Post by SotU on May 16, 2010 3:07:08 GMT -5
Combat Forms
Combat Form: Djenai
Type of Feat: General
Prerequisite: Base attack bonus of +4 or higher, Power Attack.
Specifics: Grants the character the ability to assume a combat form. Developed by the Auduiline, Djenai is a power hitting form, focusing on long, wide strokes with great force behind every swing, resulting in devastating blows, but at the cost of speed and maneuverability. The character gains a +3 damage but also -1 AB, -1 AC, and a -33% speed penalty. All weapons and shields can be used with this form.
Use: Selected.
Combat Form: Djenah
Type of Feat: General
Prerequisite: Base attack bonus of +8 or higher, Cleave.
Specifics: Grants the character the ability to assume a combat form. In practise, Djenai's lack of maneuverability proved to leave practitioners too open to counter attack. To counter these shortcomings, Djenah was developed to employ the power hitting tactics of the previous form but with the use of heavier weapons. When properly wielded, the weapon moves alongside the body in one fluent motion as a sort of counter balance, providing more accurate strikes as well as an easier ability to dodge counter attacks. The character gains +6 damage but also -1 AC, and a -33% speed penalty. Only large weapons can be used with this form.
Use: Selected.
Combat Form: Wojer
Type of Feat: General
Prerequisite: Base attack bonus of +4 or higher.
Specifics: Grants the character the ability to assume a combat form. Literally translating to "warrior," Wojer form comes from the Skaldic clans North of the Empire and continues to remain as one of the oldest and widely used forms. Practitioners are always on the offensive, attacking with wide, fast, and powerful swings. They utilize speed, surprise, and charging as the core principles in combat. The character gains an extra attack per round, +1 AB but also -8 concentration and -8 discipline. All weapons and shields can be used with this form.
Use: Selected.
Combat Form: Solid Stance
Type of Feat: General
Prerequisite: Base attack bonus of +4 or higher, Skill Focus: Discipline.
Specifics: Grants the character the ability to assume a combat form. Within the continuously growing conflict between the Skaldic people and the Empire grew a method to combat the aggressive Wojer form, the Solid Stance. Simple but effective, practitioners employ the use of heavy tower shields to provide ground weight against charges while they fight from behind, usually with spears or long blades. The character gains +6 AC and +8 discipline but also -4 AB and -40% speed. A tower shield is required for this form.
Use: Selected.
Combat Form: Parry Stance
Type of Feat: General
Prerequisite: Base attack bonus of +4 or higher, Improved Parry.
Specifics: Grants the character the ability to assume a combat form. The Parry stance originally came about as a sport for the Empire's wealthy but has since quickly grown into a dominant form for use against single opponents on the battlefield and seafaring skirmishes alike. The character gains +12 parry and +8 discipline but also -3 AC. This form requires at least one single-handed sword.
Use: Selected.
Combat Form: Shio
Type of Feat: General
Prerequisite: Base attack bonus of +4 or higher, Improved Disarm.
Specifics: Grants the character the ability to assume a combat form. Also known as the Determination Form, Shio was developed by the Techung Hoi to end fights as quickly as possible by means of disarming the opponent rather than inflicting any actual harm. The character gains +1 AB and a chance to disarm on-hit but at a cost of full weapon base damage and -12 discipline. This form requires for the left hand to be empty.
Use: Selected.
Combat Form: Zan Ku
Type of Feat: General
Prerequisite: Base attack bonus of +4 or higher, Expertise.
Specifics: Grants the character the ability to assume a combat form. Also known as the Resilience Form, Zan Ku was developed by the Techung Hoi as a method to combat Shio practitioners. It implements a constant shield of deflection by making short, quick sweeps as well as precise footwork to maintain distance from the opponent. The character gains +7 AC and +12 discipline but at a cost of -2 AB. This form requires for the left hand to be empty.
Use: Selected.
Combat Form: Mikonu
Type of Feat: General
Prerequisite: Base attack bonus of +4 or higher, Power Attack.
Specifics: Grants the character the ability to assume a combat form. Also known as the Perseverance Form, Mikonu was developed by the Techung Hoi by Zan Ku practitioners who felt the form dangerously prolonged fights. Mikonu implements wide, powerful swings to quickly overpower any defense. The character gains +5 damage but at a cost of -33% speed. This form requires for the left hand to be empty.
Use: Selected.
Combat Form Jintan
Type of Feat: General
Prerequisite: Base attack bonus of +16 or higher, Mobility.
Specifics: Grants the character the ability to assume a combat form. Jintan & Orasi are variants of eachother, both also known as the Ferocity Form. They were developed by the Techung Hoi to take the aggression of Mikonu a step further. While Orasi relies on speed over precision and vice versa with Jintan, they both implement unrelenting and unpredictable aggression to overpower the enemy. The character gains +6 AB but at a cost of -12 Concentration. This form requires for the left hand to be empty.
