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    Barbarian in the Playground
     
    Griffon

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    Jan 2013
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    Default Stylemaster

    Withdrawn; lack of time to finish. Spoiler'd for posterity.

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    Stylemaster [Pathfinder]


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    "It's not about mastering a single style of swordsmanship; that's just too easy. The real fun happens — and things get CRAZY once it does — when you use all of them." -Spardicus, Stylemaster

    A general description of whatever the class is!

    BECOMING A STYLEMASTER
    Some Stylemasters are self-trained and others seek a master to learn from. People who teach Stylemasters tend to be eccentric and inscrutable to those who are not kindred souls. The unique mindset required to use a Stylemaster's abilities necessitates a chaotic alignment. Most Stylemasters begin as Fighters, Rangers, or Barbarians, though some others such as Rogues, Cavaliers, Ninjas, and Samurai learn to become Stylemasters. A few Gunslingers have decided to become Stylemasters, as well. On rare occasion, Bards, Inquisitors, Magi, and even Clerics have embraced the path of the Stylemaster.

    Stylemasters who know spells often need to train themselves to rely less on magic because of the weak martial synergy of spells and the Stylemaster's lack of focus on magical expertise.

    ENTRY REQUIREMENTS
    Alignment: Any chaotic.
    Base Attack Bonus: +5
    Skills: Acrobatics 5 ranks, Bluff 3 ranks, Perform (dance) 3 ranks
    Feats: Any style feat.
    Weapon Proficiency: Must be proficient with all martial weapons.

    Class Skills
    The Stylemaster's class skills (and the key ability for each skill) are Acrobatics (Dex), Bluff (Cha), Escape Artist (Dex), Knowledge (History) (Int), Perception (Wis), and Perform (Cha).
    Skill Points per Level: 2 + Int modifier

    Hit Die: d10

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

    1st|
    +1
    |
    +1
    |
    +0
    |
    +0
    |Bonus Style, Combo, Dissension, Style Mastery

    2nd|
    +2
    |
    +1
    |
    +1
    |
    +1
    |Combo (style), Cunning

    3rd|
    +3
    |
    +2
    |
    +1
    |
    +1
    |Bonus Style, Style Mastery (two-handed)

    4th|
    +4
    |
    +2
    |
    +1
    |
    +1
    |Bedlam, Combo (weapon)

    5th|
    +5
    |
    +3
    |
    +2
    |
    +2
    |Bonus Style, Taunt

    6th|
    +6
    |
    +3
    |
    +2
    |
    +2
    |Adaptation, Combo (critical)

    7th|
    +7
    |
    +4
    |
    +2
    |
    +2
    |Bonus Style, Style Mastery (ranged)

    8th|
    +8
    |
    +4
    |
    +3
    |
    +3
    |Spontaneity, Combo (crazy)

    9th|
    +9
    |
    +5
    |
    +3
    |
    +3
    |Bonus Style, Spectacular Synergy

    10th|
    +10
    |
    +5
    |
    +3
    |
    +3
    |Supreme Shocking Style[/table]

    Class Features

    Note: Style feat refers to the any feat in a style feat tree. First-tier style feat refers to the first feat in a style feat tree, such as Crane Style. Second-tier style feat refers to the second feat in a style feat tree, such as Crane Wing. Third-tier style feat refers to the third and final feat in a style feat tree, such as Crane Riposte. The word "style" on its own refers to an entire style feat tree.

    Weapon Proficiencies: Stylemasters gain no proficiency with any weapon or armor.


    Bonus Style: At 1st level, a Stylemaster may choose a bonus style feat, the Stunning Fist feat, or the Elemental Fist feat. This is in addition to the feats that a character of any class normally gets from advancing levels. A Stylemaster gains an additional style feat at 3rd, 5th, 7th, and 9th level. The character does not need to meet the prerequisites for these bonus feats, except for prerequisite style feats.


