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Post  Fate Mon Jan 16, 2012 9:34 pm

Fighting Styles

Fighting Styles are abilities that reflect things that a character has learned how to do with a chosen weapon or weapon combination that he normally would be unable to do. They do not directly affect other characters and therefore do not require opposition. In order to gain Fighting Styles, a character needs two points per ability in Attack.

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Last edited by Fate on Tue Jan 17, 2012 4:45 pm; edited 1 time in total

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Post  Fate Mon Jan 16, 2012 9:46 pm

ADROANZIAN ARCHER
   Description: Your bow is made of sturdy wood and is capable of being used as a staff. You have mastered this alternative use of your bow. It has made you deadlier with the weapon as a whole.
   Requires: Bow and Arrow; Staff; Strong Attack; must be from the Adroanzi Jungle or directly taught by someone who knows this style
   Mechanic: The Adroanzian Archer fighting style grants access to the following three abilities;
      Two as One: You may now use your bow as Bow and Arrow and a Staff in the same turn if able to reach your opponent and have multiple actions. Additionally, any additional attacks and bonuses you gain for Bow and Arrow and Staff applies to both (i.e. Ability path bonuses for Bow and Arrow applies for Staff and vice versa).
      Strong String: Whenever you make use of Strong Attack in conjunction with an attack with your bow, you add half again the penalty to Defense to Attack (-2 Defense becomes +3 Attack.).
      Stinging Shot: You gain +2 on all Attack rolls using your bow as a weapon, either way you chose to use it.

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Post  Fate Mon Jan 16, 2012 9:47 pm

ARCHERY
   Description: You have mastered archery, gaining access to three useful moves.
   Requires: Bow and Arrow; Sniper’s Eye
   Mechanic: This fighting style gives access to the following three subabilities;
      Running Shot: You may now move and fire your bow at the same time.
      Deadly Aim: You only have to roll an 18 with Bow and Arrow to potentially potentially do the extra damage.
      Olympian Archer: You gain an additional +2 bonus on Attack rolls with Bow and Arrow.

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Last edited by Fate on Tue Sep 11, 2012 10:56 pm; edited 1 time in total

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Post  Fate Mon Jan 16, 2012 9:48 pm

BATTOJUTSU
   Description: You have learned the value of hit fast and first. The unexpected strike is difficult to beat. You mastered it though.
   Requires: Katana; Flash Draw; 3rd level
   Mechanic: This fighting style grants access to the following three abilities:
      Iajutsu Strike: You gain an additional +4 on Attack rolls made to stun your target such as that of Flash Draw. Using this subability is automatic.
      Prepared to Strike: You automatically return Katana to its sheath at the end of your turn. Doing so does not take an action.
      Quick to Strike: You gain an additional number of attack actions with Katana equal to a quarter your Attack score. All such attack actions must be against the same target.

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Post  Fate Mon Jan 16, 2012 9:49 pm

BEASTFIGHTING
   Description: You fight tooth and nail to win.
   Requires:Bite; Claws
   Mechanic: This fighting style gives access to the following three subabilities;
      Devour: If you roll 20 when making an attack with Bite, your opponent takes a -4 penalty on all Attack checks until the Heal Hit Points ability is used on them.
       Rend: You gain an additional +2 bonus on Attack rolls with Claw.
      Pounce: Any attack actions gained for either Bite and Claws may be used interchangeably. To this effect Bite and Claws may be used in the same turn.

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Post  Fate Mon Jan 16, 2012 9:50 pm

BUSHIDOU
   Description: You maintain a strict code of conduct. Your honor is worth your life. This ideological stance has allowed you greatness.
   Requires: Awareness; Honor Code (Bushidou) [Moderate or Major]; Katana; Short Sword
   Mechanic: This fighting style grants access to the following three abilities:
      Honor’s Speed: You gain two additional attack actions. These attack actions must be used with either Katana or Short Sword. These two Physical Attacks may be combined in the same cycle.
      Honor’s Power: The bonus to Attack rolls granted by Katana and Short Sword is doubled. Using this subability is automatic.
      Honor’s Defense: You gain a bonus to all defensive rolls equal to your modifier with Katana plus the bonus to Attack rolls granted by Short Sword. Using this subability is automatic.

