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Lord Tataraus
2007-11-12, 10:32 PM
Originally for the Avatar D20 project, the Martial Artist class is one of my greatest creations but, of course this is all thanks to Eighth Seraph!

As explained in the original thread, the Martial Artist for the Avatar D20 Project cut off up on the seventh style. However, I would like to encourage (and add some of my own :smallbiggrin: ) new styles to be added. Remeber that this is a class to replace ALL other melee classes with the exception of Barbarian. Remember that a martial artist is defined as (at least for this project):
Martial Artist - one skilled or versed in learned arts of, relating to, or suited for war
All entries will be subject to my interpretation of the above definition, you may add styles I don't approve of in other threads, I can't stop you there, but I will ask for the removal of styles that don't fit MY definition.

Please use the existing styles to format your own. Please make all styles unique! Thank you.

Without further ado, here is the base of the class:

Martial Artist
Hit Dice: d8
Class Skills: Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Architecture and Engineering) (Int), Knowledge (Geography) (Int), Knowledge (History) (Int), Knowledge (Local) (Int), Knowledge (Nobility and Royalty) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Sense Motive (Wis), Spot (Wis), Swim (Str), and Tumble (Dex)
Skill Points at Each Level: 6 + int modifier

{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

1st|
+1|
+2|
+2|
+0|Unarmed Strike, Ki pool, AC Bonus, Style

2nd|
+2|
+3|
+3|
+0|Weapon Strike, Bonus Feat, Style

3rd|
+3|
+3|
+3|
+1|Bonus Feat, Style

4th|
+4|
+4|
+4|
+1|Style

5th|
+5|
+4|
+4|
+1|Style

6th|
+6/+1|
+5|
+5|
+2|Bonus Feat, Style

7th|
+7/+2|
+5|
+5|
+2|Style

8th|
+8/+3|
+6|
+6|
+2|Style

9th|
+9/+4|
+6|
+6|
+3|Style

10th|
+10/+5|
+7|
+7|
+3|Style

11th|
+11/+6/+1|
+7|
+7|
+3|Style

12th|
+12/+7/+2|
+8|
+8|
+4|Style

13th|
+13/+8/+3|
+8|
+8|
+4|Style

14th|
+14/+9/+4|
+9|
+9|
+4|Style

15th|
+15/+10/+5|
+9|
+9|
+5|Style

16th|
+16/11/+6/+1|
+10|
+10|
+5|Style

17th|
+17/+12/+7/+2|
+10|
+10|
+5|Style

18th|
+18/+13/+8/+3|
+11|
+11|
+6|Style

19th|
+19/+14/+9/+4|
+11|
+11|
+6|Style

20th|
+20/+15/+10/+5|
+12|
+12|
+6|Style[/table]

Styles: At each level of Martial Artist she may advance one level in any one of the styles. For example, a Martial Artist may choose to advance the Wind Warrior style for her first three levels, gaining the first abilities of the first three levels of Wind Warrior, then decides to take two levels of Mountain Protector, gaining the abilities of the first two levels of Mountain Protector. A Martial Artist is free to switch between styles as much as she likes. A short summray of the styles:
Dragon Scholar (http://www.giantitp.com/forums/showpost.php?p=3509772&postcount=2) - A Warrior who favors straight swords and is taught to strike true and hard, trained to emulate fire. They are scholars as much as warriors, holding intelligence above all else, including strength. They are master tacticians.
Hawk-Eye Sniper (http://www.giantitp.com/forums/showpost.php?p=3509777&postcount=3) - An archer who is a master at picking out targets far away and making incredibly accurate shots. They embody the sharp eye and quick precision of the hawk. They are well known for making many quick shots following a sniping shot that failed to bring down its target.
Iron Tortoise (http://www.giantitp.com/forums/showpost.php?p=3514604&postcount=25) - A heavily armored warrior who focuses on a fighting style of a one-handed weapons and a shield fighting in tandem together. They are juggernauts on the battlefield, and espouse an "offense through defense" style of fighting based on the virtues of the snapping turtle and hard shelled tortoises. Hard to hit, harder to injure, they are infantry warriors to be feared.
Mantis Blade Fencer (http://www.giantitp.com/forums/showpost.php?p=3509782&postcount=4) - A warrior who embodies the patience and quick jabs of the mantis. These warriors are well trained in the art of counter attacks and parrying. Their greatest weapon is their patience.
Mountain Protector (http://www.giantitp.com/forums/showpost.php?p=3509790&postcount=5) - A warrior who favors large, powerful weapons such as the axe. They embody the strength and resilence of the earth, being able to absorb deadly blows as well as giving them. They are the most powerful, yet lack mobility, preferring to stand strong in one place and let their enemies come to them.
Ocean Sentinel (http://www.giantitp.com/forums/showpost.php?p=3509796&postcount=6) - A warrior who favors spears and quick weapons for the purpose of counter attacking. They are the greatest counter attackers, preferring to trick their opponents into attacking them so they can make numerous hits against them, embodying the relentlessness of the ocean. These warriors are not afraid to be hit and see scars as a sign of a great master.
Serpent Strangler (http://www.giantitp.com/forums/showpost.php?p=3509801&postcount=7) - A warrior who favors his fists above all, focusing on grappling and wrestling his opponent. They embody the great strangling and constricting ability of snakes to crush their opponents. They are quick and deadly, but the most physically strong.
Tiger Blade (http://www.giantitp.com/forums/showpost.php?p=3509811&postcount=8) - A warrior who favors smaller, dual-wielded slashing weapons and fierce attacks. They train to embody the fierce slashing of the tiger's attacks, preferring to charge their opponents and slash out with many attacks. They are the most fierce, rash, and bloodthirsty.
Wind Warrior (http://www.giantitp.com/forums/showpost.php?p=3509820&postcount=9) - A warrior of mobility who favors dexterous weapons and quarterstaves especially. They embody the quick movement of the air and are always dodging and leaping out of the way of attacks and then lashing out with a quick spurt of numerous attacks before dodging back again into defense.

Advanced Styles: In addition to the normal styles, more advanced and specialized styles can be gained. These styles have smaller progressions from 3 to 10 levels. You may take levels in these styles as normal, except that you must first meet the listed prerequisites. Additionally, an advanced style's defense bonus does not override other style's defense bonus, instead it stacks with the highest bonus. A short summary of the advanced styles:

Scorpion Tail (http://www.giantitp.com/forums/showpost.php?p=3510680&postcount=12) - A warrior who focuses on the art of drawing his weapon and striking with it as one fluid form. They use the unexpected nature of these attacks to land deadly blows and disorient their foes. Their aim is to strike as the scorpion does, swiftly, unexpectedly, and lethally.

Unarmed Strike: A Martial Artist gains Improved Unarmed Strike as a bonus feat and deals 1d4 damage when using an unarmed strike (for a medium creature). All style levels stack to determine when unarmed damage increases. The increases are as follows: 1d6, 1d8, 1d10, 2d6, 2d8, 2d10, 3d6. The damage does not increase passed 3d6.

AC Bonus: While a Martial Artist is wearing no more than light armor and have no more than light encumbrance, she may add your wisdom modifier to AC. This bonus applies to both touch and flat-footed AC. Additionally, a Martial Artist gains a defense bonus that increases her AC. These bonuses stack.

Ki Pool: A Martial Artist has a Ki pool with a number of points equal to 1/2 her class level plus her wisdom modifier. These points can be spent each encounter to execute a technique and are refreshed after every encounter.

Weapon Strike: A Martial Artist may deal damage with a class weapon equal to her unarmed strike damage. Additionally, a Martial Artist may take fighter-only feats as if she had fighter level equal to her Martial Artist levels.

Lord Tataraus
2007-11-12, 10:33 PM
Dragon Scholar Created by Lord Tataraus
A Warrior who favors straight swords and is taught to strike true and hard, trained to emulate fire. They are scholars as much as warriors, holding intelligence above all else, including strength. They are master tacticians.

http://img223.imageshack.us/img223/4603/dragonscholardrbathaw7.png
Artwork by Dr Bath

{table=head]Level|Special|Defense Bonus (C)

1st|Warrior Scholar, Precise Strike +1d6, Unarmed Damage Increase|
+4

2nd|Combat Reflexes|
+4

3rd|Flame Form, Insightful Strike|
+5

4th|Scholar's Mettle|
+5

5th|Precise Strike +2d6, Unarmed Damage Increase|
+5

6th|Cunning Strike|
+6

7th|Clever Footing|
+6

8th|Flame Form, Unarmed Damage Increase|
+6

9th|Precise Strike +3d6|
+7

10th|Press the Advantage|
+7

11th|Cunning Dodge|
+7

12th|Tactical Reflexes, Unarmed Damage Increase|
+8

13th|Flame Form, Precise Strike +4d6|
+8

14th|-|
+8

15th|Relentless Flame|
+9

16th|Unarmed Damage Increase|
+9

17th|Precise Strike +5d6|
+9

18th|Flame Form|
+10

19th|Searing Blade|
+10

20th|Flame Form, Master of the Dragon's Flame, Unarmed Damage Increase|
+10

[/table]

Weapon and Armor Proficiency: Dragon Scholars are proficient with the Dagger, Light Crossbow, Short Sword, Longsword, Scimitar, and Glaive as well as her unarmed strikes. Dragon Scholars are proficient with all light armor and no shields.

Warrior Scholar: A Dragon Scholar holds intelligence everything else, and the style follows from that creed. A Dragon Scholar may use her intelligence instead of wisdom for all class abilities.

Precise Strike +Xd6: Whenever a Dragon Scholar makes a single attack with a melee weapon including an unarmed strike in one turn she may deal an extra Xd6 damage. This damage does not apply to creatures immune to critical hits, but does apply to sunder attempts. A use of this ability forgoes the first attack of opportunity the Dragon Scholar would otherwise make this round.

Combat Reflexes: A Dragon Scholar gains Combat Reflexes as a bonus feat. If the Dragon Scholar already has Combat Reflexes, she instead may add her intelligence modifier to her dexterity modifier for determining the number of attacks of opportunity she may make per turn. This bonus stacks with the bonus gained from Ocean Sentinel, though Warrior Scholar does not apply to the Ocean Sentinel ability in this case.

Flame Form: A Dragon Scholar is taught the power and precision of fire and uses those teaches to execute unique maneuvers. At 3rd level and then again at 8th, 13th, 18th, and 20th level, a Dragon Scholar gains one of the following maneuvers which can be used as a standard action by expending 1 Ki point.


Lunging Flame - A Dragon Scholar can make a single attack with a class weapon or unarmed strike as if it had reach. If the Dragon Scholar uses a glaive with this form, she instead doubles the reach instead. This form may be used to augment any other form unless otherwise noted.
Dancing Fire - The Dragon Scholar uses the erratic movement of fire to confuse her opponent, making him easier to hit. The Dragon Scholar makes a single melee attack against an opponent's flat-footed AC. If the attack hits, the opponent becomes flat-footed until the beginning of the Dragon Scholar's next turn. This form cannot be used with the Lunging Flame form.
Shower of Sparks - A Dragon Scholar may only use this form with a Dagger, Short Sword or unarmed strike. The Dragon Scholar makes numerous, weak hits against an opponent to cause great injury, just as many small sparks do. The Dragon Scholar makes a single melee attack against an opponent. If that attack hits, decrease the attack roll by -2. If the reduced roll still hits the opponent, continue reducing the attack roll until it misses. The opponent takes damage as if hit by one attack but also takes an extra +1d4 damage per extra hit. This form cannot be used with the Lunging Flame form.
Tongue of Fire - A Dragon Scholar embodies the ferocity and power of fire in one single thrust or cut to cause severe damage to her opponent. The Dragon Scholar makes a single attack roll against an opponent. If the attack hits, the opponent is dealt 2 temporary constitution damage. This damage is recovered after a number of rounds equal to the Dragon Scholar's intelligence modifier.
Dragon's Swath - A Dragon Scholar learns to cut is a viscous circular motion, hitting multiple opponents at once. The Dragon Scholar makes a single attack roll to hit every opponent within reach. This form may only be taken at level 8 or higher.
White Fire Strike - A Dragon Scholar learns that the white fire, though only a tiny flame, is the most powerful of all. The Dragon Scholar uses this knowledge to know how to strike true and deal the most damage in many situations. The Dragon Scholar makes a single attack against an opponent, resolve the attack normally except that the weapon damage is maximized. This form may only be taken at level 8 or higher.
Raging Inferno - A Dragon Scholar realizes the danger of a raging fire and uses it power in dire circumstances. A Dragon Scholar gains a bonus to her strength equal to her intelligence modifier for a number of rounds equal to half her class level. After that duration has ended, the Dragon Scholar must make a DC15 fortitude save or become fatigued.
Fearsome Flames - A Dragon Scholar knows the power of fire better than most, and knows the fear it can cause. A Dragon Scholar makes a single attack against an opponent, if the attack hits the Dragon Scholar may then make an intimidate check. All enemies within 30ft of the target must make a will save or become shaken, the opponent hit must make a will save. If the target succeeds he becomes shaken, otherwise he becomes frightened.


Insightful Strike: A Dragon Scholar study a great amount to increase his knowledge of the most vulnerable areas to hit. A Dragon Scholar may add his intelligence modifier to all attack rolls made with class weapons.

Scholar's Mettle: A Dragon Scholar focuses equally on strength of body and mind, granting her a knowledge that helps to resist the supernatural. A Dragon Scholar may add her intelligence modifier to all will saves.

