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kanachi
2006-08-12, 02:11 PM
Fighter of Fluency

Fighters of fluency tirelessly repeat complex routines of specialised fighting positions where each action seamlessly flows into the next to create a form of fluid dance-like actions, these routines are known as katas. Unlike many katas taught to students of other marshal arts disciplines these secret techniques are more than a collection of aesthetically pleasing forms.

Each position within a kata draws from the power of its predecessor enabling the fighter of fluency to perform more and more complex actions as their dance progresses. Ultimately however the forms and options available to a fighter of fluency are decided by the stance they have opted to adopt. These stances are that of the Dragon, Monkey, Serpent, Tiger and Crane; each of which holds its own unique powers and abilities. A true master of this fighting style will often understand and practice numerous stances and be able to adjust mid-combat into the stance that offers them the most tactical advantage to them at any given time.

Class skills:

A fighter of fluency’s class skills (and the key abilities for each) are Balance (Dex*), Bluff (Cha), Climb (Str), Craft, Escape Artist (Dex*), Heal (Wis), Hide (Dex*), Intimidate (Cha), Jump (Str*), Listen (Wis), Move Silently (Dex*), Search (Int), Slight of Hand (Dex*), Spot (Wis), Survival (Wis), Swim (Str*), Tumble (Dex*), Use Rope (Dex).

Skill Points at 1st level: (4 + Int modifier) x 4

Skill Points at Each Additional Level: 4 + Int modifier

{table]
-LEVEL--BAB--FORT--REF--WILL- -SPECIAL-
1st+0+0+2+0Learn Stance x2, Unarmed Strike
2nd+1+0+3+0Uncanny Dodge, Evasion
3rd+2+1+3+1Fast Movement (+10ft)
4th+3+1+4+1Learn Stance
5th+3+2+4+1Improved Uncanny Dodge, Flawless Stride
6th+4+2+5+2Fast Movement (+20ft), Acrobatics (+2)
7th+5+2+5+2Learn Stance, Kata Absorb (1d6+dex)
8th+6/+1 *+2+6+2Stance Mastery
9th+6/+1 *+3+6+3Improved Evasion, Fast Movement (+30ft)
10th+7/+2 *+3+7+3Learn Stance
11th+8/+3 *+3+7+3Stance Mastery
12th+9/+4 *+4+8+4Acrobatics (+4), Fast Movement (+40ft)
13th+9/+4 *+4+8+4Kata Absorb (2d6+dex)
14th+10/+5 *+4+9+4Stance Mastery
15th+11/+6/+1 *+5+9+5Fast Movement (+50ft)
16th+12/+7/+2 *+5+10+5Free Movement
17th+12/+7/+2 *+5+10+5Stance Mastery
18th+13/+8/+3 *+6+11+6Acrobatics (+6), Fast Movement (+60ft)
19th+14/+9/+4 *+6+11+6Kata Absorb (3d6+dex)
20th+15/+10/+5 *+6+12+6Stance Mastery, Fist of 5 Elements
[/table]

Weapon and Armour Proficiencies

See monk (page 40 of the Players handbook)

Learn Stance (Ex):

A fighter of fluency learns progressively more stances as she gain more experience and therefore can unlock the secrets of their katas. At first level a fighter of fluency may pick two stances that she wishes to have knowledge of and will later learn additional stances at 4th, 7th and 10th level. A fighter of fluency must have knowledge of a stance before she can adopt it or benefit from any of its abilities.

More information regarding specific stances and the mechanics of how they function can be found bellow.

Improved Unarmed Strike (Ex):

Practitioners of the unorthodox form of martial arts employed by the fighter of fluency are highly trained in fighting when unarmed, giving them considerable advantages when doing so. At 1st level, a fighter of fluency gains Improved Unarmed Strike as a bonus feat. fighter of fluency’s attacks may be with either fist interchangeably or even from elbows, knees, and feet. This means a fighter of fluency may even make unarmed strikes when her hands are full. There is no such thing as an off-hand attack for a fighter of fluency when striking unarmed. A fighter of fluency may thus apply her full strength bonus on damage roll for all her unarmed strikes.

Usually a fighter of fluency’s unarmed strikes deal lethal damage, but she can choose to deal non-lethal damage instead with no penalty on her attack roll. She has the same choice to deal lethal or non-lethal damage while grappling (see page 156 of the Players Handbook).

