Once you successfully strike a concealed opponent, you can follow their movement unerringly so long as they stay within the range of your Blind Fight maneuver. You no longer need to make checks to know which square they are in, and they gain no benefit from attacking you from concealment. Pinpointing them is a free action. You can only trace one opponent at a time.

    If the opponent attempts to use Move Silently or other stealth techniques to avoid your detection, any opposed checks you need to make to locate them gain a +10 circumstance bonus, with an additional +5 for each additional time you have selected Blind-Fight beyond the first.

    This maneuver applies even if the foe moves out of line of sight, but they must remain within the range of your Blind Fight ability.
    Other Prerequisites: Blind-Fight maneuver.

    ZEN SENSES [Conditioning 6]
    You have an instinctive awareness of danger, and the ability to react to it quickly. You gain a +1 active insight bonus to your Defense, but you must be able to react instantly to the dangers you sense. If you are subject to any Armour Check penalties, your insight bonus due to Zen Senses is reduced by an amount equal to the penalty.

    If your movement is impeded in any way, such as by wearing Medium or Heavy armour, or by carrying a heavy load, you lose the bonus from Zen Senses.
    Special: You may take this maneuver more than once, if you possess a Wisdom bonus. Each time you select Zen Senses, your insight bonus increases by a further +1, and you must possess 3 more ranks in Technique (Conditioning) . You may select this maneuver an additional number of times equal to your Wisdom bonus.

    CONDITIONING MANEUVERS, KI-BASED
    Most of these need much more imaginative names than they currently possess. I'm very open to "cool name" suggestions.

    INNER HEALING [Conditioning 9]
    You draw strength from your Ki, restoring yourself to health when others would falter. As a move action, you may call upon your Ki, healing either a single wound point, or 1d6 vitality (choose when you activate the maneuver). This healing increases by +1 point, or +1d6 vitality for each additional Ki maneuver you possess.

    Using this maneuver counts as one of your daily uses of Ki.
    Other Prerequisites: Ki feat.

    INNER POWER [Conditioning 9]
    You harness your Ki to increase your physical power. As a move action, you may call upon your Ki, granting you a +1 ki bonus per Ki maneuver you possess to attack rolls, damage rolls, and Strength checks for one round.

    Using this maneuver counts as one of your daily uses of Ki.
    Special: You may take this maneuver more than once. Each time you do, it increases the duration of Inner Power by one round, but you must possess 3 more ranks in Technique (Conditioning) each time.
    Other Prerequisites: Ki feat.

    KI FOCUS [Conditioning 6]
    You can use your Ki to give you focus under pressure. As a move action, you may call upon your Ki, granting you a +1 ki bonus per Ki maneuver you possess to either an attack roll, or any skill check made under duress (that is, any circumstance where you could not take 10).

    Using this maneuver counts as one of your daily uses of Ki.
    Other Prerequisites: Ki feat.

    KI INSTINCTS [Conditioning 6]
    You can harness your Ki to warn you of impending attacks. As a move action, you may call upon your Ki, granting you a +1 active ki bonus to your Defense per Ki maneuver you possess. This bonus lasts until the start of your action the next round.

    You must be able to react instantaneously to the warnings your Ki gives you. If you are subject to any armour check penalty, you must reduce your bonus by the magnitude of the penalty.

    Using this maneuver counts as one of your daily uses of Ki.
    Special: You may take this maneuver more than once. Each time you do, it increases the duration of Ki Instincts by one round, but you must possess 3 more ranks in Technique (Conditioning) each time.
    Other Prerequisites: Ki feat.

    KI MASTERY [Conditioning 7]
    Your ability to harness your inner power has grown. You gain one additional daily use of Ki. This maneuver does not count as a Ki maneuver for the purposes of the bonuses granted by Ki maneuvers. (NOTE: I do this because I feel it already increases your power substantially by giving you another Ki use - I don't think it needs to boost you two ways)
    Special: You may choose this maneuver more than once. Each time you do, you gain another daily use of Ki, but you must possess 3 more ranks in Technique (Conditioning) each time.
    Other Prerequisites: Ki feat.

    KI SHIELD [Conditioning 9]
    You can call upon your Ki to protect you from harm. As a move action, you may call upon your Ki, granting you +1/- DR per two Ki maneuvers you possess for a single round. This DR stacks with natural armour, but not with manufactured armour. If you possess all three, use the higher DR of natural armour+armour, or natural armour+Ki Shield.

    Using this maneuver counts as one of your daily uses of Ki.
    Special: You may take this maneuver more than once. Each time you do, it increases the duration of Ki Shield by one round, but you must possess 3 more ranks in Technique (Conditioning) each time.
    Other Prerequisites: Ki feat.

    KI STRIKE [Conditioning 8]
    You can use your Ki to empower your unarmed strikes against magical creatures. As a move action, you may call upon your Ki to empower your unarmed attacks. For one round, your attacks reduce the effective DR of an opponent with DR by 1 per 2 Ki maneuvers you possess. This maneuver cannot reduce DR due to armour, natural armour, or any other mundane source, only DR "of a magical nature", such as silver, cold iron, magic, and so on.
    Using this maneuver counts as one of your daily uses of Ki.
    Special: You may take this maneuver more than once. Each time you do, it increases the duration of Ki Strike by one round, but you must possess 3 more ranks in Technique (Conditioning) each time.
    Other Prerequisites: Ki feat.

    TEN PACE STRIKE [Conditioning 13]
    You may call upon your Ki to strike from a distance. As a full round action, you may call upon your Ki to perform a single unarmed attack at your highest attack bonus. For the purposes of this attack, you are considered to have a reach of 30'. You may attack any foe within range, but must have line of sight to the target.

    You do not add your Strength modifier to attack and damage rolls with this attack, instead, you must add your Wisdom modifier. The attack does unarmed damage at +2 die types from your normal unarmed damage, and you also gain a +1 ki bonus to the attack and damage rolls per Ki maneuver you possess.

    Using this maneuver counts as one of your uses of Ki for the day.

    There are more in less-developed form - like quivering palm-ish stuff, and ki speed, but that's it for now.
    Last edited by Golthur; 2007-02-06 at 12:39 AM. Reason: "Blight-Fight"? I must've been reading too many druid threads...

  6. - Top - End - #6
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    Default Re: The "I Can't Believe It's Not ToB" Combat Style/Maneuver System

    POWER OVERVIEW

    The power style relies on crushing your opponents with powerful blows and powerful weapons. It is a brute force style, with little in the way of skill or finesse. If a power maneuver requires a check of any kind to activate, it's usually a Strength check or a BAB check.

    SPECIAL RULES

    Power Damage Bonuses: Some maneuvers (such as Power Attack) grant extra "power damage". This is a regular damage bonus, except that it's handled the way your Strength bonus is for the purposes of weapons. (In my rules, I grant light weapons x1/2 your Strength bonus, one-handed x1, and two-handed x1-1/2. Natural weapons always count as x1. Wielding a weapon in two hands when it's not necessary bumps you up one category - that is to x1 for a light weapon, and x1-1/2 for a one-handed - but feel free to revert to the normal 3.5 mechanics if you like) A power damage bonus is multiplied the same way. If you have multiple, stacking power damage bonuses, add them all together, along with your Strength bonus, and then multiply.

    GATEWAY FEATS

    BRUTE [Combat: Power]
    Prerequisites: Strength 13+.
    Benefit: When calculating damage inflicted, treat your Strength as two points higher than it normally is.

    COMBAT TECHNIQUE (POWER) [Combat: Power]
    Prerequisites: Brute.
    Benefit: Technique (Power) is now a class skill for you.

    OTHER FEATS

    POWER MANEUVERS

    CHANGE MOMENTUM [Power 8]
    When using the Power Attack maneuver together with the Cleave maneuver, you can change your power attack penalty after cleaving one foe, but before rolling to hit the next. The new power attack penalty must be within 3 points of your original penalty, must be at least -1, and must still be less than or equal to one point per 2 ranks you possess in Technique (Power).
    Normal: When using the Power Attack maneuver during a Cleave, you may not change the penalty you have selected for Power Attack.
    Other Prequisites: Power Attack and Cleave maneuvers.

    CLEAVE [Power 3]
    You can follow through with powerful blows. If you deal a creature enough damage to make it drop (such as by reducing it down to 0 wound points or knocking it unconscious), you get an immediate, extra melee attack against another creature within reach. You are not required to take this attack.

    You cannot take a 5-foot step before making this extra attack (but see below). The extra attack is with the same weapon and at the same bonus as the attack that dropped the previous creature.

    If your cleaving attack drops the new foe, you may opt to cleave a second foe by immediately expending 3 vitality points. You may do this once for every 3 ranks of Technique (Power) you have beyond 3 – thus, you may not do this at ranks 3 through 5, may do it once at ranks 6 through 8, twice and ranks 9 through 11, and so on. If you fail to drop a foe with a cleaving attack, the cleaving sequence ends.

    You may only use this ability only once per round, even if, after cleaving, you drop another foe using a secondary attack.

    You must be using a weapon with the Power descriptor to use Cleave (NOTE: essentially, big and/or smashing weapons)

    March of Blood: You may opt to take a 5-foot step prior to any cleaving attack if you choose to immediately spend 5 vitality points.
    Special: You may take this maneuver more than once, but each time you do, you must have at least 5 more ranks in Technique (Power) than the previous time. Each time you take this maneuver gives you the ability to cleave an additional time within a single round.

    CLIP [Power 13]
    You can still hit your foe, even when you would miss when using Power Attack. If you use Power Attack and miss due to the power attack, but would hit normally; you still hit, but gain no bonus to your damage, aside from any bonuses directly due to your weapon – that is, no Strength bonuses, no bonuses due to maneuvers, no bonus anatomy or speed damage, or any other modifiers due to your skill or abilities.
    Other Prerequisites: Power Attack maneuver.

    FEROCIOUS ONSLAUGHT [Power 9]
    Your onslaught can force your opponents to fight more defensively, or possibly withdraw altogether. Using a weapon with both the Power descriptor (NOTE: basically, big smashing weapons), you may direct a ferocious onslaught on a foe. You must choose a single opponent at the beginning of the round, and use Power Attack and a full attack action against that opponent. You cannot fight defensively or use the Guard maneuver during this assault. You must use your entire attack sequence against that one opponent. You suffer double the normal power attack penalties for your attack sequence (although your damage increase for the power attack is still normal).

    After your assault, your opponent must make a Will saving throw (DC=10 plus half the total damage they suffered under your attack sequence). If they fail the saving throw, they must, if they choose to attack you with a melee weapon in the next round, use either the fight defensively option or the Guard maneuver (if they possess it). The opponent can opt not to fight defensively by withdrawing and choosing another foe, or by attacking you without using melee attacks.
    Other Prerequisites: Power Attack maneuver.

    KNOCK-DOWN [Power 5]
    You can knock opponents to the ground with your powerful blows. If you successfully inflict 10 or more points of damage to your opponent during a single attack, you may spend 3 vitality points to attempt a trip attack against your opponent as a free action. You do not suffer an AoO and cannot be tripped in return with this trip attack.

    POWER STUN [Power 9]
    You can send foes reeling with the power of your strikes. If you successfully inflict 20 or more points of damage to your opponent during a single attack, you may immediately spend 5 vitality points to attempt to stun him. He must make a Fortitude Save (DC=10+ any power damage bonus you may have, including the bonus due to your Strength) or be stunned for 1 full round (that is, until your next action).

    Creatures that are immune to critical hits cannot be affected by this maneuver.

    ROOTED STANCE [Power 3]
    You can brace yourself so as to make yourself difficult to move. As a move action, you can declare that you are bracing yourself. After this action is complete, you are considered “exceptionally stable”, gaining a +4 on attempts to knock you off of your feet.

    You lose this benefit if you move from your current position, either under your own power or someone else's.

    SWING THROUGH [Power 9]
    Even when you miss, you can often swing your weapon into another foe. Using two attacks, which must be with the same weapon, you make a powerful swing. If the first attack hits, you lose your second attack. However, if the first misses, you may take the second attack against a different opponent using the higher attack bonus of the first attack, and you further gain a +1 circumstance bonus on your attack roll, and a +1 power bonus on your damage roll, due to the increased momentum of your weapon. If you do not use the attack against a different opponent, you lose it.
    Special: Like all maneuvers that use multiple attacks, you may only use this maneuver once in a given round, and only if you actually possess two attacks in a round. You may not use this maneuver with an off-hand attack unless you possess the Main Gauche feat.
    Other Prerequisites: Cleave maneuver.

    POWER ATTACK [Power 2]
    You know how to make powerful attacks. For each -1 penalty you take on your attack roll, up to half your ranks in Technique (Power), you gain a +1 power bonus on your damage roll.

    You must choose your penalty and bonus at the beginning of your action, and it remains until your action the next round.

    Hmm... Fewer power maneuvers than I thought I had. I'm open to suggestions for more.
    Last edited by Golthur; 2007-02-06 at 12:40 AM.

  7. - Top - End - #7
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    Default Re: The "I Can't Believe It's Not ToB" Combat Style/Maneuver System

    AGILITY OVERVIEW

    The agility style favours light, fast weaponry, light armour, speed, and, especially, mobility. A practitioner of the agility style will move in, attack quickly, and leave. They often favour multiple, weaker attacks rather than one strong attack.

    SPECIAL RULES

    Agility maneuvers have a few extra rules associated with them - first, some may inflict additional damage due to speed. Second, some maneuvers require opposed checks to work. Sleight of Hand or movement skill checks (Balance, Tumble, Jump) are common for agility maneuvers, as are two other types of check - initiative checks and mobility checks, both detailed here.

    Speed-Based Damage: This works much like precision-based damage. Essentially, it's a blow that comes so fast that it's very difficult to avoid at the last minute and turn into a grazing strike (remember, that's what vitality damage is). However, the attack isn't otherwise any more lethal than a regular attack. Speed-based damage works like precision-based damage, except for two major points:
    • It does not affect wound points in any way. Any speed-based damage that would inflict wound damage is ignored (that is, drop whatever's left over after reducing vitality to zero). The extra speed-based damage is applied after the base weapon damage.
    • It affects even creatures that are immune to critical hits, so long as they possess a vitality score. Some creatures (undead, constructs) are still immune because they possess no vitality.


    Initiative Checks: These are used to see if you react or act faster than your opponent. They're almost always opposed. Roll d20, and add all modifiers that you would add to an initiative roll at the beginning of combat (including your DEX modifier and any bonuses due to feats like Improved Initiative).

    Mobility Checks: These are used to see if you can outmaneuver your foe with quick or fancy footwork. They're almost always opposed. Each side rolls d20, and adds their DEX modifier. In addition, add 1 per 5' of movement rate (adjusted for armour) that you have beyond 30', and subtract 1 per 5' of movement rate you have less than 30'.

    GATEWAY FEATS

    IMPROVED INITIATIVE [Combat: Agility]
    As per PHB.

    QUICK PACE [Combat: Agility]
    Prerequisites: Dex 13+
    Benefit: Increase your base movement by 5', so long as your movement rate isn't impeded (such as by wearing medium or heavy armour or by carrying a heavy load). If your movement is impeded, you lose the additional movement due to this feat.
    Special: You may choose this feat more than once. Each time you do, the prerequisite DEX score increases by 2 - that is, the second time you select this feat, you must have a DEX of 15+, the third a DEX of 17+, and so on.
    (NOTE: This is somewhat meant to be a replacement for monk/barbarian fast movement)

    COMBAT TECHNIQUE(AGILITY) [Combat: Agility]
    Prerequisites: Dex 13+, one of Lightning Reflexes, Improved Initiative or Quick Pace.
    Benefit: Technique (Agility) is now a class skill for you.

    OTHER FEATS

    AGILITY MANEUVERS

    ACROBATIC ATTACK [Agility 7]
    Your leaping attacks catch your opponents off guard. Add a +1 style bonus to any attack or damage roll you make whenever you Jump or Tumble at least 5' to attack your opponent. This benefit only applies to the first attack against the opponent.