Cunning Strike: A Dragon Scholar focuses on making precise strike to deal the most damage, waiting for the best opportunity to hit. If a Dragon Scholar makes a single attack as a full-round action, she may add her intelligence modifier as a bonus to damage.

Clever Footing: A Dragon Scholar knows the power of good footing and measured movement, using his knowledge to his advantage and against his opponent. Whenever a Dragon Scholar provokes an attack of opportunity, she may spend 1 Ki point to gain a bonus to AC against all attacks of opportunity made against her this turn equal to her intelligence modifier.

Press the Advantage: A Dragon Scholar knows that the fire is relentless, always attacking and reaching out at its opponents, so too does the Dragon Scholar. A Dragon Scholar may forgo a move action to follow an opponent on the opponent's next turn. The Dragon Scholar cannot move farther than she could during the move action she gave up. While using this ability, the Dragon Scholar may spend 1 Ki point for every five feet moved to make an attack of opportunity. These attacks do not count against the normal number of attacks of opportunity the Dragon Scholar can make.

Cunning Dodge: A Dragon Scholar studies his opponent hard while engaging him, and uses this knowledge to predict every blow. A Dragon Scholar may spend 1 Ki point to gain a bonus equal to his intelligence modifier against a single opponent for 24 hours. A Dragon Scholar may use this ability as a swift action against the first target and as a move action against every target thereafter for the encounter. A Dragon Scholar may only target a number of opponents equal to one fourth his class level rounded down.

Tactical Reflexes: A Dragon Scholar may add her intelligence modifier to her dexterity modifier when determining the number of attacks of opportunity she can make in a turn according to the Combat Reflexes feat.

Relentless Flame: A Dragon Scholar increases her maneuverability to stay with quick foes, wearing them down and outlasting them just like a great fire. When using the Press the Advantage ability, the Dragon Scholar may move up to twice the movement she could have made in the move action she gave up. Additionally, if the opponent does not move more than five feet during her turn, the Dragon Scholar may spend 1 Ki point to make a free attack of opportunity against that opponent.

Searing Blade: A Dragon Scholar learns who to add the most power to her thrusts and cuts, dealing more damage then normal. A Dragon Scholar may add one and a half her strength modifier when wielding a class weapon in one hand or twice her strength modifier when wielding a non-light weapon in two hands.

Master of the Dragon's Flame: A Dragon Scholar who has mastered her style is a paragon of precise and hard-hitting attacks as well as cunning tactics. A Dragon Scholar learns the final technique of harnessing the great strength of the Dragon as well as its precise aim with its fiery breath to make deadly attacks. A Dragon Scholar may make any one attack that hits a critical hit as if she had rolled a natural 20. If the critical hit is confirmed, resolve the critical hit as normal except increase the multiplier by one step (i.e. a x2 would become a x3). Alternately, the Dragon Scholar can choose to deal 60 damage instead of all the damage that would normally be multiplied (for example, an attack that normally deals 2d10+6 str +3 int +5d6 precise strike would deal 60+5d6 damage). A Dragon Scholar must spend 2 Ki points to use this ability.

Lord Tataraus
2007-11-12, 10:34 PM
Hawk-Eye Sniper Created by Lord Tataraus
An archer who is a master at picking out targets far away and making incredibly accurate shots. They embody the sharp eye and quick precision of the hawk. They are well known for making many quick shots following a sniping shot that failed to bring down its target.

http://img259.imageshack.us/img259/9909/hawkeyesniperdrbathel8.png

{table=head]Level|Special|Defense Bonus (B)

1st|Aimed Shot, Weapon Focus|
+3

2nd|Rapid Shot|
+3

3rd|Multi-Weapon Mastery, Evasion|
+4

4th|True Shot, Unarmed Damage Increase|
+4

5th|Ranged Mastery, Weapon Specialization|
+4

6th|Manyshot|
+5

7th|Defensive Archer|
+5

8th|Weapon Mastery, Unarmed Damage Increase|
+5

9th|Focused Shot|
+6

10th|Improved Defensive Archer|
+6

11th|Swift Shot|
+7

12th|Improved Evasion, Unarmed Damage Increase|
+7

13th|Improved Swift Shot|
+7

14th|Doom Shot|
+7

15th|-|
+8

16th|Improved Focused Shot, Unarmed Damage Increase|
+8

17th|Greater Swift Shot|
+8

18th|Hawk Strike|
+9

19th|Deadly Missile|
+9

20th|Master of the Horizon, Unarmed Damage Increase|
+9

[/table]

Proficiencies: All simple and martial ranged weapons (i.e. those with a listed range increment) and one exotic ranged weapon. Light and Medium armor and bucklers.

Aimed Shot: At 1st level, whenever you take a full round action to make a single attack with a ranged weapon, you get a bonus to that attack equal to ½ your class level rounded down (minimum of 1). A Hawk-Eye Sniper must spend 1 ki point to use this ability.

Weapon Focus: You gain Weapon Focus as a bonus feat in any one ranged weapon at 1st level.

Rapid Shot: You gain Rapid Shot as a bonus feat at 2nd level.

Multi-Weapon Mastery: At 3rd level you gain the ability to switch specialization of weapons for more flexibility. By spending 1 hour practicing with the new weapon, you may change all weapon-specific feats such as weapon focus from one weapon to apply to the new one.

True Shot: At 4th level, whenever you take a full round action to make a single attack with a ranged weapon, you may add you dexterity modifier to the damage. This is in addition to any extra damage due to strength such as with a thrown weapon or composite bow.

Ranged Mastery: At 5th level, whenever you take a full-round action to make a single attack with a ranged weapon, penalties due to range increments are halved. Thus when attacking from 2 range increments away you only take a -1 to the attack. A Hawk-Eye Sniper must spend 1 ki point to use this ability.

Weapon Specialization: You gain Weapon Specialization as a bonus feat at 4th level with the weapon you choose for weapon focus at first level.

Manyshot: You gain Manyshot as a bonus feat at 6th level, except you may apply this feat to thrown weapons and slings.

Defensive Archer: At 7th level, you may make attacks of opportunity with a ranged weapon and does not provoke attacks of opportunity when using a ranged weapon while threatened. In addition, if you have a ranged weapon that cannot make melee attacks (such as with a bow or crossbow) you may make melee attacks with it at no penalty, it is considered a club for all purposes and you are proficient with it.

Weapon Mastery: You gain Ranged Weapon Mastery as a bonus feat at 8th level with the damage type of the weapon you choose for weapon focus at first level.

Focused Shot: At 9th level you may choose to subtract a number from your attack with a ranged weapon that is no more than your base attack bonus to gain a bonus to damage equal to that number.

Improved Defensive Archer: At 10th level, you are considered to threaten all squares within 15ft when wielding a ranged weapon with a range increment of at least 15 feet.

Swift Shot: At 11th level, you may make a ranged attack as a swift action with a -5 penalty to the attack. A Hawk-Eye Sniper must spend 1 ki point to use this ability.

Improved Swift Shot: At 13th level, your Swift Shot improves so that the attack only suffers a -2 penalty. A Hawk-Eye Sniper must spend 1 ki point to use this ability.

Doom Shot: At 14th level, whenever you take a full round action to make a single ranged attack and it hits, the target make a Fortitude save DC 10 + ½ your class level + your dexterity modifier or take double damage. Creatures immune to critical hits do not take double damage. A Hawk-Eye Sniper must spend 1 ki point to use this ability.

Improved Focused Shot: At 16th level whenever you use your focused shot ability, double the bonus damage gained.

Greater Swift Shot: At 17th level, your Swift Shot improves so that there is no penalty to the attack. A Hawk-Eye Sniper must spend 1 ki point to use this ability.

Hawk Strike: At 18th level, you may use your Swift Shot ability as a free action by spending an additional 1 Ki point.

Deadly Missile: At 19th level, your ranged weapons are considered one size larger for determining damage and are considered adamantine for overcoming damage reduction and dealing damage to objects. A Hawk-Eye Sniper must spend 1 ki point to use this ability amd it lasts for wisdom modifier rounds.

Master of the Horizon: At 20th level whenever you take a full-round action to make a single attack with a ranged weapon, you may ignore all penalties from range increments and increase the range increment of ranged weapons by 25%. If you have the Far Shot feat, instead double the range increment. This increase applies after the increase from Ranged Weapon Mastery. A Hawk-Eye Sniper must spend 1 ki point to use this ability.

Lord Tataraus
2007-11-12, 10:35 PM
Mantis Blade Fencer Created by Partysan
A warrior who embodies the patience and quick jabs of the mantis. These warriors are well trained in the art of counter attacks and parrying. Their greatest weapon is their patience.

{table=head]Level|Special|Defense Bonus (C)

1st|Combat Expertise; Calm Stance, Unarmed Damage Increase|
+4

2nd|Cunning Side Step|
+4

3rd|Calm Stance (Technique +2)|
+5

4th|Uncanny Dodge; Deflect Arrows|
+5

5th|Calm Stance (Clarity +2), Unarmed Damage Increase|
+5

6th|Counterstrike|
+6

7th|Calm Stance (Accuracy +2)|
+6

8th|Improved Uncanny Dodge; Deflect Bending, Unarmed Damage Increase|
+6

9th|Calm Stance (Technique +3)|
+7

10th|Measured Wielding|
+7

11th|Calm Stance (Clarity +3)|
+7

12th|Improved Counterstrike, Unarmed Damage Increase|
+8

13th|Calm Stance (Accuracy +3)|
+8

14th|Wall of Blades|
+8

15th|Calm Stance (Technique +4)|
+9

16th|Always Ready, Unarmed Damage Increase|
+9

17th|Calm Stance (Clarity +4)|
+9

18th|Greater Counterstrike|
+10

19th|Calm Stance (Accuracy +4)|
+10

20th|Master of the 3rd Chi, Unarmed Damage Increase|
+10

[/table]

Proficiencies: A Mantis Blade Fencer is proficient with the short sword, rapier, longsword, bastard sword, greatsword, shortspear, longspear, naginata, and glaive. Mantis Blade Fencers are not proficient with any armor or shields.

Calm Stance: Instead of charging or striking the air with ferocity a Mantis Blade Fencer remains calm and ready, only waiting for the enemy to open his defense.
As long as the Mantis Blade Fencer is focused, (meaning having his weapon drawn (or the Quick Draw feat), not running and not beeing blinded, confused, cowering, dazed, entangled, exhausted, fascinated, flat-footed, frightened, helpless, nauseated, panicked, paralyzed, staggered, stunned, unconscious, disabled, dying or dead) he does get some points of his wisdom modifier (if any) as a competence bonus to his attack rolls (Technique), reflex and will saving throws (Clarity) and damage (Accuracy), up to a given maximum of points. At level 1 this maximum equals 1.

Cunning Sidestep: A Mantis Blade Fencer is always ready to punish those that run blindly into his blades.
If a Mantis Blade Fencer makes an attack of opportunity against a charging opponent he is considered having a weapon readied against the charge.

Uncanny Dodge: Even a Mantis Blade Fencer cannot always be ready but he knows how to react when caught unprepared.
At 4th level a Mantis Blade Fencer retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized.

Deflect Arrows: The fast reactions and special techniques of the Mantis style allow the Mantis Blade Fencer to strike projectiles out of the air before hitting him, if he knows where the shot will hit.
If the Mantis Blade Fencer is would be struck by a ranged attack and is aware of the danger he can make an attack roll opposed to that of the ranged attacker. If he succeeds, he takes no damage.
The use of this ability costs 1 Ki point per projectile deflected.

Counterstrike: The most dangerous talent of the Mantis Blade Fencer is to parry an enemy strike and using the open spot to hit.
When struck by a melee attack the Mantis Blade Fencer may make an attack roll as an immediate (so only once per round) action that doesn't provoke attacks of Opportunity. If his attack roll exceeds the roll of the attacker, he the attack misses and he hits the attacker (he still has to penetrate AC to deal damage). The use of this ability costs 2 Ki points.

Improved Uncanny Dodge: A practitioner of the Manti style learns how to react to attacks coming from different sides and will use clever positioning and special parrying techniques to protect his backside.
At 8th level a Mantis Blade Fencer can no longer be flanked. This defense denies a rogue the ability to sneak attack the Mantis Blade Fancer by flanking him, unless the attacker has at least four more rogue levels than the target has Mantis Blade Fencer levels.

Deflect Bending: In a world full of elemental benders even a mundane fighter has to learn how to defend against elemental attacks.
A Mantis Blade Fencer can deflect Bending attacks only with his weapons. He uses the normal rules for deflecting bending attacks, but can only deflect attacks with the "Blast" descriptor targeted on himself.
The use of this ability costs 3 Ki point per projectile deflected.

Measured Wielding: By clever footwork and special grip techniques the Mantis Blade Fencer can wield a normal weapon as if it had reach and can attack adjacent fields with a reach weapon (basically as if he was wielding a spiked chain).

Improved Counterstrike: Most opponents are sure to hit until their attack is deflected by some astonishing move and they see a blade nearing...
If the Mantis Blade Fencer successfully counters an attack the opponent is flatfooted against the counterattack.
The use of this ability costs 2 Ki points.

