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Iron Heroes -- my solution to the martial arts thing
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<blockquote data-quote="Mustrum_Ridcully" data-source="post: 2490961" data-attributes="member: 710"><p>My take on CMA (also posted on Montes board: <a href="http://p222.ezboard.com/fokayyourturnfrm36.showMessage?topicID=231.topic" target="_blank">http://p222.ezboard.com/fokayyourturnfrm36.showMessage?topicID=231.topic</a>)</p><p></p><p>I rewrite it here in the current version (there is always room for improvement or variation).</p><p>======================================================</p><p>Description:</p><p>You are trained in the martial arts, excelling at unarmed combat. </p><p></p><p>Prerequisite:</p><p>Finesse or Power Mastery 1, Improved Unarmed</p><p>When taking the feat, you must decide wether you chose the finesse or the power version. Depending on the version you take, different options are available. </p><p>All benefits of this feat only apply if you use an unarmed strike or weapons with the unarmed descriptor. </p><p></p><p>Benefit: </p><p>Your unarmed attacks deal 1d6 points of damage. You can deal either lethal or nonlethal damage with unarmed strikes. Your unarmed strike is considered a Finesse weapon if you choose this feat as a Finesse feat, or as a Power weapon if you chose it as a Power feat. </p><p></p><p>Expanded Mastery 2:</p><p>You become proficient with all weapons with the unarmed descriptor. These weapons also take on the Finesse (if chosen as Finesse feat) or Power (if chosen as Power feat) descriptor when you wield them. </p><p></p><p></p><p>Expanded Mastery 3 (Finesse)</p><p>If you attack with a weapon with the unarmed descriptor and hit the target, you may initiate a free trip or disarm attempt that does not provoke an attack of oppertunity. </p><p>If you also have the Power version of Mastery 3, you can chose only one of the benefits each attack, not both.</p><p></p><p>Expanded Mastery 3 (Power):</p><p>f you attack with a unarmed attack, you may initiate a grapple without provoking an attack of oppertunity. </p><p>If you also have the Finesse version of Mastery 3, you can chose only one of the benefits each attack, not both. </p><p></p><p></p><p>Expanded Mastery 4: </p><p>You are considered having the Two-Weapon Fighting feat, but only when wielding weapons with the unarmed descriptor. You can make an off-hand attack when unarmed. </p><p>Alternate Take: </p><p>You are considered having the Razorfiend feat (Mastery 1), except that it applies to weapons with the unarmed descriptor, not daggers. </p><p></p><p>Expanded Mastery 5: </p><p>If you use the vertical strike or leaping strike option of the Jump skill using a weapon with the unarmed descriptor, you may chose to deal double damage instead of the standard benefits of these options. This maneuver is a bit more risky - if your Jump check does not beat a DC of 20, you fall prone and gain no benefits of these maneuvers. </p><p></p><p></p><p>Expanded Mastery 6 (Finesse): </p><p>When attacking from a prone position using a weapon with the unarmed descriptor, you suffer no attack penalty. You enjoy a +2 bonus to Jump checks. </p><p></p><p>Expanded Mastery 6 (Power): </p><p>Each round you can maintain a pin, you deal 1d12 points of damage to the pinned opponent. </p><p></p><p></p><p>Expanded Mastery 7: </p><p>Your unarmed attacks deal 1d10 points of lethal or nonlethal damage. You may deal piercing or slashing damage instead of bludgeoning damage. </p><p>If you wield a weapon with the unarmed descriptor, it deals 1d10 points of base damage or its regular damage (whichever is better). </p><p></p><p>Expanded Mastery 8:</p><p>When wielding a weapon with the unarmed descriptor, the critical range of the attacks doubles. (This stacks with the benefits of the Improved Critical Feat). </p><p></p><p></p><p>Expanded Mastery 9 (Finesse): </p><p>If your opponent misses you with a melee attack while you use a weapon with the unarmed descriptor, you can immediately make a free attack of oppertunity to trip or disarm the opponent. </p><p></p><p>Expanded Masterery 9 (Power): </p><p>When attacking with a weapon with the unarmed descriptor, you can treat the weapon as a two-handed power weapon with the cudgel descriptor. </p><p>You cannot use this benefit if you gain extra attacks due to two-weapon fighting or similar abilities.</p><p></p><p></p><p>Expanded Mastery 10 (Finesse): </p><p>When striking an opponent with a weapon with the unarmed descriptor, you can make a Tumble Check opposed by your opponents base attack check. If you succeed, you can move through his space to any space adjacent to him. This movement does not provoke attack of oppertunities and count as your regular movement per round, but is part of your attack (and costs no additional action). If you fail the check, you may not move.</p><p></p><p>Expanded Mastery 10 (Power):</p><p>Once per round, If you succesfully hit a single opponent with two attacks, you deal an additional of 2d6 + 1.5 Strength Modifier damage.</p><p></p><p></p><p>======================================================</p><p></p><p>This take doesn´t use a token pool. I feel it is difficult to come up with good token uses, if I want to avoid overlapping with existing token pools, especially with the Weapon Master. </p><p></p><p>The damage increases granted by this feat aren´t very high - that´s what weapon focus is meant for. Unarmd combat doesn´t have to cause more damage than armed combat - it should more be about "special effects" or "special moves" than anything else in my opinion.</p></blockquote><p></p>