    Although you may purchase this maneuver solely with ranks in Technique (Agility), you cannot use it to its optimum effect without ranks in either Jump or Tumble. When jumping, you only gain the +1 bonus if you also possess at least 7 ranks in Jump. Likewise, when tumbling, you only gain the bonus if you possess at least 7 ranks in Tumble.

    Special: You may take this maneuver more than once. Each time you do, the attack and damage bonuses increase by a further +1, and you must possess 3 more ranks in Technique (Agility) to do so.

    When you purchase this maneuver additional times, you only gain the benefit up to the ranks of Jump or Tumble (as appropriate) that you possess. For example, if you purchased this maneuver 3 times (at rank 13), and only had 10 ranks in Jump, you would only gain a +2 bonus when jumping and using this maneuver.

    ACROBATIC CHARGE [Agility 6]
    You may charge, even over obstacles or terrain that would make charging otherwise impossible. You still need to make appropriate skill checks to overcome the obstacles. If you possess the Feet of the Cat maneuver, you may expend vitality to overcome them if you choose.


    ADVANCE [Tactical 6 & Agility 6]
    You can press your advantage, forcing your opponent to withdraw. As a move action, make opposed mobility checks with an opponent in an adjacent square. If you succeed, your opponent must take an immediate 5' step away from you (either directly or diagonally, so long as it's away from you). You move into the square your opponent just left. You opponent can opt not to make the mobility check by taking an immediate 5' step to a square that is not adjacent to you.

    You cannot use this maneuver if it would force your opponent into deadly or dangerous terrain (such as off a cliff). If you attempt to do so, you provoke an AoO for entering your opponent's square and are engaged in close-quarters combat afterward (NOTE: basically, you occupy the same square and have a heck of a time attacking each other with anything other than daggers or natural weapons).

    You and your opponent suffer any potential AoOs for moving into your new positions (despite that the movement is only 5').

    BURST [Agility 4]
    You can make an extremely rapid attack that catches your opponent off guard. As your first melee attack against any particular opponent in an encounter, you may make an opposed initiative check. If you succeed, you inflict an additional +1d6 speed-based damage to your foe on your attack. If you have multiple attacks, this only applies to the first attack. This damage stacks with any additional precision-based damage from Sneak Attack (or other similar abilities), if both apply.

    You must be using a fast melee weapon (NOTE: essentially, a finessable weapon) to use this maneuver. You cannot use this maneuver with ranged weapons.
    Special: You may take this maneuver more than once, and it increases your bonus damage by an additional +1d6. Each time, you must possess 3 more ranks in Technique (Agility).

    CIRCLE [Tactical 6 & Agility 6]
    You circle your opponent and force them to shift position in order to defend against you. As a move action, make opposed mobility checks with an opponent in an adjacent square. If successful, you and your opponent switch positions. Your opponent can opt not to make the mobility check by taking an immediate 5' step to a square that is not adjacent to you.

    You and your opponent both suffer any AoOs from moving to your new positions, despite the movement being only 5'.

    DECOY [Agility 4]
    You take advantage of a foe's sluggishness by dodging one way, and then moving the other way - exposing him to your unexpected attack. If you use the Desperate Dodge option of the Dodge maneuver, and your opponent attacks and misses you (but would have hit you if not for the bonus from Desperate Dodge), you gain a +1 circumstance bonus per point of Desperate Dodge you used on your next melee attack against that opponent. You must use this attack either before or on your next action, otherwise the bonus is lost.
    Other Prerequisites: Dodge maneuver.

    DODGE [Agility 1]
    You know how to nimbly avoid attacks. You gain a +1 active dodge bonus to your Defense against all opponents. Like all dodge bonuses, this bonus may be limited by your armour worn.

    Desperate Dodge: On your action, you may expend vitality to dodge even more effectively. For one round, you can gain an additional +1 active dodge bonus to your Defense per vitality point you spend. You may spend as few or as many vitality points as you wish, up to a limit of 1 point of vitality per rank you possess in Technique (Agility). This bonus lasts until the start of your action the next round. This does not count as an action, but you may only do it on your turn.

    Special: You may select this maneuver more than once. You must possess 3 more ranks in Technique (Agility) each time you do so, and may only select this maneuver a maximum of four times.

    ELUSIVE TARGET [Agility 7]
    You can avoid attacks at the last second. Against any attack, you may opt to retroactively use the Desperate Dodge option of the Dodge maneuver as an immediate action, at double the normal cost. If you want to use the Decoy maneuver against your foe in the next round, you must pay triple the normal cost. You must choose the amount of vitality you want to spend when activating this maneuver. This takes effect exactly as if you had used Desperate Dodge on your last turn, and works against all attacks against you until the start of your next action.
    Other Prerequisites: Dodge maneuver.

    FEET OF THE CAT [Agility 6]
    You can move rapidly across the battlefield, even in the face of obstacles. During a normal move action that involves a movement skill (such as Jump, Climb, Tumble, or Balance), you may opt to expend up to 1 point of vitality per rank you possess in Technique (Agility) beyond 3, granting you a +1 circumstance bonus on the check per point of vitality spent. You may activate this maneuver as many times during a single move as you like (such as if there are multiple checks), so long as you are willing to pay the cost each time.

    FLOAT LIKE A BUTTERFLY [Agility 10]
    You can easily keep out of range of opponents. If an opponent strikes at you while your active Defense bonuses are available and they miss, you may expend 5 vitality points and take a 5' move in any direction as a reactive free action. If you move out of an opponent's threatened range, he must either advance to keep up with you (using his own means), or must choose another target to attack.

    Flurry may be moved to a Weapons Mastery maneuver.
    FLURRY [Agility 7]
    You can attack an opponent with a quick succession of blows. As part of a full attack action, you can opt to gain an additional attack at your highest BAB, but all attacks in your attack sequence suffer a -4 penalty. The extra attack from this maneuver does not stack with other effects that would grant you an additional attack due to speed (such as weapons of speed or magic). You must be wielding an average or fast weapon (NOTE: basically, a finessable weapon) in order to use this maneuver. You may use this maneuver with ranged weapons provided you can reload (if ammunition-based) or re-equip (if hurled) your weapon as a free action.
    Special: You can take this maneuver more than once. Each time you do, you must have 5 more ranks in Technique (Agility). This grants you the ability to take another additional attack, but at a cumulative -2 penalty. You may only select this maneuver as many additional times as you have points of Dexterity bonus.

    GROUND FIGHTING [Agility 4]
    You can fight proficiently while prone. You suffer no penalty to your attack rolls while prone, although you do retain the penalties to Defense.
    Normal: An attacker who is prone takes a –4 penalty on melee attack rolls. He gains a +4 circumstance bonus to his Defense against ranged attacks, but takes a –4 penalty to his Defense against melee attacks.

    IMPROVED GROUND FIGHTING [Agility 10]
    You are even more adept at fighting from the ground. In addition to the effects of Ground Fighting, you no longer suffer a penalty to your Defense while prone (although you retain the bonus against ranged weapons), and you are not considered prone for the purposes of maneuvers that have an additional effect if you are prone (such as Axe Kick and Kick 'Em When They're Down).
    Other Prerequisites: Ground Fighting maneuver.

    MISSILE EVASION [Agility 1]
    You are adept at avoiding missiles. When using the Dodge maneuver, you gain an additional +1 active dodge bonus to your Defense against ranged attacks. Like all dodge bonuses, this may be restricted by your armour worn.
    Special: You may take this maneuver more than once, but only as many times as you have taken the Dodge maneuver.
    Other Prequisites: Dodge maneuver.

    MOBILE ASSAULT [Agility 6]
    You can use your mobility to harangue your foes. (The idea is to give a bonus to attack and possibly damage based on movement - like skirmish, but I don't have a mechanic I'm happy with - suggestions?) The total bonus is limited to your number of ranks in Technique (Agility). The bonus lasts until the start of your next action. Like most movement-based abilities, you cannot use this maneuver if your movement is impaired, such as by wearing medium or heavy armour, or by carrying a heavy load.
    Special: You may use this maneuver in combination with the Mobile Defense and Running Attack maneuvers.

    MOBILE DEFENSE [Agility 6]
    You move so rapidly on the battlefield that foes have a hard time targeting you. Whenever you use a move or a standard action to move (and not a 5' step), you gain a +1 active mobility bonus to your Defense equal to 1 point per 3 ranks you possess in Technique (Agility) beyond 3. The bonus lasts until the start of your next action. Like most movement-based abilities, you cannot use this maneuver if your movement is impaired, such as by wearing medium or heavy armour, or by carrying a heavy load.
    Special: You may use this maneuver in combination with the Mobile Assault and Running Attack maneuvers.

    NICK OF TIME [Agility 9]
    You can react quickly enough to save your life when it really matters. If you are denied some or all of your active Defense bonuses against an attack, you can make an opposed initiative check against your opponent as a reactive free action to regain them for the purposes of that one attack. Each time you use this maneuver in a single round (such as to regain your bonuses on subsequent attacks of a full attack sequence), you suffer a cumulative -5 penalty on your check per use.

    You may use this maneuver to counteract the effects of the Feint or Quick Strike maneuvers.

    QUICK STRIKE [Agility 6]
    Your sudden attack can catch your opponent off guard. When you use the Quick Draw feat to draw your melee weapon and attack a foe with whom you are not currently engaged in combat, you may catch them by surprise.

    Make a Sleight of Hand check vs. the opponents choice of a Sense Motive check or a Spot check. Your opponent gains a +5 circumstance bonus to the check if you have used this maneuver against them before. For every point by which you win the opposed check, you negate one point of their active Defense bonuses for the purposes of your next attack, which you must take on or before your next turn. If you negate all of their active Defense bonuses in this manner, they are considered flat-footed.

    You must be wielding a fast weapon (NOTE: essentially, a finessable weapon) to use Quick Strike.
    Other Prerequisites: Quick Draw feat.

    QUICK SWAP [Agility 9]
    You can rapidly switch your weapon from one hand to the other to confuse your opponents. In melee, when wielding a one-handed weapon in one hand, and nothing in the other, you may, as a swift action, switch your weapon from one hand to the other immediately before striking. When doing so, you gain the effect of performing a Quick Strike against them, even if you are currently engaged in combat with them. You still must make a Sleight of Hand check, as per Quick Strike, and, if you do not beat a DC 15 for a light weapon, or DC 20 for a one-handed weapon, regardless of your opponent's opposed check, you drop your weapon.

    If you end up attacking with your off hand after the swap, you suffer the normal penalties for doing so. You may, of course, swap from your off hand to your primary hand to attack with your primary hand as normal.

    In addition, if your opponent is denied their entire active Defense bonus, you inflict an additional +1d6 speed-based damage on your attack.

    You must be wielding a fast weapon (NOTE: essentially, a finessable weapon) to use Quick Swap.
    Special: If you possess this maneuver and are willing and able to use it during any sort of weapon strike attempt (such as a disarm attempt or a sunder attempt vs. your weapon), your opponent suffers a -4 penalty to their check. If you win on the check, but would have failed if not for the penalty, you are assumed to have swapped your weapon as an immediate action.

    RUNNING ATTACK [Agility 13]
    You can charge across the battlefield, hacking down foes as you pass. As a full round action, you may move your full movement, and gain a single melee attack at each opponent you pass along the way, up to the limit of your iterative attacks. You use your normal, decreasing, iterative attack bonuses for each attack. Essentially, you may perform a move action and a full attack action at the same time, with the limit that you may only attack each opponent once. You suffer any attacks of opportunity that you might normally suffer for your movement. If you possess off-hand attacks for wielding two weapons at the same time, you may attack an opponent twice - once with your primary attack and once with your off-hand attack, so long as you have sufficient attacks remaining to do so.

    Like most movement-based abilities, you cannot use this maneuver if your movement is impaired, such as by wearing medium or heavy armour, or by carrying a heavy load.
    Special: You may combine this maneuver with the Mobile Assault and Mobile Defense maneuvers, and you gain any bonuses from any movement you have made prior to contacting each opponent.

    SIDESTEP CHARGE [Agility 4]
    You are skilled at dodging charging opponents and taking advantage when they miss. Against a charge attack, your dodge bonus due to the Dodge maneuver doubles. Like all dodge bonuses, this may be limited by your armour worn. If a charging opponent fails to make a successful attack against you, you can an immediate attack of opportunity against them.

    If you are flat-footed or otherwise denied your active Defense bonuses, you do not gain the benefit of this maneuver.
    Other Prerequisites: Dodge maneuver

    SPLIT MOVE [Agility 6]
    You may split your move action so as to move both before and after your action. When doing this, your standard action is limited to a single attack (or a maneuver that uses a single attack), using a readied spell trigger magic item, or casting a fast spell (NOTE: basically, level 2 or lower). You must move at least 5' both before and after your action to use this maneuver.

    Like most movement-based abilities, you cannot use this maneuver if your movement is impaired, such as by wearing medium or heavy armour, or by carrying a heavy load.

    STEADY FOOTING [Agility 4]
    You are able to maintain your footing under threat. By expending up to 1 point of vitality per rank in Technique (Agility) beyond 3, you gain a +1 competence bonus to any reactive Balance or Climb checks you make when you suffer damage. Using this maneuver does not require an action, you simply declare that you are using it (and how much vitality you are expending) when you make your reactive check. You may use this maneuver as many times in a round as you desire, provided you pay the cost each time.

    Like Acrobatic Attack, you cannot make full use of this maneuver without appropriate ranks in Balance or Climb. When making a Balance check, you may only spend vitality up to 1 point per rank in Balance beyond 3, or Technique (Agility) beyond 3, whichever is lower. The same applies to Climb.

    STING LIKE A BEE [Agility 5]
    You can make a short forceful attack with your weapon. If weilding a piercing melee weapon, you can charge using only 5' of movement. This movement is still considered a move action, even though it is only 5'.
    Normal: You must move at least 10' to charge.

    WHIRLWIND ATTACK [Agility 10]
    You can strike nearby opponents with a blindingly fast spinning attack. As a full round action, you can roll one attack at your highest BAB against every opponent within reach. When using Whirlwind Attack, you do not gain any additional attacks to which you might otherwise be entitled - such as from off-hand attacks, bonus attacks from the Flurry or Cleave maneuvers, etc. You must expend one point of vitality per attack you make during a Whirlwind attack.

    If you are wielding a reach weapon, you may not use Whirlwind attack if you have any opponents adjacent to you, unless you are using the Haft Grip maneuver and attack opponents within 5' instead of within 10'.

    There are a few more, but they're in various stages of development, so that's it for these ones for now...
    Last edited by Golthur; 2007-02-06 at 12:43 AM. Reason: Add suggested fixes.

  8. - Top - End - #8
    Orc in the Playground
     
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    Default Re: The "I Can't Believe It's Not ToB" Combat Style/Maneuver System

    NOTE: This is probably the least developed (along with Anatomy) of the maneuver sections, and also potentially the most unbalancing. The idea was to allow you to become a true powerhouse using Rage, but to make it progressively more difficult to maintain, and, when it wears off, you're in deep, deep trouble.

    RAGE OVERVIEW

    The rage style involves entering a blood-red battle frenzy. Harnessing the power of adrenaline, the rage warrior is an unstoppable killing machine. However, they pay the price for their short-term power by being drained afterward.

    SPECIAL RULES

    RAGE
    Rage is a special state of combat fury that you must enter to use most Rage maneuvers. By whipping yourself into a berserk frenzy, you can be stronger, faster, and less likely to be harmed in combat.

    Entering Rage: You can only enter rage if you possess the Combat Fury feat. Entering a rage takes no time in and of itself, but you can only do it on your action, and not in response to another's action. You may only enter rage once per encounter, and a limited number of times per day.