Wall of Blades: An advanced technique of the Mantis style lets the fencer parry, dodge and deflect any blows coming round him while totally forsaking his offense but counter attacks.
If the Mantis Blade Fencer lowers his attack bonus via Combat Expertise to get an AC bonus the penalty on attack rolls does not apply on counter strikes or deflect attempts.

Always Ready: A Mantis Blade Fencer always has to think faster than their opponents to read them and react to them.
At the cost of 2 Ki points the Mantis Blade Fencer can heighten his initiative by 2 points of Initiative per Ki point spent (he may voluntary spend more than 2 Ki points)

Greater Counterstrike: When an opponent is driven back by a counter the Mantis Blade Fencer quickly retreats to adapt his stance again.
After a successful counterstrike (it doesn't have to hit, only the parrying must succeed) the Mantis Blade Fencer can make a free 5 foot step.
The use of this ability costs 2 Ki points.

Master of the 3rd Chi: The perfection in movement combined with the eternal patience of a master of the Mantis style can drive an opponent insane by neglecting each of his attempts to hit. The unnerving calm of the Mantis Blade Master frightens his opponents more than any wild attacks ever could.
Every time an opponent misses the Mantis Blade Fencer in combat whether due to a counter or a low attack roll he gets a -1 morale penalty on further attack rolls against the fencer. These penalties stack, so 3 misses would impose a -3 penalty. The penalties end, if the opponent deals damage to the fencer (new misses impose new penalties) or at the end of the encounter.
If the penalty reaches 1/4 of the opponents BAB, the opponent is shaken, if they reach 1/2 he is fatigued. At 3/4 he gets exhausted and if the penalty reaches the BAB the opponent cowers. A will saving throw negates these effects, but not the penalty. The DC is (15+penalty imposed+ charisma modifier). A Mantis Blade Fencer has to expend 3 Ki points to activate this ability and it lasts for a number of rounds equal to twice his wisdom modifier.

Lord Tataraus
2007-11-12, 10:36 PM
Mountain Protector Created by Lord Tataraus
A warrior who favors large, powerful weapons such as the axe. They embody the strength and resilence of the earth, being able to absorb deadly blows as well as giving them. They are the most powerful, yet lack mobility, preferring to stand strong in one place and let their enemies come to them.

{table=head]Level|Special|Defense Bonus (B)

1st|Decisive Strike, Unarmed Damage Increase|
+3

2nd|Solid Stance +1d4|
+3

3rd|Crushing Blow|
+4

4th|Solid Stance +2d4, Unarmed Damage Increase|
+4

5th|Body of Rock (1/-)|
+4

6th|Solid Stance +3d4|
+5

7th|Reach of the Mountain (5ft), Unarmed Damage Increase|
+5

8th|Solid Stance +4d4|
+5

9th|Body of Rock (2/-)|
+6

10th|Solid Stance +5d4, Unarmed Damage Increase|
+6

11th|Tremendous Blow|
+6

12th|Solid Stance +6d4|
+7

13th|Body of Rock (3/-), Unarmed Damage Increase|
+7

14th|Solid Stance +7d4|
+7

15th|Improved Tremendous Blow|
+8

16th|Solid Stance +8d4, Unarmed Damage Increase]|
+8

17th|Body of Rock (4/-)|
+8

18th|Solid Stance +9d4|
+9

19th|Body of Rock (5/-)|
+9

20th|Solid Stance +10d4, Master of the Mountain, Unarmed Damage Increase|
+9

[/table]

Weapon and Armor Proficiency: Mountain Protectors are proficient with the Light Mace, Heavy Mace, Light Crossbow, Light Hammer, Warhammer, Naginata and Greataxe as well as her unarmed strikes. Mountain Protectors are proficient with all light, medium and heavy armors and all shields except tower shields.

Decisive Strike: A Mountain Protector learns to hit very hard, attempting to drop an opponent as fast as possible. A Mountain Protector may take a -2 penalty on her attack roll to deal double her weapon damage on a successful hit. This only applies to the first attack each round and all other attacks take a -2 penalty as well. A Mountain Protector must spend 1 Ki point to use this ability.

Solid Stance +Xd4: A Mountain Protector is the embodiment of a solid rock, unmoving and impenetrable. If a Mountain Protector does not move this turn and chooses to become flat-footed, she may deal an extra +Xd4 damage with her class weapons once per round. A Mountain Protector must expend 1 Ki point to use this ability.

Crushing Blow: A Mountain Protector backs every blow with tremendous weight, causing great damage. A Mountain Protector may add her constitution modifier to any damage dealt by her class weapons. A Mountain Protector must expend 1 Ki point to use this ability and it lasts for a number of rounds equal to her wisdom modifier.

Body of Rock: A Mountain Protector knows that her power is in absorbing blows, taking no real damage, just like a rock. As long as a Mountain Protector does not move more than 5 feet in this turn, she gains DR1/-. A Mountain Protector must expend 1 Ki point to use this ability and it lasts for a number of rounds equal to her wisdom modifier. At 9th level the damage reduction becomes DR2/-, at 13th level the damage reduction becomes DR3/-, at 17th level the damage reduction becomes DR4/-, and at 19th level the damage reduction becomes DR5/-.

Reach of the Mountain: A Mountain Protector's attack style involves as little moving as possible, but to offset the disadvantage against more maneuverable opponents, the Mountain Protector learns how to reach out and strike hard to reach opponents. The Mountain Protector may increase her reach by 5 feet for one round. A Mountain Protector must spend 1 Ki point to use this ability.

Tremendous Blow: A Mountain Protector puts deadly offense far above her defense. Before making an attack roll, a Mountain Protector may choose to subtract a number from her AC to gain that amount in bonus damage on all her attacks this turn. A Mountain Protector must spend 1 Ki point to use this ability.

Improved Tremendous Blow: When using the Tremendous Blow ability, a Mountain Protector gains twice the subtracted number in bonus damage.

Master of the Mountain: A Mountain Protector who has mastered her style is a paragon of solid strikes and defense, absorbing damage and dealing more than she takes. A Mountain Protector may drop her land speed down to 0 feet to gain DR8/-, a +8 bonus to resist being pushed or tripped and all attacks are considered to be effected by the Solid Stance ability at no cost. If the Mountain Protector would move at least 5 feet, this effect ends immediately. A Mountain Protector must expend 3 Ki point to use this ability and it lasts for a number of rounds equal to her wisdom modifier.

Lord Tataraus
2007-11-12, 10:38 PM
Ocean Sentinel Created by Lord Tataraus
A warrior who favors spears and quick weapons for the purpose of counter attacking. They are the greatest counter attackers, preferring to trick their opponents into attacking them so they can make numerous hits against them, embodying the relentlessness of the ocean. These warriors are not afraid to be hit and see scars as a sign of a great master.

http://img215.imageshack.us/img215/1182/oceanfighterdrbathac4.png
Artwork by Dr Bath

{table=head]Level|Special|Defense Bonus (B)

1st|Tide Strike|
+3

2nd|Combat Reflexes|
+3

3rd|Evasion|
+4

4th|Unarmed Damage Increase|
+4

5th|Wave Strike|
+4

6th|Uncanny Dodge|
+5

7th|Fight with the Tides|
+5

8th|Flow with the Tides, Unarmed Damage Increase|
+5

9th|Greater Tide Strike|
+6

10th|Improved Uncanny Dodge|
+6

11th|Crushing Wave Strike|
+7

12th|Improved Evasion, Unarmed Damage Increase|
+7

13th|-|
+7

14th|Improved Flow with the Tides|
+7

15th|Undertow Counter|
+8

16th|Unarmed Damage Increase|
+8

17th|Fluid Offense|
+8

18th|False Breach|
+9

19th|Greater Flow with the Tides|
+9

20th|Master of the Seas, Unarmed Damage Increase|
+9

[/table]

Weapon and Armor Proficiency: Ocean Sentinels are proficient with the Dagger, Club, Short Sword, Rapier, Javelin, Spear, Short Spear, Scimitar, and Boomerang as well as her unarmed strikes. Ocean Sentinels are proficient with all light armor and medium armor and no shields.

Tide Strike: The Ocean's tides are rhythmic and relentless, and the Sentinels reflect that. Whenever an Ocean Sentinel misses an attack by no more than 10, she may make one more attack with the same attack bonus as the missed but with a -4 penalty with a class weapon. An Ocean Sentinel must spend 1 Ki point to use this ability.

Combat Reflexes: An Ocean Sentinel gains Combat Reflexes as a bonus feat. The Ocean Sentinel is not limited on the number of attacks of opportunity she may make against each opponent. If the Ocean Sentinel already has Combat Reflexes, she instead may add her wisdom modifier to her dexterity modifier for determining the number of attacks of opportunity she may make per turn. This bonus stacks with the bonus gained from Dragon Scholar.

Wave Strike: Ocean Sentinels learn from the ocean that when one wave pushing you done, more come to keep you down. Whenever an Ocean Sentinel hits an opponent with an attack of opportunity, she may make an extra attack at the same attack bonus but with a -4 penalty with a class weapon. An Ocean Sentinel must spend 2 Ki point to use this ability.

Fight with the Tides: Whenever a person resists the ocean, the ocean pushes harder, and so do the Sentinels. Whenever an Ocean Sentinel is hit by an attack of opportunity, she may take an attack of opportunity against that opponent with a class weapon. An Ocean Sentinel must spend 1 Ki point to use this ability.

Flow with the Tides: An Ocean Sentinel realizes that every attack brings a counter, but like the tide she can flow with the strike to avoid damage. Whenever an Ocean Sentinel is hit by a targeted attack, she may make a reflect save with a DC equal to the damage dealt +10. If she succeeds, the Ocean Sentinel only takes half damage. This reduced damage only includes the weapon damage and any ability score modifiers added to the damage. An Ocean Sentinel must spend 1 Ki point to use this ability. Evasion and Improved Evasion do not apply to this ability.

Undertow Counter: While the waves crash against their opponents, the current undertow pulls them down, the Ocean Sentinels strive to do the same. Whenever an Ocean Sentinel misses an attack of opportunity, she may make an immediate attack with her off-hand class weapon, shield or unarmed strike at the same attack bonus +4. An Ocean Sentinel must spend 1 Ki point to use this ability.

Greater Tide Strike: An Ocean Sentinel may use her Tide Strike ability with an attack that missed by no more than 15.

Crushing Wave Strike: The ocean is relentless in punishing those who oppose her, as do the Sentinels. An Ocean Sentinel choose to add a number to any attack with a class weapon before the attack is made that is no greater than her class level. If she does so, the Ocean Sentinel's attack provokes a free attack of opportunity from her target who receives the same bonus to his attack.

Improved Flow with the Tides: Whenever an Ocean Sentinel uses the Flow with the Tides ability, the reflex save DC is equal to the damage dealt +5.

Fluid Offense: The Ocean is a fluid body that is ever moving and nothing can ignore it; the Ocean Sentinels attempt to emulate that fluidity. Whenever an opponent enters a square an Ocean Sentinel threatens, she may take an attack of opportunity against that opponent with a class weapon. If an opponent tumbles attempts to tumble into a square threatened by an Ocean Sentinel, the tumble DC is increased by 10.

False Breach: When the ocean is contained, it will lash out in greater fury, as does the Ocean Sentinel. An Ocean Sentinel may take a standard action to provoke an attack of opportunity from every opponent who threatens her. If she does so, all attacks of opportunity made against those opponents this round do not count against her normal limit.

Greater Flow with the Tides: Whenever an Ocean Sentinel uses the Flow with the Tides ability, the reflex save DC is equal to the damage dealt.

Master of the Seas: An Ocean Sentinel who has mastered her style is a paragon of of relentless attacks and superior counters and counter-counters. An Ocean Sentinel gains a +4 bonus against all attacks of opportunity and may chose to provoke an attack of opportunity with any action. Additionally, by spending 3 Ki points, an Ocean Sentinel may take up to two attacks of opportunity with a class weapon against any opponent that misses her with an attack.

Lord Tataraus
2007-11-12, 10:39 PM
Serpent Strangler Created by Lord Tataraus
A warrior who favors his fists above all, focusing on grappling and wrestling his opponent. They embody the great strangling and constricting ability of snakes to crush their opponents. They are quick and deadly, but the most physically strong.

http://img221.imageshack.us/img221/7956/serpentmalfunctionednu5.png
Artwork by Malfunction

{table=head]Level|Special|Defense Bonus (C)

1st|Improved Grapple, Unarmed Damage Increase|
+4

2nd|Improved Grab|
+4

3rd|Constrict 1d4|
+5

4th|Strangle Hold|
+5

5th|Bruising Hold|
+5

6th|Constrict 1d6, Counter Hold|
+6

7th|Crushing Hold|
+6

8th|Unarmed Damage Increase|
+6

9th|Constrict 1d8, Snap Limb|
+7

10th|Sapping Hold|
+7

11th|Improved Bruising Hold|
+7

12th|Constrict 1d10, Unarmed Damage Increase|
+8

13th|-|
+8

14th|Improved Strangle Hold|
+8

15th|Constrict 1d12, Head Blow|
+9

16th|Improved Sapping Hold|
+9

17th|Improved Snap Limb|
+9

18th|Constrict 2d6|
+10

19th|Improved Head Blow|
+10

20th|Master of the Serpent|
+10

[/table]

Weapon and Armor Proficiencies: Serpent Stranglers are proficient with Daggers, Bolas, Steel Cables, Rope, and Whips and no armor or shields. A Serpent Strangler is proficient with all garrotes.