Use: Selected.
Combat Form: Orasi
Type of Feat: General
Prerequisite: Base attack bonus of +16 or higher, Mobility.
Specifics: Grants the character the ability to assume a combat form. Jintan & Orasi are variants of eachother, both also known as the Ferocity Form. They were developed by the Techung Hoi to take the aggression of Mikonu a step further. While Orasi relies on speed over precision and vice versa with Jintan, they both implement unrelenting and unpredictable aggression to overpower the enemy. The character gains +4 AB and two extra attacks per round but at a cost of -12 Concentration. This form requires for the left hand to be empty.
Use: Selected.
Combat Form: Alako
Type of Feat: General
Prerequisite: Base attack bonus of +16 or higher, Improved Unarmed Strike.
Specifics: Grants the character the ability to assume a combat form. Also known as the Dragon's Palm, Alako is an unarmed form developed by the Techung Hoi. It relies on the movements of the opponent, requiring the practitioner to wait for the opponent to make his move before striking in a brilliant counter-attack. The character gains +5 damage and +12 parry but at a cost of -3 AC and -8 discipline. This form requires for both hands to be empty.
Use: Selected.
Combat Form: Ko Kanu
Type of Feat: General
Prerequisite: Base attack bonus of +4 or higher, Improved Unarmed Strike.
Specifics: Grants the character the ability to assume a combat form. Also known as the Tiger's Fang, Ko Kanu is an unarmed form developed by the Techung Hoi. It relies heavily on speed so as deliver precise strikes against the opponent. The character gains two additional attacks per round and +4 AB but at a cost of -1 AC and -8 concentration. This form requires for both hands to be empty.
Use: Selected.
Combat Form: Shu Zhan
Type of Feat: General
Prerequisite: Base attack bonus of +4 or higher, Improved Unarmed Strike.
Specifics: Grants the character the ability to assume a combat form. Also known as the Bear's Claw, Shu Zhan is an unarmed form developed by the Techung Hoi. It requires for the practitioner to strike with powerful blows at concentrated key points on the opponent even if it means exposing himself to completely deliver the attack. The character gains +5 damage but at a cost of -2 AC and -1 AB. This form requires for both hands to be empty.
Use: Selected.
Combat Form: Koni
Type of Feat: General
Prerequisite: Base attack bonus of +4 or higher, Improved Unarmed Strike.
Specifics: Grants the character the ability to assume a combat form. Also known as the Sun's Fist, Koni is an unarmed form developed by the Techung Hoi. The form is a perfect combination of aggression and defense to provide for a well balanced edge on the opponent. The character gains +2 damage and +1 AC but at a cost of -8 discipline. This form requires for both hands to be empty.
Use: Selected.
Class Specific
Furious Counterstrike
Type of Feat: Class
Prerequisite: Crusader level 1
Specifics: No wound is too great to stop you from reaching your goal; and in fact, only drives you further. Once per day, you may gain a +1 bonus to both AB and damage and an additional +1 per every 5th of HP lost, up to a maximum of +5 for a duration of 1 turn.
Use: Selected
Inspiring Aura
Type of Feat: Class
Prerequisite: Crusader level 4
Specifics: Your courage to stand against impossible odds inspires many around you. Once per day, you may summon an aura with a duration of a number of rounds equal to 10 plus your charisma modifier. All allies caught inside will receive a bonus to AB & Will saves equal to your charisma modifier. These effects will remain permanent until leaving the aura or until it dissipates.
Use: Selected
Unstoppable
Type of Feat: Class
Prerequisite: Crusader level 5
Specifics: Once per day, you may gain an HP bonus equal to 10 times your charisma modifier for a duration of 1 turn.
Use: Selected
Fear Aura
Type of Feat: Class
Prerequisite: Crusader level 8
Specifics: Your unyielding determination is enough to strike fear into the hearts of your enemies. Once per day, you may summon an aura with a duration of a number of rounds equal to 10 plus your charisma modifier. All enemies caught inside must make a Will save versus a DC of d10 plus your crusader level plus half your antagonize skill or succumb to fear.
Use: Selected
Die Hard
Type of Feat: Class
Prerequisite: Crusader level 10.
Specifics: Your beliefs have become so unshakable that even mortal injuries will not stop you. Once per day, upon reaching 0 or less HP, you automatically become stable, gaining HP equal to (charisma modifier * class level).
Use: Automatic.