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Post  Fate Mon Jan 16, 2012 9:50 pm

FENCING
   Description: You have mastered the art of fencing, gaining access to three of its most popular techniques.
   Requires: Rapier; Parry Attack
   Mechanic: This fighting style gives access to the following three subabilities;
      En Guarde!: You gain an additional attack action with Rapier that must be used against the same target.
      Parry: You gain a +2 bonus on all Attack rolls with Rapier in conjunction with Parry Attack
      Touche: When you roll 20 when making an Attack with the rapier, the damage dealt by your attack is increased by +50% (8 would become 12).

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Post  Fate Mon Jan 16, 2012 9:50 pm

GLADIATOR
   Description: You are trained in gladiatorial combat.
   Requires: Long Sword; Short Sword; Shield
   Mechanic: This fighting style gives access to the following three subabilities;
      Blade Cunning: Your bonus to Attack rolls with the Long Sword increases to +6, while your bonus to Attack rolls with the Short Sword increases to +4.
      Buckler: You may combine Long Sword, Short Sword, and Shield in the same turn.
      Shield Wall: You, and any ally that has access to the Shield ability, gain an additional +1 bonus to Defense rolls for each such ally.

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Post  Fate Mon Jan 16, 2012 9:54 pm

GREATRAZOR
   Description: You wield the great sword as though it is no heavier than its lighter cousins. This allows you to focus on delivering devastating strikes with the large blade.
   Requires: Great Sword; Strong Attack; Razor's Edge (Great Sword)
   Mechanic: This fighting style gives access to the following three subabilities;
      Dauntless Strike: Whenever you make use of Strong Attack in conjunction with Great Sword you add half again the penalty to Defense to Attack (-2 Defense becomes +3 Attack.)
      Keen Edge: You are better able to deliver lethal strikes with Great Sword. On a natural 19 or higher opponents must succeed on a Defense check versus your Attack or be slain instantly.
      Titan's Grip: You are now capable of combining attacks with Great Sword with other Physical Attacks or Shield in the same turn.

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Post  Fate Mon Jan 16, 2012 9:54 pm

GUARDIAN
   Description: By fostering your own parental instincts and extending them to include any under your charge, you have learned to fight as some of the most fearsome creatures in existence: parents defending their young.
   Requires: Any Damage Dealing Physical or Magical Attack; Must have completed the Bodyguard or Warder ability path; 5th level.
   Mechanic: This fighting style gives access to the following three subabilities:
      Guardian Instinct: When defending a ward from someone attempting to harm them, you gain a cumulative +1 bonus on Attack and Magic rolls each cycle you engage the attacker. Using this ability requires you to have a ward but is otherwise automatic. This subability stacks with the ability of the same name.
      Mother Hen: You may now name an additional target as a ward. You may make any defensive roll for that ward that you already have the ability to make. Combining this subability with Divided Focus means that you may name an additional ward for both Bodyguard and Warder that need not be the same person.
      Protector's Fury: When defending a ward from someone attempting to harm them, you gain a cumulative +1 bonus on all rolls for each defensive roll made regardless of the ward attacked. Using this ability requires you to have a ward but is otherwise automatic.

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Post  Fate Mon Jan 16, 2012 9:54 pm

GUNSLINGER
   Description: You wield firearms as an extension of yourself, foreshadowing the canny cowboys of future days.
   Requires: Handgun or Rifle, Snipers Eye
   Mechanic: This fighting style gives access to the following three subabilities;
      Magazine: You may now take up to six consecutive attacks between reloading your weapon. Reloading your weapon takes a number of actions as normal for your weapon.
      Sure Hands: You may now move and reload during the same turn but you take -2 on all defensive rolls while doing so.
      Dead Shot: Targets must now make a secondary Defense roll or be slain instantly on a die result of 16 or greater.