[QUOTE="Mustrum_Ridcully, post: 2490961, member: 710"] My take on CMA (also posted on Montes board: [url]http://p222.ezboard.com/fokayyourturnfrm36.showMessage?topicID=231.topic[/url]) I rewrite it here in the current version (there is always room for improvement or variation). ====================================================== Description: You are trained in the martial arts, excelling at unarmed combat. Prerequisite: Finesse or Power Mastery 1, Improved Unarmed When taking the feat, you must decide wether you chose the finesse or the power version. Depending on the version you take, different options are available. All benefits of this feat only apply if you use an unarmed strike or weapons with the unarmed descriptor. Benefit: Your unarmed attacks deal 1d6 points of damage. You can deal either lethal or nonlethal damage with unarmed strikes. Your unarmed strike is considered a Finesse weapon if you choose this feat as a Finesse feat, or as a Power weapon if you chose it as a Power feat. Expanded Mastery 2: You become proficient with all weapons with the unarmed descriptor. These weapons also take on the Finesse (if chosen as Finesse feat) or Power (if chosen as Power feat) descriptor when you wield them. Expanded Mastery 3 (Finesse) If you attack with a weapon with the unarmed descriptor and hit the target, you may initiate a free trip or disarm attempt that does not provoke an attack of oppertunity. If you also have the Power version of Mastery 3, you can chose only one of the benefits each attack, not both. Expanded Mastery 3 (Power): f you attack with a unarmed attack, you may initiate a grapple without provoking an attack of oppertunity. If you also have the Finesse version of Mastery 3, you can chose only one of the benefits each attack, not both. Expanded Mastery 4: You are considered having the Two-Weapon Fighting feat, but only when wielding weapons with the unarmed descriptor. You can make an off-hand attack when unarmed. Alternate Take: You are considered having the Razorfiend feat (Mastery 1), except that it applies to weapons with the unarmed descriptor, not daggers. Expanded Mastery 5: If you use the vertical strike or leaping strike option of the Jump skill using a weapon with the unarmed descriptor, you may chose to deal double damage instead of the standard benefits of these options. This maneuver is a bit more risky - if your Jump check does not beat a DC of 20, you fall prone and gain no benefits of these maneuvers. Expanded Mastery 6 (Finesse): When attacking from a prone position using a weapon with the unarmed descriptor, you suffer no attack penalty. You enjoy a +2 bonus to Jump checks. Expanded Mastery 6 (Power): Each round you can maintain a pin, you deal 1d12 points of damage to the pinned opponent. Expanded Mastery 7: Your unarmed attacks deal 1d10 points of lethal or nonlethal damage. You may deal piercing or slashing damage instead of bludgeoning damage. If you wield a weapon with the unarmed descriptor, it deals 1d10 points of base damage or its regular damage (whichever is better). Expanded Mastery 8: When wielding a weapon with the unarmed descriptor, the critical range of the attacks doubles. (This stacks with the benefits of the Improved Critical Feat). Expanded Mastery 9 (Finesse): If your opponent misses you with a melee attack while you use a weapon with the unarmed descriptor, you can immediately make a free attack of oppertunity to trip or disarm the opponent. Expanded Masterery 9 (Power): When attacking with a weapon with the unarmed descriptor, you can treat the weapon as a two-handed power weapon with the cudgel descriptor. You cannot use this benefit if you gain extra attacks due to two-weapon fighting or similar abilities. Expanded Mastery 10 (Finesse): When striking an opponent with a weapon with the unarmed descriptor, you can make a Tumble Check opposed by your opponents base attack check. If you succeed, you can move through his space to any space adjacent to him. This movement does not provoke attack of oppertunities and count as your regular movement per round, but is part of your attack (and costs no additional action). If you fail the check, you may not move. Expanded Mastery 10 (Power): Once per round, If you succesfully hit a single opponent with two attacks, you deal an additional of 2d6 + 1.5 Strength Modifier damage. ====================================================== This take doesn´t use a token pool. I feel it is difficult to come up with good token uses, if I want to avoid overlapping with existing token pools, especially with the Weapon Master. The damage increases granted by this feat aren´t very high - that´s what weapon focus is meant for. Unarmd combat doesn´t have to cause more damage than armed combat - it should more be about "special effects" or "special moves" than anything else in my opinion. [/QUOTE]
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