A fighter of fluency’s unarmed strike is treated both as a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons (such as the magic fang and magic weapon spells).

A fighter of fluency also deals more damage with her unarmed strikes than a normal person would (as shown on Table 3-10: The monk, found on page 40 of the Players Handbook). A small fighter of fluency deals less damage while a large fighter of fluency deals more (see table 3-11: Small or Large Monk, found page 41 of the Players Handbook).

For all other purposes the fighter of fluency’s unarmed strike is considered similar to that of a monk (see page 40 of the Players Handbook).

Uncanny Dodge (Ex):

Starting at 2nd level, a fighter of fluency can react to danger before her senses would normally allow her to do so. She retains her dexterity bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. However she will still loose her dexterity bonus to AC if immobilized.

If a fighter of fluency already has Uncanny Dodge from a different class (a rogue or barbarian, for example), she automatically gains Improved Uncanny Dodge (see bellow) instead.

Evasion (Ex):

At 2nd level and higher, a fighter of fluency can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save (such as a red dragon’s fiery breath or a fireball), she instead takes no damage. Evasion can only be used if the fighter of fluency is wearing light or no armour. A helpless fighter of fluency (such as one who is unconscious or paralyzed) does not gain the benefit of evasion.

Fast movement (Ex):

At 3rd level, a fighter of fluency gains a +10 feet enchantment bonus to her base land speed. This bonus increases by 10 feet every 3 levels thereafter (+20 feet at 6th level, +30 feet at 9th level, +40 feet at 12th level, +50 feet at 15th level and +60 feet at 18th level). A fighter of fluency loses this benefit when wearing any armour (even light) or when carrying a medium or heavy load.

Improved Uncanny Dodge (Ex):

A fighter of fluency of 5th level of higher can no longer be flanked; she can *react to opponents on both opposite sides of her as easily as she can react to a single attacker. This defence denies a rogue the ability to sneak attack the character by flanking her, unless the rogue has at least four more levels in rouge than fighter of fluency has in her own class.

If a character already has uncanny dodge from another class (such as a rogue, page 50 of the Players Handbook) the two classes stack when working out the total level of rogue required to flank the character.

Acrobatics (Ex):

Starting at 6th level, a fighter of fluency gains a +2 bonus to climb, jump, and tumble checks. This Bonus increases to +4 at 12th level and +6 at 18th level.

Kata Absorb (Ex):

Beginning at 7th level the fighter of fluency may voluntarily break her kata in order to lessen the damage that would normally be incurred by a single melee attack by 1d6 + [Her dexterity modifier]. This ability to absorb damage improves to 2d6 + [Her dexterity modifier] at 13th level and 3d6 + [Her dexterity modifier] at 19th level. Damage from ranged, magical, touch or non-physical attacks may not be absorbed in this manner. Should the fighter of fluency opt to absorb damage from a critical hit not only her kata but her stance also will be broken.

Stance Mastery (Ex):

Starting at 8th level the fighter of fluency gains a specialised understanding of a particular stance of her choosing and befits from the bonuses highlighted as those pertaining to a master. Later at 11th, 14th, 17th and 20th level the fighter of fluency will gain mastery of further stances.

Improved Evasion (Ex):

Starting at 9th level, the fighter of fluency ability to successfully dodge both magical and unusual attacks has greatly improved. This ability works like evasion, except that while a fighter of fluency still takes no damage on a successful reflex saving throw against attacks such as a dragon’s breath weapon or a fireball, henceforth she takes only half damage on a failed save. A helpless fighter of fluency (such as one who is bound, or paralyzed) does not gain the benefit of improved evasion.

Free Movement (Ex):

At 16th level and higher, a fighter of fluency can slip out of bonds, grapples and een the effects of confining spells easily. This ability duplicates the effect of a freedom of movement spell, except that it is always active. A fighter of fluency looses this ability when wearing medium or heavy armour or when carrying a medium or heavy load (See page 13 of the Complete Adventurer for more details).

Fist of 5 Elements (Ex):

Upon attaining 20th level the fighter of fluency may alter the state of her unarmed strikes to incur damage as though from a variety of different sources a free action that incurs no attacks of opportunity. The types of damage available to the fighter of fluency are Adamantine, Bludgeoning, Cold, Darkwood, Fire, Iron Cold, Mithral and Silver. Only one type of damage may be selected per round.

kanachi
2006-08-12, 02:12 PM
How Stances Function

At the start of the fighter of fluency’s first round of combat (and only her first round) she may select a single stance she wishes to adopt as a free action that attracts no attacks of opportunity. Should the fighter of fluency need to re-enter a stance or desire to change her stance she will require a move action to do so (see bellow for details).