Constrict: A Serpent Strangler learns from the constrictors who to firmly hold and crush her opponent with tremendous force. On a successful grapple check, the Serpent Strangler deals 1d4 +1 1/2 strength modifier damage. This improves to 1d6 at 6th level, 1d8 at 9th level, 1d10 at 12th level, 1d12 at 15th level, and 2d6 at 28th level.

Strangle Hold: A Serpent Strangler is adept at grappling and strangler, as their name implies. A Serpent Strangler does not take the -4 penalty when strangling an opponent with her bare hands. Additionally, when using a garrote, the Serpent Strangler gains a +4 bonus on the grapple attempt.
Authors Note: Strangle and Garrote rules can be found in Dragon Magazine #355, pages 84-85.

Bruising Hold: A Serpent Strangler learns from the snake who to bruise her victim's muscles, preventing movement. A Serpent Strangler may deal 1d4 temporary dexterity damage instead of the constrict damage. This temporary damage lasts for a number of rounds equal to twice the Serpent Strangler's wisdom modifier. A Serpent Strangler must spend 1 Ki to use this ability.

Counter Grasp: A Serpent Strangler learns from the snake that lightning quick grapples are necessary to take advantage of a slip of defense. Whenever a Serpent Strangler could make an attack of opportunity, she may instead make a free grapple attempt at a -4 penalty.

Crushing Grip: A Serpent Strangler learns never to let a conscious opponent go, but if she must, make it painful. Whenever an opponent escapes from a grapple with a Serpent Strangler, the Serpent Strangler may deal her Constrict damage +1 1/2 times her strength modifier to that opponent.

Snap Limb: A Serpent Strangler knows that slowing down and weakening her opponent is her greatest strength and takes the snakes lead in aiming to disable the limbs. A Serpent Strangler may take a full-round action to target either arm or leg of a pinned opponent with this ability, causing the target to take a -2 penalty on all attack rolls if it is an arm as well as a -4 penalty to strength with all uses of the arm. If the target is a leg, the opponent's speed is dropped in half. The opponent may make a fortitude save DC 10 +1/2 class level +strength modifier. These effects stack a number of times equal to half your strength modifier per limb targeted. These penalties last for a number of minutes equal to your wisdom modifier. A Serpent Strangler must spend 2 ki points to use this ability.

Sapping Hold: A Serpent Strangler learns from the snake who to stretch her victim's muscles, sapping him of his strength. A Serpent Strangler may deal 1d4 temporary strength damage instead of the constrict damage. This temporary damage lasts for a number of rounds equal to twice the Serpent Strangler's wisdom modifier. A Serpent Strangler must spend 1 Ki to use this ability.

Improved Bruising Hold: Whenever a Serpent Strangler uses the Bruising Hold ability, she deals 2d4 temporary dexterity damage.

Improved Strangle Hold: Whenever a Serpent Strangler strangles a grappled opponent, increase the constitution check DC to continue holding the targets breath by a number equal to her strength modifier.

Head Blow: A Serpent Strangler realizes an aware opponent can be deadly, thus she learns who to lessen her victim's mental capacity with a quick blow. A Serpent Strangler may deal 1d4 temporary wisdom damage instead of the constrict damage. This temporary damage lasts for a number of rounds equal to twice the Serpent Strangler's wisdom modifier. A Serpent Strangler must spend 1 Ki to use this ability.

Improved Sapping Hold: Whenever a Serpent Strangler uses the Sapping Hold ability, she deals 2d4 temporary strength damage.

Improved Snap Limb: Whenever a Serpent Strangler uses the Snap Limb ability, an arm causes a -4 to all attack rolls and a -8 penalty to strength while a leg drops the land speed by 1/4.

Improved Head Blow: Whenever a Serpent Strangler uses the Head Blow ability, she deals 2d4 temporary wisdom damage.

Master of the Serpent: A Serpent Strangler is a paragon of grappling and wrestling. A Serpent Strangler counts as two sizes larger while grappling and resisting trips. Additionally, by spending 3 Ki points, the Serpent Strangler can choose to deal 2d4 temporary constitution damage instead of her constrict damage. This damage remains for a number of rounds equal to twice the Serpent Strangler's wisdom modifier.

<more to come>

Lord Tataraus
2007-11-12, 10:40 PM
Tiger Blade Created by Thantos
A warrior who favors smaller, dual-wielded slashing weapons and fierce attacks. They train to embody the fierce slashing of the tiger's attacks, preferring to charge their opponents and slash out with many attacks. They are the most fierce, rash, and bloodthirsty.

http://img217.imageshack.us/img217/2185/tigerbladethreeshadesgf1.png
Artwork by Threeshades

{table=head]Level|Special|Defense Bonus (A)

1st|Two Weapon Fighting, Second Slash +1d4|
+2

2nd|Quick Draw, Chopping Fists|
+2

3rd|Swinging Blades|
+3

4th|Two Weapon Defense, Unarmed Damage Increase|
+3

5th|Pounce|
+3

6th|Improved Two Weapon Fighting, Second Slash +2d4|
+4

7th|Whirling blades|
+4

8th|Double Cut, Whirlwind Attack|
+4

9th|Improved Two weapon Defense|
+5

10th|Tighter Grip, Unarmed Damage Increase|
+5

11th|Greater Two Weapon Fighting|
+5

12th|Second Slash +3d4|
+6

13th|Flowing Blades|
+6

14th||
+6

15th|Greater Two Weapon Defense|
+7

16th|Perfect Two Weapon Fighting, Unarmed Damage Increase|
+7

17th||
+7

18th|Second Slash +4d4|
+8

19th|Dance of Blades|
+8

20th|Master of the claw|
+8

[/table]
Weapon Proficientcies: A Tiger blade is proficient with the dagger, Short Sword, Scimitar, Longsword, Greatsword, Tiger Head Hook Swords (http://www.giantitp.com/forums/showthread.php?t=57913)and Bastard Sword(Martial version). Tiger Blade are proficient with all light armors and no shields.

Bonus Feats: Tiger Blade gains the feats listed on the table above even if they do not me the requirements.

Second Slash: A Tiger blade Learns to hit an older wound to do more damage. When making an attack on a target that they have already hit and done damage to this turn, they may do an extra +xd4 damage. This extra damage doesn't affect non-living creatures/objects, or those immune to critical hits.

Choping Fists: By mastering the way he strikes, a Tiger blade may treat his Unarmed strikes as Slashing for the purposes of Class features and bypassing Damage reduction.

Swinging Blades: Through intense training to have control over their blade, a Tiger Blade learns to change direction of the blade and perform Dexterous acts with his blade. A slashing master applies his dexterity modifier to all attack roles in addition to their strength modifier. This works with weapon finesse. This only works with a slashing weapon and when wearing light or no armor and only carrying a light load.

Pounce: By continually moving his blades, a Tiger Blade may make a full round attack at the end of a charge. This works just like the monster ability of the same name. This cost 1 ki per round used, and can only be done with slashing weapons.

Whirling Blades: Because of their continual training Tiger Blades can expanded their finesse to do more damage. A Tiger blade may apply their Dexterity modifier in addition to the strength modifier. This cost 1ki and last for a number of rounds equal the Tiger Blades wisdom modifier. This only works with a slashing weapon and when wearing Light or no armor and only carrying a light load.

Double Cut: A Tiger Blade may make an attack with their off hand weapon a part of a standard attack action.

Flowing Blades: A Tiger Blade may use the Two Weapon fighting feat trees at no penalty to attack, this cost 1 ki and last for a number of rounds equal to their wisdom modifier.

Tighten Grip: A Tiger blade may treat one-handed weapons as light for the purpose of two weapon fighting penalties.

Dance of Blades: A tiger blade may strike with two Blades at once allowing for better accuracy and damage. This adds a +5 to hit and +5 to damage, this requires you to give up an off hand attack at the same attack bonus as the main hand attack you are applying this to, and cost 4 ki to use per attack used this way. When determining damage dealt, calculate each weapon's damage as normal then add them together with Second Slash damage and the additional +5.

Master of the Claw: By continually moving and weaving their blade, a Tiger blade learns to strike where it is least expected. This allows them to all attacks as if they are flat-footed until the Tiger Blades nest turn. This cost 2 ki and works with Dance of Blades.

Lord Tataraus
2007-11-12, 10:41 PM
Wind Warrior Created by Lord Tataraus
A warrior of mobility who favors dexterous weapons and quarterstaves especially. They embody the quick movement of the air and are always dodging and leaping out of the way of attacks and then lashing out with a quick spurt of numerous attacks before dodging back again into defense.

http://img217.imageshack.us/img217/8159/windwarrioryerilgi3.png
Artwork by Yeril

{table=head]Level|Special|Defense Bonus (C)

1st|Flurry of Blows|
+4

2nd|Acrobatics, Evasion|
+4

3rd|Fast Movement, Swift Step|
+5

4th|Uncanny Dodge, Unarmed Damage Increase|
+5

5th|Sway in the Wind (+2)|
+5

6th|Fury of the Wind|
+6

7th|Improved Flurry of Blows|
+6

8th|Improved Uncanny Dodge, Unarmed Damage Increase|
+6

9th|Fast Movement|
+7

10th|Lift of the Gale, Improved Evasion|
+7

11th|Improved Swift Step|
+7

12th|Sway in the Wind (+4), Unarmed Damage Increase|
+8

13th|-|
+8

14th|Greater Flurry of Blows|
+8

15th|Fast Movement|
+9

16th|Unarmed Damage Increase|
+9

17th|Sway in the Wind (immediate action)|
+9

18th|Fast Movement|
+10

19th|Greater Swift Step|
+10

20th|Master of the Breeze, Sway in the Wind (+6)|
+10

[/table]

Weapon and Armor Proficiency: Wind Warriors are proficient with the Quarterstaff, War Fan, Light Crossbow, Javelin, Spear, Longspear, and Short Spear as well as her unarmed strikes. Wind Warriors are not proficient in any armor or shields.

Flurry of Blows: Whenever a Wind Warrior makes a standard action attack, she may make one extra attack at a -5 penalty. Whenever a Wind Warrior makes a full-round attack, she may make an extra attack at a -2 penalty. A Wind Warrior must expend 1 Ki point to use this ability.

Acrobatics: A Wind Warrior may add her wisdom modifier as a bonus to all tumble, jump, and balance checks

Fast Movement: A Wind Warrior moves as fast as the wind to stay out of harm's way. A Wind Warrior gains a +10ft bonus to her base land speed. This bonus increase to +20ft 9th level, +30ft at 15th level and +40ft at 18th level.

Swift Step: A Wind Warrior can expend 1 Ki point to instantly take a 5 foot step that provokes an attack of opportunity. This ability may be used as an immediate action, but not more than once per round.

Sway in the Wind: A Wind Warrior can increase her defenses by moving too fast for others to hit her. By taking a move action, a Wind Warrior may spend a number of Ki points up to her wisdom modifier, granting her a +2 dodge bonus to AC per point spent until the end of her next turn. This bonus increase to +4 at 12th level and +6 at 20th level. At 17th level a Wind Warrior can instead activate this technique by taking an immediate action, though she must take a move action on her next turn to recover.

Fury of the Wind: At the end of a charge, if the Wind Warrior moved at least up to her base land speed, she may make a full-round attack. A Wind Warrior must expend 1 Ki point to use this ability.

Improved Flurry of Blows: The penalty for the extra attack in a standard action is reduced to -2 and the penalty is removed for a full round action. Additionally, you may make one more extra attack at a -5 and -2 on a standard action attack and full-round attack respectively. A Wind Warrior must expend 1 Ki point to use this ability.

Lift of the Gale: A Wind Warrior is always considered to have a running start on all jump checks.

Improved Swift Step: A Wind Warrior can expend 1 Ki point to instantly take up to two 5 foot steps which provoke attacks of opportunity. This ability may be used as an immediate action, but not more than once per round.

Greater Flurry of Blows: The penalty for the first extra attack in a standard action is removed. The penalty of the second extra attack in a standard action is reduced to -2 and removed for a full-round attack. Additionally, you may make one more extra attack at a -5 and -2 on a standard action attack and full-round attack respectively. A Wind Warrior must expend 1 Ki point to use this ability.

Greater Swift Step: A Wind Warrior can expend 1 Ki point to instantly take up to three 5 foot steps which provoke attacks of opportunity. This ability may be used as an immediate action, but not more than once per round.

Master of the Breeze: A Wind Warrior who has mastered her style is a paragon of dexterous and flowing attacks and dodges. A Wind Warrior may resolve her attacks with class weapons and unarmed strikes as touch attacks. A Wind Warrior must spend 1 Ki point per attack to use this ability.

Magnor Criol
2007-11-13, 01:23 AM
Wow, you have really put a lot of thought into this, milord. Awesome job on that alone, not to mention the rest of the class - most people I know, myself included, don't have the creative stamina to see something like this all the way through.

I'd write more here, but I simply haven't gotten to sit down and read through it all yet to make a comment on it. I'd imagine that's what's halting many people from commenting, too, because this seems like an excellent class so far from what I have been able to read. It's almost a meta-class, really, isn't it? =p

One thing I have noticed - unless I missed something, in the Dragon Scholar description, you forgot to define what X was for "Precise Strike Xd6". I really like the flavor of Dragon Scholar, by the way, but I may be biased on that because I love classes that favor Int (for things other than wizarding, of course.)

