A cursory look over some other posts indicates that quite a few of you have had a similar idea to this one. Take a look and tell me what you think.
Technique (INT)
Use this skill to assess an enemy's fighting style or react appropriately to an enemy's own technique. Additionally, you can create your own fighting style and techniques using this skill.
Check: One important application of this skill is the ability to assess an enemy's fighting style. In order to determine an enemy's fighting style, you must watch him or her make three separate (not in the same round) attacks using the same style. After this point, you can make a single check (DC 18+BAB) against the enemy. The DC can be modified by several variables. If the enemy is nonhumanoid, it increases by +4. If the enemy is using its own personal fighting style (see below), it increases by +4. Weapon-specific feats (such as weapon focus or improved critical) can also play a role. Every weapon-specific feat the enemy possesses confers a +1 increase to the DC. Also, if the enemy uses a weapon with which the character is improficient, the DC increases by +4. Not all is negative, however. Weapon-specific feats possessed by the character confer a +1 bonus for each feat to the check.
If the check is successful, the enemy's BAB is downgraded by 2 steps when used against you. A character whose progression is usually 1 (fighter) becomes 1/2 (wizard). 2/3 (rogue) becomes 1/3, and 1/2 becomes 1/4. Bonuses from feats still apply normally, and the enemy can still make the normal number of attacks per round. For example, a 6th level fighter would have his BAB downgraded from +6/+1 to +3/-2.
Another application is to react to techniques (see below) utilized by other enemies. The difficulty to negate the technique is 5 higher than the DC to learn the technique. A successful check will downgrade the technique in some manner (see technique descriptions). Regardless of the type of technique, downgrading it causes the attack to suffer a -2 penalty (unless the technique cannot be downgraded, which only occurs with passive techniques) on top of the special downgrade. Knowing a similar technique with the same effect grants a +2 bonus, and knowing the same technique grants a +4 bonus. If the technique mimicks a feat, knowing the feat grants an additional +2 bonus. If the technique is made as part of a particular fighting style, and your character does not know the style, he suffers a -4 penalty on the check. However, if your character has managed to downgrade that fighting style (or just the BAB, if the enemy isn't using a specific style), he gains a +4 bonus on the check. If an enemy uses the same technique more than once in an encounter, each additional use confers a cumulative +1 bonus to the check to downgrade it. Once a technique has been downgraded, the character gains a +4 bonus to downgrade it the next time, which stacks with the other bonuses (but doesn't stack with the penalty for not knowing the style).
Yet another application is to create your own fighting style or learn another. Each unique fighting style can apply to one, and only one, equipment combination. For example, you could have a fighting style for an arming sword* and shield (not tower), an unarmed fighting style, or a fighting style for using a dueling sword* and a dagger. However, you can NOT have a fighting style that is designated simply as "sword" or "dual wielding." Having your own style grants a few advantages: it is harder for enemies with the technique skill to downgrade your BAB or one of your techniques, it allows you to know more techniques than usual, and it makes new techniques easier to learn. A character may only have as many fighting styles as his intelligence bonus, minus 1 (minimum 1).
Creating a new fighting style: Your character must have an intelligence of at least 13 to do this. Creating a new style requires 6 weeks of dedicated training, with a DC 20 check each week. A failed check means that no progress is made that week. Two people can develop a style together, in which case it only takes 4 weeks. However, if either fails the check, no progress is made that week.
Learning a fighting style: Characters with at least an intelligence of 15 can teach other characters their own personal fighting style. This requires 3 weeks of practice if the teacher was himself taught, but only 2 weeks if the teacher created the style. In either case, the student must make a DC 20 check each week.