Merely adopting a stance has its own innate bonuses to a fighter of fluencies abilities and if mastered at a later level these bonuses increase considerably. The main motivation for adopting a specific stance however comes from its ability to perform several powerful actions. Each action available within a specific stance is described bellow along with its flavour mechanics. Other important information relevant to a specific action appears bellow its title (the meaning and relevance of each is explained bellow).

Precursor: A fighter of fluencies actions all follow some form of rhythm that may often be adapted but falter when broken. A precursor indicates another action/event that must take place before the fighter of fluency can use the desired ability.

Ending Position: In some stances, specifically that of the monkey, the fighter of fluency’s kata flows them through both standing and prone positions. The ending position describes the state in which the fighter of fluency ends after performing the action in question prone or standing.

Effect: A fighter of fluency’s abilities are wide and varied and therefore produce a number of differing results. All the mechanics and flavour regarding their correct execution are found in this section as well as any specific events that may result in the fighter of fluencies kata breaking.

Changing Stance

A fighter of fluency strength lays in her ability to effectively perform her kata whilst within a specific stance. In most cases only a single stance will be necessary to defeat an adversary, however in some circumstances an adversary may pose a specific threat that fighter of fluency may not have forseen and thus force them to adjust into a different stance. Changing stance is a move action that draws an attack of opportunity, if stuck while attempting to change stance the fighter of fluency stance is broken and they count as having no active stance (see bellow).

Broken Stance and Broken Kata

A fighter of fluency moves fluidly between a wide selection of actions in order to build an adaptive kata within a specific stance. If the fighter of fluency is struck by a critical hit, placed in a position where they can no longer perform an action relative to their stance or simply fails to meet the requirements (listed beneath each individual action) to continue their kata it is considered to be broken. A broken kata forces the fighter of fluency back to their first step in combat generally requiring a successful standard attack before the kata can proceed any further. While a fighter of fluencies kata may be broken this does not mean their stance is, therefore they will not have to re-enter the stance in before making actions relative to that stance.

Should a fighter of fluency wake from unconsciousness, paralysis or a mind-controlling spell such as domination she is considered to have had her stance broken. A broken stance requires the fighter of fluency to move back into the stance (or into a new one) before a kata can be attempted. Being struck while attempting to adopt a stance also breaks a fighter of fluencies stance (see above).

Stances

Dragon Stance

The dragon stance requires a fighter of fluency to have both a dexterity and wisdom of at least 13.

A fighter of fluency who adopts the dragon stance is able to glide between many foes, confounding opportunist attackers whilst striking at multiple targets with graceful ease.

The dragon stance makes the fighter of fluency remarkably hard to hit when moving through threatened squares especially those of pole-arm style reach weapons. A fighter of fluency using this style is considered to have a +2 AC against attacks of opportunity when moving through a threatened square. This bonus improves further to a +4 AC bonus against those armed with pole weapons.

Mastery: Should the fighter of fluency opt to specialise in the dragon stance her deftness at flowing past foes unhindered improves further, becoming a +4 AC bonus against all attacks of opportunity when moving though a threatened square, if a pole-arms style weapon is used against the fighter of fluency the bonus is +8.

Swooping Dragon

Precursor: Dragons Maw, Roaming Wind, Standard Attack
Ending Position: Standing
Effect:

The fighter of fluency must declare their intention to attempt a swooping dragon attack before the attack is made. As a standard action that attracts no attacks of opportunity the fighter of fluency may first make a single attack against a target which, if successful, allows her to move up to 10 feet through threatened squares (also without attracting any attacks of opportunity) to a location within 5 feet of a second adversary. Upon reaching her destination she may make a single additional attack at a -2 penalty, this additional attack may not be against the same target as the first.

This additional movement is counted as part of the fighter of fluencies base land speed movement and therefore she must have 10 feet of movement left for her to use before making the first attack.

Only failing with the first attack counts as breaking the kata.