-E- Ah, I see; I wasn't looking at the table as I noticed that, and realize what it means now.

Lord Tataraus
2007-11-13, 01:57 AM
Wow, you have really put a lot of thought into this, milord. Awesome job on that alone, not to mention the rest of the class - most people I know, myself included, don't have the creative stamina to see something like this all the way through.

I'd write more here, but I simply haven't gotten to sit down and read through it all yet to make a comment on it. I'd imagine that's what's halting many people from commenting, too, because this seems like an excellent class so far from what I have been able to read. It's almost a meta-class, really, isn't it? =p

One thing I have noticed - unless I missed something, in the Dragon Scholar description, you forgot to define what X was for "Precise Strike Xd6". I really like the flavor of Dragon Scholar, by the way, but I may be biased on that because I love classes that favor Int (for things other than wizarding, of course.)

-E- Ah, I see; I wasn't looking at the table as I noticed that, and realize what it means now.

Thanks! I can't take credit for all of it though, the Mantis Blade Fencer and Tiger Blade are by Partysan and Thantos respectively. I ran out of steam after five and they jumped in to help.

Also, I've gotten the skeleton of Serpent Strangler up and I'm adding features as I think of them so stayed tuned and comment!

levi
2007-11-13, 02:58 AM
Scoripion Tail Created by Levi Aho

A warrior who focuses on the art of drawing his weapon and striking with it as one fluid form. They use the unexpected nature of these attacks to land deadly blows and disorient thier foes. Their aim is to strike as the scorpion does, swiftly, unexpectedly, and leathaly.

Traditional or pure practitioners of Scorpion Tail focus on applying the art of the Drawing Strike to nearly any weapon and emphasise versatility, speed, asthetics, and deadlyness. However, such schools are relatively rare. Far more common are schools that incorporate Scorpion Tail techniques into a broader martial arts curriculum.

The most common of these schools are the Scorpion Blade school and the Twin Scorpion Blade school, which draw on Mantis Blade and Tiger Blade techniques, respectively. One moderately common school, albeit without formal instruction, a set knife fighting and throwing techniques known as Flick of the Wrist, is used by street thives.

Rarer schools include Whip Scorpion which focuses on chain weapons and Flying Scorpion which focuses on the war fan. A combination of these schools, known as Heavenly Scorpion, teaches grace, consealed weapons, and mobility, and is popular with female practioners of Scorpion Tail. Other schools incorporating Scorpion Tail techniques exist, but are not very commonly practiced.

{table=head]Level | Special | Defense Bonus
1st | Drawing Strike (1d6) | +0
2nd | Instant Draw | +1
3rd | Drawing Strike (2d6) | +1
4th | Instant Shealth | +1
5th | Drawing Strike (3d6) | +2
6th | Silken Draw | +2
7th | Drawing Strike (4d6) | +2
8th | Sudden Draw | +3
9th | Drawing Strike (5d6) | +3
10th | Single Strike | +3[/table]

Advanced Style: Concentration 4 ranks, Sense Motive 4 ranks, Improved Initative

Weapon and Armor Profiency: Scorpion tails gain no proficiency with any weapon or armor.

Drawing Strike: A scorpion tail may draw his weapon and strike with it as one fluid motion. He may spend 1 ki point to add 1d6 to the damage delt by the first attack immediately following the drawing of his weapon. At 3rd level and every two levels therafter, he may add an additional d6 damage. (This ability does not grant any attacks other than those one would normally be allowed to make.)

Instant Draw: A scorpion tail may draw a weapon as a free action. Additionally, he may spend 1 ki point to draw a weapon as an immediate action instead.

Instant Shealth: A scorpion tail may shealth (or otherwise stow) a weapon as a free action. Additionally, he may spend 1 ki point to shealth a weapon as an immediate action instead. (As with normal shealthing of a weapon, use of this ability provokes an attack of opportunity.)

Silken Draw: A scorpion tail may add his Dex bonus rather than his Str bonus to drawing strike attack damage.

Sudden Draw: A scorpion tail may attempt to draw his weapon so suddenly that his opponant is unaware of the incoming blow. As part of a drawing strike, he may spend 1 ki point to make a feint attempt.

Single Strike: A scorpion tail may attempt to kill his foe with a single devastating drawing strike. If the attack hits, it deals critical hit damage rather than normal damage. Using this ability costs 3 ki points.

To Do List

Unarmed Strike Damage Progression.
Should sudden draw cost ki or not?
Is the Defense bonus handled correctly? I think it's correct now.
Spell checking.
Playtesting and balancing.

Uthug
2007-11-13, 09:49 AM
Hopefully I'm allowed to comment here as I think that this isn't on the Martial Artist-Balencing thread.
1st: Could Instant Draw be used with Drawing Strike when its not your turn? That's what I'm assuming the drawing as an immediate action is for. If not, I don't really see the point of the immediate action drawing unless maybe it'd be used on an AoO? If so, how would threatening squares work?
2nd: From the flavor text of Drawing Strike, I got the impression that a free attack was gained on a draw. I don't think that that was your intention so you might want to re-word that, or you'd have infinite damage.
3rd: It appears that drawing strike can be used whenever the player wants to, as its a free action to both stow and draw the weapon. Thus, the damage might need to be decreased to balence the use of it. Compared with the other styles, there are more requirements to use their bonus damage, I believe the Dragon Scholar has to do an attack as a full-round action? But if the damage is supposed to be the main feature of the class, with the other features. Also, there should be a cap on how much damage can be added on to drawing strike.

Uthug
2007-11-13, 09:53 AM
Serpent Strangler Created by Lord Tataraus
Bruising Hold: A Serpent Strangler learns from the snake who to stretch her victim's muscles, sapping him of his strength. A Serpent Strangler may deal 1d4 temporary strength damage instead of the constrict damage. This temporary damage lasts for a number of rounds equal to twice the Serpent Strangler's wisdom modifier. A Serpent Strangler must spend 1 Ki to use this ability.

Improved Sapping Hold: Whenever a Serpent Strangler uses the Sapping Hold ability, she deals 2d4 temporary strength damage.

<more to come>

Isn't the above 'Bruising Hold' supposed to be sapping hold? Sorry, I couldn't help myself:smallamused:

Lord Tataraus
2007-11-13, 10:05 AM
Isn't the above 'Bruising Hold' supposed to be sapping hold? Sorry, I couldn't help myself:smallamused:

I had trouble coming up with names, but I figured bruises would be more dex and the sapping is just a lame way to draining strength.

levi - shorter progressions are encouraged, remember that you can set a minimum level via prerequisites if you wish. You just need to list "Advanced Style: <prerequisites>" as the first entry in the class features.

levi
2007-11-13, 12:12 PM
Hopefully I'm allowed to comment here as I think that this isn't on the Martial Artist-Balencing thread.

I belive that the Martial Artist Balencing thread is for the offical (Avatar based) styles, so yes, this is the correct place to discuss such things.


1st: Could Instant Draw be used with Drawing Strike when its not your turn? That's what I'm assuming the drawing as an immediate action is for. If not, I don't really see the point of the immediate action drawing unless maybe it'd be used on an AoO? If so, how would threatening squares work?

The point of Instant Draw's immediate action option is to allow one to make AoOs with the drawn weapon, which also allows the use of the other abilities, including Drawing Strike.

As the martial atist has improved unarmed strike, he is considered armed and threatens the eight squares immediately surrounding him. As his weapon is shealthed, he would not threaten at range, even if the drawn weapon had range. In fact, with most ranged weapons, he couldn't effectively use Instant Draw to make AoOs as the target would be inside the drawn weapon's threatened area.


2nd: From the flavor text of Drawing Strike, I got the impression that a free attack was gained on a draw. I don't think that that was your intention so you might want to re-word that, or you'd have infinite damage.

Oy. I'll definately have to change that somehow. Drawing Strike isn't intended to grant any attacks, only bonuses to a single attack that follows the drawing of a weapon.


3rd: It appears that drawing strike can be used whenever the player wants to, as its a free action to both stow and draw the weapon. Thus, the damage might need to be decreased to balence the use of it. Compared with the other styles, there are more requirements to use their bonus damage, I believe the Dragon Scholar has to do an attack as a full-round action?

Yes, however, it does cost ki to use. Also, a full attack doesn't (AFAIK) allow for actions (even free ones) to be between attacks, so only the first attack could be used with drawing strike.

Furthermore, sheathing a weapon provokes an attack of opportunity, so using Instant Shealth is not without risks. I'll add some reminder text to the ability in case anyone gets the impression that it's somehow different.

I used a 1d6 progression every two levels to be consistant with other types of bonus damage granted by classes I'm most familiar with. I'd rather increase the ki cost than change it, if it needs balancing and increase ki cost would suffice. If not, what would be better?


But if the damage is supposed to be the main feature of the class, with the other features.

Indeed, this is the case. Drawing Strike is the core of the style. This is because it is the fundamental concept of the arts that inspired it. All the other katas either facilitate the use of Drawing Strike or require Drawing Strike to be used.


Also, there should be a cap on how much damage can be added on to drawing strike.

There is. It starts at a maximum of 1d6 at level one and progresses to a maximum of 5d6 at level nine. You can't go any higher than that unless you convince your DM to let you take it epic or something. (Not something I'd encourage. It's supposed to only be ten levels and be used in concert with another weapon based style.)

Is the ability worded poorly such that this limitation isn't clear? I found that Drawing Strike was the hardest ability to translate into proper rules text and am sure it could be improved in various ways.

Lord Tataraus
2007-11-13, 12:32 PM
Drawing Strike: A <...> may attempt to draw his weapon and strike with it as one fluid motion. He may add up to 1d6 to the damage delt by the first attack immediately following the drawing of his weapon. At 3rd level and every two levels therafter, he may add an additional d6 damage. Using this ability costs 1 ki point per d6 of damage added.
I like it except the Ki cost is actually too high. Keep it at a constant 1 point. Remember that at 10th level you have 5+wis mod ki, using this ability would eat up half of your ki pool.


Instant Draw: A <...> may draw a weapon as a free action. Additionally, he may spend 1 ki point to draw a weapon as an immediate action instead.
I like it, quick draw with a ki cost to make it even faster.


Instant Shealth: A <...> may shealth (or otherwise stow) a weapon as a free action. Additionally, he may spend 1 ki point to shealth a weapon as an immediate action instead.
Useful.


Silken Draw: A <...> may add his Dex bonus rather than his Str bonus to drawing strike attack damage.[quote]
That's a pretty good ability, no arguments except it gets weak if you allow ToB, but let's not bring that in to consideration.

[quote]Sudden Draw: A <...> may attempt to draw his weapon so suddenly that his opponant is unaware of the incoming blow. As part of a drawing strike, he may spend 1 ki point to make a feint attempt.[quote]
Does this cost 1 extra ki or just 1 ki used for a different ability? It should only cost 1 ki.

[quote]Single Strike: A <...> may attempt to kill his foe with a single drawing strike. If the attack hits, it deals critical hit damage rather than normal damage. Using this ability costs X ki points.
3 ki, very strong ability.

levi
2007-11-13, 01:25 PM
Just when I get the second draft posted you make me replace it with the third one. Arg. Ha, ha. Just kidding, thanks for the input.

RE Drawing Strike


I like it except the Ki cost is actually too high. Keep it at a constant 1 point. Remember that at 10th level you have 5+wis mod ki, using this ability would eat up half of your ki pool.

And here I was afraid that it'd be undercosted. I guess I have to reread the other stlyes to get a better idea of what ki is worth.

RE Silken Draw


That's a pretty good ability, no arguments except it gets weak if you allow ToB, but let's not bring that in to consideration.

It's based on a homebrew feat of mine that extends weapon finesse to damage as well. Mostly it's just filler, but for a dexterous fighter, it can be a bit of a boon. I also think that it fits with the methods, asthetic, and philosophy of the real styles this was inspired by, so I'm glad you like it.

RE Sudden Draw


Does this cost 1 extra ki or just 1 ki used for a different ability? It should only cost 1 ki.

I'm not entirely sure what you're asking and recomending here. I think you're asking if the ki cost is simply the cost of the drawing strike or the cost is additional. It was intented to be additional, but you feel it shouldn't cost anything extra. Is that what you mean?

The main reason I thought this should cost ki is that if combined with sneak attack (I know no style grants sneak attack, but I'm sure one will eventually), a successfull feint will allow sneak damage in addition to the damage boosts granted by the style.

RE Single Strike


3 ki, very strong ability.

Indeed, it is intended to be combined with the other abilities to allow the killing of a single (weak) foe in one hit.

Ok, I'm off to incorporate your suggestions into the draft and add some flavor as well. Any suggestions as to the defense bonus and unarmed attack damage progressions? After rereading the rules, I've noticed that weapon strike means that unarmed damage does in fact, matter to the style, but I'm still unsure as to what rate it should progress at.

The styles that inspired this focus on quick deadly strikes, so I'm thinking a faster progression would be more suitable, but I'm unsure about the balancing aspect of this feature.

Somehow my understanding of what ki is worth is really off. I guess I'll have to reread the rules (again!) (I didn't know I was so dense). Thanks again for the help.

Ceiling009
2007-11-13, 01:41 PM
Actually, a lot of the weapon styles, at least mantis blade fencer and tiger blade actually don't get unarmed strike progression (the only two so far). Weapon strike and improved unarmed strike are just boons to the style period, where even weaponless, the MA at least has a fighting chance. I don't remember if you can add stunning strike to the weapon due to weapon strike...
My bad, thought they didn't... I guess they did. Then as for progression... no clue.