Drink Like a Demon
Type of Feat: Class Specific
Prerequisite: Drunken Master Level 1
Specifics: Your body handles alcohol differently from other people. You can drink a large tankard of ale, a bottle of wine, or a corresponding amount of stronger alcohol as a move-equivalent action. Every bottle or tankard of alcohol you consume reduces your Wisdom and Intelligence by 1 point each, but increases your Strength and Constitution by 1 point. Your body metabolizes one drink per hour, reducing both the penalties and the bonus accordingly.
Use: Automatic.
Staggering Charge
Type of Feat: Class Specific
Prerequisite: Drunken Master Level 2
Specifics: By tripping, stumbling, and staggering, you can make a charge attack that surprises your opponents. This has one primary beneficial aspect: Your damage is increased for a short period of time due to the power of the charge. Charge attacks must be made at opponents that are at least 3 meters away, add +2 to your attack roll, -2 to your AC. On a successful charge you deal double damage and may knockdown your opponent.
Use: Selected.
Swaying Waist
Type of Feat: Class Specific
Prerequisite: Drunken Master Level 3
Specifics: You weave and bob about as you attack. Every 5 paid ranks into Influence is added to your AC.
Use: Selected.
Drunken Rage
Type of Feat: Class Specific
Prerequisite: Drunken Master Level 5
Specifics: You can rage just as a barbarian does, with duration of 1 hour. You gain +4 to Strength, +4 to Constitution, a +2 morale bonus on Will saves, and a -2 penalty to AC. You cannot multiply the effects of Drunken Rage. This ability only works when you drink an alcoholic beverage. At level 10, the AC penalty no longer applies.
Use: Selected.
Lurch
Type of Feat: Class Specific
Prerequisite: Drunken Master Level 6
Specifics: Your lurching movements let you make one feinting-in-combat Influence check (opposed by the opponent's Influence) as a move-equivalent action. You gain a +4 competence bonus to Influence checks made for this purpose. On a successful feint, the opponents Dex modifier is not added to his AC for the next round. This ability only works if the opponent notices you.
Use: Selected
Drunken Embrace
Type of Feat: Class Specific
Prerequisite: Drunken Master Level 7
Specifics: You can grapple an opponent without provoking an attack of opportunity, and you gain a +4 competence bonus on all opposed grapple checks. When a grapple is started each character in the fight must make a grapple check. If you win the check the opponent is grappled for 1d4 rounds. The grapple check is: Base Attack Bonus + Strength Modifier + Size Modifier.
Use: Selected.
For Medicinal Purposes
Type of Feat: Class Specific
Prerequisite: Drunken Master Level 8
Specifics: By combining your ki power with alcohol, you can consume an alcoholic drink to heal yourself an amount of HP equal to d12 * (wisdom modifier + class level) up to three times per day. The alcohol activates the ki in your body, so the cure only works on you. Alcohol consumed in this manner neither impairs nor improves your ability scores.
Use: Selected.
Fire Breath
Type of Feat: Class Specific
Prerequisite: Drunken Master Level 10
Specifics: You can use your ki to ignite the alcohol within you and spew it forth from your mouth in a fiery breath. Fire breath deals 7d20 points of fire damage to all within the 6-meter cone (Reflex save versus DC 10 + class level + Wisdom modifier for half damage). This ability only works when you drink an alcoholic beverage. Using this ability negates any effects given from an alcoholic drink.
Use: Selected.
Duelist Mode: Elaborate Parry
Type of Feat: Class Specific
Prerequisite: Duelist Level 1
Specifics: The duelist may choose to enter into an elaborate parry mode with his chosen duelist form, gaining a +1 to parry skill per class level. Only one mode may be active at a time.
Use: Selected.
Duelist Mode: Precise Strike
Type of Feat: Class Specific
Prerequisite: Duelist Level 1
Specifics: The duelist may choose to enter into a precise strike mode with his chosen duelist form, gaining a +3 to damage. Every 5 levels after 5th, this bonus increases by +1. Only one mode may be active at a time.
Use: Selected.
Duelist Mode: Canny Defense
Type of Feat: Class Specific
Prerequisite: Duelist Level 1
Specifics: The duelist may choose to enter into a canny defense mode with his chosen duelist form, adding his intelligence modifier to AC. Only one mode may be active at a time.
Use: Selected.
Duelist Mode: Acrobatic Attack
Type of Feat: Class Specific
Prerequisite: Duelist Level 1
Specifics: The duelist may choose to enter into an acrobatic attack mode with his chosen duelist form, gaining a +3 to attack. Every 5 levels after 5th, this bonus increases by +1. Only one mode may be active at a time.
Use: Selected.
Grace
Type of Feat: Class Specific
Prerequisite: Duelist Level 4
Specifics: The duelist adds his intelligence modifier to his reflex saves.
Use: Automatic.
Tongue of the Sun and Moon
Type of Feat: Class
Prerequisite: 17th level Monk
Specifics: The character can speak with any living creature.
Use: Automatic