    Stoking Rage: You can make raging easier by stoking your rage. To do this, you spend one or more actions screaming or howling; biting your shield, weapons or tongue; cutting yourself, or other similar inciting actions.

    You must be able to see your opponent to stoke your rage, and you also must be able to close and attack them within a single round (without the effects of your rage) – that is, they must be a distance of at most twice your normal movement rate away (since that's the distance you could close and attack with a charge).

    Effects of Rage: While raging, you may make use of any Rage maneuver you possess. These maneuvers will often increase your combat abilities dramatically for so long as the rage lasts. Without making use of Rage maneuvers, a rage has no beneficial effects.

    While raging, you cannot perform any skill based on Intelligence, Charisma, Wisdom, or Dexterity (except Tumble, Balance, Escape Artist, Intimidate). You cannot use the Concentration skill, nor use any abilities which require mental focus. You cannot use magic, nor use any magical devices which require command words, spell triggers, or spell completion. You can use any feats and maneuvers you have, save those from the Tactics style, use Intelligence, Wisdom, or Charisma as their main ability, or those from the Conditioning group that use Ki or require mental focus.

    A rage lasts for as long as you can maintain it. You may normally only rage once per day, but you may increase the number of times you may rage per day with feats. In any case, you cannot rage more than once per encounter.

    After your rage ends, you suffer a number of points of temporary Strength and Dexterity damage equal to twice the highest ranked rage ability that you used during the rage. Unlike normal ability damage, this ability damage recovers at a rate equal to your Constitution bonus (or 1 point, minimum) on both abilities per hour of rest.

    Maintaining Rage: Each round you rage, you must choose which rage maneuvers you want to use. The maneuvers you choose determine two things: a rage check DC, and a vitality point cost.

    Make a Technique (Rage) check, using the raging DC determined by your maneuvers. You may add your Constitution modifier to the check. You cannot take 10 on this check (nor can you take 20), since raging is inherently stressful.
    If you succeed on the check, you automatically maintain your rage. If you fail the check, you must either pay the vitality point cost determined by your maneuvers, or end the rage immediately. You must pay this cost before you take into account any benefits from any Rage maneuvers you may have activated (such as those that would increase your Constitution score or grant you bonus vitality). If you do not have sufficient vitality, you can use wound points. If you have insufficient wound points, you must end your rage. You can maintain your rage so long as you either continue to succeed on your Technique (Rage) checks, or so long as you are willing to pay the vitality point cost.

    The base raging DC is 15. Each rage maneuver has a DC modifier listed in the maneuver description. Add the DCs of any maneuvers you opt to use.

    In addition, the following situational modifiers apply:
    {table="head"]Situation|Rage DC Modifier
    Spend standard action stoking rage|-1
    Spend full round stoking rage|-2
    Watch friend downed|-5
    Wounded by current enemy|-1 per 2 points of wound damage sustained
    [/table]

    The base vitality point cost to maintain your rage if you've failed the check is 1 point. Like the rage check DC, the additional cost is listed in each maneuver's description. Add the vitality costs of any maneuvers you opt to use.

    GATEWAY FEATS

    RAGE [Combat: Rage]
    Prerequisites: Con 13+.
    Benefit: You can rage during battle. You may rage once per day.

    COMBAT TECHNIQUE (RAGE) [Combat: Rage]
    Prerequisites: Rage.
    Benefit: Technique (Rage) is now a class skill for you.

    OTHER FEATS

    EXTRA RAGE [Combat:Rage]
    Prerequisites: Rage, Technique (Rage) 7+ ranks.
    Benefit: You gain an additional use of rage per day.
    Special: You may take this feat more than once. Each time you do, you gain an additional use of rage per day, but you must possess 4 more ranks in Technique (Rage).

    RAGE MANEUVERS
    Yet more candidates for the "need better names" club.

    FURIOUS STRIKE [Rage 8]
    Your rage-enhanced blows crush your foes. When raging and using both the Rage Strength and Power Attack maneuvers, your power attacks inflict an additional +1 point of power damage per point of Power Attack penalty. This damage stacks with the bonus damage from Power Attack.

    You must be raging to use this maneuver.
    Other Prerequisites: Rage Strength and Power Attack maneuvers.

    HEEDLESS CHARGE [Rage 12]
    While raging and performing the charge action, you may increase your charging attack bonus to +6, but you also increase the charging Defense penalty to -6. You gain the same bonus on attempts to bull rush or overrun your opponents as part of a charge.

    You must be raging to use this maneuver.
    Normal: Charging grants you a +2 circumstance bonus on your attack roll (and on attempt to bull rush or overrun), but you suffer a -2 circumstance penalty to your Defense.

    IGNORE PAIN [Rage 6]
    While raging, you feel no pain. This reduces the effects of wounds and battle fatigue. However, this is only temporary – after the fight is over, you suffer the full effects. However, it might keep you alive long enough to defeat your enemy. While enraged, you gain a form of natural damage reduction, which applies to both vitality and wound point loss due to damage (but not to vitality expenditures due to maneuver use). However, you must track all the damage that is absorbed by this damage reduction. When your rage ends, you suffer the damage as normal.

    You do not suffer the normal penalties when you suffer wound point damage – you can continue to operate unhindered. Likewise, when reduced to zero wound points, you gain a circumstance bonus (dependant on your rage level) to your Will saving throw to remain conscious.

    If you are subjected to any pain-causing effects (such as spells or poison that specifically inflict pain), you gain a bonus to your saving throw (equal to quadruple the bonus in the chart) against them.

    The least powerful versions of this ability do not give you effective damage reduction, but all the other benefits apply.

    {table="head"]Rank|DR|Save Bonus|Rage DC Modifier|Vitality Point Cost
    1|-|+1|+2|1
    2|-|+2|+5|4
    3|1/-|+3|+8|7
    4|2/-|+4|+11|10
    5|3/-|+5|+14|13
    6|4/-|+6|+17|16
    [/table]

    You must be raging to use this maneuver.

    MAD FROTH [Rage 10]
    You froth like a maddened wolverine, to the woe of all who are near. When using this maneuver, all rage abilities are considered two rage ranks lower than they actually are for purposes of vitality cost and rage DC. They are still considered their normal rage level for all other purposes.

    However, when using Mad Froth you lose the ability to distinguish friend from foe and must attack every round if possible. If there are multiple creatures adjacent to you, you attack one at random. If there are no creatures adjacent to you, you charge toward the nearest creature, and attack it. If you cannot charge, you will move at maximum speed toward the creature. You will not attempt to run off a cliff, or other similar obstacles, but you will pass through terrain that is merely damaging or difficult rather than deadly.

    You can take no other actions while using Mad Froth. Any Rage abilities that were active when you activated Mad Froth are automatically renewed each round.

    Once you have activated Mad Froth, you cannot stop your rage short of running out of vitality, or if no creatures remain within detection.

    You must be raging to use this maneuver.

    PRIMAL SCREAM [Rage 6]
    You reach within you, and tap the beast to let forth a terrifying howl. Once per combat, when you initially activate your Rage for the first time, you may make a primal scream as a standard action. Any within 30' who hear your scream must make either a Will saving throw (DC=10 + ½ your ranks in Technique(Rage) + either your Charisma or Strength modifier) or an opposed BAB check (same DC), or be frightened (fleeing from you as best they can). If they succeed on the saving throw or check, but do not beat the DC by 10 or more, they are still shaken for 1d4 rounds.

    RAGE ENDURANCE [Rage 6]
    Through the power of your rage, you are more resilient and gain greater endurance. While raging, you gain a bonus to your Constitution score. You can choose the amount of the bonus, but higher bonuses may make your rage more difficult to maintain.
    {table="head"]Rank|Con Bonus|Rage DC Modifier|Vitality Point Cost
    1|+2|+2|1
    2|+4|+5|4
    3|+6|+8|7
    4|+8|+11|10
    5|+10|+14|13
    6|+12|+17|16
    [/table]
    This increased Constitution score grants you extra wound points, extra vitality, and a bonus to your Fortitude saving throws. As per the normal rage rules, though, you must pay the vitality cost for this maneuver before you gain the vitality due to your increased Constitution score.

    However, when this ability ends, you lose the extra wound and vitality points – if this forces you to be at zero or fewer vitality points, you suffer 1d6 points each of additional Strength, Constitution, and Dexterity damage. If it forces you to be at zero or fewer wound points, you immediately start dying.

    You must be raging to use this maneuver.

    RAGE MIND [Rage 8]
    When raging, your mind cannot be distracted from the battle at hand. While raging, you gain a bonus to Will saving throws. The bonus you gain quadruples if you are resisting any mind-affecting spell or effect. You can choose the bonus, but higher bonuses may make your rage more difficult to maintain.
    {table="head"]Rank|Will Save Bonus|Rage DC Modifier|Vitality Point Cost
    1|+1|+2|1
    2|+2|+5|4
    3|+3|+8|7
    4|+4|+11|10
    5|+5|+14|13
    6|+6|+17|16
    [/table]
    You must be raging to use this maneuver.

    RAGE SPEED [Rage 10]
    Through the power of rage, you are a blur on the battlefield. While raging, you gain a bonus to your movement rate and to your Reflex saving throws. You may select the bonus, but higher bonuses make your rage progressively more difficult to maintain.
    {table="head"]Rank|Additional Speed|Reflex Save Bonus|Rage DC Modifier|Vitality Point Cost
    1|+5'|+1|+2|1
    2|+10'|+2|+5|4
    3|+15'|+3|+8|7
    4|+20'|+4|+11|10
    5|+25'|+5|+14|13
    6|+30'|+6|+17|16
    [/table]
    You must be raging to use this maneuver.

    RAGE STRENGTH [Rage 4]
    Through your rage, your blows are more powerful, smashing through foes like a scythe through wheat. While enraged, you gain a rage bonus to your Strength. You may select the bonus, but it makes your rage progressively harder to maintain.
    {table="head"]Rank|Str Bonus|Rage DC Modifier|Vitality Point Cost
    1|+2|+2|1
    2|+4|+5|4
    3|+6|+8|7
    4|+8|+11|10
    5|+10|+14|13
    6|+12|+17|16
    [/table]
    You must be raging to use this maneuver.

    RAGE TIRELESSNESS [Rage 12]
    You have learned to use your rage to help sustain itself, turning you into an unstoppable juggernaut. You may transfer points from your vitality pool to your current vitality point total. You may choose the number of points of vitality that you wish to transfer, but larger numbers make your rage more difficult to sustain.

    The number of points that you choose are deducted from your vitality pool, and added to your current vitality total. Any extra points that would exceed your normal vitality total are discarded, but are still deducted from your pool.
    If you fail your rage check, the gain from this maneuver is minimal – typically only enough to power a couple of very low-level rage abilities. You must succeed at your rage check to use this maneuver at its full effectiveness. Keep in mind that, as per the normal rage rules, you must pay the full vitality cost for this maneuver before you gain the vitality from it. If you have insufficient vitality to do so, you must either suffer the damage as wound damage or end your rage.
    {table="head"]Rank|Vitality Transfer|Rage DC Modifier|Vitality Point Cost
    1|3|+2|1
    2|6|+5|4
    3|9|+8|7
    4|12|+11|10
    5|15|+14|13
    6|18|+17|16
    [/table]
    You must be raging to use this maneuver.
    Last edited by Golthur; 2007-02-06 at 12:46 AM.

  9. - Top - End - #9
    Orc in the Playground
     
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    Default Re: The "I Can't Believe It's Not ToB" Combat Style/Maneuver System

    TACTICAL OVERVIEW

    The tactical style relies on clever tactics, trickery, and teamwork. Practioners of the tactical style usually work better in a group than individually, and rely on brains and skill rather than brawn.

    SPECIAL RULES

    GATEWAY FEATS

    SITUATIONAL AWARENESS [Combat: Tactical]
    You can rapidly assess your environment.
    Benefit: You can make an active Spot and Listen check simultaneously as a free action once per round.
    Normal: Characters can make a passive Spot and Listen check (a check in direct response to a trigger) as a free action, but an active one (such as seeking out a hidden opponent) requires a move action.

    COMBAT TECHNIQUE (TACTICAL) [Combat: Tactical]
    You are knowledgeable in battle tactics.
    Prerequisites: Int 13+, Situational Awareness.
    Benefit: Technique (Tactical) is now a class skill for you.

    OTHER FEATS

    TACTICAL ADVANTAGE [Combat: Tactical]
    You always have a plan in battle, and it helps you gain the advantage.
    Prerequisites: Int 13+, Tactician
    Benefit: You may add your Intelligence modifier to your initiative in addition to any other modifiers.

    TACTICAL MANEUVERS

    ADVANCE [Agility 6 & Tactical 6]
    See Agility section for full details.

    BROKEN TIME [Tactical 9]
    By suddenly changing the rhythm of your attacks, you can gain the upper hand in combat. In order to use this maneuver, you must have performed a full attack action in melee against a specific opponent. Then, you may utilize this maneuver on your second full attack against the same opponent which must occur in the next round. All attacks from both full attack sequences must be directed at the opponent.
    This maneuver does not take an action, but instead acts as part of a full attack action.
    Make a BAB check (adding your Intelligence modifier) opposed by either your opponent's Sense Motive check or by a BAB check of their own (adding their Wisdom modifier). Your opponent gains a +5 circumstance bonus on their check if you have used this maneuver against them before.
    If you successfully overcome the opponent's check, you may, for so long as you continue to attack only this opponent, perform your actions immediately before his, even though it is not normally your turn. This takes effect at the beginning of your next turn.
    If you leave melee, attack other opponents, or perform any action other than attacking your target,. you immediately lose the benefit of this maneuver and may again only act on your normal initiative (including the action that triggered the loss of this maneuver).
    Special: You must possess at least two iterative attacks per round when using a full attack action in order to use this maneuver.

    CANNY REFLEXES [Tactical 5]
    When an opponent opens himself up, you can capitalize. When an opponent provokes an AoO, you can, by expending 5 vitality points, opt to take an AoO as a reactive free action against the opponent without using one of your normal AoOs to do so. You may only use this maneuver once against an individual foe in a single round, no matter how many AoOs they might provoke.
    (NOTE: This is meant somewhat as a replacement for Combat Reflexes)

    CIRCLE [Agility 6 & Tactical 6]
    See Agility section for full details.

    COORDINATED ASSAULT [Tactical 4]
    You are skilled at coordinating an attack against a single creature. If you are leading an attack on a foe, the effectiveness of swarming is increased by one creature. That is, two creatures attacking yields a +2 bonus for each, three creatures attacking a +3, and so forth.

    You must engage in melee with the target, and must be able to speak and direct the actions of your allies. This maneuver has no effect if only one person is attacking the target.
    Special: You may take this maneuver more than once. Each time you do, you must have 3 more ranks in Technique (Tactical), and you increase the effectiveness of swarming by another creature.

    CUNNING DEFENSE [Tactical 3]
    You can tell when people are attempting to trick you in combat. Any time you can make a Sense Motive roll in combat against an opponent's trickery (such as Feint), you gain a +2 insight bonus on your check. If the opposed roll offers other options (such as using a Base Attack Bonus check, for example), you still gain the bonus on the check regardless of whether you use Sense Motive or not.

    Likewise, against the Decoy maneuver, you gain a +2 active insight bonus to your Defense against the attack which gains the bonus from Decoy.
    Special: You may take this maneuver more than once. Each time you do, you gain another +2 insight bonus on checks to resist trickery, but you must have another 3 ranks in Technique (Tactical).

    EXTENDED GUARD [Tactical 6]
    You can adopt an extended defensive position, which makes it more difficult to approach you. As a move action, you can adopt an extended guard. So long as you maintain this stance, your threatened range is increased by 5' - that is, you threaten areas with your melee weapon as if your reach were one square larger than it actually is. When your opponent leaves the first square of your extended threat range, they are subject to an attack of opportunity, as normal. This extended threat range does not apply in other circumstances.
    Special: You must be wielding a one-handed melee weapon or larger (as opposed to a light weapon) to use this maneuver.