Edit:
Now that I look at the Weapon Heavy styles, they get at least up to 4 to 5 unarmed increases; I could at least 2 to 3 increases to be included in the Scorpion... Surprise Blade? Meh... maybe Scorpion Duelist?

Lord Tataraus
2007-11-13, 04:00 PM
Alright levi, it looks good and I've added it under "Advanced Styles". Also, the Advanced Style's defense bonus stacks with other defense bonuses so the progression should be based off when you want the MA to enter. Defense bonus always increases at every 3rd level so you should start out with +1 then increase by one every third after the minimum level entered. If you want a more defensive style, you could have it start by granting +2 at the beginning and +3 if the style is completely defense based.

ErrantX
2007-11-13, 06:33 PM
Well I think a sheild style is right up the lane for this class so here it is. *snip*

Actually, I'm writing up a shield fighter martial artist right now, the Iron Tortoise Warrior, as well. I'll be posting it tonight. Just gotta get the last bits typed up. I figure I've harped on Tataraus' work here enough, as well as the rest of you, that you all deserve a chance to give me mine ;)

-X

Thantos
2007-11-13, 06:40 PM
Well then I won't work any more on mine until you have yours posted because I think yours might be better than mine, and I knida ran out of ideas as of now for it.

levi
2007-11-13, 06:47 PM
Funny thing, I was thinking about sheild usage and while I didn't come up with any rules text (I wasn't thinking very hard), I too decided that the Turtle or Tortise would be the appropriate animal. Although I was also thinking medival knignts in plate. (Armadillo? Rinoceros?) You two should work togerther. As the Ettin says, two heads are better than one.

One thing you may want to look into when designing the class is the Gaulic targe (a spiked buckler) and the older Celtic tradition of sheild and sword dueling.

As for my own style, other than playtesting it's getting close to done. (Once I edit it that is.) The more I study this idea, the more I like it.

ErrantX
2007-11-13, 07:10 PM
I present to you, the Iron Tortoise Warrior, my answer to the lack of the heavy armor wearing shield fighter.
Iron Tortoise Warrior by ErrantX
A heavily armored warrior who focuses on a fighting style of a one-handed weapons and a shield fighting in tandem together. They are juggernauts on the battlefield, and espouse an "offense through defense" style of fighting based on the virtues of the snapping turtle and hard shelled tortoises. Hard to hit, harder to injure, they are infantry warriors to be feared.

Iron Tortoise Warrior
{table=head]Level|Special|Defense Bonus

1st|Snapping Strike +1d6, Improved Shield Bash, Unarmed Damage Increase|
+3

2nd|Shield Fighter|
+3

3rd|Tortoise Stance|
+4

4th|Snapping Strike +2d6, Thick Shell +1|
+4

5th|Uncanny Dodge, Unarmed Damage Increase|
+4

6th|Stone Turtle Defense|
+5

7th|Snapping Strike +3d6|
+5

8th|Thick Shell +2|
+5

9th|Snapping Counter|
+6

10th|Improved Uncanny Dodge, Unarmed Damage Increase|
+6

11th|Iron Turtle Defense, Natural Shell -1|
+6

12th|Improved Snapping Strike|
+7

13th|Snapping Strike +4d6|
+7

14th|Thick Shell +3, Unarmed Damage Increase|
+7

15th|Improved Tortoise Stance, Powerful Shell|
+8

16th|Natural Shell -2|
+8

17th|Snapping Strike +5d6|
+8

18th|Thick Shell +4, Unarmed Damage Increase|
+9

19th|Greater Tortoise Stance, Natural Shell -3|
+9

20th|Master Tortoise Warrior Stance|
+9

[/table]

Weapon and Armor Proficiencies: Iron Tortoise Warriors are proficient in all simple weapons, all light and one handed martial weapons, all armor and shields (including tower shields).

Snapping Strike (Ex): By focusing his ki and using his training, an Iron Tortoise Warrior may unleash a powerful strike with the ferocity of an angered snapping turtle. An Iron Tortoise may use Snapping Strike as a standard attack action, not as part of a full attack action. A Snapping Strike may be made either as an unarmed attack or as an attack with a main-hand weapon (not with a shield). This ability uses 1 ki point.

Improved Shield Bash: The Iron Tortoise Warrior gains Improved Shield Bash as a bonus feat.

Shield Fighter: The Iron Tortoise Warrior gains the benefits of the Two-Weapon Fighting feat (even if he does not qualify for it) when using a light or one-handed melee weapon and a shield. Shields are considered off-hand weapons, with heavy shields being one-handed weapons and light shields being light weapons.

Tortoise Stance (Ex): The Iron Tortoise Warrior knows that the true defensive might of the turtle is in his personal mobile fortress, his shell. By tightening in his arms to his body and lowering his stance, the Iron Tortoise gains an additional +2 bonus to AC while in this stance, as well as a +2 to resist being bull rushed or tripped. The Iron Tortoise reduces his movement to 5ft while in this stance, and it lasts for the Martial Artist’s Wisdom modifier in rounds. This ability uses 1 ki point and requires that the Martial Artist have a shield of some sort in hand.

Thick Shell: The Iron Tortoise Warrior’s training with his shield allows him to use his shield better than most, increasing its effectiveness by 1 per instance of this ability. This increases at 8th, 14th, and 18th levels.

Uncanny Dodge (Ex): The Iron Tortoise Warrior gains the Uncanny Dodge class feature (see Barbarian class for details).

Stone Turtle Defense: The Iron Tortoise's skill in battle improves as he learns to anticipate the attacks of opportunity of foes while he wades through battle. By spending 1 ki point, he may roll an opposed attack roll with his shield at his highest attack bonus against an attack of opportunity. If successful, the Iron Tortoise successfully negates the attack.

Snapping Counter (Ex): By using this technique, the Iron Tortoise Warrior utilizes his shield to deflect and push away an enemy’s weapon and creating an opening for a vicious riposte. As an immediate action, the Martial Artist rolls an attack with his shield and adds his Wisdom modifier to the attack roll. If he succeeds, then he may take an attack of opportunity upon his foe. This ability requires the use of a shield and costs 1 ki point.

Improved Uncanny Dodge (Ex): The Iron Tortoise Warrior gains the Improved Uncanny Dodge class feature (see Barbrian class for details).

Iron Turtle Defense The Iron Tortoise Warrior gains the Deflect Arrows feat, usable only with his shield. The Iron Tortoise rolls his attack bonus with his shield as a weapon to deflect the arrow. He may use this more than once per round at the expense of 1 ki per additional deflection.

Natural Shell (Ex): Through consistent use of heavy armor, the Iron Tortoise becomes more used to the rigors of wearing it, reducing the armor check penalty by -1. This is reduced further at level 16 and 19.

Improve Snapping Strike (Ex): The Iron Tortoise’s Snapping Strike becomes faster and more capable, being able to be used as either a standard single attack, attack of opportunity, or as part of a full attack action (if ki is spent on each strike. Each use of Improved Snapping Strike costs 1 ki point. This may be combined with Snapping Counter.

Improved Tortoise Stance (Ex): The AC bonus granted by the Tortoise Stance increases to +4 and he gains an additional +2 to resist being bull rushed or tripped.

Powerful Shell (Ex): The Iron Tortoise Warrior gains Improved Critical (shield) as a bonus feat.

Greater Tortoise Stance (Ex): The AC bonus granted by the Tortoise Stance increases to +6 and he gains an additional +2 to resist being bull rushed or tripped.

Master Tortoise Warrior Stance (Ex): The true master of the Path of the Iron Tortoise Warrior incarnates the natural power of the snapping turtle. By spending 3 ki points, the Iron Tortoise may make a Whirlwind Attack (as per the feat) on surrounding foes and each attack bears his Snapping Strike damage bonus at no additional cost. For the duration of the round, the Iron Tortoise gains a +8 insight bonus to his AC and a +8 to resist being bull rushed or tripped.


---

Thoughts?

-X

Thantos
2007-11-13, 08:47 PM
I will pull down the disgrace that I thought was a style now that I have read yours ErrantX, Congrates looks good. I can't see any glaringly bad things in it and It seems good. I am uncertain about Improved Snapping strike though. It seems a little confusing to me, does it mean that one of your attacks in a full round get this extra damage or do all of them, if you pay the ki cost?

Lord Tataraus
2007-11-13, 08:51 PM
Weapon and Armor Proficiencies: Iron Tortoise Warriors are proficient in all simple weapons, all light and one handed martial weapons, all armor and shields.
Does this include tower shields? If so, you might want to make note of it, and if it does, you should probably have it proficient with extreme shields as well.


Snapping Strike (Ex): By focusing his ki and using his training, an Iron Tortoise Warrior may unleash a powerful strike with the ferocity of an angered snapping turtle. An Iron Tortoise may use Snapping Strike as a standard attack action, not as part of a full attack action. This ability uses 1 ki point.
I like it.


Improved Shield Bash: The Iron Tortoise Warrior gains Improved Shield Bash as a bonus feat.
Makes sense.


Shield Fighter: The Iron Tortoise Warrior gains the benefits of the Two-Weapon Fighting feat (even if he does not qualify for it) when using a light or one-handed melee weapon and a shield.
Does the shield count as the main hand or off-hand? Or do you choose? (So wielding a heavy shield in one hand and a light weapon would cause a -2/-2 penalty)


Tortoise Stance (Ex): The Iron Tortoise Warrior knows that the true defensive might of the turtle is in his personal mobile fortress, his shell. By tightening in his arms to his body and lowering his stance, the Iron Tortoise gains an additional +4 bonus to AC while in this stance, as well as a +4 to resist being bull rushed or tripped. The Iron Tortoise may only make 5ft steps while in this stance, and it lasts for the Martial Artist’s Wisdom modifier in rounds. This ability uses 1 ki point and requires that the Martial Artist have a shield of some sort in hand.
I would suggest changing the movement restriction to saying you willingly drop your movement to 5ft.


Thick Shell: The Iron Tortoise Warrior’s training with his shield allows him to use his shield better than most, increasing its effectiveness by 1 per instance of this ability. This increases at 8th, 14th, and 18th levels.
Very useful.


Snapping Counter (Ex): By using this technique, the Iron Tortoise Warrior utilizes his shield to deflect and push away an enemy’s weapon and creating an opening for a vicious riposte. As an immediate action, the Martial Artist rolls an attack with his shield and adds his Wisdom modifier to the attack roll. If he succeeds, then he may take an attack of opportunity upon his foe. This ability requires the use of a shield and costs 1 ki point. This may be combined with Improved Snapping Strike.
I like it, good synergy with the OS! However, don't refer to class features at higher levels, always have a class feature refer to those that come before it.


Aggressive Defense: Through steady training and use of his shield, the Iron Tortoise becomes more adept at using a shield and weapon. He may reduce his two-weapon fighting penalties by -1. This improves to -2 17th level.
Very useful.


Natural Shell (Ex): Through consistent use of heavy armor, the Iron Tortoise becomes more used to the rigors of wearing it, reducing the armor check penalty by -1. This is reduced further at level 16 and 19.
Might not be too useful at high levels...wait, no. With heavy armor, this is a good ability.


Improve Snapping Strike (Ex): The Iron Tortoise’s Snapping Strike becomes faster and more capable, being able to be used as either a standard single attack, attack of opportunity, or as part of a full attack action. Each use of Improved Snapping Strike costs 1 ki point.
Good, though move the comment about Snapping Counter here.

All those left out are really good abilities, overall I like this style!


Master Tortoise Warrior Stance (Ex): The true master of the Path of the Iron Tortoise Warrior incarnates the natural power of the snapping turtle. By spending 3 ki points, the Iron Tortoise may make a Whirlwind Attack (as per the feat) on surrounding foes and each attack bears his Snapping Strike damage bonus at no additional cost. For the duration of the round, the Iron Tortoise gains a +8 insight bonus to his AC and a +8 to resist being bull rushed or tripped.
Strong capstone! I like it! Very few changes needed.

Edit: I change I would like to suggest is severely dropping the Defense Bonus down to the lowest progression (+2 at first, maxes at +8) so as to encourage the use of armor.

ErrantX
2007-11-13, 09:28 PM
I took your suggestions Tataraus and fixed those things. I'm glad that no one has found a glaring loop-hole in this yet. This is how I will get Fighter back into this world, dangit! :D

I clarified Improved Snapping Strike as well, Thantos, to include your question. You'd spend 1 ki per Snapping Strike made on a full attack action. Also, to prevent people from fighting with 2 shields (not the aim of this class), I clarified that Snapping Strike can only be used with unarmed strikes or main hand weapons (not shields).

Thanks for the replies!

-X

Ceiling009
2007-11-14, 02:38 AM
Okay, so I've come to a problem... how would Superior Unarmed Strike (Tome of Battle p33) work with unarmed damage progression for the martial artist? Since effectively monks and fighters are gone, and you already have an unarmed damage progression... would it as its special note, which treats your unarmed damage as 4 levels higher (monk), work for the Martial Artist? So you are effectively treated as four levels higher of what ever your last style would be for unarmed damage? or would it be effectively useless since it may actually lower your unarmed damage progression as it has its own if you weren't a monk? This also might be a moot question as it's not in the main three books... thus doesn't actually matter...