Roaming Wind

Precursor: Swooping Dragon
Ending Position: Standing
Effect:

As a full round action the fighter of fluency may move at twice their base land speed. If the fighter of fluency passes through a threatened square she draws attacks of opportunity as normal but does so with a +4 dodge bonus to her AC. Any foes who fail their attack of opportunity and who are within 5 feet sustain 1d6 + [half the fighter of fluencies class level] points of damage.

If any of the drawn attacks of opportunity strike the fighter of fluency successfully the kata is broken.

Celestial Leap

Precursor: Swooping Dragon, Roaming Wind
Ending Position: Prone
Effect:

If the Fighter of fluency moves 10 feet or more she may launch her self into a spiralling flurry of flying kicks as a standard action that does not draw attacks of opportunity. She may select a number of targets equal to 1 + her dexterity modifier who are within 5 feet. Each of these chosen targets must successfully pass a DC 10 + [the half fighter of fluencies class level] reflex save or be dazed for 1d4 turns. A single individual may not be targeted more than once. Targets more than one size category greater than the fighter of fluency are immune to this attack.

If all the targets pass their reflex saves or if any single target roles a natural 20 on their reflex save the kata is broken.

Fallen Star

Precursor: Celestial Leap
Ending Position: standing
Effect:

As a standard action that draws no attacks of opportunity the fighter of fluency strikes the ground beneath them with such force that all those within 5 feet of them (friend or foe) must make a DC 10 + [the fighter of fluencies class level] balance check or be knocked prone. Creatures 1 or more size category greater than the fighter of fluency are unaffected. The fighter of fluency must be standing upon a solid surface such as rock, soil, grass stone or metal in order to use this attack.

If no individuals are knocked prone or if a single target scores a natural 20 on their balance check the kata is broken.

Dragons Maw

Precursor: Fallen Star
Ending Position: standing
Effect:

As a full round action that does not draw attacks of opportunity the fighter of fluency channels her focus into a single strike that may target any creature who is no more than one size category greater than themselves. If successful the target sustains an additional 1d6 + [the fighter of fluencies class level] points of damage. The target is also struck with such force that they are launched 1d4 x 5 feet directly backward from the strike, instantly knocked prone and dazed for 1d4 turns. The target becomes a projectile of sorts and may strike objects or characters whilst being launched in this manor.

If the attack fails the kata is broken.

Dragons Breath

Precursor: Dragons Maw, Roaming Wind
Ending Position: standing
Effect:

The fighter of fluency has channelled enough energy through their body to thrust forward a 10 foot cone of sonic energy as a standard action that attracts no attacks of opportunity. All within this cone must make a DC 10 + [the fighter of fluencies class level] will save or take 2d6 points of sonic damage and be dazed for 1 turn.

This action automatically breaks the kata regardless of its success or failure.

Monkey Stance

The monkey stance requires a fighter of fluency to have a dexterity of at least 15.

The monkey stance allows its practitioner to transition seamlessly between both a prone position and vertical base as a swift action that attracts no attacks of opportunity.

The monkey stance is best used to coax opponents into and then capitalise upon any errors they make. In any turn directly following a failed attack by a foe against the fighter of fluency she gains an additional +1 attack bonus against that target.

A fighter of fluency within the monkey stance excels at dislodge their opponents from their footing and gains a therefore +2 bonus on all trip attempts.

Mastery: If the fighter of fluency chooses to specialise in the monkey stance her dexterity and opportunism have improved further still. Her attack bonus (as described above) improves to +2 and her bonus to trip attempts also improves to +4. In addition the fighter of fluency may transition between a vertical and prone stance as a free action (even when not within the monkey stance).

Monkeys Jest

Precursor: Iron Monkey, Monkey Claws, Drunken Monkey, Standard Attack
Ending Position: standing
Effect:

In place of a standard attack the fighter of fluency may strike a target with a deceptive strike that exposes and weakens their grip upon any light weapons they are holding. Should this attack prove successful the fighter of fluency may make a disarm attempt against any light weapon held within the targets hands at a +2 bonus. Failing to disarm the item does not break the kata.

Should the fighter of fluency fail to strike the opponent with the initial attack the kata is broken.

Monkey Claws

Precursor: Iron Monkey, Monkeys Jest, Crippling Rend
Ending Position: standing or prone
Effect:

In place of a standard attack the fighter of fluency may deftly strike her foe above the eyes before raking her fingers down to temporally blind her opponent. A successful monkey claw attack applies no strength modifier to damage but instead blinds the target until the end of the next round of combat. If a target is immune to blinding effects or if the fighter of fluency so chooses she may adjust her strike to instead deal damage as normal (thus applying her strength modifier to the damage role as normal).