    FEINT [Tactical 3]
    You can mislead an opponent in melee combat, so that they cannot dodge your next attack effectively. As a standard action, make a Bluff check – you may use either your Charisma modifier (as normal) or your Intelligence modifier for this check. Your foe opposes this roll with their choice of a Sense Motive check, or a BAB check (adding their Wisdom modifier).

    Feinting in combat against non-humanoid opponents is difficult – you take a -5 penalty. Against bizarre creatures such as elementals, aberrations, and so on, you take a -10 penalty. Against animals or other creatures with 1 or 2 Intelligence, you suffer a -10 penalty unless either you possess the Animal Empathy feat, or you use a Handle Animal check instead of a Bluff check. Keep in mind that you suffer a -10 penalty for using Handle Animal this way if you have no ranks. It's not possible to feint a non-intelligent creature; they simply do not care about your false openings or mock attacks.

    Feinting is easiest with a fast weapon that allows you to rapidly redirect your attack. An average weapon imposes a -2 penalty to the attacker's check, a slow weapon imposes a -4 penalty, and a very slow weapon inflicts a -6 penalty. (NOTE: this makes feinting with a greatsword a bit harder than feinting with a dagger. I suppose I could restrict the use of this maneuver to finessable weapons).

    For every point by which you beat their BAB check, you negate one point of any active Defense bonuses for the purposes of your next attack, which you must take on or before your next turn. If you negate all of their active Defense bonuses this way, they are considered flat-footed.

    Quick Feint: You may spend 5 vitality points to feint as a move action instead of as a standard action.

    Lightning Feint: You may spend 10 vitality points to feint as an attack instead of as a standard action. Like all maneuvers that use an attack, you may only feint this way once per round. You may not use this option with an off-hand attack, unless you possess the Main Gauche feat.

    Distract Foe: By accepting a -5 penalty to your feint roll, you can confer the feint benefits to an ally attacking the same enemy instead of yourself.

    (NOTE: This maneuver is meant as a replacement for the normal usage of Feint in the Bluff skill)

    GUARD [Tactical 4, Armoured 4]
    By adopting a defensive posture, you make yourself less likely to be struck. When fighting defensively, you gain an active bonus to your Defense equal to the attack penalty you choose to take, instead of the normal +2/-4.

    Unlike the normal bonus for fighting defensively, only half of this bonus (round up) is considered a dodge bonus and may be limited by your armour. The remainder of the bonus is a style bonus, and is not limited by your armour.

    Like the bonus from fighting defensively, if you are using a shield or a weapon with the Parry descriptor in your off-hand (NOTE: basically, any weapon which is really good for parrying), and not using it to attack, your bonus due to the Guard maneuver is increased by 50%, but the penalty remains the same.

    You may take a penalty of up to -1 per 2 ranks you possess in Technique (Tactical) or Technique (Armoured) - whichever you used to purchase this maneuver.

    (I need something for total defense in here, but I can't work out how it would work mechanically. Suggestions?)

    Normal: When fighting defensively, you suffer a -4 attack penalty to gain a +2 dodge bonus.

    KICK 'EM WHEN THEY'RE DOWN [Tactical 7]
    You can take advantage of a prone opponent's weakness. If someone is dropped or rendered prone in a square adjacent to you, you may take an attack of opportunity against them.

    If, during your AoO, you utilize a maneuver that explicitly grants bonus damage to a prone opponent (such as Axe Kick or Elbow Slam), you inflict an additional +1 die type of damage (if it's an unarmed maneuver), or you increase the bonus damage by one die type (if it's an armed maneuver inflicting dice), or by +2 (if a fixed bonus).

    Normal: Being knocked prone, in and of itself, does not provoke an attack of opportunity. Getting up from prone provokes an AoO if done from within a threatened square.

    LUNGE [Tactical 5]
    You can make a short forceful attack with your weapon. If weilding a piercing melee weapon, you can charge using only 5' of movement. This movement is still considered a move action, even though it is only 5'.
    Normal: You must move at least 10' to charge.


    PATHFINDING [Tactical 3]
    You are adept and finding clear paths through difficult terrain. You can reduce the effective movement cost for passing through difficult terrain by 1 by expending 1 vitality point per square of movement. If this causes a difficult terrain's movement cost to be reduced to 1 (normal), then you no longer need to make Balance checks to pass through the area.

    Allies can perform identical movement to you (i.e. moving through exactly the same squares) and gain your advantage, if you spend a free action advising them where to step. They must also spend 1 vitality point per square of movement.
    Special: You may take this maneuver more than once. Each time you do, you must have 3 more ranks in Technique (Tactical). When you do this, you may reduce the movement cost by an additional point, but must spend an additional two vitality points to do so. If you take the maneuver a third time, you may reduce the movement cost by a third point, but must spend an additional three vitality points to do so, and so forth.

    PRESS ADVANTAGE [Tactical 11]
    You know how to take advantage of your most successful attacks to make your weaker ones more potent. If you successfully strike someone with a melee attack by more than what you needed to hit them (e.g. if you needed a 15, and you rolled a 30 or higher), you gain half the difference (round up) as a bonus on your next attack against the same opponent in the same round.
    If you have no more attacks remaining, the bonus is lost.

    RALLY [Tactical 4]
    You can inspire your allies to be all that they can be. As a standard action, you can rally your allies, granting them +1 morale bonus to their attack rolls, and a +1 morale bonus to their Will saving throws vs. fear and compulsion effects. The effect lasts until the end of the battle, or until any one of the following conditions occurs:
    • An ally falls in battle or flees – this negates the bonus for anyone who witnesses it.
    • The affected individual suffers wound damage – this negates the bonus for the individual.
    • You fall, are rendered helpless, or are otherwise prevented from having full control of your faculties. If this happens, the bonus becomes a penalty instead.

    Affected allies must be within 60' of you when you use the maneuver, and must be able to see and hear you. You do not gain this bonus, but your allies do.

    Special: You may choose this maneuver more than once, provided you possess a Charisma bonus. Each time you select this maneuver, you must have 3 more ranks in Technique (Tactical), and your granted morale bonus increases by 1. You may only select this maneuver an additional number of times equal to your Charisma bonus.

    RIPOSTE [WM: Heavy Blades 6 & Tactical 2, WM: Light Blades & Tactical 2]
    See Weapons Mastery section for details.

    SIDESTEP [Tactical 8 & Agility 3]
    In combat, you have the ability to anticipate your opponent’s moves and move in his wake. When an opponent in an adjacent square takes a single 5-foot step to a square that is not adjacent to you, you may spend 5 vitality points to move into the square the opponent just left.

    SIZE MATTERS NOT [Tactical 2]
    You know how to use your size and speed effectively against opponents that are larger than you. Against a foe one or more sizes larger than you, you gain a +1 active dodge bonus on your Defense, and a +1 competence bonus on your attacks. Like all dodge bonuses, this bonus may be restricted by armour worn.

    Special: You may take this maneuver more than once. Each time you do, your dodge bonus and your competence bonus to attack increase by 1, but you must possess 3 more ranks in Technique (Tactical).

    TEAMWORK [Tactical 8]
    You can coordinate your allies with ease. By expending 10 vitality points and taking a full round action, you can grant an extra move action to any or all allies within 30 feet (but not yourself). Your allies must be able to see and hear you to obtain this bonus. Each ally expends this action immediately, in initiative order, on your turn. The initiative order continues normally afterwards.

    UTILIZE ENVIRONMENT [Tactical 4]
    You know how to use your environment more effectively. Whenever you gain a cover bonus to your Defense due to obstacles or terrain, the bonus gained increases by an additional +1.
    Special: You may choose this maneuver more than once. Each time you do, you must have 3 more ranks in Technique (Tactical), and the cover bonus gained increases by an additional +1. You may not gain more than double the normal cover value of the obstacle or terrain, regardless of the number of times you have selected this maneuver.

    Again, more maneuvers in various stages of incompletion, but that's it for this section for now...
    Last edited by Golthur; 2007-02-06 at 12:47 AM.

  10. - Top - End - #10
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    Default Re: The "I Can't Believe It's Not ToB" Combat Style/Maneuver System

    UNARMED OVERVIEW

    The unarmed style is a weapons mastery style, but one that transforms the practitioners body into a lethal weapon. Although it uses similar rules to other Weapons Mastery styles, it is different enough to merit its own section. Any general melee Weapons Mastery maneuvers can also be used with the unarmed style, so long as there are no instructions to the contrary.

    NOTE: The idea of this section is to make any of monk-style warriors, boxers, and Grecian wrestlers possible and cool, and also to make unarmed bar brawls fun, too. It's a bit more complicated than the standard system, but hopefully in a fun way.

    The rule changes will make more sense once you look at the maneuvers.


    SPECIAL RULES

    The unarmed style probably has the most special rules of any section.

    UNARMED ATTACK FORMS
    In this system, there are four major unarmed attack forms - punch, kick, head butt, and grapple. Your character's size determines their base damage for each form, as per the following table:

    {table="head"]Unarmed Damage|Notes
    1d2-1|
    1d2|Base damage for size S creatures
    1d3|Base damage for size M creatures
    1d4|Base damage for size L creatures
    1d6|
    1d8|
    1d10|
    2d6|
    2d8|
    3d6|
    3d8|
    4d8|
    [/table]

    When attacking, your base damage is modified by your attack form. Track the damage for each attack form separately for your character, since maneuvers can change individual forms.

    {table="head"]Unarmed Attack Form|Attack Modifier|Damage Die Type|Damage Modifier
    Punch|+0|+0|+0
    Kick|-2|+1|+1
    Head Butt|-4|+1|+0
    Grapple|+0, but varies by move|+0, but varies by move|+0
    [/table]

    For example, a size M creature would do 1d3 points of damage on a punch, 1d4+1 points of damage on a kick, 1d4 points of damage on a head butt, and 1d3 base grapple damage.

    I've seriously entertained the thought of simplifying this to fixed damage bonuses instead of die types, just due to complexity, but I like the idea of increasing returns for a +1 or +2 die type jump as you get progressively better at unarmed combat.

    Punching & Kicking: All characters can punch and kick. You do not suffer any nonproficiency penalties for doing so - all characters are assumed to have had enough rough-and-tumble play as a child to be able to handle themselves tolerably well in a fight.

    Attacking an armed opponent while unarmed provokes an AoO, unless you possess the Weapon Group (Unarmed) feat.

    A character with multiple iterative attacks can interleave punches and kicks as they see fit, so long as they take the penalty on each one (NOTE: A kick works out essentially to an automatic -2/+2 power attack, but without requiring you to commit to it for your full attack sequence)

    Punching someone while wearing metal gauntlets, brass knuckles, or cesti grants you a +2 bonus to your punch damage, and wearing metal boots does the same for kicking.

    Head Butt: You can only perform a head butt when you are engaged in close quarters with your opponent (such as if you are grappled), but you can do so even if your arms and legs are pinned.

    Grapple: Grappling includes all forms of unarmed combat that involve grabbing or manipulating your opponent rather than just striking them. You cannot successfully grapple an opponent three or more sizes larger than you.

    I redid the grappling rules to allow for more "fun" grappling - e.g. more like a wrestling match than the current rules.

    Grappling is resolved in two phases:

    Phase 1 - Grab the body part: Make an attack roll, modified for the body part, to grab the appropriate body part (NOTE: this is like a called strike, but without all the "I shot you in the eye, you die" called strike nonsense). This is an unarmed attack, and may provoke an AoO against an armed opponent.

    Table: Grappling Attack Penalties
    {table="head"]Size|Examples|Penalty
    Medium|Leg or torso of size L creature|-2
    Small|Leg or torso of size M creature|-3
    Tiny|Arm of size M creature|-4
    Diminutive|Hand, head, or foot of size M creature|-6
    [/table]
    Extremely mobile areas such as the upper limbs or head of a humanoid creature, or the lower limbs of someone who is moving quickly may impose an additional -4 mobility penalty to the check. You can negate this penalty for a limb that's being used to attack you by readying an action to grab it when they attempt to strike.

    If you are already grappled or otherwise in close quarters with your opponent, reduce all penalties by 2.

    Phase 2 - Manipulate: You then attempt to muscle or finesse the opponent's body into the right position. Make a Technique (Unarmed) roll, adding either your Strength or Dexterity modifier to the roll. If you use your Strength, add a +4 size bonus per size category you are larger than your opponent (and a corresponding penalty if you are smaller).

    You opponent can make either a stability check or an escape check (see below) to resist your move, depending on the move you choose. If you win the check, you have successfully applied your move. You and your opponent are now in the same square and in close quarters. If you are the same size or smaller than your opponent, you move into their square. If you are larger than your opponent, they are moved into your square.

    Escape Checks: Some grappling moves allow you to wiggle or twist your way out of them, or overpower your foe to escape from them. An escape check reflects this. An escape check is either a Technique (Unarmed) check with either your Strength or Dexterity bonus applied, or an Escape Artist check.

    If you are using a Technique (Unarmed) check with Strength, you may add a +4 size bonus per size category you are larger than your opponent (and apply a corresponding penalty per size category you are smaller).

    If you are using a Technique (Unarmed) check with Dexterity, you may add a +4 size bonus per size category you are smaller than your opponent (and apply a corresponding penalty per size category you are larger).

    An Escape Artist check already has size modifiers included, so no additional modifer is added here.

    Stability Checks: Some grappling moves attempt to knock you prone or affect your footing. In these cases, you can make a stability check to oppose them. A stability check is either a Technique (Unarmed) check with either your Strength or Dexterity modifier, or a Balance check. If you are using Technique (Unarmed) with Strength, you may apply size bonuses, as per an escape check above. In addition, if the defender has four or more legs, or is otherwise exceptionally stable, add a +4 stability bonus to the check.

    Holds: Many grappling moves are holds. After you have successfully performed the move, you may maintain the hold automatically each round (as a standard action) and continue to inflict damage upon your foe. You do not need to make any roll aside from a damage roll.

    You may release a hold as a free action.

    Breaking a Hold: If you are held, you may break a hold by escaping. If you spend a standard action and succeed at an escape check, you can successfully break the hold. Thereafter, you are still in close quarters, and are still prone (if the attacker's move rendered you prone), but are no longer held.

    You may also break a hold by striking your opponent. Make a strike (armed or unarmed) as normal (although you may suffer penalties for being in close quarters and/or prone). If you hit, the opponent must make a Fortitude saving throw (DC = 10 plus damage inflicted) or be forced to loosen or release their hold enough for you to escape. If you inflict wound damage, the save DC increases to 20 plus the amount of wound damage dealt.

    Grappling Moves: You can use a variety of grappling moves. When grappling, you must choose a move - you can't just "grapple" an opponent, you must be doing something, even if it's only grabbing their torso and squeezing (Crush and Hold) or tackling them (Knock Prone and Hold). Most of these moves are designed with humanoid opponents in mind, but most can be "reinterpreted" for non-humanoids easily enough.

    Pin/Lock One Limb and Hold: Make an attack to grab one of your opponent's limbs. If you win against your opponent's escape check, you have their limb pinned or rendered immobile.

    The most relevant benefit of this move is that your opponent can no longer use the limb that you are holding, but it also inflicts unarmed damage at -1 die type, both immediately and for each round that you maintain the hold.

    Pin/Lock Two Limbs and Hold: This move is most useful against humanoid opponents – you attempt to grab either both their arms, or both their legs and hold.

    This is a much harder move to perform than pinning a single limb – essentially, you must attack with two weapons; once with your primary hand to grab one limb, and once with your off hand to grab the other limb. You suffer the normal penalties for using two weapons when you do so, but both weapons are considered light.