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Post  Fate Mon Jan 16, 2012 9:54 pm

HORNET STYLE
   Description: You have taken an often ignored weapon to a deadly new height, by combining it with none other than itself.
   Requires: Dagger in two ability slots; Deadly Focus
   Mechanic: This fighting style gives access to the following three subabilities;
    Hornet's Nest: You may add a number of additional attacks with the Dagger equal to a quarter your Attack modifier, rounded down. While using this ability, you may not use any other physical attack, but may combine each dagger with one magical attack per turn as normal. The extra attacks with the dagger can be any combination of melee and ranged.
    Deadly Sting: Your bonus to Attack rolls with the dagger increases to +4.
    Sting of the Swarm: Whenever you throw a dagger, you immediately pull a dagger to replace it. In effect, you cannot be disarmed with abilities such as Pick Pocket when it comes to the Dagger.

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Post  Fate Mon Jan 16, 2012 9:55 pm

HURRICANE WALTZ
   Description: You weave together the deadly motion of your weapons and your fluid grace, striking with the full force of the largest and most powerful storm known.
   Requires: Ring Blade or Wind Razor; must have completed the Dancer ability path
   Mechanic: This fighting style gives access to the following three subabilities;
      Twisting Gale: Whenever you use your weapon at range, it attacks first one target then ricochets to another one. It only ricochets a number of times equal to a quarter your character level rounded down plus 1. (A 4th level character would be able to ricochet his weapon 2 times, attacking a total of 3 times, while an 8th level character would be able to ricochet 3 times, attacking a total of 4.) The ricochets granted by Twisting Gale do not stack with extra attacks gained through the Martial Artist ability path. They are instead of the extra attacks granted by the Martial Artist ability path, but only for ranged attacks. Melee attacks are counted as normal.
      Storm Surge: The bonus granted by your chosen weapon increases by +2.
      Eye’s Wall: While you wield your weapon, you are in constant motion. Thus you gain a bonus to your Defense rolls equal to the bonus granted in melee by your chosen weapon whilst wielding your chosen weapon.

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Post  Fate Mon Jan 16, 2012 9:55 pm

JOUSTING
   Description: You have pursued the knightly art of jousting. Not a style for the faint of heart, the jouster charges into every battle, lance at the ready, but is ultimately one of the fastest, strongest, and bravest opponents you could ever hope to face.
   Requires: Lance; Heavy Armor; Mount; Charge
   Mechanic: This fighting style gives access to the following three subabilities;
      Knightly Charge: Your movement based bonus with Lance improves by +2.
      Well-Saddled: You gain a +4 bonus on Defense checks to avoid being unhorsed.
      Full Tilt: Regardless of how may actions you sacrifice to use Charge, you get a free attack action at the end of your movement to be used only for Lance.

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Post  Fate Mon Jan 16, 2012 9:55 pm

KAZE-RYU
   Description: A sword style from the eastern continent of Meido, Kaze-Ryu, or “Dragon of the Wind”, is known only to a few, as the empire destroyed most of its practitioners during a darker dynasty long past. Those few who have mastered it claim that the style draws power from the latent ki of the wind itself, and that speed is the key to its techniques.
   Requires: Katana; Elemental Alignment (Wind; Katana); Wind Walk; 5th level
   Mechanic: This fighting style gives access to the following three subabilities;
      Kaze-Ken: You may add half your Swiftness modifier, rounded down, to all Attack rolls with Katana. This ability takes 1 action to activate.
      Kaze-Toku: You may add half your Swiftness modifier, rounded down, to all Defense rolls while using Katana. This ability takes 1 action to activate.
      Kaze-Reiki: You may create a moderate, localized wind around yourself, granting yourself the benefits of Wind Walk without harming others. Using this ability is automatic.

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Post  Fate Mon Jan 16, 2012 9:56 pm

KENJUTSU
   Description: The focus of this style is attacks that your enemy knows are coming. It is mostly used in formal duels. While simple, it is effective.
   Requires: Katana
   Mechanic: This fighting style grants access to the following three abilities:
      Kiai Shout: Whenever this ability is used, the target must make a Defense roll against your Attack roll or be stunned for the following cycle. Using this subability takes an action.
      Zanshin: You gain an additional +2 to all uses of Katana. Using this subability is automatic.
      Men-bu: You gain a +4 bonus to Attack rolls with Katana whenever you chose to activate this subability. Whenever this subability is activated, you may not use additional actions to activate abilities other than those from any Attack Category and cannot use abilities of the Shield subcategory. Activating this ability does not require an action, but whenever this ability is activated, it remains so until the beginning of your next turn.