If the attack is unsuccessful the kata is broken.

Drunken Monkey

Precursor: Drunken Monkey, Iron Monkey, Monkey Claws, Monkeys Jest
Ending Position: standing or prone
Effect:

As a standard action that attracts no attacks of opportunity the fighter of fluency may fain a disorderly form of behaviour that sees her stumble and sway in combat. The fighter of fluency uses this illusion to grant herself a +2 dodge bonus to her AC and all reflex saves until the start of her next turn. In addition the fighter of fluency may attempt to trip a single target within 5 feet without incurring an attack of opportunity. Unlike a standard trip attempt this trip is far more savage and (if successful) will incur 1d6 + [her strength modifier] points of damage upon the target.

Failing to trip the target will break the kata. The fighter of fluency may opt to not make a trip attempt against a target and will therefore not risk breaking their kata.

Crippling Rend

Precursor: Drunken Monkey
Ending Position: standing
Effect:

As a standard action that draws no attacks of opportunity the fighter of fluency may descend upon any prone target and make a touch attack that, if successful, allows the fighter of fluency to manipulate one or more of the victims limbs in a way that will force them to act as though disabled for 1d4 turns. Unlike a normal disabled opponent the target is not considered to have 0 hit points but will loose a hit point each time they opt to perform a strenuous action. Receiving healing of any kind that restores 1 or more hit points will cure the victim of this effect.

Creatures 1 or more size category greater than the fighter of fluency may not be disabled in this manor.

If the touch attack is unsuccessful the kata is broken.

Monkey Tumble

Precursor: Drunken Monkey
Ending Position: prone
Effect:

The fighter of fluency must state their intention to perform this action before proceeding. As a full round action the fighter of fluency enters into a seemingly chaotic swerving tumble, during this otherwise standard tumble they may opt to move through as many targets squares of occupancy as their movement allows. Each opponent’s square they tumble through is attacked by two separate attacks (each made at a -4 penalty). The rout the fighter of fluencies tumble takes may never end upon an occupied square and cannot pass through the same square twice.

This form of tumble is particularly hard to counter and/or interpret and thus is made with a +4 bonus on all required tumble checks. The tumble may be made as a sprinting tumble (page 103, Complete Adventurer) with the standard penalty to the tumbles DC.

If the fighter of fluencies tumble fails at any time along the rout she opts to take the kata is broken and she is knocked prone.

Monkeys Tree

Precursor: Monkey Tumble
Ending Position: standing
Effect:

As a full round action that draws no attacks of opportunity the fighter of fluency is seen to flip and spin upon the spot, striking out at a number of foes equal to her dexterity bonus and within 5 feet of her position. A single attack is made against each of these targets, these attacks are made at the fighter of fluencies highest base attack bonus but suffer a –2 penalty.

If all the attacks against the selected targets miss or the fighter of fluency roles a natural 1 on any individual attack the kata is broken.

Iron Monkey

Precursor: Monkeys Tree, Monkey Tumble
Ending Position: standing
Effect:

The fighter of fluency is able to channel the power of the monkey stance into a single powerful force directed at an individual target. As a standard action the fighter of fluency makes a regular attack that if successful incurs an additional 1d6 points of damage for each point of wisdom modifier they have. For example, Kon-jin has a wisdom score of 16 and thus has a modifier of +3 allowing him 3d6 points of additional damage against the target. Targets immune to precision damage or critical hits such as constructs, oozes and the undead are also immune to this damage.

Serpent Stance.

The serpent stance requires a fighter of fluency to have a wisdom score of at least 15.

The serpent waits and draws its foes in before striking with deadly speed, power and accuracy. If the fighter of fluency does not move beyond 5 feet she gains a +1 attack bonus.

In addition should the fighter of fluency score a critical hit her target is instantly paralysed until the end of her next turn. Constructs, oozes, the undead and other foes that are normally immune to precision damage are also immune to this effect.

Mastery: A fighter of fluency who chooses to master the serpent stance is a dangerous foe indeed. Her attack bonus (as explained above) improves to +2 and those who are struck by a critical hit are paralysed for 1d4 turns.