    Each attack requires the opponent to make a separate escape check. If you have grabbed the legs, the opponent may opt to make stability checks instead.
    If successful with both attacks, and you successfully overcome both escape checks, you have pinned both limbs. Otherwise, you may have only pinned one limb (see above) or none.

    If you have pinned both limbs, you inflict normal unarmed damage both immediately and for each round that you maintain the hold, but the most significant advantage is that the opponent is unable to attack you with the grabbed limbs. If you have secured both legs, the opponent is knocked prone, and cannot move their legs.

    Crush and Hold: Make an attack to grab your opponent's torso. If you win against your opponent's escape check, you have them in a crush or hug.

    This move inflicts unarmed damage at +1 die type, both immediately and for each round that you maintain the hold.

    The biggest disadvantage to this move is that the opponent is still free to strike you (albeit at a penalty for being in close quarters).

    Knock Prone and Hold: Make an attack to grab your opponent's torso. If you win against your opponent's stability check, they are knocked to the ground, and you are holding them down.

    This move inflicts normal unarmed damage, both immediately and for each round that it is maintained.

    If you fail the check, the opponent automatically gets a reactive attempt to knock you prone. Make a second manipulation vs. stability roll, reversing the attacker and defender. If the opponent succeeds, you are knocked prone instead.

    The biggest advantage to this move is that the opponent is now prone. They can attack you, but suffer both the penalties for being in close quarters, and the penalties for being prone.

    Choke/Sleeper Hold: Make an attack to grab your opponent's head. If you win against your opponent's escape check, you have grabbed their neck and have started to squeeze. This inflicts unarmed damage at -1 die type both immediately and each round you maintain the hold. In addition, the damage inflicted on the second and subsequent rounds requires the victim to make a Fortitude save (DC=10 plus damage inflicted) or be knocked unconscious. If you inflict wound damage, the DC increases to 20 plus the wound damage inflicted.

    Once the victim is knocked unconscious, they can make another saving throw (vs. the same DC) each minute to wake up. Too long?

    Throw: Make an attack to grab your opponent's chest or abdomen. If you win against your opponent's stability check, you have thrown them into any adjacent square (roll randomly). You may attempt to choose the square by accepting a -4 penalty to your manipulation check.

    This sudden throw to the ground inflicts unarmed damage at +2 die types, but does not provide a hold, nor are you in close quarters with your opponent afterwards.

    Trip: Make an attack to trip up your opponent's legs. If you win against your opponent's stability check, they are knocked prone. Unlike most grappling moves, you do not enter the opponent's square after a trip.

    If you fail the check, the opponent automatically gains a reactive attempt to trip you. Make a second manipulation vs. stability check, reversing the attacker and the defender.

    GATEWAY FEATS

    WEAPON GROUP (UNARMED) [Combat]
    Any thug can use their fists, but you know how to use your body as a weapon. You are considered to be armed even when you are not – that is, you do not provoke attacks of opportunity from armed opponents when you attack them unarmed. However, you still get an attack of opportunity against an unarmed opponent without this feat who attempts to strike you.
    Normal: Without this feat, you are subject to an attack of opportunity when you strike an armed opponent while unarmed.

    WAY OF THE FIST [Combat: Unarmed]
    You have become an initiate in the way of unarmed combat.
    Prerequisites: Weapon Group (Unarmed); Base attack bonus +1.
    Benefit: Technique (Unarmed) is now a class skill for you.

    OTHER FEATS

    UNARMED MANEUVERS

    AXE KICK [Unarmed 6]
    You can deal a punishing kick to smaller or prone foes. Against an opponent one or more sizes smaller than you or who is prone, you can use an attack to kick your opponent by raising your foot high, and hammering your heel down on him like an axe.

    An axe kick increases your kick damage by 1 die type per size category of difference between you and your opponent, up to a maximum of +2 die types due to size. A prone opponent is considered two sizes smaller than they normally are for the purposes of this maneuver.
    Special: Like any maneuver that uses an attack, you may only use this maneuver once per round, although you may use other maneuvers that use an attack within the same round. You may not use this maneuver with an off-hand attack, unless you possess the Main Gauche feat.

    BEAR HUG [Unarmed 3]
    You can crush your foes with a mighty hug. When performing the Crush grappling move, your unarmed damage increases by one die type. In addition, you gain a +2 competence bonus on your attack roll and manipulation roll to initiate a Crush.

    BLOCK [Unarmed 3]
    See Armour section for details, with the following rule change:

    You suffer a -4 penalty on your block check if your weapon is one size smaller than the weapon you are blocking. You cannot block a weapon two sizes ore more larger than yours. Light weapons (including natural weapons) for a size M creature are effectively size D, one-handed are size T, two-handed are size S. Reduce or increase these sizes appropriately for larger or smaller creatures.

    CLOTHESLINE [Unarmed 6]
    When charging, you can strike an opponent and knock them down at the same time. When unarmed, you can perform a special charge attack.

    You can perform either a single or a double clothesline.

    A single clothesline resolved as a normal charge attack (using your punch characteristics) against a single opponent. If you successfully strike your opponent, you get either a bull rush or overrun attempt as a free action. An overrun will attempt to knock the opponent prone, and the bull rush will attempt to push them 5' to the side (your choice, and your choice of side so long as the square is empty). You gain the benefits of charging on both attempts.

    If you successfully bull rush or overrun the opponent, you end the clothesline attempt in their square. Otherwise, you end it in the square immediately in front of them.

    A double clothesline allows you to perform a clothesline on two opponents at the same time by running between them. This only works against two opponents who are side-by-side.

    When performing a double clothesline, you roll separate clothesline attacks against each foe, both at your normal Base Attack Bonus. Again, you must succeed at the normal charge attack to gain the bull rush aor overrun ttempt. The overrun attempts to knock each opponent prone, and the bull rush to push them 5' away from the centre. You gain the benefits of charging on all attacks and bull rush /overrun attempts.

    You end the clothesline in one of their squares (whichever one you successfully bull rushed/overrun, or your choice if you succeeded at both), or, if you did not successfully bull rush or overrun either foe, at one of the squares immediately in front of the targets (your choice).

    COUNTERTHROW [Unarmed 4]
    You can reverse a throw attempt. If an opponent attempts to use the Throw grappling move on you and fails to do so, you may then attempt to throw him as an immediate action.

    If you also possess the maneuver The Bigger They Are, you can use your opponent's momentum against them, and may increase your throw damage by one die type for each +4 size bonus your foe would normally gain.

    CRUSHING BLOW [Unarmed 3 & Power 2]
    You can strike unarmed with great force. Choose a single unarmed attack form – punch, kick, head butt, or grapple. Your base unarmed damage for this attack form increases by one die type. In addition, when using the chosen attack form, you may opt to remove the Nonlethal descriptor from your unarmed attacks (NOTE: this means that when you inflict wound damage, you inflict full damage instead of 1/4 as normal for nonlethal weapons).

    Special: You may take this maneuver more than once. You may either take it on a different attack form, or on the same attack form. If you choose it on a different attack form that you have not yet chosen, you must meet the initial Technique requirements (that is, Unarmed 3 and Power 2). If you choose it repeatedly on the same attack form, you must possess 3 more ranks in Technique (Unarmed), and 2 more ranks in Technique (Power). This permits you to increase the die type for the attack form by one more type.

    ELBOW [Unarmed 1]
    You can make an effective strike with your elbow. As an attack, you may strike with your elbow instead of your fist. This is the equivalent of a punch attack (and uses your punch characteristics), except that you can use it in close quarters without penalty.
    Normal: Attacks in close quarters suffer a -4 penalty.
    Special: Like most maneuvers that use an attack, you may only use this maneuver once in a given round.

    ELBOW SLAM [Unarmed 6]
    You may make a flying strike with your elbow. As an attack, you may make an elbow slam. When using this maneuver, your Elbow damage increases by +1 die type.

    Against an opponent one or more sizes smaller than you, your Elbow damage increases by a further +1 per size category you are larger than your target, up to a maximum of +2 die types due to size. A prone opponent is considered two sizes smaller than they normally are for the purposes of this maneuver.
    After using Elbow Slam on a target two or more sizes smaller than you (or a prone opponent of your size or smaller), you are rendered prone, whether the attack succeeds or fails.
    Special: Like all maneuvers that utilize an attack, you may only use Elbow Slam once in a given round, although you may freely utilize other maneuvers that also utilize an attack.
    Other Prerequisites: Elbow maneuver.

    FLIP [Unarmed 4]
    You can use an opponent's leverage against them. When performing a Throw grappling maneuver, your grappling damage increases by one die type. In addition, you gain a +2 competence bonus to both your attack roll and your manipulation roll to initiate a Throw.

    FLYING JUMP KICK [Unarmed 9 & Agility 6]
    You may leap into battle, kicking your opponent when they least expect it. As an attack, you may make a Jump Kick, and gain a free 5' move immediately before the kick. If you fail the Jump Kick, you still make the 5' move and you are prone, in addition to all the penalties associated with failing a jump kick.
    Other Prerequisites: Jump Kick maneuver.

    GRAPPLE MASTERY [Unarmed 1]
    You are an expert in grappling. You may negate one point of penalties for grabbing a limb or other area of your opponent's body when initiating a grapple.
    Special: You may choose this maneuver more than once. Each time you do, you can negate the grappling penalties by a further point, but you must possess 3 more ranks in Technique (Unarmed) each time you do.

    HAYMAKER [Unarmed 8 & Power 4]
    You can channel all your energy into a single, devastating, but reckless punch. As a full round action, you may make a single punch attack. Your unarmed damage increases by two die types and you may apply one-and-a-half times your Strength modifier to the damage from this blow. If you score a critical hit with this attack, your opponent must make a Fortitude save (DC=10 + vitality damage dealt, or 20 + wound damage dealt) or fall unconscious, in addition to any other effects.

    If you miss with this punch, you are flat-footed (and this denied any active Defense bonuses) until your next action.

    HOOK [Unarmed 4 & Power 2]
    You can make a powerful punch using your core muscles as leverage. As an attack, you can make a hook instead of a regular punch. Your punch damage increases by one die type for this punch.
    Special: Like most maneuvers that use an attack, you may only use a hook once per round. You may not use this maneuver with an off-hand attack, unless you possess the Main Gauche feat.

    IMPROVISED SHIELD [Unarmed 3]
    You can protect yourself with any object. You can use any held object of an appropriate shape and size (i.e. roundish or squarish) as if it were a shield. Treat the object as a shield appropriate for its size – e.g. for a Medium-sized creature, a size D object would be a buckler, a size T object would be a light shield, and a size S object would be a heavy shield.

    In all ways, the item is treated as if it were a shield, although fragile objects suffer a 50% chance of breaking on each hit. For simplicity's sake, if you roll an odd number on your attack roll, the item breaks.

    If you possess the Improvised Weapon maneuver and use your improvised shield as an improvised weapon, you lose the benefits of the shield for the round, just as if you were making a shield bash.

    IMPROVISED WEAPON [Unarmed 3]
    You can use nearly anything as a weapon. Nearly any object you pick up can be used as a weapon. You do not suffer a -4 nonproficiency penalty when using an improvised weapon. You may use regular weapons that you are not proficient with as improvised weapons if you like, but you must treat them in all ways (including damage and all descriptors) as an improvised weapon of the appropriate size.

    Table: Typical Improvised Weapons
    {table="head"]Size|Damage|Examples
    Diminutive|1d3|Mug, bottle
    Tiny|1d4|Chair leg, pot, pan
    Small|1d6|Chair, stool
    Medium|1d8|Table
    [/table]

    Improvised weapons have no descriptors or special abilities. They do damage appropriate to their type (e.g. a pot would do bludgeoning damage, and a smashed bottle would do slashing damage).

    Fragile improvised weapons, such as mugs or bottles, have a 50% chance of breaking on each strike. For simplicity's sake, if you roll an odd number on your attack roll, the item breaks. In some cases (bottles, for example), this may just change the damage type.
    Normal: You suffer a -4 nonproficiency penalty when attacking with anything that isn't designed to be a weapon.

    JAB [Unarmed 2]
    You can make a quick, fast punch that is hard to block. As an attack, you can make a jab instead of a regular punch. You gain a +4 bonus on your attack roll for this punch, but the damage decreases by one die type. You may not use the Power Attack maneuver with this punch.
    Special: Unlike most maneuvers that use an attack, you may jab more than once in a round, up to as many times as you have attacks. You may not use this maneuver with an off-hand attack, unless you possess the Main Gauche feat.

    JUMP KICK [Unarmed 4 & Agility 3]
    You can make a deadly, but beautiful, jumping kick. As an attack, you can make a jump kick instead of a regular kick. To perform a jump kick, you must make a successful Jump check at DC 10. If you succeed, the kick damage is increased by one die type, and the damage is increased by +1 for every 5 points by which you beat DC 10. If you fail the Jump check, you miss the attack, regardless of your attack roll, and your opponent may take an attack of opportunity if he so chooses.
    Special: Like all maneuvers that use an attack, you may only use this maneuver once in a round. You may not use this maneuver with an off-hand attack, unless you possess the Main Gauche feat.

    Like most movement maneuvers, you cannot use this ability if your movement is impeded in any way, such as by wearing medium or heavy armour, or by carrying a heavy load.

    KNEE STRIKE [Unarmed 1]
    You can make an effective strike with your knee. As an attack, you may strike with your knee instead of your foot. This is the equivalent of a kick attack (and uses your kick characteristics), except that you can use it in close quarters without penalty.
    Normal: You suffer a -4 penalty to attack in close quarters.
    Special: Like most maneuvers that use an attack, you may only use this maneuver once in a given round.

    OGRE'S GRIP[Unarmed 12]
    You are adept at grappling larger foes. For the purposes of grappling manipulation, escape, and stability checks, as well as your effective size for initiating a grapple, you can treat yourself as one size larger than you actually are. You are limited to the size of your current grappling opponent when doing so – that is, you can make yourself effectively equal to the size of your current target, but not larger.

    This maneuver does not stack with other feats or maneuvers that allow you to treat yourself as one size larger.
    Special: You may take this maneuver a second time. When you do, you must possess 6 more ranks in Technique (Unarmed), and you are treated as two sizes larger for purposes of grappling manipulation, escape, and stability checks, as well as for initiating grapples. You cannot take this maneuver a third time.

    PUSH [Unarmed 2]
    You can push opponents away from you. You can perform an equivalent to a bull rush without entering the opponent's square. You still must touch the opponent using an unarmed attack which inflicts no damage (and which may provoke an attack of opportunity). Otherwise, the push is resolved as a bull rush.

    If successful, you push your opponent back 5'. If unsuccessful, nothing happens (since you did not enter their square).

    REVERSE HOLD [Unarmed 4]
    You can reverse a hold on an opponent. If you use your standard action to escape from a hold, lock or pin, you can attempt to perform a hold, lock, or pin of your own on your opponent as an immediate action.

    SCISSOR KICK [Unarmed 4]
    You can perform a spectacular leaping kick with both legs, striking two opponents at the same time, or the same opponent twice in rapid succession. As an attack, you may make a scissor kick instead of a regular kick. Both kicks are resolved with the same attack roll (that of the attack used), which is rolled with a -4 penalty. You may direct the two kicks either at the same opponent or at two different opponents.

    Apply damage reduction separately to each kick. Any critical hits or additional dice of damage (such as that gained through Sneak Attack) only apply to the first attack.
    Special: Like most maneuvers that use an attack, you may only use this maneuver once in a given round.

    SNAP KICK [Unarmed 2]
    You can make a quick, fast kick that is difficult to avoid or block. As an attack, you can make a snap kick instead of a regular kick. Your kick damage decreases by one die type, but you gain a +4 bonus on your attack roll. You may not use the Power Attack maneuver with a Snap Kick.
    Special: Unlike most maneuvers that use an attack, you may snap kick more than once in a round, up to as many times as you have attacks. You may not use this maneuver with an off-hand attack, unless you possess the Main Gauche feat.