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Post  Fate Mon Jan 16, 2012 9:56 pm

MANTIS MOURNING STYLE
   Description: You are the master of the lightning fast strikes of that of the Mantis style. Those who are willing or stupid enough to come against you quickly learn why it's not wise to mess with you.
   Requires: Fists of Fury; Strong Attack.
   Mechanic: This fighting style grants access to the following subabilities:
      Prayer Strike: Whenever you make use of Strong Attack in conjunction with Fists of Fury, you add half again the penalty to Defense to Attack (-2 Defense becomes +3 Attack.).
      Bladed Hands: You gain an additional +2 on all Attack rolls with Fists of Fury.
      Mantis Strike: You may sacrifice all extra attacks granted by Fists of Fury in a turn to gain a +1 bonus on Attack rolls with Fists of Fury for each extra attack you would have been granted.

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Post  Fate Mon Jan 16, 2012 9:57 pm

MOUNTAIN HAMMER
   Description: You have mastered a difficult fighting style that wields the massive Zweihander in more tactical ways.
   Requires: Zanbato or Warhammer; Strong Attack
   Mechanic: This fighting style gives access to the following three subabilities;
      Wall of Earth: Utilizing the sheer size and weight of your weapon, you can make a temporary shield to wall yourself from incoming attacks. By spending a full turn, taking no other actions, you may break the ground and create a wall of earth between yourself and an opponent. The wall possesses a number of hit points equal to your Attack score plus your Endurance score and must be destroyed or gone around before the opponent can attack you directly. Any wall you summon has a Defense and Resistance equal to half your Attack score, rounded down, and your Endurance score. A single wall is five feet thick, ten feet high, and ten feet wide. You may place it in anywhere within a number of feet equal to your Attack score multiplied by five. Maintaining this wall does not require you to sacrifice an action.
      Avalanche Strike: By focusing all your might into a powerful crushing blow, you shatter the ground in front of you, knocking your opponents off balance. You must use the ability Strong Attack and reduce your Defense by at least 6 to use this ability. If your opponent fails his Defense check, he is knocked prone. While using this ability, you may not use any other Physical Attack.
      Cleave: You swing your weapon in a massive arc, crushing everything in front of you. By sacrificing all other actions for the turn, you may make a single attack roll against all targets within ten feet. While using this ability, you may not use any other physical attack.

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Post  Fate Mon Jan 16, 2012 9:57 pm

NEUTRAL FORCE
   Description: You are committed to walking the fine line between good and evil, Light and Dark. This balance has made you mighty.
   Requires: Any Physical Attack; Evil Fury; Righteous Anger; Call of Neutrality
   Mechanic: This fighting style grants access to the following three abilities:
      Mental Resolve: For the purposes of resisting the effects of Mind-Affecting abilities, your Resistance modifier is considered to be twice as high.
      Pure Attack: The bonus granted by the Physical Attack chosen for this fighting style is considered to be four higher.
      Force Within: You are considered as having both the weaknesses Creature of Darkness and Creature of Light for the purposes of abilities, whichever would be most in your favor at that given time.

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Post  Fate Mon Jan 16, 2012 9:57 pm

NINJUTSU
   Description: You study ninjitsu, a hybrid fighting style that combines elements of technology, martial arts, and mysticism.
   Requires: Claws, Sai, or Shuriken; Silence; Stealth
   Mechanic: This fighting style gives access to the following three subabilities;
      Poison Edge: Whenever you have successfully dealt damage with the selected ability to a living opponent, the opponent takes an additional 1 hit point of damage each subsequent turn until a minimum of 1 hit point is healed. Using this subability is automatic.
      Deadly Shadow: Whenever you successfully use the Silence or Stealth ability against an opponent, you also gain a +2 bonus on all offensive rolls against that opponent until the end of combat.
      Master of Shadows: You gain a +2 bonus on all Magic rolls with Silence and Stealth.