Viper Strike

Precursor: 3-Point paralysis strike, 5-Point palm technique, Counter Strike, Flying Cobra, Ghosts Tongue, Spit Poison, Standard Attack, Vipers Strike
Ending Position: Standing
Effect:

In place of a standard attack the fighter of fluency may strike a target within 10 feet without drawing an attack of opportunity.

A vipers strike may be used multiple times within the same turn (as many times as you have remaining attacks within your turn) however should the vipers strike be used twice in succession against the same target the kata will be broken. Missing with a viper’s strike does not break the kata.

Flying Cobra

Precursor: Spit poison, Vipers Strike
Ending Position: Standing
Effect:

Immediately after having moved 10 feet or more the fighter of fluency may launch herself into an adjacent square to any foe within a 30 foot radius. The fighter of fluency avoids any attacks of opportunity she may attract on a successful DC 20 – [half the fighter of fluencies class level] jump check. Upon reaching her new location the fighter of fluency may make a single attack with a +2 attack bonus.

Should the fighter of fluency be struck by any attack of opportunity during her leap or fail to strike her target upon landing the kata will be broken.

Ghosts Tongue

Precursor: Vipers Strike
Ending Position: Standing
Effect:

The fighter of fluency must announce her intent before using this technique. The fighter of fluency becomes incorporeal until the beginning of her next turn. The fighter of fluency may opt to make a single touch attack while incorporeal as a standard action that attracts not attacks of opportunity, should this attack succeed the target sustains 1d6 + [the fighter of fluencies wisdom modifier] points of damage. In addition a target successfully injured by this touch attak must make a DC 15 + [half the fighter of fluencies class level] or sustain 1d6 points of dexterity damage.

If the fighter of fluency is struck while incorporeal or opts to make a touch attack and fails the kata is broken.

Spit Poison

Precursor: Flying Cobra, Ghosts Tongue
Ending Position: Standing
Effect:

As a standard action the fighter of fluency may spit forward a 10 foot cone requiring a DC 10 + [half the fighter of fluencies class level] reflex save. Should any individual fail this save they sustain 1d6 points of dexterity damage, even those whom pass this save sustain 1d3 points of damage to their dexterity. Targets with evasion who manage to successfully save are able to avoid this damage entirely.

If all the targets within the cone pass their reflex saves the kata is broken.

Counter strike

Precursor: (see bellow)
Ending Position: Standing
Effect:

In any turn directly following a failed melee attack by a foe upon the fighter of fluency she may make a single attack as a standard action that draws no attacks of opportunity against that same opponent. This attack is made with a +4 bonus and if successful will require the target to make a DC 10 + [half the fighter of fluencies class level] fortitude save or sustain 1d4 points of dexterity damage.

Should this attack fail the kata is broken. A target who is successful in making their fortitude does not break the fighter of fluencies kata.

3-Point paralysis strike

Precursor: Counter strike
Ending Position: Standing
Effect:

As a full round action that draws no attacks of opportunity the fighter of fluency may make 3 touch attacks that can be divided amongst up to 3 individual targets within 5 feet of her position. Each touch attack that is successful will paralyse the victim for 1d4 rounds and incur 1d6 points of lethal or non-lethal damage (the fighter of fluencies choice). If all 3 touch attacks are used against a single target and are successful the target remains paralysed for an entire 24 hours.

Targets who are normally immune to critical hits (undead, constructs, oozes and the like) are also entirely immune to the 3-Point paralysis strike.

Should all 3 touch attacks miss or if the fighter of fluency roles a natural 1 on any individual touch attack the kata is broken.

5-Point palm technique

Precursor: Counter strike
Ending Position: Standing
Effect:

As a full round action that attracts no attacks of opportunity the fighter of fluency targets her prey with the serpents most deadly attack, the infamous 5-point palm technique. For most even hearing of the technique is often enough to strike fear into their heart, actually witnessing it in action however is quite another matter entirely!

The fighter of fluency roles 5 separate touch attacks against a single target each successful touch attack deals 1d12 points of damage, should all 5 strikes connect the fighter of fluency can force the targets body to explode at will, killing them instantly. This effect last for 24 hours after which time the fighter of fluency can no longer will the victims body to explode.

All humanoid adversaries capable of experiencing fear who witness a target explode must make a DC 15 will save or become shaken by the horrific nature of the 5-point palm technique.

Targets who are normally immune to critical hits (undead, constructs, oozes and the like) are also entirely immune to the 5-point palm technique.

