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| paths:warrior_path [2025/01/04 22:24] – [Blind Fight, Greater] elfinlocks | paths:warrior_path [2025/08/21 03:46] (current) – [Shikigami Style] reon | ||
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| ==== Blind Fight ==== | ==== Blind Fight ==== | ||
| <WRAP round box> | <WRAP round box> | ||
| - | **Requirements: | + | **Requirements: |
| You have learned basic techniques for fighting without the ability to see your enemies. | You have learned basic techniques for fighting without the ability to see your enemies. | ||
| Line 36: | Line 36: | ||
| </ | </ | ||
| - | ==== Blind Fight, Improved | + | ==== Blinded Competence |
| <WRAP round box> | <WRAP round box> | ||
| - | **Requirements: | + | **Requirements: |
| Your melee attacks ignore the miss chance for less than total concealment. You may still reroll your miss chance percentile roll for total concealment. If you successfully pinpoint an invisible or hidden attacker within 30 feet, that attacker gets no advantages related to hitting you with ranged attacks. That is, you don’t lose your Dexterity bonus to Armor Class, and the attacker doesn’t get the usual +2 bonus for being invisible. | Your melee attacks ignore the miss chance for less than total concealment. You may still reroll your miss chance percentile roll for total concealment. If you successfully pinpoint an invisible or hidden attacker within 30 feet, that attacker gets no advantages related to hitting you with ranged attacks. That is, you don’t lose your Dexterity bonus to Armor Class, and the attacker doesn’t get the usual +2 bonus for being invisible. | ||
| + | |||
| + | Lastly, you no longer need to make a [[priority: | ||
| </ | </ | ||
| ==== Blinded Master ==== | ==== Blinded Master ==== | ||
| <WRAP round box> | <WRAP round box> | ||
| - | **Requirements: | + | **Requirements: |
| Your melee attacks ignore the miss chance for less than total concealment, | Your melee attacks ignore the miss chance for less than total concealment, | ||
| If you successfully pinpoint an invisible or hidden attacker, that attacker gets no advantages related to hitting you with ranged attacks, regardless of the range. That is, you don’t lose your Dexterity bonus to Armor Class, and the attacker doesn’t get the usual +2 bonus for being invisible. | If you successfully pinpoint an invisible or hidden attacker, that attacker gets no advantages related to hitting you with ranged attacks, regardless of the range. That is, you don’t lose your Dexterity bonus to Armor Class, and the attacker doesn’t get the usual +2 bonus for being invisible. | ||
| + | |||
| + | Additionally, | ||
| + | |||
| + | You may spend 1 [[game_systems: | ||
| </ | </ | ||
| ---- | ---- | ||
| + | ===== The Brawler ===== | ||
| + | <WRAP round box> | ||
| + | ==== Pugilist (Ex) ==== | ||
| + | **Requirements: | ||
| + | |||
| + | You are considered to be armed even when unarmed—you do not provoke attacks of opportunity when you attack foes while unarmed. Your unarmed strikes can deal lethal or nonlethal damage, at your choice. Your unarmed attacks use your fists and you may not wield a weapon and attack with unarmed attacks (but you may hold an item or weapon that you are not “armed” with). | ||
| + | |||
| + | When attacking you decide if you wish to make Light strikes or One handed strikes. Light strikes inclict 1d6 bludgeoning damage and are considered light weapons. One handed strikes inflict 1d8 bludgeoning damage and are considered one handed weapons | ||
| + | |||
| + | Usually, your unarmed strikes deal lethal damage, but you can choose to deal nonlethal damage instead with no penalty to the attack roll. You have the same choice to deal lethal or nonlethal damage while grappling as well. | ||
| + | |||
| + | Your unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons. | ||
| + | |||
| + | </ | ||
| + | <WRAP round box> | ||
| + | ==== Discombobulate (Ex) ==== | ||
| + | **Requirements: | ||
| + | |||
| + | As a full round action you may make a single unarmed attack with your fists and if the attack hits it deals damage as usual, but the target must make a Fortitude save equal to (5 + Damage dealt). If the save fails the target is Vulnerable for 1 round, if the save succeeds they are Impaired for one round instead. If the target fails the save by 5 or more they are instead Vulnerable for 1d4+1 rounds. If you spend 3 TP you may instead use this ability as a Half action. | ||
| + | </ | ||
| + | <WRAP round box> | ||
| + | ==== Haymaker (Ex) ==== | ||
| + | **Requirements: | ||
| + | |||
| + | As a half action or a Charge action you deliver a massive single blow to a target. Make a single attack against a target with your unarmed fists. This attack is treated as a Two-Handed attack. This attack may be used when using Discombobulate | ||
| + | </ | ||
| + | <WRAP round box> | ||
| + | ==== Knockout Punch (Ex) ==== | ||
| + | **Requirements: | ||
| + | |||
| + | As a Full Round Action you may use Haymaker on a target that is Vulnerable or Unaware and it must inflict nonlethal damage as well. The target must make a Fortitude save equal to the damage dealt or fall unconscious for 1 minute. If the attack causes any Wounds damage the DC is increased by 10. They can be awakened with a Heal check DC 15 or any effect that restores HP. | ||
| + | </ | ||
| + | <WRAP round box> | ||
| + | ==== Pummel (Ex) ==== | ||
| + | **Requirements: | ||
| + | |||
| + | Whenever you make a full round attack and make multiple attacks against a single target, total all damage from all hits before applying damage reduction or any resistances. | ||
| + | </ | ||
| + | |||
| + | ---- | ||
| ===== Captain’s Throw ===== | ===== Captain’s Throw ===== | ||
| <WRAP round box> | <WRAP round box> | ||
| Line 216: | Line 262: | ||
| ---- | ---- | ||
| + | ===== Grabbing Style ===== | ||
| + | |||
| + | <WRAP round box> | ||
| + | ==== Grabbing Style ==== | ||
| + | * **Requirements: | ||
| + | |||
| + | When you use this style, you do not take a –4 penalty on combat maneuver checks to grapple a foe with only one hand. Additionally, | ||
| + | </ | ||
| + | <WRAP round box> | ||
| + | ==== Grabbing Drag ==== | ||
| + | * **Requirements: | ||
| + | |||
| + | When you are using Grabbing Style, if you use the move grapple action, you can move both yourself and a single target that you’re grappling your full speed instead of half your speed. After you have done so, you can use a move action to move yourself and the target of your grapple half your speed without needing to attempt an additional combat maneuver check. You cannot use this Talent if you are grappling two targets. | ||
| + | </ | ||
| + | <WRAP round box> | ||
| + | ==== Grabbing Master ==== | ||
| + | * **Requirements: | ||
| + | |||
| + | When you are grabbing two opponents while using Grabbing Style, you can use your grapple to move or damage one or both opponents you are grappling, instead of just one. | ||
| + | </ | ||
| + | |||
| + | ===== Octopus Style ===== | ||
| + | |||
| + | <WRAP round box> | ||
| + | ==== Octopus Style ==== | ||
| + | * **Requirements: | ||
| + | |||
| + | As a Half Action when using this style, you can select a number of creatures you are aware of equal to your Secondary Ability modifier. You can’t be flanked by the selected creatures until the start of your next turn. | ||
| + | </ | ||
| + | <WRAP round box> | ||
| + | ==== Octopus Focus ==== | ||
| + | * **Requirements: | ||
| + | |||
| + | When using Octopus Style, you gain a cumulative +1 bonus on melee attacks for each enemy that threatens you, up to a maximum equal to your Secondary Ability modifier. | ||
| + | |||
| + | In addition, when you attempt to grapple without two free hands, you take only a –2 penalty on your combat maneuver check instead of the usual –4. | ||
| + | </ | ||
| + | <WRAP round box> | ||
| + | ==== Octopus Thrash ==== | ||
| + | * **Requirements: | ||
| + | |||
| + | While using Octopus Style, when you threaten two enemies who are adjacent to each other, you can attempt a trip combat maneuver check against both targets at once in place of a melee attack. You attempt a single combat maneuver check at a –5 penalty and apply the result to both targets. | ||
| + | </ | ||
| + | |||
| + | ===== Pummeling Style ===== | ||
| + | |||
| + | <WRAP round box> | ||
| + | ==== Pummeling Style ==== | ||
| + | * **Requirements: | ||
| + | |||
| + | Whenever you use a full-attack action (or flurry of blows) to make multiple attacks against a single opponent, total the damage from all hits before applying damage reduction. | ||
| + | </ | ||
| + | <WRAP round box> | ||
| + | ==== Pummeling Bully ==== | ||
| + | * **Requirements: | ||
| + | |||
| + | When you use Pummeling Style to make an entire full attack (or flurry of blows) against a single target, if you hit with any of your attacks, you can attempt a reposition or trip combat maneuver check as a free action. | ||
| + | </ | ||
| + | <WRAP round box> | ||
| + | ==== Pummeling Charge ==== | ||
| + | * **Requirements: | ||
| + | |||
| + | As a Full Round Action, You can move at twice your base Move Speed in a straight line and make a full attack (or flurry of blows) at the end of your move as part of the Full Round Action. You get a +2 charge bonus on the attack rolls and must move at least 10ft. This cannot be combined with other charge abilities. | ||
| + | </ | ||
| + | |||
| + | |||
| + | ===== Spring-Heeled Style ===== | ||
| + | |||
| + | <WRAP round box> | ||
| + | ==== Spring-Heeled Style ==== | ||
| + | * **Requirements: | ||
| + | |||
| + | If using this style during any round in which you take a Half Action to move 10 or more feet, you gain a +2 bonus on weapon attack rolls until the start of your next turn. | ||
| + | </ | ||
| + | <WRAP round box> | ||
| + | ==== Spring-Heeled Sprint ==== | ||
| + | * **Requirements: | ||
| + | |||
| + | As a Full Action, you can move up to your speed and make a single melee attack without provoking any attacks of opportunity from the target of your attack. You can move both before and after the attack, but you must move at least 10 feet before the attack and the total distance that you move cannot be greater than your speed. You cannot use this ability to attack a foe that is adjacent to you at the start of your turn. This Talent counts as a Charge for Talents which interact with or modify Charging. | ||
| + | </ | ||
| + | <WRAP round box> | ||
| + | ==== Spring-Heeled Reaping ==== | ||
| + | * **Requirements: | ||
| + | |||
| + | When using Spring-Heeled Sprint, you may attack a number of different creatures for every 4 Base Attack Bonus you possess (to a maximum of 5 creatures at BaB 20) at any point in your movement. Each attack is made at your full BaB bonus. Any creature that you attack in melee with this Talent cannot make Attacks of Opportunity in retaliation, | ||
| + | </ | ||
| + | |||