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Post  Fate Mon Jan 16, 2012 9:58 pm

RAPTOR SCHOOL
   Description: A martial arts style with techniques inspired by birds of prey.
   Requires: Any Melee Physical Attack; Strong Attack; Defensive Fighter
   Mechanic: This fighting style gives access to the following three subabilities;
      Eagle's Swoop: Whenever you use Strong Attack or Defensive Fighter, you gain half again as much for your penalty (2 becomes 3). Using this subability is automatic.
      Falcon's Feathers: While using Defensive Fighter you roll a d100. On a die result of 25 or lower, the attack is negated. Using this subability is automatic
      Hawk's Eye: If you spend an entire turn observing a target and taking no other actions, you gain a +2 bonus on physical attacks against them for the rest of this combat. You must declare that you are watching a target before you can gain any benefit from this subability but it is otherwise automatic

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Post  Fate Mon Jan 16, 2012 9:58 pm

REAPER'S WALK
   Description: Life and Death are balanced on the sharpened edge of a scythe. You know this better than anyone. You have mastered this fact.
   Requires: Scythe; Deadly Scythe; Strong Attack; 5th level
   Mechanic: This fighting style gives access to the following three subabilities;
    Reaper's Edge: You now do the extra damage from Scythe on a die result of 16 or higher.
    Reaper's Cloak: You gain an additional +2 with all attacks with Scythe while under the effects of Silence or Stealth.
    Reaper's Boon: When you would normally be reduced to somewhere between 0 and -9 hit points, you heal a number of hit points equal to your Endurance modifier multiplied by half your level, rounded down (minimum 1). This ability will not allow you to exceed your normal hit point maximum, nor can it be used to revive you from being reduced to -10 hit points or more. This ability may only be used once per combat and is automatic.

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Post  Fate Mon Jan 16, 2012 10:04 pm

RYOUKO
   Description: A hybrid style from the east, this martial art’s name literally translates as “Tiger and Dragon”. A name it lives up to, combining the deadly Katana and Shuriken.
   Requires: Katana; Shuriken; Flight
   Mechanic: This fighting style gives access to the following three subabilities;
      Raining Strike: You may now combine Katana and Shuriken in the same turn.
      Rain Before Lightning: If you attack with Shuriken first, your subsequent Katana attack gains a +4 bonus to Attack rolls.
   Rain Of Blood: You gain a +2 bonus on all Attack rolls with the Shuriken.

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Post  Fate Mon Jan 16, 2012 10:05 pm

SCIBOREAN DANCEFIGHTING
   Description: The racial martial art of the Ororyu is every bit as exotic as the creatures that use it; a series of lightning fast dance moves that not only make practitioners maddeningly hard to hit but gets them fired up with the beat to make them as dangerous as they are agile.
   Requires: Any Damage Dealing Physical Attack; Must complete Dancer path
   Mechanic: This fighting style gives access to the following three subabilities;
      Sword Dance: Once per turn you may make an additional Swiftness roll. If you beat your Initiative roll, you gain a bonus equal to the difference between the two on all Attack rolls that turn. Using this ability is automatic.
      Flash Dance: When making a defense roll, you roll a d% (d100). On a die result of 25 or lower, the attack is negated. Using this subability is automatic.
   Dancer’s Beat: The numerical bonus you gain on any sound-based ability increases by 2.

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Post  Fate Mon Jan 16, 2012 10:05 pm

SIMPLICITY
   Description: Sometimes the best defense is a good offense. This plan is simple but effective. If they don’t have a weapon, they can’t attack. Simplicity is best.
   Requires: Sai in two ability slots; Razor’s Edge (Sai)
   Mechanic: This fighting style grants access to the following three abilities:
      Speed of Simplicity: You gain an additional number of attack actions with Sai equal to a quarter your Attack score.
      Beauty of Simplicity: You gain an additional +2 on all Attack rolls with Sai.
      Pain of Simplicity: You gain an additional +4 on all Attack rolls with Sai made to disarm a target. Additionally, you do not have to sacrifice doing damage to make this type of attack.