A target more than 1 size category greater than the fighter of fluency is considered immune to the death-attack portion of the ability but not the damage. For each size category greater than the fighter of fluency the target is the damage which they will sustains from each successful touch attack is reduced by 1.

Should all 5 touch attacks miss or if the fighter of fluency roles a natural 1 on any individual touch attack the kata is broken.

Tiger Stance

The tiger stance requires a fighter of fluency to have both a wisdom and dexterity of at least 13.

The tiger stance cuts, rends and maims its victims and often brings about injuries so serious that those it strikes bleed to death. At will the fighter of fluency can change her unarmed attacks damage type into slashing damage.

Those struck by a critical hit from a fighter of fluency who is within the tiger stance take 1d4 damage in each subsequent round thereafter. Should the target gain 1 hit point or more from any potion, spell or other means the bleeding stops (a heal check of DC 15 will also stop the bleeding). Constructs, oozes, the undead and other foes who are normally immune to precision damage are also immune to this effect.

Mastery: When mastered the fighter of fluency can utilise the overbearing power of the tiger stance to its full effect. The damage victims suffer on the turns following a successful critical hit increase to 1d8 each turn.

Wild Dawn

Precursor: Any
Ending Position: Standing
Effect:

As a standard action that draws no attacks of opportunity the fighter of fluency may focus her mind and gain a +1 attack bonus against a visible target to which she has a clear line of sight. In addition she also gains a temporary +4 competency bonus on all balance, hide and move silently checks. All of these effects last for 1 + [half the fighter of fluencies class level] rounds. This ability may not be stacked and may therefore only be reactivated once its previous term of use has been exhausted.

Hidden Hunter

Precursor: Standard Attack, Wild Dawn
Ending Position: Standing
Effect:

As a standard action, which attracts no attacks of opportunity, the fighter of fluency may make a single melee attack against an opponent within 5 feet. If this attack is successful the fighter of fluency will be regarded as being under the effect of invisibility by the target until the beginning of her next turn.

This is an illusionary effect that only fools the target of the fighter of fluencies attack into thinking that she has become invisible, in reality she is not. Therefore other individuals may still see the fighter of fluency as normal.

In the event of the initial attack failing the kata will be broken.

Stalking Tiger

Precursor: Hidden Hunter, Wild Dawn
Ending Position: Standing
Effect:

The fighter of fluency must declare her intention before taking this course of action and make a DC 20 hide check as a free action that attracts no attacks of opportunity. If successful the fighter of fluency may move as though she were under the effect of invisibility at half her normal movement speed as regular move action. This effect lasts until the end of her next turn.

If the DC check is failed of is the fighter of fluencies invisibility is removed, dispelled or otherwise countered by any means her kata is broken.

Pounce

Precursor: Hidden Hunter, Stalking Tiger
Ending Position: Standing
Effect:

If the fighter of fluency moves 10 feet or more she may launch herself at an opponent within 5 feet as a standard action that draws no attacks of opportunity. The fighter of fluency may then make not only a single standard attack but also two rake attacks. Each rake attacks attack bonus is equal to the fighter of fluencies primary attack bonus -2 and incurs 1d8 + [the fighter of fluencies wisdom modifier] points of slashing damage.

Should either the standard attack or both the rake attacks fail the fighter of fluencies kata will be broken. Failing a single rake attack will not course the kata to fail

Chung Yin’s Fist Of the Lion, Claw of the Tiger

Precursor: Pounce
Ending Position: Standing
Effect:

As a full round action that draws no attacks of opportunity the fighter of fluency may make a single attack, which if successful forces the target to pass a DC 15 + [the fighter of fluencies class level] fortitude save or sustain 1d4 points of damage for every 5 feet they move and standard action they take. Should the target gain 1 hit point or more from any form of healing the damage from this attack will stop. Constructs, oozes, the undead and other foes that are normally immune to precision damage are also immune to this effect. The fighter of fluency may will this damage to be non-lethal as a free or interrupt action.

If the fighter of fluencies attack fails or if her target rolls a natural 20 on their fortitude save the kata will be broken.

Crane Stance

The crane stance requires a fighter of fluency to have a both dexterity and wisdom of at least 13.

The crane stance allows the fighter of fluency to swiftly jab at opponents at great speed, defeating foes with pinpoint strikes that puncture the body. The fighter of fluency may change her unarmed attack damage type into piercing damage at will.