ErrantX
2007-11-14, 02:56 AM
I say, let's pretend it doesn't exist and go on in our happy fishbowl. That's my opinion anyway.

-X

Uthug
2007-11-14, 06:03 AM
Regarding the Iron Tortoise Warrior, I don't really think that it should get all those Two-weapon fighting feats. If you decrease your movement speed to 5ft, you probably won't get to full attack. Maybe you could use the Two-Weapon Defense feats instead? Something I don't get is what happens if you're using a heavy shield? What would the penalties for Two-Weapon fighting be? Is the shield considered a one-handed weapon?

Partysan
2007-11-14, 10:22 AM
Give the SS a lock or hold ability that deals damage to an opponent that escapes the grapple.
Make him proficient with the Quarterstaff which can greatly be used to hold an opponent (hell, you can even use a sword to do it http://de.youtube.com/watch?v=Y3DhjFUOG6Y second half).

Lord Tataraus
2007-11-14, 11:47 AM
Give the SS a lock or hold ability that deals damage to an opponent that escapes the grapple.
Make him proficient with the Quarterstaff which can greatly be used to hold an opponent (hell, you can even use a sword to do it http://de.youtube.com/watch?v=Y3DhjFUOG6Y second half).

Added a few more abilities including the damage when the opponent escapes. Also, I incorporated the garrote rules from DR355 becuase they are so awesome. Unfortunately I can't tell you exactly what they are :smallfrown:
But, basically its a special grapple maneuver that causes the opponent to have to hold their breathe and eventually you strangle them to death (or unconsciousness if you want)

ErrantX
2007-11-14, 01:02 PM
Regarding the Iron Tortoise Warrior, I don't really think that it should get all those Two-weapon fighting feats. If you decrease your movement speed to 5ft, you probably won't get to full attack. Maybe you could use the Two-Weapon Defense feats instead? Something I don't get is what happens if you're using a heavy shield? What would the penalties for Two-Weapon fighting be? Is the shield considered a one-handed weapon?

You very well may not get to make a full attack action if you're reduced to 5ft, but at the same time, what if you're surrounded? And you always have Snapping Strike if you can only get that one swing in. The Two-Weapon Defense feats might work, but then that negates the purpose of Thick Shell. What I had in mind with this was a heavily armored shield fighter who was capable of beating the holy hell out of things that got near it. According to the SRD, a shield is considered an off-hand weapon, heavy shields are one-handed weapons and light shields are light weapons. Pick your weapons accordingly.

-X

Ceiling009
2007-11-14, 01:27 PM
And light shields only do a d3, and heavy a d4...If you add spikes it raises the die... You might want to add some shield savvy damage...or probably better is to go tiger blade... with one shield one sword...

Lord Tataraus
2007-11-14, 01:55 PM
And light shields only do a d3, and heavy a d4...If you add spikes it raises the die... You might want to add some shield savvy damage...or probably better is to go tiger blade... with one shield one sword...

Or it could be linked to the unarmed damage progression, just add a clause to the proficiency that your shield counts as a class weapon for the purposes of Weapon Strike.

levi
2007-11-14, 01:56 PM
As for superior unarmed strike, I'd say that while martial artist is intented to replace a variety of martial classes, it's mostly monk. Therefor, I'd say that any feats, items, etc. that improve monk abilities improve martial artist abilities. Therefor, it would give you an unarmed strike as though you where four levels higher.

In regards to the Iron Tortoise Warrior, it seems far to agressive for my tastes. Snapping Strike in particular seems rather off. While the snapping turtle reference is a good one, it doesn't mesh with how I envision a heavily armored warrior fighting.

The emphasis on two weapon fighting also seems a little odd. While sheild bashing is a legitamate and sometime useful technique, I feel that it's more of a fallback option than a main means of attack. Personally, I'd rather see something that focuses on defensive use of the shield, such as sheild walls (ala a phalanx), improving the defense granted by a sheild, and reducing the penalties for using sheilds and heavy armor.

It seems to me that the best way to be a sheild bashing expert should be some combination of Tiger Blade and a sheild using style, rather than having that be the default fighting style of the shield using style.

Lord Tataraus
2007-11-14, 02:16 PM
In regards to the Iron Tortoise Warrior, it seems far to agressive for my tastes. Snapping Strike in particular seems rather off. While the snapping turtle reference is a good one, it doesn't mesh with how I envision a heavily armored warrior fighting.

The emphasis on two weapon fighting also seems a little odd. While sheild bashing is a legitamate and sometime useful technique, I feel that it's more of a fallback option than a main means of attack. Personally, I'd rather see something that focuses on defensive use of the shield, such as sheild walls (ala a phalanx), improving the defense granted by a sheild, and reducing the penalties for using sheilds and heavy armor.

It seems to me that the best way to be a sheild bashing expert should be some combination of Tiger Blade and a sheild using style, rather than having that be the default fighting style of the shield using style.

I agree with the two-weapon fighting part. I suggest going the more realistic route and focus mostly on defense. However, Snapping Strike seems right to me. One of the main tactics of sword&board is to use the shield to hide where you are going to strike, therefore you can hit an unprotected area a lot easier, doing more damage. I would suggest having abilities to resist AoOs by knocking the weapon aside with the shield. Also, allow a free disarm attempt with a wooden shield when attacked with a slashing or piercing weapon. Then add some deflect arrow and other abilities of that nature.

ErrantX
2007-11-14, 03:40 PM
As for superior unarmed strike, I'd say that while martial artist is intented to replace a variety of martial classes, it's mostly monk. Therefor, I'd say that any feats, items, etc. that improve monk abilities improve martial artist abilities. Therefor, it would give you an unarmed strike as though you where four levels higher.

Takes a significant bite out of the feat, but that's fine.


In regards to the Iron Tortoise Warrior, it seems far to agressive for my tastes. Snapping Strike in particular seems rather off. While the snapping turtle reference is a good one, it doesn't mesh with how I envision a heavily armored warrior fighting.

How so? I see Snapping Strike as a shieldman's way of saying "I may not strike often, but I strike hard".


The emphasis on two weapon fighting also seems a little odd. While sheild bashing is a legitamate and sometime useful technique, I feel that it's more of a fallback option than a main means of attack. Personally, I'd rather see something that focuses on defensive use of the shield, such as sheild walls (ala a phalanx), improving the defense granted by a sheild, and reducing the penalties for using sheilds and heavy armor.

Well, the reason I chose to go the way of two-weapon fighting was to be different. A shield fighter style who uses his shield to its full extent in offense and defense. There are tactical feats in the CW that have shield wall uses (Formation Expert, I believe is the name of it), so I felt that something different would be the way to go towards making the Iron Tortoise unique. Thick Shell does improve the defense of the shield and Natural Shell reduces armor check penalty. I don't think I have ever seen a PrC or set of feats that specifically deal with a sword-and-board fighter who uses both to his advantage.


It seems to me that the best way to be a sheild bashing expert should be some combination of Tiger Blade and a sheild using style, rather than having that be the default fighting style of the shield using style.

Tiger Blade is a full on offense style that uses two slashing weapons. Iron Tortoise is a shield fighter style. I see what you're getting at, but I heartily disagree (obviously). Tiger Blade's abilities run completely contrary to Iron Tortoise, as it specifies that you must be lightly armored and/or using two slashing weapons.


I agree with the two-weapon fighting part. I suggest going the more realistic route and focus mostly on defense. However, Snapping Strike seems right to me. One of the main tactics of sword&board is to use the shield to hide where you are going to strike, therefore you can hit an unprotected area a lot easier, doing more damage. I would suggest having abilities to resist AoOs by knocking the weapon aside with the shield. Also, allow a free disarm attempt with a wooden shield when attacked with a slashing or piercing weapon. Then add some deflect arrow and other abilities of that nature.

I am considering the merit of the AoO shieldy thing that you mention here, and where to fit it in the whole thing. The wooden shield thing is neat, but then it pretty much ruins your shield. The turtle's shell is impenetrable, after all. As I said above, I wanted to do something different and create a style that focuses on offense through defense. Your initial reaction seemed more positive on the two-weapon fighting front, what on that changed?

I'm fairly set on keeping it a two-weapon fighting class, but if the general consensus, i.e. the next several posts tell me to change it and gives me a reason behind it, is that I should change it, I will. But I'm standing by my style's unique flavor until then.

-X

Lord Tataraus
2007-11-14, 04:11 PM
I am considering the merit of the AoO shieldy thing that you mention here, and where to fit it in the whole thing. The wooden shield thing is neat, but then it pretty much ruins your shield. The turtle's shell is impenetrable, after all. As I said above, I wanted to do something different and create a style that focuses on offense through defense. Your initial reaction seemed more positive on the two-weapon fighting front, what on that changed?

Well, just thinking over how the shield was used IRL, it is not so much offensive in the sense that it is used to deal damage, but to knock a weapon aside, bash the opponent back (bull rush?) and help the shield user get almost right up to their opponent and stab him in the weak points. The shield was very offensive, but not too much in the bludgeon them to death kind of way. That's why I changed my mind on TWFing. As for the wooden shield, sure it gets banged up, but not as much as you think. Actually the reason wooden shields were preferred was to use that exact maneuver. It catches the enemy's weapon, dealing the recover so that the shield user can get a free hit or possibly disarm the opponent if he hit hard enough. Basically, you'd make an opposed attack roll with the shield and if you win, the opponent rolls the damage and that +10 is the reflex save to resist getting disarmed.

Ceiling009
2007-11-14, 06:32 PM
So how does the defense bonus stack from multi-styling? I just realized that if you take a level in every style, you will end up having somewhere around 27 defense bonus, but absolutely crap offensive capability. If you do it with 2 styles it's not as pronounced, but even with something like 9 dragon scholar and 6 of ocean sentinel, you defense bonus is 11, higher than either of those styles at level 15. Personally, I think that there should be one defense bonus chart for the martial artist...

Lord Tataraus
2007-11-14, 06:37 PM
So how does the defense bonus stack from multi-styling? I just realized that if you take a level in every style, you will end up having somewhere around 27 defense bonus, but absolutely crap offensive capability. If you do it with 2 styles it's not as pronounced, but even with something like 9 dragon scholar and 6 of ocean sentinel, you defense bonus is 11, higher than either of those styles at level 15. Personally, I think that there should be one defense bonus chart for the martial artist...

It doesn't. You get the highest bonus. That's why advanced styles have a special rule that allows them to stack.

By the way, I've added the art I've received for my pdf to the posts, give it up for my artists! Thanks guys, keep it coming!

levi
2007-11-14, 07:53 PM
Far be it for me to rain on your parade, I'm just telling it like I see it. I have my own biases, so don't think I'm bashing all your hard work or anything.

Now that you've explained it, I understand the reasoning behind Snapping Strike, but I still don't agree with it. What's the physical justification behind it? It seems rather unconnected to the core of the style. I don't see how being a heavily armored sheild using warrior automatically allows one to simply hit harder. I'm sure the idea it to allow a Sword and Board fighter to keep up DPS wise with other sorts of warriors, but it simply feels tacked on to me.

I think the problem I have with the TWF stuff is the image it creates in my head when I imagine it in action. At higher levels, a full attack goes something like, attack with weapon three times, bash with sheild three times. Somehow, when I picture that in my head it just looks wrong. To me, the use of a sheild bash type of attack is more about pushing back your foe, knocking aside thier weapon, upsetting thier balance, and that sort of thing, rather than beating them to a bloody pulp with it.

I guess it's just got too much positive jing for a turtle.

Lord Tataraus
2007-11-14, 10:38 PM
I've added a few new abilities to Serpent Strangler; Head Blow, Counter Hold, and Snap Limb. What do you think?

Thantos
2007-11-14, 11:58 PM
*wild aplasuses* Wow, great art work, if you are lurking out their Good job artists.

Ceiling009
2007-11-15, 12:38 AM
So... here's an idea for an advanced style, which builds off the Mantis Blade Fencer, a friend of mine and I worked on it a bit... I'll get to fluffing it out sooner or later...

Spider Palm
{table=head]Level|Special|Defense

1st|Spider Stance, Tarantula Fang +1d6|
+0

2nd|Unarmed Damage Increase|
+0

3rd|Improved Spider Stance|
+1

4th|Tarantula Fang +2d6|
+1

5th|Gaze of the Spider, Unarmed Strike Increase|
+1

6th|Precognitive Strike|
+2

7th|Tarantula Fang +3d6|
+2

8th|Greater Spider Stance|
+2

9th|Unarmed Damage Increase|
+3

10th|Master of the Web, Tarantula Fang +4d6|
+3 [/table]

Requirements
Counterstrike Class Ability and all class features granted by this class (Spider Palm), except unarmed damage progression, only function when unarmed.

Spider Stance
A Spider’s Palm, as a swift action, readies their body to anticipate attacks that borders on the precognitive. While in a Spider Stance and using the full attack action a Spider’s Palm can deny themselves one of their attacks. Doing so will allow them an extra attack while using the counterstrike ability. This attack must use the base attack bonus of the attack that was originally denied. Spider Stance lasts for a number of rounds equal to 3 + their wisdom modifier. Going into a spider stance costs 1 ki point.

Tarantula Fang
A Spider’s greatest weapons are its fangs, and when a Spider Palm makes a successful Counterstrike they add +xd6 to the damage.