    SWITCH HOLD [Unarmed 4]
    You can switch holds without releasing them. If you have a pin, lock, or hold on an opponent, you can initiate another grappling move without releasing your hold. You suffer a -5 penalty on the manipulation check to initiate the new move.

    If you fail, you do not get the new hold, but you maintain the old one. If you fail critically, your opponent escapes your original hold.

    THE BIGGER THEY ARE [Unarmed 7]
    You can use your opponent's size and weight against them. When an opponent must make a stability check against one of your grappling moves, any size bonus is treated instead as a size penalty.
    Other Prerequisites: Flip maneuver.

    UPPERCUT [Unarmed 7]
    You can make a powerful, upward punch that is very effective at close range. As an attack, you can make an uppercut instead of a regular punch. Your punch damage increases by 1 die type for this punch, or 2 die types if you are within the same square as your opponent.
    Special: Like most maneuvers that use an attack, you may only make an uppercut once per round. You may not use this maneuver with an off-hand attack, unless you possess the Main Gauche feat.

    That's it for unarmed stuff for now, but feel free to invent your own piledrivers or camel clutches
    Last edited by Golthur; 2007-01-24 at 10:50 AM.

  11. - Top - End - #11
    Orc in the Playground
     
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    Default Re: The "I Can't Believe It's Not ToB" Combat Style/Maneuver System

    WEAPONS MASTERY OVERVIEW

    Weapons Mastery techniques grant you abilities with a single type of weapon beyond the capabilities of "normal" warriors. They often allow you to use a single class of weapon more effectively, or to perform special tricks. Other Weapons Mastery maneuvers permit you to combine the abilities of other combat styles together into a seamless whole.

    SPECIAL RULES

    There is one weapons mastery Technique skill for each "class" of weapon - corresponding (essentially) to the UA weapon groups. Weapons Mastery maneuvers often apply equally well to all weapons in the group - so a maneuver that you learn with a rapier is often effective with other "light blades", such as a dagger, but will not be effective with other types of weapons (such as "heavy blades" or "flails & chains"). To gain the use of the maneuver with other classes of weapons, you need to take the maneuver again using the other weapons Technique skill.

    In addition, there is a separate Technique skill for two-weapon or double-weapon fighting, called Technique (Dual). This skill has some unique aspects to it, which I'll go into in the start of the section for two-weapon fighting maneuvers.

    The most notable rule change that I use for two-weapon fighting is that there is no special off-hand weapon Strength penalty, although light weapons can only use x1/2 of your normal Strength bonus (see Power maneuvers above).

    There is still the normal -6/-6 penalty for TWF, with an extra -4 off-hand penalty for your off hand, for a total of -6/-10. Using a light weapon in your off hand reduces the penalty by 2 for each, for a total of -4/-8. However, this isn't so bad as it seems, since TWF is much less feat-heavy in this system .

    A second rule change that I implement is that if you have an off-hand weapon with the Parry descriptor (essentially, weapons that are especially good at parrying attacks) and do not use it to attack, your Defense bonus for fighting defensively increases by 50%. If you use total defense, it increases by 100%.

    GATEWAY FEATS

    WEAPON GROUP PROFICIENCY (VARIOUS)* [Combat]
    As per UA - there is one feat for each weapon group.

    WAY OF THE WEAPON (VARIOUS)* [Combat: Weapons Mastery]
    Prerequisites: Weapon Group Proficiency (Same), Base Attack Bonus +1.
    Benefit: Choose a single weapon group. The weapons mastery Technique that matches the chosen weapon group is now a class skill for you.
    Special: You may take this feat more than once. Each time you do, it applies to a different weapon group.

    TWO-WEAPON FIGHTING [Combat: Weapons Mastery]
    Prerequisites: Dex 13+, Base Attack Bonus +1, Weapon Group Proficiency for the chosen weapon(s).
    Benefit: Technique (Dual) is now a class skill for you.

    OTHER FEATS

    MAIN GAUCHE [Combat: Dual]
    You are adept at fighting with your off hand. Dex 15+, 5+ ranks in any weapons Technique skill, Base Attack Bonus +1.
    Benefit: You may use maneuvers that require an attack to use with your off-hand attack(s).
    Normal: You may only use your primary attacks for maneuvers that require an attack.

    GENERAL WEAPON MASTERY MANEUVERS

    These Weapons Mastery maneuvers may be taken for any weapon, melee or ranged, including unarmed strikes - barring directions to the contrary in the individual maneuver descriptions.

    MASTER'S STRIKE [Weapons 9]
    When you strike with your chosen weapon, it counts. As an attack, you may make a masterfully effective attack with your chosen weapon. If you hit with your strike, you may reroll your damage after a successful hit. You must accept the results of the reroll, even if they are worse than the original roll.

    If you have additional dice of damage (such as anatomy or speed damage from the Sneak Attack feat, for example), you must also reroll this damage at the same time.
    Special: Like all maneuvers that use an attack, you may only use this maneuver once in a round. You may not use this maneuver with an off-hand attack, unless you possess the Main Gauche feat.

    WEAPON FOCUS [Weapons 5]
    You are particularly skilled in the use of a certain type of weapon. You gain a +1 competency bonus on your attack rolls, and inflict an additional +1d4 damage on a successful hit.
    Special: You may take this maneuver more than once. Each time you do, you must have 4 more ranks in the appropriate weapons Technique skill.

    MELEE WEAPON MASTERY MANEUVERS

    Maneuvers marked as "melee" may be taken for any melee weapon, including unarmed strikes - barring directions to the contrary in the individual maneuver description. Maneuvers marked with a specific weapon group can only be taken for that weapon group.

    A maneuver marked as "finesse" may be used with any finessable melee weapon, and taken for any group which includes such a weapon.

    BRUISING STRIKE [Maces/Clubs 4 & Anatomy 1]
    You know how to hit where it hurts but won't cause permanent damage. When using a wooden bludgeoning weapon, such as a club or quarterstaff (but not a metal one like a mace), you can freely make nonlethal attacks at no penalty.
    Normal: You suffer a -4 penalty on attack rolls and only inflict half damage when making nonlethal attacks with a lethal weapon.
    I imagined this one for police with cudgels..

    BYPASS PARRY [Flails/Chains 5]
    When using your chain weapon, you know how to bypass a deliberate parry or a block by wrapping your chain around the obstacle. When using a flail or chain weapon, you can make your chain wrap around the interposing shield or weapon, and thus completely negate the effect of either the Parry or Block maneuvers, or half the bonus gained from fighting defensively or using the Guard maneuver.

    This maneuver uses two attacks. Make a single attack at the higher BAB of the two attacks, and ignore the effect of Parry or Block, or half of the bonus (round down) gained from fighting defensively or Guard.

    BYPASS SHIELD [Flails/Chains 5]
    When using your chain weapon, you know how to get past your opponent's shield by wrapping your chain around the shield. When using a flail or chain weapon, you may completely bypass the effect of a shield by making the chain wrap around the shield – this includes any active or passive bonuses due to the shield.

    This maneuver uses two attacks. Make a single attack at the higher BAB of the two attacks, but the attack is resolved with no active or passive defense bonuses due to a shield.

    CLOTHESLINE [Maces/Clubs 6, Polearms 6]
    You can clothesline with a staff or hafted weapon (ouch!)

    As per the Unarmed maneuver, except when doing a double clothesline, your opponents can be as much as 5' apart - that is, they can have a single square between them. The damage done on the clothesline strike is the equivalent of a club or quarterstaff end (1d6). If your targets are separated, you end the Clothesline attempt in the square between them.

    COMBINATION* [Melee 4]
    You have learned how to combine multiple maneuvers together, making you a devastating opponent. When you acquire this maneuver, choose two maneuvers, in order, that both utilize an attack. You may then launch these maneuvers in combination as a multiple attack maneuver.

    When you perform these two maneuvers, in the specified order, you gain a +2 bonus to your attack and damage rolls on the second maneuver. You must utilize the maneuvers as listed, in the correct order, at the same opponent, and may take no more than a single 5' step action otherwise. You may perform the maneuvers in the same round, if you have multiple attacks, but you may also spread them out over multiple rounds if you do not.
    Special: You may purchase this maneuver more than once, for different combinations each time. You may also create combinations longer than two maneuvers, but you must have 3 more ranks in the appropriate weapons Technique skill per additional maneuver you wish to add. The maximum combination length is four maneuvers. Each maneuver beyond two gains a further +1 bonus to attack and damage rolls over the previous maneuver in the combination.

    For example, if you took Jab/Jab/Hook as your combination, the second jab would have a +2 bonus to attack and damage, and the hook would have a +3 bonus to attack and damage. You would need at least 10 ranks in Technique (Unarmed) in order to take this combination.

    CONSTRICT [Flails/Chains 8]
    You can use your chain to wrap around your opponents and crush them. When using a long chain weapon, such as a spiked chain, you may use it to wrap around your opponent's torso and crush them.

    This is similar to the crush grappling move, and is resolved similarly. Resolve the strike and constrict attempt exactly like a crush attempt, except that you substitute your Technique (Flails/Chains) skill in the place of Technique (Unarmed), you must use your Dexterity for the constrict attempt, and you gain no bonuses or penalties due to your size. You do not suffer an attack of opportunity for potentially attacking your opponent unarmed, since you are armed.

    If successful, you may inflict damage with your weapon automatically each round by expending a standard action, although at only half normal damage (plus your Strength bonus).

    The constricted opponent can escape either by making a successful escape check, or by inflicting enough damage to make you release your hold – the same as a regular crush attack.

    DEFLECT AND DISENGAGE [Melee 4]
    You are skilled at protecting your weapon. Whenever you are the victim of any weapon strike attempt, such as a sunder or disarm, the attacker suffers a -2 penalty on any rolls they must make to do so, including the initial attack and any opposed rolls.
    Special: You may take this maneuver more than once. Each time you do, you increase the penalty by another 2, but you must have an additional 3 ranks in the appropriate weapons Technique skill.

    ENTANGLE [Flails/Chains 7]
    You can cause your flail or chain to trap an opponent's limbs. When using a flail or chain weapon, you may use it to entangle one of your foe's limbs.

    This is similar to the pin a limb and hold grappling move, except that you do not get to inflict additional damage every round.

    You resolve the strike and the entangle attempt exactly like a pin limb attempt, except that you substitute your Technique (Flails/Chains) skill in the place of Technique (Unarmed), you must use your Dexterity for the entangle attempt, and you gain no bonuses or penalties for your size. You do not suffer an attack of opportunity for potentially attacking your opponent unarmed, since you are armed.

    The limb remains entangled for so long as you hold your weapon and continue to pull. You must expend a standard action each round to do so. You may release the limb as a free action. The opponent can also escape from your entangle the same way they can escape from a grapple – by either making a successful escape check, or by inflicting enough damage on you to make you let go.

    FLOWING STANCES [Melee 9]
    You can alter your fighting stance to accommodate the flow of battle. When using both the Power Attack and Guard maneuvers during a full attack action, you may alter the penalties you have chosen for both maneuvers once during your attack sequence.

    Your new penalties for each maneuver must be within two of your original chosen penalties, and you must switch penalties before one of your attacks. You may not switch penalties after your last attack, and may only switch once during the round.
    Normal: Once you have chosen your penalties with either the Power Attack or Guard maneuvers, they remain until the start of your action on the next round.
    Other Prerequisites: Power Attack, Guard maneuvers, plus at least two iterative attacks per round.

    HAFT GRIP [Polearms 4, Spears 4]
    You can use your polearm or spear to attack adjacent foes as well as foes further away. As a swift action, you may switch your reach weapon to a haft grip, which allows you to attack foes within adjacent squares. You lose the ability to attack opponents further away while wielding your weapon this way. As another swift action, you may switch back to a normal grip.
    Normal: When wielding a reach weapon, you cannot attack adjacent squares.

    HALF-BLADE GRIP [Heavy Blades 4]
    You may adopt an unusual weapon grip for your blade, which grants you certain advantages against armoured foes. When wielding a straight, heavy blade (i.e. not a falchion or scimitar), you may, as a swift action, switch to a half-blade grip. This involves holding the hilt with one hand and the other hand midway down the blade. As another swift action, you may switch back to a normal grip.

    You must be wearing an armoured gauntlet from a suit of armour that provides at least 2 DR to use this maneuver.

    This causes the following changes to the weapon characteristics:
    • Its damage die decreases by one die type.
    • Your damage type changes to piercing.
    • It ignores one point of DR due to armour on each strike.
    • It gains the Parry descriptor, granting you a +2 bonus on all Block attempts.
    • Because you are wielding the weapon two-handed, you gain all the benefits of that state – 1.5x your Strength bonus to damage, as well as bonuses to resist being disarmed.


    LOCK WEAPONS [Finesse 6]
    You can catch an opponent's weapon so that they cannot use it. As a standard action, you may opt to pin your opponent's weapon with your own.

    This works like a disarm attempt – determine everything normally for a disarm attempt, except that the end result of the disarm attempt is that your blade and your opponent's blade are locked. Neither of you can use your weapon until the blades are disengaged.

    A weapon with the Parry descriptor yields a +2 bonus on attempts to Lock Weapons, as does a weapon with the Disarm descriptor (NOTE: basically, any weapon really good at parrying, or a weapon that normally gets +2 to disarm).

    Each round, the opponent can attempt to disengage their weapon, which requires another opposed check, identical to the original disarm check. However, because your blades are already locked, you gain a +5 circumstance bonus on the check.

    The opponent can opt to drop their weapon, of course, but then they are disarmed.

    Either you or your opponent can attack with a weapon in the off-hand.

    LONG STRIKE [Polearms 12, Heavy Blades 12, Spears 12]
    You may strike opponents beyond your normal reach. When using a piercing polearm, spear, or heavy blade, you may, as an attack, make a single attack against an opponent that is up to 5' beyond your normal reach.

    Because you are overextending yourself, you suffer a -2 penalty to your defense during the round in which you do this. This penalty lasts until the beginning of your action in the next round.

    You do not gain your Strength bonus on either the attack roll, nor the damage roll, nor do you gain the effect of any power-based damage enhancements (such as through Power Attack or other similar feats).
    Special: Like most maneuvers that utilize an attack, you may only use Long Strike once per round, although you may use other maneuvers that use an attack during the same round. You may not use this maneuver with an off-hand attack, unless you possess the Main Gauche feat.

    PARRY [Heavy Blades 3, Light Blades 3]
    You can use your weapon to deflect an opponent's strike out of the way. By sacrificing an attack, you cause an opponent's next strike against you to suffer a penalty equal to half your attack bonus for that strike (round down).

    You may sacrifice any attack out of your attack sequence, and the bonus comes into play on the next attack from your opponent. The opponent's strike must occur within the round that you have sacrificed the attack, or it is wasted. You can ensure that this is the case by using a held action.

    You can only parry an attack that you are aware of from an opponent that you can see. You can only parry with a weapon that is average speed or faster.

    If your weapon is one size smaller than your opponent's, you can still parry, but you suffer a -4 penalty to your attack bonus for purposes of the parry (thus decreasing your bonus by 2). If your weapon is two sizes smaller than your opponent's, you cannot use it to parry.

    If someone is attempting to sunder or disarm you while you are parrying their attack, they ignore the parry bonus, and gain a +4 bonus on their attempt.

    Full Parry: You may, as a full round action, apply each of your iterative attacks as a parry vs. each of the opponent's corresponding attacks. If you still have attacks remaining, you can attack normally on your turn with the remaining attacks.
    Special: Like most maneuvers that use an attack, you can only parry once in a given round, unless you use the Full Parry option. You may not use this maneuver with an off-hand attack, unless you possess the Main Gauche feat.