    Combo (Ex): At 1st level, a Stylemaster gains a meter of combo points, a measure of his combat fervor and style's chaos. A Stylemaster's combo begins at 0 points and has an upper limit equal to twice the sum of his mental score modifiers and his Stylemaster level.

    A number of actions can add or remove points from a combo:
    Kill Enemy: When a Stylemaster damages a creature to 0 hit points or below, he gains combo points equal to 4 + the defeated creature's hit dice minus the Stylemaster's hit dice (minimum 0). This applies to the same creature only once; if the creature is healed or revived, no combo points are earned by killing it again.
    Deal Damage: When a Stylemaster damages a creature, successfully executes a combat maneuver against a creature, or hits at least one creature with a spell (unless the spell has no effect as a result of a successful save), he gains 1 combo point. The attacked creature must have at least half as many hit dice as the Stylemaster.
    Avoid Attack: When an enemy makes an unsuccessful attack roll against a Stylemaster, he gains 1 combo point. This ability also applies combat maneuvers (including maneuvers made as part of a creature's attack) and touch attack spells. The attacking creature must have at least half as many hit dice as the Stylemaster.
    Avoid Spell: When a Stylemaster is affected by a harmful spell that allows a negate-type save and he succeeds his save against that spell, he gains 1 combo point. This does not apply to spells avoided with Spell Resistance. The casting creature must have at least half as many hit dice as the Stylemaster.
    Take Damage: When the Stylemaster is damaged by a creature other than himself or is otherwise affected by a harmful spell or ability, he loses 3 combo points, to a minimum of 0 points.
    End Combo: When a Stylemaster has not been attacked by — nor has he successfully struck a creature with — an attack, spell, or offensive special ability for a period of 3 rounds, his combo returns to 0 points.

    At 2nd level, a Stylemaster learns:
    Style Combo: When a Stylemaster damages a foe, he gains 1 additional combo point if during the current encounter he has not yet dealt damage to any creature while using his current style. This ability applies separately for each style the Stylemaster uses.

    At 4th level, a Stylemaster learns:
    Weapon Combo: When a Stylemaster damages a foe, he gains 1 additional combo point if during the current encounter he has not yet dealt damage to any creature while using his current weapon. This ability applies separately for each weapon the Stylemaster wields.

    At 6th level, a Stylemaster learns:
    Critical Combo: When a Stylemaster confirms a critical hit, he gains 3 additional combo points. Future critical hits with the same weapon in the same encounter instead give him only 1 additional combo point. The attacked creature must have at least half as many hit dice as the Stylemaster.

    At 8th level, a Stylemaster learns:
    Crazy Combo: When a Stylemaster spends 3 or more combo points in one round, he gains 1 combo point.


    Dissension (Ex): Dissension is active while a Stylemaster has 1 or more combo point.

    While Dissension is active, a Stylemaster gains a +1 insight bonus to attack and damage with his weapons.

    The Stylemaster begins to embrace the concept of chaos during battle. He can use two styles simultaneously and gains the ability to switch one or more of them as a free action once per round. In addition, the Stylemaster can spend 1 combo point as a free action to gain a +4 insight bonus to his AC for 1 round.


    Style Mastery (Ex): At 1st level, a Stylemaster may use style feats, the Elemental Fist feat, and the Stunning Fist feat with light and one-handed melee weapons in place of unarmed strikes.

    At 3th level, this ability extends to two-handed melee weapons.

    At 7th level, this ability extends to ranged weapons.


    Cunning (Ex): Cunning is active while a Stylemaster has 3 or more combo points. The Stylemaster must be 2nd level to use this ability.

    While Cunning is active, a Stylemaster gains a +2 insight bonus to attack and damage with his weapons.

    The Stylemaster's reflexes synchronize with his rapidly-changing style, gaining the ability to simultaneously sheathe one accessible item and draw another as a free action once per round. This ability may only be used on items that can normally be accessed with a move action. In addition, the Stylemaster can spend 2 combo points as a free action to gain a +5 insight bonus to his CMB and CMD for 1 round.