Improved Spider Stance
While in spider stance if a Spider Palm hits with a counterstrike and the enemy is wielding a melee weapon he may make a disarm attempt for free; as if the Spider Palm seems to have more than one pair of hands. This disarm does not provoke an attack of opportunity. Doing so costs 1 ki point.

Gaze of the Spider
The Spider Palm gives off an intimidating aura, but his gaze can cause his enemies to go into frenzy, attacking only him. As a move action, you can cause an opponent within your line of sight to attack only you, if fail a will save of 10 + half you character level + Wisdom Modifier. This ability costs 2 ki points.

Precognitive Strike
On a Counterstrike, a Spider Palm may add their wisdom modifier (if any) in addition to their strength modifier to their attack roll.

Greater Spider Stance
In addition to disarming an opponent a Spider Palm may spend an additional ki point to attempt a trip attack the opponent as a free action. This does not provoke an attack of opportunity. If the trip attempt fails the opponent may not try to trip the Spider Palm.

Master of the Web
At level 10, when ever a Spider Palm denies them selves an attack through the Spider Stance class feature, they may instead add two attacks to a counterstrike. This cost 2 ki points.

Edit: Forgot defense from Advanced styles stacked...

Lord Tataraus
2007-11-15, 01:22 AM
Not bad Ceiling, it looks pretty solid and not overpowered since it focuses on one ability. Though I have a question and a nitpick:


Requirements
Counterstrike Class Ability and all style abilities, except unarmed damage progression, only function when unarmed.
Emphasis mine, what does "all style abilities" mean?

Also, for the defense bonus progression you have to put in the bonus on the table and progress it from the minimum entry level. All the different levels of defense have the same progression (+1 every 3rd) but its the starting point that's different. So, just list +1 to start out with then at every third (taking into account that whoever is taking the style already has had the min levels). Do you understand or do I need to clarify?

Ceiling009
2007-11-15, 01:46 AM
you're probably better off sending me a PM about the defense numbers... but when I meant style abilities, Class features that are granted by this style (Spider Palm). Maybe that should have been the wording... okay, as I'm thinking about it, I think I know what you're saying about the Defense Bonus... I'll update it all in a little bit.

Lord Tataraus
2007-11-15, 09:51 AM
The defense bonus stacks for the advanced styles so the spider palm would have this progression:{table=head]Level|Defense
1st|
+0

2nd|
+0

3rd|
+1

4th|
+1

5th|
+1

6th|
+2

7th|
+2

8th|
+2

9th|
+3

10th|
+3

[/table]

levi
2007-11-15, 03:51 PM
I've been thinking about how we're handling the defence bonus for advanced styles, and I think we could be doing it better. Allowing defense bonuses to stack runs contrary to the design of the defense bonus system and is open to imbalance.

For instance, if a character takes a style with a high defense bonus and then takes an advanced style that also provides a high defense bonus, the defense bonus they end up with is higher than any style (or class) could normally aquire.

Also, if a character takes an advanced style at any point other than the minimum (or a multiple of three higher than the minimum), the stacking defense bonuses don't line up and the resulting defence is out of sync with the rest of the system. This doesn't seem right.

What I think should be done instead is to handle advanced style defence bonuses just like any other class. Rather than stacking, the character only takes the best defence bonus of any of the classes they have, as though they where single classed in that class. This would allow for a character with a low defence to gain a better one if they take an advanced style that provides one. However, a character with a high defense base style wouldn't get an (unjustified) increase in defense for taking a high defense advanced style.

I think it'd be simpler for both players and style designers, better balanced, more consistant, and work better overall.

The other reason I is that the Scorpion Tail's defense bonus is wrong because I only just now have begun to undestand how a stacking defense bonus is supposed to work. If it's intented to be a low defense class, with the current rules, it shold start at +0, which will basically keep the same defense bonus the base class had. (It is intended to be entered at level 2.) Is that correct?

Lord Tataraus
2007-11-15, 04:31 PM
While you do have some good points, lvei, if the defense bonus for advanced styles is handled like the normal styles, then they grow less effective if one waits until high levels and actually hinders the increase of defense. So to keep up with the increase, the style should add small, stacking bonuses. Starting from +0 to +2 for very defensive styles. Also, no advanced style should be accessible before level 3, so your advanced style would most likely start off with a +1, improving every third (if you choose it to be accessed at 3rd level).

Daracaex
2007-11-15, 05:23 PM
So it could be handled as Levi sugested, but with normal defense bonus and advanced defense bonus both keeping track separately, maybe?

I really like this stuff. I'm working on a couple of unique styles myself. I'll post my ideas soon as I'm not exactly the greatest at game balance to create the full progression myself, so I'll have to ask for some help in actually balancing out the abilities.

Partysan
2007-11-15, 05:31 PM
ok, last thing I'd give the SS is an ability that gives an AC bonus against AoO's from movement (like the mobility feat) and against ranged attacks. The SS is the MA that relies most on Close Combat. Fluffwise this is represented by the way a snake moves ("schlaengeln" in german, really can't find the english word, sorry).
Then now, that the SS is the Master of ability damage, we could make the Dim Mak style as an advanced one for SS and as a Master of Conditions.

I really like the Spider Stance - good work (says the maker of the MBF^^)

Lord Tataraus
2007-11-15, 05:51 PM
ok, last thing I'd give the SS is an ability that gives an AC bonus against AoO's from movement (like the mobility feat) and against ranged attacks. The SS is the MA that relies most on Close Combat. Fluffwise this is represented by the way a snake moves ("schlaengeln" in german, really can't find the english word, sorry).
Then now, that the SS is the Master of ability damage, we could make the Dim Mak style as an advanced one for SS and as a Master of Conditions.

I really like the Spider Stance - good work (says the maker of the MBF^^)

"Slither" is the english word (though http://dict.leo.org/ says that glitschen or schlittern is the correct translation, its a good translation site even though I can't read most of it) Though the translation of schlaengeln does include wriggle which is close to slither.

Anyway, good idea on the Ac bonus. The SS does have some anti-AoO in the form of its Counter Hold and the Dim Mak advanced style based off the SS is a good idea...

levi
2007-11-15, 06:11 PM
While you do have some good points, lvei, if the defense bonus for advanced styles is handled like the normal styles, then they grow less effective if one waits until high levels and actually hinders the increase of defense.

Apparently, I didn't really make myself clear, because there would be no such effect in my system. I'll try to explain a little better, using Scorpion Tail as an example. Scorpion Tail is a low defence style, it would have a type A defense bonus progression.

A Scorpion Blade character would multi-style in Scorpion Tail and Mantis Blade Fencer. Mantis Blade provides type C defense, which is better than the type A Scorpion Tail provides, so the character would use type C defense.

A Twin Scorpion Blade would multi-style in Tiger Blade instead. As Tiger Blade's defense is type A, the character would use type A defense.

Is that clearer? With this system, it makes no difference when one enteres the advanced style, the resulting defense is the same. It also means that all character's defense values are one of the four types defined in the defense bonus rules, rather than some possibly unusal progressions created by stacking.


So to keep up with the increase, the style should add small, stacking bonuses. Starting from +0 to +2 for very defensive styles.

If you use this system, then a character with type D defense can take an advanced style that starts at +2 and gain a defense bonus higher than any defined defense bonus progression. Furthermore, if they take multiple advanced styles, their defense can rise even higher.


Also, no advanced style should be accessible before level 3, so your advanced style would most likely start off with a +1, improving every third (if you choose it to be accessed at 3rd level).

I made Scorpion Tail enterable at 2nd level. I did so because I imagined most of the Scorpion Tail using schools of martial arts alternating between thier base style and Scorption Tail. At level 20, they'll have 10 levels of each and aquire Single Strike as thier capstone ability. Of course, it's possible to use other combinations, but I envisioned that as the traditional course of training offered by the common schools (Scorpion Blade and Twin Scorpion Blade).

The reasons Scorpion Tail is an advanced class are rather unlike those behind PrCs or d20 Modern advanced classes. The abilities aren't supposed to high powered techniques only availible to advanced students of martial arts. Rather it's advanced for two other reasons.

Firstly, it's only ten levels long. This is to allow it to combine nicely with other styles. I aslo felt that the main focus of the class lacked the depth to go to 20 levels without restricting the character to specific weapons and tactics.

Secondly, I wanted it to be usable with a wide variety of weapons and fighting styles. By not providing or requireing any weapon profiencies, the style allows and requires the practitioner to use a weapon taught by thier base style.

So that's my reasoning and I hope you don't insist I increase the entrance requirements becaus I rather like it the way it is.

Lord Tataraus
2007-11-16, 10:14 PM
Well, I've had more than enough time to answer you, levi, so no more stalling and getting distracted. So, first off about the defense bonus, I get your idea and I've been think on how to implement it. I've come up with an idea of just including text say that X style has Y defense and the advanced styles progress as Z defense. So all you have to do is list what defense progression the advanced style uses (A, B, C, or D).

As for the entry level for advanced styles, I want no advanced style to be entered before 3rd level. A character needs at least 2 levels before going advanced.

Daracaex
2007-11-17, 01:17 AM
As for the entry level for advanced styles, I want no advanced style to be entered before 3rd level. A character needs at least 2 levels before going advanced.

And couldn't the character just double-up on Scorpion tail when he gets it? Instead of every other level being between that and another discipline, it'd be like: [discipline 1],[discipline 1], Scorpion Tail, Scorpion Tail, [discipline 1], Scorpion Tail, etc.

Lord Tataraus
2007-11-17, 01:44 AM
And couldn't the character just double-up on Scorpion tail when he gets it? Instead of every other level being between that and another discipline, it'd be like: [discipline 1],[discipline 1], Scorpion Tail, Scorpion Tail, [discipline 1], Scorpion Tail, etc.

You are completely free to mix and match as you like, but I'd prefer to require at least 2 normal style levels before you start advanced style levels.

ErrantX
2007-11-20, 07:31 PM
Did some thought on what people had said about the Iron Tortoise Warrior and removed the Improved and Greater Shield Fighter abilities (as well as Aggressive Defense as it became irrelevant), and reduced the Snapping Strike ability by +1d6 (removed the top tier level, capstone is strong enough). Replaced them with Stone Turtle Defense and Iron Turtle Defense. Check them out (http://www.giantitp.com/forums/showpost.php?p=3514604&postcount=24). Let me know what you think.

-X

Lord Tataraus
2007-11-20, 10:10 PM
Did some thought on what people had said about the Iron Tortoise Warrior and removed the Improved and Greater Shield Fighter abilities (as well as Aggressive Defense as it became irrelevant), and reduced the Snapping Strike ability by +1d6 (removed the top tier level, capstone is strong enough). Replaced them with Stone Turtle Defense and Iron Turtle Defense. Check them out (http://www.giantitp.com/forums/showpost.php?p=3514604&postcount=24). Let me know what you think.

-X

Looks good, though do you mean to use the shield's AC to make the opposed attack roll for Iron Turtle Defense? You might want to put that in.

ErrantX
2007-11-21, 01:10 AM
Looks good, though do you mean to use the shield's AC to make the opposed attack roll for Iron Turtle Defense? You might want to put that in.

No, you roll an attack roll with your shield as a weapon, as if you were shield bashing. *hmms* I'll review it and see what might have given you that idea. I figured I'd give the Iron Tortoise a look-see again after watching the Invasion. All those Water Tribe fighters with spears and shields. So cool.

-X

Ekeralos
2008-10-03, 06:50 PM
I really enjoy the martial artist class and feel that it meshes well with this system. I just have one issue.
The Defense system in conjunction with the Wisdom modifier to AC.
-Lv 1 Airbender with 2 warfans (+1 AC), 17 Wisdom (+3 AC), and 15 Dex (+2 AC), wearing no armor (the defense bonus is +2 according to the Avatar D20 site [under variant rules-armor as Damage reduction])=18 AC
-Lv 1 Firebender with 2 warfans (+1 AC), 17 Dexterity (+3 AC), Wearing no armor (+3 Defense bonus)=17 AC
-Lv 1 Martial Artist (Wind Warrior) with 2 Warfans (+1 AC), 17 Dex (+3 AC), 15 Wisdom (+2 AC), wearing no armor (due to lack of proficiency) (+4 AC)=20 AC

Firebender to hit: +4 (+0 BAB, +3 Dex, +1 Wpn Focus (fireblast) (has to roll a 14 for the airbender, a 13 to hit themselves, and a 16 to hit the Wind Warrior.

Is this system intended to be all about dodging cinemactically and less about accurately hitting? The Airbender on the Giantitp forums was marked with a C Defense bonus but on the site had a A Defense bonus. What should the Defense bonus of the Tataraus' Martial Artist styles be?

Lord Tataraus
2008-10-03, 09:47 PM
I'm glad you like the styles Ekeralos. To answer your question, the benders all have the A defense bonus while the Martial Artists have B or C (it is marked on the Defense Bonus column in the style table) as designed and as you have pointed out, it does tend to be a bit low. However, that was intentional based on the style of the combat in Avatar, everyone is getting hit all the time, so it is supposed to be more about dodging cinemactically. All of the classes are much more offensively based with lock-down and penalty based defense rather than direct shielding.

azraelmk3
2010-08-04, 07:48 PM
*casts heightened animate thread*

so does weapon strike work for hawk-eye's ranged weapons? doesn't make sense to deal unamred damage on a bow's arrow...but nowhere does it specify otherwise

Roland St. Jude
2010-08-04, 09:21 PM
Sheriff of Moddingham:Thread Necro. :smallfrown: