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<blockquote data-quote="Quickleaf" data-source="post: 4520264" data-attributes="member: 20323"><p>This is my first shot at a "Sword and Board" tactical feat intended to give more combat options to my knight, bringing a little bit of Tome of Battle/4e into our 3.5e game without breaking the system. It's loosely based on Renaissance Italian & German longsword fighting manuals.</p><p></p><p><strong><span style="font-size: 15px">Sword and Board</span></strong><span style="font-size: 15px"> [Tactical]</span></p><p><strong>Prerequisite: </strong>Son of Hyerdahl, Power Attack, Shield Specialization, Shield Ward, attack bonus +6</p><p>Knights of Hyerdahl have elevated sword and board fighting to an art form, and are able to adopt four stances known as “rose guards” (after the four points of the compass rose). According to myth, each of these guards was perfected by a traveler from each of the four regions of Hyerdahl who gathered at a mountain temple to teach swordsmanship. Guards marked as “Offensive” require you to make a power attack, while guards marked as “Defensive” require you to fight defensively. You may use one guard at a time, switching guards as a swift action.</p><p></p><p><strong>Dire Bear Guard [defensive]:</strong> <em>“I am the dire bear, one pass of my shield and you are left open, another and you are thrown aside.” </em>You present your shield to your foe, staying your blade. On a successful shield bash you may push your opponent 5 feet (if the space is occupied they fall prone) or knock aside their weapon/shield, preventing them from using it for the remainder of the round (they are treated as unarmed or gain no shield AC bonus, respectively). You may not make sword attacks when in this guard. You must fight defensively, your Shield Ward bonus to touch AC, grapple, and disarm increasing by a corresponding amount.</p><p></p><p><strong>Mountain Dog Guard [offensive]: </strong> <em>“I am the mountain dog, lowering my shield to draw you close, then finishing you off tooth and nail.” </em>Lowering your shield, you enter into close quarters combat with your foe, attempting to bring your shield to bear as a fulcrum to trip them with your sword. You lose your shield bonus to AC during your turn, and you must move adjacent to your foe to use this guard. You may make a trip attack with your sword without provoking an attack of opportunity. You must make a power attack, but even on a miss deal your Strength modifier in damage as you fiercely kick, hilt sap, helmet butt, or otherwise provide no quarter.</p><p></p><p><strong>Wild Boar Guard [defensive]:</strong> <em>“I am the wild boar, my blade ready to turn aside any strike, leaving you bloody.” </em>Gripping your sword blade with your shield hand, you lower it to the ground, luring your foe in when in actuality you are ready to receive any attack. Increase your melee threat range by 1 individual square of your choice, and your sword deals double piercing damage on a successful hit against a charging foe. You must fight defensively when in this guard, and your Shield Ward bonus to resist bull rush/overrun increases by a corresponding amount.</p><p></p><p><strong>Wyvern’s Tail Guard [offensive]:</strong> <em>“I am the wyvern’s tail, my blade poised to pierce your armor and hold you fast.” </em>You raise your sword overhead, keeping it steadily aimed at your foe, while wrapping your index finger around the cross-guard for improved point control. On a successful attack you may pin your foe who is stuck on your blade, though as long as they remained pinned you may make no sword attacks. You must make a power attack when fighting in this guard, and you may ignore an armor AC bonus equal to your attack penalty taken on your power attack.</p></blockquote><p></p>
[QUOTE="Quickleaf, post: 4520264, member: 20323"] This is my first shot at a "Sword and Board" tactical feat intended to give more combat options to my knight, bringing a little bit of Tome of Battle/4e into our 3.5e game without breaking the system. It's loosely based on Renaissance Italian & German longsword fighting manuals. [B][SIZE="4"]Sword and Board[/SIZE][/b][SIZE="4"] [Tactical][/SIZE] [B]Prerequisite: [/B]Son of Hyerdahl, Power Attack, Shield Specialization, Shield Ward, attack bonus +6 Knights of Hyerdahl have elevated sword and board fighting to an art form, and are able to adopt four stances known as “rose guards” (after the four points of the compass rose). According to myth, each of these guards was perfected by a traveler from each of the four regions of Hyerdahl who gathered at a mountain temple to teach swordsmanship. Guards marked as “Offensive” require you to make a power attack, while guards marked as “Defensive” require you to fight defensively. You may use one guard at a time, switching guards as a swift action. [B]Dire Bear Guard [defensive]:[/B] [I]“I am the dire bear, one pass of my shield and you are left open, another and you are thrown aside.” [/I]You present your shield to your foe, staying your blade. On a successful shield bash you may push your opponent 5 feet (if the space is occupied they fall prone) or knock aside their weapon/shield, preventing them from using it for the remainder of the round (they are treated as unarmed or gain no shield AC bonus, respectively). You may not make sword attacks when in this guard. You must fight defensively, your Shield Ward bonus to touch AC, grapple, and disarm increasing by a corresponding amount. [B]Mountain Dog Guard [offensive]: [/B] [I]“I am the mountain dog, lowering my shield to draw you close, then finishing you off tooth and nail.” [/I]Lowering your shield, you enter into close quarters combat with your foe, attempting to bring your shield to bear as a fulcrum to trip them with your sword. You lose your shield bonus to AC during your turn, and you must move adjacent to your foe to use this guard. You may make a trip attack with your sword without provoking an attack of opportunity. You must make a power attack, but even on a miss deal your Strength modifier in damage as you fiercely kick, hilt sap, helmet butt, or otherwise provide no quarter. [B]Wild Boar Guard [defensive]:[/B] [I]“I am the wild boar, my blade ready to turn aside any strike, leaving you bloody.” [/I]Gripping your sword blade with your shield hand, you lower it to the ground, luring your foe in when in actuality you are ready to receive any attack. Increase your melee threat range by 1 individual square of your choice, and your sword deals double piercing damage on a successful hit against a charging foe. You must fight defensively when in this guard, and your Shield Ward bonus to resist bull rush/overrun increases by a corresponding amount. [B]Wyvern’s Tail Guard [offensive]:[/B] [I]“I am the wyvern’s tail, my blade poised to pierce your armor and hold you fast.” [/I]You raise your sword overhead, keeping it steadily aimed at your foe, while wrapping your index finger around the cross-guard for improved point control. On a successful attack you may pin your foe who is stuck on your blade, though as long as they remained pinned you may make no sword attacks. You must make a power attack when fighting in this guard, and you may ignore an armor AC bonus equal to your attack penalty taken on your power attack. [/QUOTE]
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