    Bedlam (Ex): Bedlam is active while a Stylemaster has 6 or more combo points. The Stylemaster must be 4th level to use this ability.

    While Bedlam is active, a Stylemaster gains a +3 insight bonus to attack and damage with his weapons.

    The Stylemaster reaches through the chaos of battle to achieve a great level of focus, reading the flow of combat and acting accordingly. As a move action, he can grant himself concealment (20% miss chance). Alternatively, the Stylemaster can focus entirely on avoiding being hit; as a full-round action, he can grant himself total concealment (50% miss chance). In addition, when an enemy makes an attack roll against the Stylemaster, he may spend 3 combo points as a free action to force a re-roll of the attack. Any single attack roll may be be re-rolled only once, and the result of the second roll must be taken.


    Taunt (Ex): At 5th level, a Stylemaster is proficient at performing an elaborate but superfluous taunt, often accompanied by invective, to provoke his foes and keep his combo strong. As a full-round action, a Stylemaster can taunt his enemies, provoking attacks of opportunity and causing all enemies within 30' of the Stylemaster (if they are capable of seeing and hearing him) to make a Will save or become infuriated. The DC of this save is equal to 10 + 1/2 the Stylemaster's level + 1/2 the Stylemaster's character level + the Stylemaster's Charisma modifier.

    Infuriated creatures must attempt to make a melee attack against the Stylemaster, make a ranged attack against him, target him with a spell, or include him in the area of a spell. The effect ends if the creature is prevented from attacking the Stylemaster or attempting to do so would harm it. Infuriation ends as soon as the creature attacks the Stylemaster. Once a creature has been infuriated by the Stylemaster, it cannot be infuriated by him again for 1 day. Creatures that have an Intelligence score of 3 or lower cannot be infuriated.

    A Stylemaster gains 1 combo point for each creature he infuriates.


    Adaptation (Ex): Adaptation is active while a Stylemaster has 10 or more combo points. The Stylemaster must be 6th level to use this ability.

    While Adaptation is active, a Stylemaster gains a +4 insight bonus to attack and damage with his weapons.

    The Stylemaster is so engrossed in the chaotic flow of combat that he can seemingly manipulate fate to his advantage. He gains the benefit of the second-tier style feats in each style he is currently using, if he does not already possess those feats. In addition, the Stylemaster can spend 3 combo points as a standard action to temporarily learn a new style feat, ignoring prerequisites except for prerequisite style feats, until his combo reaches 0 points.


    Spontaneity (Ex): Spontaneity is active while a Stylemaster has 15 or more combo points. The Stylemaster must be 8th level to use this ability.

    While Spontaneity is active, a Stylemaster gains a +5 insight bonus to attack and damage with his weapons.

    The Stylemaster's mind and body become unified, lending to an incredible reaction time and the uncanny ability to switch between actions instantly. The Stylemaster gains the ability to spend 3 combo points as a swift action to make an additional move action. He may also spend 3 combo points as a move action to make an additional standard action. In addition, the Stylemaster gains the ability to spend 8 combo points as an immediate action to make a move or standard action during another creature's turn.


    Spectacular Synergy (Ex): Spectacular Synergy is active while a Stylemaster has 21 or more combo points. The Stylemaster must be 9th level to use this ability.

    While Spectacular Synergy is active, a Stylemaster gains a +6 insight bonus to attack and damage with his weapons.

    The Stylemaster melds completely with the form and flow of battle; all styles and strategies become as manipulable as his own hands. He can use any number of styles simultaneously. In addition, the Stylemaster can spend 4 combo points before an attack to automatically threaten a critical hit with that attack. The attack roll must still meet or exceed the target's AC to be successful, however.


    Supreme Shocking Style (Ex): Supreme Shocking Style is active while a Stylemaster has 28 or more combo points. The Stylemaster must be 10th level to use this ability.

    While Supreme Shocking Style is active, a Stylemaster gains a +7 insight bonus to attack and damage with his weapons.

    The Stylemaster's chaos reaches a pinnacle; his movements possess a degree of true randomness and are thus utterly impossible to predict. He gains the benefit of the third-tier style feats in each style he is currently using, if he does not already possess those feats. In addition, the Stylemaster can spend 1 combo point as a free action to treat a creature as flat-footed against him.

    Alternatively, the Stylemaster can, as a swift action, treat his attack rolls in the current round as automatic natural 20s; only critical confirmations need be rolled. After the Stylemaster ends his turn, his combo resets to 0 points and he is fatigued.

    PLAYING A STYLEMASTER
    WIP
    Combat: WIP
    Advancement: WIP
    Resources: WIP

    STYLEMASTERS IN THE WORLD
    "When the fight began, he was unremarkable and uninspiring. By the time I was struck down by this same man, he fought as if a martial genius or god of war, having reached a level of understanding and expertise such that, to the mundane mind, he was insane. I am not so deluded. For this person was not a genius, nor a god, but just a man — a man who can perceive entropy and is wise enough to see it not as an obstacle but as a weapon." -Alric Kendra, Survivor of the Battle of Eredor

    Stylemasters are uncommon but not unheard of. They are treated as other warriors would be, albeit with greater wariness. Stylemasters have a reputation of lawlessness and deviance, which causes guards and shopkeepers to watch their actions carefully. However, Stylemasters also have a reputation of martial prowess, causing those same guards and shopkeepers to avoid risk angering Stylemasters by telling them to leave.
    Daily Life: Stylemasters tend to train extensively and energetically, more so than most other warriors. The training is usually done solo, as each Stylemaster has his own approach to combat. Beyond this, Stylemasters live chaotic, but otherwise unremarkable lives in comparison to other full-time warriors, on average.
    Notables: Spardicus is credited to be the first Stylemaster, made famous by his audacious personality and his undefeated battle record. He went without defeat for thirteen years, thanks mostly to the completely unpredictable attack pattern he uses. Spardicus has no loyalties or attachments, but fights pro bono for many different kingdoms, seemingly at random. Eventually, he was defeated and later befriended by another Stylemaster named Meridian Langue, who gained fame by teaching Stylemastery to dozens of apprentices following his victory. By contrast, a number of demon-worshipers and agents of evil embraced the path of the Stylemaster in order to become extremely effective berserkers acting in service to their dark masters.
    Organizations: Meridian Langue's informal Academy of Style is the only known structured organization of Stylemasters. By their nature, most Stylemasters, good or evil, tend to work solo regardless of who they answer to.

    NPC Reaction
    WIP

    STYLEMASTER IN THE GAME
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    Adaptation: WIP
    Encounters: WIP

    Sample Encounter
    Stylemasters go where the proverbial fight is. Battlefields, areas of contention, wild or unsettled lands, lawless regions, and so forth all draw wandering Stylemasters with the call of battle. Sometimes, they can be encountered on roads or cities between such locations.

    WIP WIP WIP WIP
    Spardicus CL 14
    XP 38,400
    Male Human Fighter 5/Stylemaster 10
    CN Medium humanoid (human)
    Init +1, Senses: Perception +19
    ------------------------------------------------
    AC 27, touch 12, flat-footed 25 (+12 armor, +3 shield, +1 Dex, +1 dodge)
    hp 132 (15d10+45)
    Fort +12, Ref +5, Will +5; +1 vs. fear
    ------------------------------------------------
    Speed 20 ft.
    Melee +1 Keen Scimitar +21/+16/+11 (1d6+6/15-20)
    Melee Mwk Flail +20/+15/+10 (1d8+4) (disarm, trip)
    Melee +1 Keen Falchion +21/+16/+11 (2d4+8/15-20)
    Melee Mwk Halberd +20/+15/+10 (1d10+6/x3) (brace, trip)
    Melee Mwk Hooked Lance +20/+15/+10 (1d8+6/x4) (reach, trip)
    Ranged Mwk Composite Longbow +17/+13/+8 (1d8+4/x3)
    Special Attacks
    Combo Maximum 28
    -----------------------------------------------
    Abilities Str 18, Dex 13, Con 16, Int 14, Wis 12, Cha 12
    Base Atk +15; CMB +19; CMD 30
    Feats Power Attack, Improved Unarmed Strike, Dodge, Crane Style, Cleave, Combat Expertise, Great Cleave, Crane Wing, Improved Trip, Stunning Fist, Felling Smash, Elemental Fist, Greater Trip, Mantis Style, Furious Focus, Panther Style, Shield of Swings, Snapping Turtle Style
    Skills Acrobatics +9, Bluff +14, Climb +9, Escape Artist +9, Knowledge (Dungeoneering) +10, Knowledge (History) +10, Perception +19, Perform (dance) +7, Survival +5, Swim +9, Use Magic Device +16
    Languages Common, Infernal
    SQ bravery +1, armor training +1, weapon training (heavy blades) +1
    Combat Gear Belt of Physical Might +2 (Dex/Con), Headband of Inspired Wisdom +4, +3 Full Plate, +1 Heavy Steel Shield


    Rev's Notes: Rather than use the term Chaos as some abstract or metaphor for something else, I used it as a literal combat strategy. A good example is Mass Effect, wherein there is a nice exchange between the pilot Joker and Shepard. Joker tells us that though AIs have progressed to the point that they can predict and react to almost anything, elite pilots are still used instead of machines because of the random, unpredictable nature of the mind. What if someone were to consciously capitalize upon this in battle?

    Another goal was to make the style feats a lot less exclusive. Right now, the only style feat that a non-monk would ever be likely to want is Crane Style, for the Crane Wing feat. But if I replace the need to stick with unarmed strikes, suddenly a lot of options are available, especially with third-party or home-brewed style feats (which I wholeheartedly recommend). This prestige class can be dipped or it can be taken to pretty much any level the player chooses; there is a solid selection of abilities at every level.

    Most importantly, I wanted to make a totally non-magical prestige class that is still really fun to play. All I had to do is look at how brawler-style games made straightforward combat fun. Most of the options were locked out simply because there is no concept of "timing" or other video game-specific mechanics. However, I found that I was able to translate the Style system from Devil May Cry without much issue. You might argue about the gameplay consequences of a Style meter in D&D (Pathfinder in this case, because of the style feats I wanted to exploit, though converting it to 3.5 is not very difficult). However, perfect balance is NOT the goal of this prestige class. It's to revitalize an otherwise drab set of BAB20 classes and make them fun and engaging to play in combat even at high levels. If you want, you can take the "Alignment: Chaotic" requirement out of the prerequisites or replace it with another feat requirement if you use Stylemaster in your own campaign — even though it contradicts the concept/flavor — to make it available to more players.

    The class is still undoubtedly completely martial, but they get a number of very useful abilities and an interesting combat dynamic with its own set of strategies and builds to exploit in various ways. Beyond that, I emphasized the need for martial classes to have more versatility, so hopefully in practice the Stylemaster raises the tier of a Fighter who takes it.

    Addendum: As far as balance goes, the Stylemaster is weaker than a Fighter when his combo meter is empty, but is much stronger than other martial classes when the combo is high. Maximizing combos and spending points wisely are the key to success. Stylemaster does poorly in a party where the casters like to dump area-effect save-or-dies at the enemy, because those types of battles only last 3 rounds at the most. A Stylemaster needs slightly longer encounters to perform well, generally between 5 and 7 rounds.
    Last edited by Dark.Revenant; 2013-02-16 at 12:59 AM.