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Post  Fate Mon Jan 16, 2012 10:06 pm

SUN STYLE
   Description: Originating from the practices of desert nomads, this style uses the wielding of dual khopesh blades, and the force of the elements, to make its user one with the wind, earth, and fire.
   Requires: Khopesh in two ability slots; Elemental Alignment (Fire; Khopesh)
   Mechanic: This fighting style gives access to the following three subabilities;
      Sand Storm: You gain a second attack action with Khopesh, representing that you wield two swords instead of one.
      Dancing Mirage: You gain a +2 bonus to Defensive rolls against Damage Dealing abilities while using Khopesh.
      Blinding Radiance: When you attack with Khopesh, any opponent you attack must make a Resistance check against your Magic or be blinded for the next turn.

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Post  Fate Mon Jan 16, 2012 10:06 pm

TEAMWORK’S BOUNTY
   Description: You have become a leader among your allies. You know just how to bolster your team and inspire confidence. For all the hard work you have put into sowing the necessary skills, you may now reap your reward.
   Requires: Any Physical Attack; Battle Cry; Battle Hymn; Defensive Chant
   Mechanic: This fighting style grants access to the following three subabilities:
      Bolstering Arms: You grant to any ally within a number of feet equal to your base speed times five +2 to all rolls. This automatically functions.
      Inspiring Minds: You may sacrifice an action to grant an action to any ally affected by a Supportive Power. You may do this a number of times per combat equal to a third your Magic score.
      Leading by Example: You gain +4 with any ability used on a target that has been the target of an ally’s ability since the end of your last turn.

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Post  Fate Mon Jan 16, 2012 10:06 pm

TEMPEST STAFF
   Description: By combining the essence of body and mind, a cloister of monks developed a style of staff fighting that is one part physical, one part magical, and wholly effective against armies of foes.
   Requires: Must complete the Martial Artist ability path with Staff; Any Damage-dealing Magical Attack; 5th Level
   Mechanic: This fighting style gives access to the following three subabilities;
      Rain Staff: When using the extra Staff attacks granted by the Martial Artist ability path, you may actually summon the staves as separate weapons. You may make these attacks at a range of up to to half your modifier with Staff multiplied by five.
      Thunder Staff: You may sacrifice all extra Staff attacks granted by the Martial Artist ability path in a turn to gain a +1 bonus on Attack rolls with the Staff for each extra attack you would have been granted.
      Lightning Staff: When combined with the Staff, the bonus on Magic rolls with the Magical Attack selected increases by +2.

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Post  Fate Mon Jan 16, 2012 10:06 pm

TWIN WAND STYLE
   Description: You have mastered a difficult fighting style that wields a pair of wands simultaneously as deadly, magically-charged blades.
   Requires: Wand in two ability slots; Dexterous
   Mechanic: This fighting style gives access to the following three subabilities;
      Two As One: You gain an additional attack action per attack with Wand to be used with a Magical Attack. While dual-wielding wands, you may not use any other physical attack.
      Wand Blades: You can transform each of your wands into short shorts. In addition to the normal benefits of the wand, these wand blades behave in all ways as if you had the Short Sword ability, with the exception that the only physical attack they can be combined with in a single turn is each other.
      Empowered Spell: While wielding two wands in combat, your bonus on magical attacks with each wand increases to +3.

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Post  Fate Mon Jan 16, 2012 10:07 pm

UNDEAD HUNTER
   Description: You have learned the strengths and weaknesses of the undead, and use that knowledge against them.
   Requires: Instant Death protection; Seal Soul; Any ability of the Damage Dealing subcategory; Positive Alignment or Positive Weapon for the Damage Dealing ability selected.
   Mechanic: This fighting style gives access to the following three subabilities;
      Dust to Dust: You gain a +4 bonus on offensive rolls using the damage dealing ability selected.
      Hallowed Soul: You are permanently affected as if by Seal Soul; you cannot be turned into an undead creature. Additionally, you gain a +2 bonus on Resistance checks against any magical attack directed at you by a creature of the undead racial type.
      Deathwatch: You gain a second Resistance check against illusion or concealment-based abilities used by a creature of the undead racial type, such as Silence, Stealth, or Invisibility, should you fail the first.