    POUND [Maces/Clubs 11, Picks/Hammers 11]
    When using a heavy, bludgeoning weapon, you can pound someone right through their armour. When using a bludgeoning weapon, you may, as an attack, make a special attack which ignores any damage reduction due to armour, but which only inflicts half damage (round up). Damage reduction due to natural armour or any other source is effective, as normal.
    Special: Like any maneuver which uses an attack, you may only use this maneuver once in a given round. You may not use this maneuver with an off-hand attack unless you possess the Main Gauche feat.

    RANK FIGHTING [Polearms 3, Spears 3]
    You are trained to strike past friends using your polearm. You can ignore two points of “soft” cover provided by a friend in between you and your opponent when striking with a reach weapon.
    Normal: A friend in the way of a reach weapon provides “soft” cover, giving a +4 bonus to the target's Defense.
    Special: You may choose this maneuver more than once – each time you do, you ignore another point of “soft” cover provided by a friend. You must possess another 3 ranks of Technique (Polearms) or Technique (Spears) each time you select this maneuver, and may select this maneuver up to 3 times (ignoring all 4 points of the “soft” cover bonus).

    RIPOSTE [Heavy Blades 6 & Tactical 2, Light Blades 6 & Tactical 2]
    You can turn a parry into a counterattack. If you successfully deflect an attack using Parry, you can opt to spend 3 vitality points to strike your opponent as an immediate action. This attack uses the same attack bonus you used for the parry.

    Because this maneuver uses an immediate action, you may only use it once in a given round, and only if you have not otherwise used a swift or immediate action in the round.

    You may use Riposte with the Full Parry option.
    Other Prerequisites: Parry maneuver.

    SURE STRIKE [Melee 9]
    You continue to harangue your opponent so as to be certain to strike them, although you give up multiple attacks to do so. Use a full attack against an opponent - however, each attack is resolved at your highest attack bonus. Once one attack hits, any remaining attacks are forfeited - you can only hit your opponent once.
    Other Prerequisites: Base Attack Bonus +6.

    THRUST STRIKE [Maces/Clubs 4]
    You can make a quick, rapid strike with your quarterstaff or other bludgeoning weapon. As an attack, you can make a thrusting instead of a bashing attack.
    This attack grants you a +4 style bonus to hit, but you suffer a -2 penalty on damage. You cannot use Power Attack with this strike.
    Special: Unlike most maneuvers that use an attack, you can use Thrust Strike multiple times in a single round.

    TOUCHE [Finesse 8]
    You can follow up your disarm attempts with a rapid counterattack. If you successfully disarm an opponent, you may attack again as a immediate action, using the same attack bonuses you used on the original disarm attempt.
    Because this maneuver uses an immediate action, you may only use it once per round, and only if you have not otherwise used a swift or immediate action during the round.

    RANGED WEAPON MASTERY MANEUVERS

    Maneuvers marked as "ranged" can be taken with any ranged weapons group - bows, crossbows, or hurled (or another weapon group such as spears that has a ranged weapon in it). Maneuvers marked as "projectile" can only be taken with either bows or crossbows.

    ACCURATE SHOT [Ranged 5]
    You can accurately hit targets, even when they are partially blocked. When firing at a target that gains “soft” cover from another creature (such as by being engaged in melee), or at a target behind cover, you negate one point of the melee “soft” cover or standard cover penalty.

    You may not apply the effects of this maneuver when firing at targets fighting in close quarters. You may also not apply this maneuver against a target who has full cover from you, if that cover blocks your line of sight to him.
    Special: You may choose this maneuver more than once. Each time you do, you must have 3 more ranks in the appropriate ranged Technique skill, and it negates another point of cover or melee penalty.

    COVER FIRE [Projectile 12]
    You can keep an area of the battlefield pinned down, by sniping at anyone within it. As a full attack action, you can direct cover fire anywhere within a cone of length equal to one range increment of your weapon, chosen when you initiate the maneuver. You may continue to do so until the start of your next turn.

    While covering, you receive a normal full attack sequence, but each individual attack may be taken as a reactive free action at any time (and in response to any action you see, as if it were a readied action) at a -4 circumstance penalty. Your fire occurs simultaneously with the triggering action. If it's absolutely necessary to see which action occurs first, use an opposed initiative check, but only do it if necessary to avoid slowing down play.

    You may only make one cover fire shot per 3 initiative counts, and may only fire as many shots as your normal full attack sequence. If you gain any attacks of opportunity, you likewise cannot take advantage of them if they have occurred less than 3 initiative counts since your last shot.

    Covering requires mental focus. If you are distracted or damaged, you must make a Concentration check to maintain focus. If you fail, you lose any remaining cover fire opportunities during the round. You are also considered flat-footed for any attacks directed against you while covering (and thus are denied any active Defense bonuses), since you are focusing all your attention on covering the zone.

    Any potential victim can use a Hide check as a move action to avoid being subject to a cover fire opportunity. If you do not notice them with a Spot check, you cannot attack them.
    Special: You must be able to reload your weapon as a free action (that is, you must have your full normal number of attacks) in order to use this maneuver.

    DISTANT SHOT [Ranged 2]
    You can hit targets that are further away with accuracy. You reduce any range penalties you might suffer for attacking far away targets by 1. The range penalties cannot be reduced below zero – that is, you can't actually gain a bonus from this maneuver.
    Special: You may take this maneuver more than once. Each time you do, you reduce your ranged penalties by another 1, and you must possess another 3 ranks in the appropriate ranged Technique skill.

    DRAW A BEAD [Ranged 3]
    You take the time to aim properly at your target. You may expend either a move or a standard action to aim. By expending the action, you gain a +1 circumstance bonus on your attack roll on the next shot fired (but not the next attack sequence).

    You may continue to expend up to as many actions as you have ranks in the appropriate Technique skill (depending on your weapon of choice). Each successive action spent increases your attack bonus by another +1.

    The target must start and remain in your line of sight until you take your shot, but the target does not need to remain still. If the target moves out of your line of sight (even for a moment), you lose all accumulated bonuses and must begin again.
    Special: If you use the benefit of this maneuver to negate the penalties of maneuvers such as Manyshot or Flurry, you may negate up to -2 of the penalties for each +1 bonus you would normally get.

    MANYSHOT [Ranged 9]
    You can fire two missiles at once. As a standard action, you may fire two missiles at a single opponent within 30'. Both missiles use the same attack roll (with a -6 penalty) to determine success, and deal damage normally.

    This is a volley attack, and, as such, bonus dice of damage (such as bonus anatomy or speed damage) are only applied once. Damage reduction applies separately to each missile. A critical hit only applies to the first missile – other missiles are considered normal hits.
    Special: You may choose this maneuver more than once. Each time you do, you gain the ability to fire another missile simultaneously (at a cumulative -2 penalty per additional missile). Each time you choose this maneuver, you must have an additional 5 ranks in the appropriate weapons Technique skill. You may only choose this maneuver three additional times, firing a maximum of four missiles with a standard action.

    POINT BLANK SHOT [Ranged 2]
    You are skilled at making shots at close range. You gain a +1 bonus on your attack rolls with ranged weapons at ranges up to 30'.
    Special: You may take this maneuver more than once. Each time you do, you increase the point blank bonus by a further +1, but you must have 3 more ranks in the appropriate ranged Technique skill. The bonus still only applies within 30'.

    SPREAD FIRE [Projectile 7]
    You can spread out your shots, making it more likely that at least one will hit. Make a normal full attack action at a single target. Each shot that misses gives the next a cumulative +2 circumstance bonus. Once a shot hits, all subsequent shots suffer a -4 circumstance penalty.
    Special: You must be able to reload your weapon as a free action (that is, you must have your full normal number of attacks) in order to use this maneuver.

    STORM OF MISSILES [Projectile 11]
    You can unleash a deadly storm of missiles on an area. As a full round action, select a target point within your weapon's first range increment. You may make one attack against any opponent within that square and every square adjacent to that square. You must have line of sight to each target, and you suffer a -4 penalty on all attacks.
    Special: You may only use this maneuver if you can gain your full normal attack rate – that is, provided you can re-equip or reload your weapon as a free action.

    DUAL WEAPON MASTERY MANEUVERS

    Technique (Dual) is a special Technique skill. Every 2 ranks you take in it reduces your penalties for attacking with two weapons by 1, up to a minimum penalty of -2.

    DUAL STRIKE [Dual 10]
    You may strike rapidly with both weapons at the same time. As a standard action, you may attack with both your primary and off-hand weapon. Make separate attack rolls for each, and use your normal off-hand penalties.

    Each weapon deals its normal damage. Bonus dice of damage (such as bonus anatomy or speed damage) are only applied to the first attack. If you score a critical hit, it only applies to the first attack, not both. Damage reduction (such as due to armour) is applied to each attack and must be overcome separately.
    Normal: When using a standard action to attack, you cannot make an off-hand attack.

    EXTRA OFF-HAND STRIKE [Dual 9 & Agility 4]
    You can gain additional off-hand strikes. This maneuver grants you an additional attack with your off-hand weapon. This attack suffers a -5 penalty. You must be using a fast or average weapon in your primary hand (NOTE: basically, a finessable weapon), and a fast weapon in your off-hand to make use of this maneuver (NOTE: basically, a light finessable weapon).
    Special: You may choose this maneuver more than once. Each time you do, you must have 5 more ranks in Technique (Dual), and an additional 3 ranks in Technique (Agility). This grants you an additional off-hand attack at a -5 cumulative penalty for each attack – that is, -5 for the first, -10 for the second, and -15 for the third. You may only take this maneuver three times, granting you at most four off-hand attacks.

    PAIRED WEAPON STYLE [Dual 8]
    You fight effectively with two one-handed weapons. Choose a single one-handed weapon. When using this weapon in each of your hands, you may treat the weapon as if it were a light weapon, rather than a one-handed weapon.

    PIN SHIELD [Dual 9]
    You know how to get your opponent's shield out of the way. You must use a full attack action with an extra off-hand attack to use this maneuver. With your off-hand attack, you can attempt to pin your opponent's shield.

    This maneuver is the equivalent of a disarm attempt with your off-hand attack – determine everything normally for a disarm attempt, except that the end result of the disarm attempt is that you have pinned the opponent's shield out of the way for a single round (until the start of your opponent's next action). Your weapon must be no more than one size category smaller than the shield in order to attempt to pin it.

    Once your opponent's shield is out of the way, the rest of your primary attacks may strike your opponent without the benefit of his shield.

    If your opponent possesses defensive focus points due to active shield bonuses, he loses these immediately, but retains any other defensive focus points he possesses.
    Other Prerequisites: Main Gauche feat.

    REVERSING STRIKE [Dual 4]
    You are skilled at fighting with your double weapon when surrounded. When wielding a double weapon (not two weapons at the same time) and surrounded by multiple foes, you gain a +2 bonus on your next attack roll each time you attack an opponent on the opposite side from the last opponent you attacked. An opponent is considered to be on the opposite side from another opponent if a line drawn from the first opponent's square to the second's passes through your square. The bonus is not cumulative. You lose this bonus either if you attack an opponent on the same side, or at the end of your turn.
    Special: You may select this maneuver more than once. Each time you do, you must have 3 more ranks in Technique (Dual) and the bonus due to this maneuver increases by another +1.

    More in "less-developed" form (like all of my axe-specific stuff), but that's it for now...
    Last edited by Golthur; 2007-02-06 at 12:51 AM.

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    Default Re: The "I Can't Believe It's Not ToB" Combat Style/Maneuver System

    Bump for adding some (but not all - I stopped at "M") of the agility rules/maneuvers. Whew, this is a lot of typing .

    EDIT: Finished agility maneuvers (for now), with one outstanding mechanical concern. I have mechanics for the two maneuvers, but I'm not very happy with them. Any suggestions are welcome.
    Last edited by Golthur; 2007-01-21 at 11:35 PM.

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    Default Re: The "I Can't Believe It's Not ToB" Combat Style/Maneuver System

    Get on with it!
    It is a joyful thing indeed to hold intimate converse with a man after one’s own heart, chatting without reserve about things of interest or the fleeting topics of the world; but such, alas, are few and far between.

    – Yoshida Kenko (1283-1350), Tsurezure-Gusa (1340)

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    Default Re: The "I Can't Believe It's Not ToB" Combat Style/Maneuver System

    This looks huge. Do your best, I might end up playing some of that...

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    Default Re: The "I Can't Believe It's Not ToB" Combat Style/Maneuver System

    Yes, very, very large - on the order of probably 100-150 or so completed maneuvers, with another 80-100 in various stages of development. Although, obviously, some areas are less developed than others (e.g. Rage is probably one of the smallest - and least developed - sections, Unarmed probably one of the largest).

    I'm going as fast as my spare time permits

    The nice thing is that going through it to post it here is helping me weed out some of the inconsistencies and things I forgot to go through and change when I changed my mind about something.

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    Default Re: The "I Can't Believe It's Not ToB" Combat Style/Maneuver System

    Bump for adding rest of agility maneuvers and non-Ki conditioning maneuvers...

    Anyone have comments on what I've got so far?

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    Default Re: The "I Can't Believe It's Not ToB" Combat Style/Maneuver System

    I'm waiting for you to finish posting it all up first...
    It is a joyful thing indeed to hold intimate converse with a man after one’s own heart, chatting without reserve about things of interest or the fleeting topics of the world; but such, alas, are few and far between.

    – Yoshida Kenko (1283-1350), Tsurezure-Gusa (1340)

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    Default Re: The "I Can't Believe It's Not ToB" Combat Style/Maneuver System

    I like ToB, but this is very, very good. I may just use it alongside ToB, but, like the others, I am waiting for completion. Good Job!
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    Default Re: The "I Can't Believe It's Not ToB" Combat Style/Maneuver System

    Ki-based Conditioning maneuvers, Tactical, Rage, Unarmed, and Power maneuvers added. Only two more chunks left!

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    Default Re: The "I Can't Believe It's Not ToB" Combat Style/Maneuver System

    And it's finally all up, folks! Whew!

    As I said in the intro, it's not balanced against core casters, but rather much weaker casters, so unlike Bears' fighter fix, it's not going to help you fight a core wizard. The goal, though, was to give the fighter types more options, model all the PHB warrior classes in a single framework, and above all, be fun.

    Armour maneuvers, together with the x1.5 for fighting defensively, or x2 for total defense for having a shield, are designed to address the weakness of sword-n-board. Sword-n-board is now geared for defense above all else. A well-built sword-n-boarder should be nigh untouchable, and can even dish out some.

    I toned back Power Attack to make it not the only game in town. Although this introduces fractions, it scales back THF to a sane level.

    I modified TWF to make it not so feat heavy - you can reduce your TWF penalties just by sinking ranks into Technique (Dual). I also ditched the off-hand Strength penalty. Fighting defensively with an off-hand weapon is also useful for defense if you don't use it to attack.

    The unarmed stuff is meant to make wrasslin' fun, instead of the torturous grind it ends up being when I drag out grappling. It hasn't really been playtested much, though, and it has some complexity to it, so opinions are welcome.

    Any additional maneuver suggestions are (very, very) welcome, as are any suggestions to fix some of the concerns I have in a few spots (Moble Assault/Defense maneuvers, the anatomy-and-WP, and so on).

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    Default Re: The "I Can't Believe It's Not ToB" Combat Style/Maneuver System

    These modified Generic classes, armor as DR, etc. - could you post them or direct us to them? I'm curious as to exactly what you did.
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    Default Re: The "I Can't Believe It's Not ToB" Combat Style/Maneuver System

    The modified generic classes are all pretty much the same setup:
    • 4+INT skill points/level
    • Fighter bonus feat schedule. (1st, 2nd, 4th, 6th, etc.) where Warriors can spend them on Combat feats, experts can spend them on Skills feats, and Adepts can spend them on Magic feats.
    • Each has one good, one mid, and one poor save. The good save is fixed for each class, but when you take your first class level in a class, you can flip mid and poor. This makes it so that not all warriors have crappy Will saves - or, more specifically, an adept will know what likely won't work on someone of a given class, but won't automatically know what will work.
    • Each class has one unique perk - warriors get bonus maneuvers per class level, experts get bonus skill points per class level, adepts get bonus mana per level. None of the other classes gets this "perk" - so, although you can do "combat stuff" as an expert, you won't be the equal of a warrior. Likewise, you can do "magic stuff" as an expert, but you're not going to be the equal of an adept.
    • Class defense bonuses are pretty much where you'd expect them - good progression for warriors (+3->+12), mid progression for experts (+2->+10), and poor for adepts (+2->+8).
    • Warriors get good (+1) BAB progression, experts get medium (+3/4) BAB progression, and adepts get poor (+1/2).
    • Vitality points for warriors are 1d6+4 per level, experts 1d4+4, adepts 1d3+3.
    • Each class gets a starting package of 4 or 5 feats, which you only get if it's your first character level. For example, the warrior starts with 5 Weapon Group/Shield/Armour proficiencies of his choice. If you multiclass into the class, you don't get the starting package, and, in fact, you have to satisfy a couple of feat/skill requirements in order to multiclass in. Otherwise, no favoured classes, no multiclass penalties.


    The armour-as-DR changes mostly involve adding variable DR, tweaking the DR values, removing the bonus to Defense due to armour, and making armour reduce your class Defense bonus by -4 per category. Of course, Armour Mastery lets you negate this penalty.

    The VP/WP changes I use really only happen in two areas - sneak attacks/precision damage gets reduced and gets an added "anatomical" effect when it kicks over into WP (to prevent the "instant-death-on-sneak-attack" problem), and the mechanism for dying is more, um, deadly.

    I'm willing to post them, if you need the full details, but that's the gist

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    Default Re: The "I Can't Believe It's Not ToB" Combat Style/Maneuver System: Now Complete!

    If you would post it or PM/email it to me, I'd really really appreciate it. If you email, the address is [email protected]

    I appreciate it!
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    Default Re: The "I Can't Believe It's Not ToB" Combat Style/Maneuver System: Now Complete!

    Okay, I have finally finished reading all this. I have to admit that initially I was put off by the apparent complexity of the system, but as I read on, and I became more familiar with the terms and mechanisms, I found it easier going. I still think it can be simplified in places, but I guess that is part of what we are here to discuss.
    What I would really like to see are some builds to show how the combinations work. I am going to have to go through it all again before I post any critique and that will have to wait for the morning (or probably afternoon), as I am off to bed.

    Well done for getting it all up anyway, Golthur!
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    Default Re: The "I Can't Believe It's Not ToB" Combat Style/Maneuver System: Now Complete!

    Yeah, I finally got to finish reading it too. Lemme get it straight: You buy skills points, and as you go up in ranks, you "unlock" new moves. A skill-based maneuver system. Brilliant :)
    Hmm... myself, I'd make it that the characters are forced to buy the relared feat first, no cross-classing. Since fighters have more feats, they would have more to use, so they get a upper hand on it.

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    Default Re: The "I Can't Believe It's Not ToB" Combat Style/Maneuver System: Now Complete!

    Quote Originally Posted by Siberys View Post
    If you would post it or PM/email it to me, I'd really really appreciate it. If you email, the address is [email protected]

    I appreciate it!
    I've PMed some of the stuff - I'll PM the rest as I get time to write it up. Shouldn't take as long as posting this did, though!

    Quote Originally Posted by Matthew View Post
    Okay, I have finally finished reading all this. I have to admit that initially I was put off by the apparent complexity of the system, but as I read on, and I became more familiar with the terms and mechanisms, I found it easier going. I still think it can be simplified in places, but I guess that is part of what we are here to discuss.
    Yes, I deliberately tried, whenever I introduced a new mechanic, to keep it consistent among all maneuvers that ended up using it - for example, all "force a 5' step" maneuvers use an opposed mobility check, and the opponent can avoid making the check by walking away from you. 9 times out of 10, whenever a +1-on-something maneuver lets you take it again, it does so at +3 ranks. So, although there are new rules, it should be pretty easy to keep them in your brain once they're assimilated.

    The part that's probably the most complex is the unarmed chunk. I can see it being very clunky in play (and it could likely use some serious simplification), but the "feel" of it works for me. For example, "I give him a bear hug", or "I put him in a headlock" instead of "I grapple him". The mechanics are designed to be easy to remember, at any rate - grab, manipulate, hold. Which moves require escape checks and which ones require stability checks are pretty intuitively obvious, as well.

    Quote Originally Posted by Matthew View Post
    What I would really like to see are some builds to show how the combinations work. I am going to have to go through it all again before I post any critique and that will have to wait for the morning (or probably afternoon), as I am off to bed.

    Well done for getting it all up anyway, Golthur!
    Do you have any parameters for the builds you'd like to see? e.g. sword-n-board, monk-style martial artist, whatever? Elite array, point buy?

    Quote Originally Posted by Roderick_BR View Post
    Yeah, I finally got to finish reading it too. Lemme get it straight: You buy skills points, and as you go up in ranks, you "unlock" new moves. A skill-based maneuver system. Brilliant :)
    Hmm... myself, I'd make it that the characters are forced to buy the relared feat first, no cross-classing. Since fighters have more feats, they would have more to use, so they get a upper hand on it.
    Correct. You purchase skill ranks, and, as you increase your ranks, more (and more powerful) maneuvers are then available for you to purchase. My base system has all characters getting one maneuver per level, with fighter types getting an extra one per fighter level, but those figures can be easily altered to suit your tastes.

    The biggest bottleneck in the system for non-fighters is that each style requires two feats, usually, to make it available as a class skill. Fighters can use their bonus feats to do this, so it's very, very easy for them. Non-fighters have to use general feats to do it, so it's quite slow. A human could do it at 1st level if he sunk all his feats into it, but, without flaws, everyone else is waiting until 3rd. Also, in my generic class variant, the other classes' abilities (skill-monkey, magic) are also based on skill points, so a wizard who's sinking his skill points into purchasing Technique (Foo) ranks isn't sinking them into magic.

    The design goal was mostly to do two things - flatten the fighter feat space, and yield more variety in an individual fighter's available moves. Many fighter feat chains require you to sink so many feats into them that they're not really worth it in the end (e.g. Spring Attack, Whirlwind Attack). And, if a fighter ends up spending his entire feat load becoming a trip-monkey (for example), he then (rightfully) expects to be able to trip things all the time. The DM, getting tired of seeing everything getting tripped all the time, starts using giants and ankhegs. Fighter feels nerfed. for everyone.

    The purpose of all the feat prerequisites is to keep it out of the hands of lower level/non-fighter characters, but I thought making it based on a skill could do that just as well. It also meshes very well, conceptually, with my skill-based magic system. So, basically, my goal was more options, fewer prerequisites, coupled with the ability to model every fighter type I could think of.

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    Default Re: The "I Can't Believe It's Not ToB" Combat Style/Maneuver System: Now Complete!

    A few typical Warrior builds (Two Handed, One Handed, Two Weapons) and a couple of Non Warrior comparative builds, was what I had in mind.

    The Basics

    So, why allow Warriors who don't have the Combat Skills as Class Skills to purchase them at 1:1? It seems to me you should either open up Skills so it's always 1:1 and capped by Level or just stick with the Class Skill / Cross Class Skill dynamic.

    I like the clear 1 + 1 Feat per level Warrior progression (if I have understood it correctly), especially as it is virtually the same system I use! About this Five Feat Starting Package, though. I take it this is intended to replace the usual Proficiency System? Seems like five is too few to me, but I would have to see a build or two to be sure.

    Why limit the number of Combat Feats? I can't see how a Warrior could get more than 2 Combat Feats per Level or any other Character more than 1 Combat Feat per Level?
    Last edited by Matthew; 2007-01-27 at 03:49 PM.
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    Default Re: The "I Can't Believe It's Not ToB" Combat Style/Maneuver System: Now Complete!

    Quote Originally Posted by Matthew View Post
    A few typical Warrior builds (Two Handed, One Handed, Two Weapons) and a couple of Non Warrior comparative builds, was what I had in mind.
    Well, let's see:

    A two-handed warrior would probably focus more on Power, since he gets maximum leverage out of it. I'd probably also dip into Rage and Weapons Mastery a bit. He's not going to get the full benefit of the Armour style (no shield), so no point there.

    A one-handed warrior I'd make sword-n-board; Armour, Weapons Mastery would be his foci. Perhaps some Power, and a couple of movement-forcing Agility maneuvers would be some extra icing on the cake.

    A two-weapons warrior, I'd focus on Dual Weapons Mastery (obviously), and Agility - Mobile Assault, Mobile Defense, Running Assault (especially) - would help him. I'd do regular Weapons Mastery as well, because it gives him extra damage bonuses on each hand.

    I'll see what I can knock together on these this weekend, time permitting.

    Quote Originally Posted by Matthew View Post
    The Basics

    So, why allow Warriors who don't have the Combat Skills as Class Skills to purchase them at 1:1? It seems to me you should either open up Skills so it's always 1:1 and capped by Level or just stick with the Class Skill / Cross Class Skill dynamic.
    Well, in truth, that's what I do in my homebrew system. All skills are purchased at 1:1 for all characters (I basically did away with the 2:1), and I separate them into "favoured" (up to lvl+3 ranks) and "unfavoured" (up to 1/2x(lvl+3) ranks) rather than "class" and "cross-class". I used the normal conventions of cross-class and class skills just to keep things familiar for here.

    Quote Originally Posted by Matthew View Post
    I like the clear 1 + 1 Feat per level Warrior progression (if I have understood it correctly), especially as it is virtually the same system I use! About this Five Feat Starting Package, though. I take it this is intended to replace the usual Proficiency System? Seems like five is too few to me, but I would have to see a build or two to be sure.

    Why limit the number of Combat Feats? I can't see how a Warrior could get more than 2 Combat Feats per Level or any other Character more than 1 Combat Feat per Level?
    Hmm... I'm not sure I get what you're saying here. Here's how it works, the way I do it.

    Warrior
    {table="head"]Level|Feats|Maneuvers
    1|1 Talent + 1 Combat bonus|1 base +1 warrior
    2|1 Combat bonus|1 base + 1 warrior
    3|1 General|1 base + 1 warrior
    4|1 Combat bonus|1 base + 1 warrior
    5| |1 base + 1 warrior
    6|1 General + 1 Combat bonus|1 base + 1 warrior
    etc.|etc.|etc
    [/table]

    Expert (as an example)
    {table="head"]Level|Feats|Maneuvers
    1|1 Talent + 1 Skills bonus|1 base
    2|1 Skills bonus|1 base
    3|1 General|1 base
    4|1 Skills bonus|1 base
    5| |1 base
    6|1 General + 1 Skills bonus|1 base
    etc.|etc.|etc.
    [/table]

    The warrior only needs his Combat feats for the following things:
    • Opening up Technique skills by purchasing gateway feats.
    • Purchasing Weapon and Armour Proficiency groups.
    • Purchasing special combat feats listed in the "Other Feats" section like Ki.


    The starting package gives warriors a big head start over other characters as far as weapons and armour knowledge go. A first level warrior in my system, though, will not start out with the equivalent of full armour, shield, and all martial weapons, unless he sacrifices a bit. In my setup, it's usually best to focus on what you specifically need, rather than try to grab everything. Other classes get similar packages with skills and magic.
    Last edited by Golthur; 2007-01-27 at 03:28 PM.

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    Default Re: The "I Can't Believe It's Not ToB" Combat Style/Maneuver System: Now Complete!

    I think if you are going to reform the Skill and Class System, you need not take any half measures. Opening it up so that all Skills are Class Skills is a good idea.

    I see, I was under the impression that a Combat Maneuver was a Feat and the text was indicating a limit.

    With regard to the number of Feats, I was thinking about it wrong in my head. However, I would suggest you consider the possibility of giving Warriors a clean Feat progression:

    Warrior
    {table="head"]Level|Feats|Manoeuvres
    01|1 Combat Bonus + 1 General |1 Base + 1 Warrior
    02|1 Combat Bonus|1 Base + 1 Warrior
    03|1 General|1 Base + 1 Warrior
    04|1 Combat Bonus|1 Base + 1 Warrior
    05|1 Combat Bonus|1 Base + 1 Warrior
    06|1 General|1 Base + 1 Warrior
    07|1 Combat Bonus|1 Base + 1 Warrior
    08|1 Combat Bonus|1 Base + 1 Warrior
    09|1 General|1 Base + 1 Warrior
    10|1 Combat Bonus|1 Base + 1 Warrior
    11|1 Combat Bonus|1 Base + 1 Warrior
    12|1 General|1 Base + 1 Warrior
    13|1 Combat Bonus|1 Base + 1 Warrior
    14|1 Combat Bonus|1 Base + 1 Warrior
    15|1 General|1 Base + 1 Warrior
    16|1 Combat Bonus|1 Base + 1 Warrior
    17|1 Combat Bonus|1 Base + 1 Warrior
    18|1 General|1 Base + 1 Warrior
    19|1 Combat Bonus|1 Base + 1 Warrior
    20|1 Combat Bonus|1 Base + 1 Warrior[/table]


    Weird Concepts

    Active and Passive Defence Bonuses seem a little clunkily named, but I get the necessity for differentiating. Reactive Free Actions seem easy to understand; I have to admit all the additional 'action types' that have accumulated over the years has begun to get on my nerves, but this makes sense (i.e. Free Actions that interrupt Actions)

    Manoeuvre Costs

    This is clear enough. I'm not that familiar with Vitality Points, but it makes sense to let them be used like Mana / Magic / Spell Points for Combat.
    Last edited by Matthew; 2007-01-27 at 03:56 PM.
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    Default Re: The "I Can't Believe It's Not ToB" Combat Style/Maneuver System: Now Complete!

    Quote Originally Posted by Matthew View Post
    I see, I was under the impression that a Combat Maneuver was a Feat and the text was indicating a limit.

    With regard to the number of Feats, I was thinking about it wrong in my head. However, I would suggest you consider the possibility of giving Warriors a clean Feat progression:
    I see no reason why not; it's the same net number of feats, all it does is change the order. The only catch is that if you multiclass, you'll likely still get a double-feat or a no-feat level.

    Quote Originally Posted by Matthew View Post
    I think if you are going to reform the Skill and Class System, you need not take any half measures. Opening it up so that all Skills are Class Skills is a good idea.
    My system works like this (although I didn't post it here because I was separating out the combat maneuver part). All skills are purchased at 1:1. By default, all skills have a 1/2 x (lvl + 3) skill cap. Starting characters get one background skill group for free, plus some extra skills based on their first class. All other skills need to be purchased with a Skill Group feat, which works very similarly to a Weapon Group. Acquiring a skill group (of either kind) permits you to purchase up to lvl + 3 ranks in any/all skills in the group.

    Quote Originally Posted by Matthew View Post
    Active and Passive Defence Bonuses seem a little clunkily named, but I get the necessity for differentiating. Reactive Free Actions seem easy to understand; I have to admit all the additional 'action types' that have accumulated over the years has begun to get on my nerves, but this makes sense (i.e. Free Actions that interrupt Actions)
    Yeah, in my original stuff I have "free actions", but, properly, they interrupt someone else's actions, and so have to be something else. Left to my own devices, I'd almost rename immediate actions as "reactive swift actions". That way, there's two types - "free" and "swift", and the "reactive" means it interrupts someone else's action.

    Quote Originally Posted by Matthew View Post
    This is clear enough. I'm not that familiar with Vitality Points, but it makes sense to let them be used like Mana / Magic / Spell Points for Combat.
    VP are basically the "combat fatigue"/nonlethal part of hit points - the part that doesn't represent actual wounds. It seemed an apt cost for using some maneuvers. - you do it too much, you tire yourself out, then you can't avoid that strike at the last minute.
    Last edited by Golthur; 2007-01-27 at 04:21 PM.

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