If the fighter of fluencies first attack of a round hits all subsequent attacks are made with a +1 attack bonus.

Mastery: A master of the crane stance who scores a successful first attack within a round gain a +2 (instead of +1) attack bonus to all their following attacks within that round.

Autumn Wind

Precursor: Any
Ending Position: Standing
Effect:

As a move action that will draw attacks of opportunity the fighter of fluency may focus her mind upon the calm serenity of the artful crane. The fighter of fluency gains a +2 competency bonus to all Balance, Spot, Listen and Concentration checks as well as a +4 competency bonus to all will saves she is required to make. These bonus endure for as long as the fighter of fluency remains within the crane stance.

Storm Sail

Precursor: See Bellow
Ending Position: Standing
Effect:

As a move action that will draw attacks of opportunity the fighter of fluency may shift into an airborne position up to 60 feet away as though using the dimension door spell. Once in this location the fighter of fluency has time to perform a single standard action before shifting back to her previous location without drawing an attack of opportunity.

The fighter of fluency may only take this action once the Autumn Wind ability is in effect.

Should the fighter of fluency be struck by an attack of opportunity when attempting her initial shift her kata will be broken and the shifting disrupted.

Broken Sky

Precursor: Storm Sail
Ending Position: Standing
Effect:

In place of a standard attack the fighter of fluency may make a touch attack that incurs no damage but instead disables an individuals ability to fly or maintain flight for 1d4 rounds. The target may attempt a controlled landing on a DC 10 + [half the fighter of fluencies class level] fortitude save in order to half any falling damage they will otherwise sustain from falling.

Should the fighter of fluencies touch attack fail her kata will be broken.

Thunder Palm

Precursor: Autumn Wind
Ending Position: Standing
Effect:

As a standard action that draws no attacks of opportunity the fighter of fluency may make a single unarmed melee attack against a target within 5 feet. This attacks critical threat range is considered to be 15-20/x3.

Should the attack fail the fighter of fluencies kata will be broken.

Rain of Sorrow

Precursor: Thunder Palm
Ending Position: Standing
Effect:

As a full round action the fighter of fluency may make 1+ [her dexterity modifier] attacks against a single target within 5 feet. These attacks are each made at the fighter of fluencies primary attack bonus at a -4 penalty. Each successful attack incurs 1d6 + [her wisdom modifier] points of damage.

Should all of the fighter of fluencies attacks fail the kata will be broken.

Lee Niang’s Touch of Frozen Tears

Precursor: Rain of Sorrow
Ending Position: Standing
Effect:

As a standard action that draws no attacks of opportunity the fighter of fluency may make a single touch attack against a target within 5 feet, if successful the targets suffers 1d6 + [the fighter of fluencies wisdom modifier] points of strength damage. The target may halve this ability damage on a successful DC 10 + [the fighter of fluencies class level] fortitude save.

Should the touch attack fail the fighter of fluencies kata will be broken

kailin
2006-08-12, 02:33 PM
5-Point-Palm definitely needs a Fort save.

This is a really complicated and confusing class.

kanachi
2006-08-13, 08:27 PM
Can you specifie what you find confusing so i can go about trying to make it more clear. Thanks :)

Averem
2006-08-14, 12:13 AM
This class is complicated, but that's why I like it. It stands out. I'd definately wrangle someone into letting me use it.

Fax Celestis
2006-08-14, 12:50 AM
This class is complicated, but that's why I like it. It stands out. I'd definately wrangle someone into letting me use it.
Sorry, not in my campaign. :D

kanachi
2006-08-14, 06:12 AM
Basically think of this class as a "combo" fighter from the beat-em-ups of old (and new). The fighter of fluency relies on transitioning from one move to the next in order to perform powerful attacks, in many ways she/he is a fighter that excels in the later stages of combat instead of from the get-go.

There is plenty of room here to allow people to make and use their own stances and katas as well and in many ways I think a method like this resembles a marshal artist far better than a standard monk.

kanachi
2006-08-14, 08:46 AM
5-Point-Palm definitely needs a Fort save.

This is a really complicated and confusing class.

What would you make the fort save? 10 +[fighter of fluency class level]?

Fax Celestis
2006-08-14, 12:41 PM
What would you make the fort save? 10 +[fighter of fluency class level]?
10 + Class Level + Wis mod