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Post  Fate Mon Jan 16, 2012 10:07 pm

WANDBINDER
   Description: You have pushed your Twin Wand Style to the next level, learning how to shape your wand blades into additional forms by combining them with the essence of three of the most reliable swords known to man; the daggers, longswords, and the almighty greatsword.
   Requires: Twin Wand Style
   Mechanic: This fighting style gives access to the following three subabilities;
      Wandknives: Your bonus on Attack rolls with the wand blades decreases to +2 each, but you may use your blades at a range as long as you can see your opponent. You may not combine two wand forms in the same turn; you must decide which form the wand blades are in at the beginning of your turn.
      Wandsabers: Your bonus on Attack rolls with the wand blades increases to +4 each. You may not combine two wand forms in the same turn; you must decide which form the wand blades are in at the beginning of your turn.
      Wandrazor: Your bonus on Attack rolls with the wand blade increases to +6, but you may only use one wand blade per turn. You may not combine two wand forms in the same turn; you must decide which form the wand blades are in at the beginning of your turn.

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Post  Fate Mon Jan 16, 2012 10:07 pm

WAR REAVER
   Description: By mixing your impressive sword skills with fell magic, you have mastered a deadly style used by fiendish warriors to vanquish their enemies.
   Requires: Fighter (Great Sword, any Armor Based Physical Defense); Juggernaut (As Fighter); Swordmaster (Great Sword); Spellsword (Great Sword, any Damage Dealing Magical Attack).
   Mechanic: This fighting style gives access to the following three subabilities;
      Coup de Grace: You may sacrifice all other actions in a turn to make a single attack roll against a target. This attack deals no damage, if the target fails their defense roll they are killed outright. This subability belongs to the Instant Death subcategory.
      Razor Wave: You may use the Great Sword on a number of targets equal to a quarter your Attack score. All targets must be within a number of feet equal to your modifier with Great Sword and within five feet of each other. You cannot move more than five feet in the same cycle that you use this ability. All targets must resist the same Attack roll which suffers a penalty of -2. Using this ability takes an action, for a total of two actions to attack in this manner.
      Tides of Morale: If you slay an opponent with your Great Sword, or any ability it is combined with, all allies of the slain opponent take a -2 penalty on defensive rolls for the remainder of combat.

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Post  Fate Mon Jan 16, 2012 10:07 pm

WRESTLING
   Description: You have learned the art of wrestling, which uses various holds to subdue an opponent in place of blunt attacks.
   Requires: Fists of Fury; Strong Attack
   Mechanic: This fighting style gives access to the following three subabilities;
      Grappler: You gain a +4 bonus on all rolls related to grappling with a target. Using this subability is automatic.
      Joint Lock: While maintaining a grapple you and your target are each reduced to a single action per cycle. Using this subability is automatic.
   Choke Hold: Every cycle you maintain a grapple against a target, they must make an additional Defense roll against your Attack roll plus an additional cumulative +1 or become unconscious. The target stays this way until a minimum of one hit point is healed or until a number of hours have passed equal to your Attack score minus the target’s Endurance score. Using this subability requires maintaining a grapple but is automatic.

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Post  Fate Sat Mar 03, 2012 6:48 pm

BERSERKER’S DELIGHT
   Description: You fly into rages that leave a path of destruction behind you. You utilize everything and anything as you turn into a furious maelstrom of death. No force in the universe can stop you.
   Requires: Any two Physical Attacks; Battle Focus; Rage; 3rd Level
   Mechanic: This fighting style grants access to the following three subabilities:
      Maelstrom’s Fury: Any attack actions for either of the Physical Attacks chosen for this ability may be used for either ability. To this end, these two Physical Attacks may be used in the same cycle. Additionally, you gain an additional attack action that may be used on either ability.
      Cautious Fury: Your penalty to defensive rolls while under the effects of Rage is reduced to -2, regardless of factors that would increase it. It may still be lowered by abilities and ability paths.
      Flurry’s Fury: You don’t suffer a penalty to your offensive rolls until after an additional four roll of the same kind. This subability requires you to be under the effects of the ability Rage, but is otherwise automatic.

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