The final application is to actually create or learn techniques, special maneuvers that allow the character to take actions normally denied him. The DC to learn a new technique varies, depending on the technique. To learn a new technique from a teacher takes 1 week and a single check. To create a new technique takes 2 weeks and two checks. Learning/creating a technique as part of a particular fighting style decreases the DC by 2. A character may know a number of techniques depending on character level and intelligence. A character starts with tech points equal to his intelligence bonus (1 for +1, 2 for +2, and so forth), but generally won't know any techniques. BABprog*INT/4 tech points are gained at each level, with unused fractions continuing on. Characters without a positive INT modifier start with 1 tech point and gain BABprog/5 more every level. As an example, let's take a character with an INT of 18(+4). If he has a BAB progression of 1, he will have 5 tech points techniques at first level, and gain one more each level beyond that. If he has a BAB progression of 1/2, however, he'll start with 4 tech points and gain a new one at every even numbered level. Techniques associated with particular fighting styles only take up one tech point, whereas universal techniques (no fighting style association) take 3. Almost all techniques mimick and/or enhance feats. Such techniques can generally be learned earlier than feats, but they sometimes have more strenuous prerequisites. Also, they are never as effective as the feats themselves - but they are good to have even if you gain the feat, as many can augment the feat. If a feat is a prerequisite for learning a new technique, but the character knows a different technique that mimicks that feat, he can learn the technique.
Action: Varies. To downgrade an enemy's fighting style is a standard action. Downgrading a technique is a reaction and takes no time. Creating/learning a fighting style or technique takes a good deal of time, as described above.
Try again: Varies. You only get one chance at downgrading an enemy's fighting style at each encounter. For techniques, you make a check every time an enemy uses the technique. For creating/learning a fighting style or technique, you can retry as much as you'd like, but recall that each check requires one week of training.
Taking 10/20: Varies. For downgrading fighting styles and techniques, you can only take 10 if you have a feat that allows you to do so under stressful conditions. For creating/learning a fighting style or technique, you can take 10 at any time. In no instance can you take 20 with this skill.
*In my campaign setting, "longswords" are called arming swords. Dueling swords (aka side swords) use the same stats as the rapier.
I'll put some of the example techniques I've made in the next post.
Technique (INT)
Use this skill to assess an enemy's fighting style or react appropriately to an enemy's own technique. Additionally, you can create your own fighting style and techniques using this skill.
Check: One important application of this skill is the ability to assess an enemy's fighting style. In order to determine an enemy's fighting style, you must watch him or her make three separate (not in the same round) attacks using the same style. After this point, you can make a single check (DC 18+BAB) against the enemy. The DC can be modified by several variables. If the enemy is nonhumanoid, it increases by +4. If the enemy is using its own personal fighting style (see below), it increases by +4. Weapon-specific feats (such as weapon focus or improved critical) can also play a role. Every weapon-specific feat the enemy possesses confers a +1 increase to the DC. Also, if the enemy uses a weapon with which the character is improficient, the DC increases by +4. Not all is negative, however. Weapon-specific feats possessed by the character confer a +1 bonus for each feat to the check.
If the check is successful, the enemy's BAB is downgraded by 2 steps when used against you. A character whose progression is usually 1 (fighter) becomes 1/2 (wizard). 2/3 (rogue) becomes 1/3, and 1/2 becomes 1/4. Bonuses from feats still apply normally, and the enemy can still make the normal number of attacks per round. For example, a 6th level fighter would have his BAB downgraded from +6/+1 to +3/-2.
Another application is to react to techniques (see below) utilized by other enemies. The difficulty to negate the technique is 5 higher than the DC to learn the technique. A successful check will downgrade the technique in some manner (see technique descriptions). Regardless of the type of technique, downgrading it causes the attack to suffer a -2 penalty (unless the technique cannot be downgraded, which only occurs with passive techniques) on top of the special downgrade. Knowing a similar technique with the same effect grants a +2 bonus, and knowing the same technique grants a +4 bonus. If the technique mimicks a feat, knowing the feat grants an additional +2 bonus. If the technique is made as part of a particular fighting style, and your character does not know the style, he suffers a -4 penalty on the check. However, if your character has managed to downgrade that fighting style (or just the BAB, if the enemy isn't using a specific style), he gains a +4 bonus on the check. If an enemy uses the same technique more than once in an encounter, each additional use confers a cumulative +1 bonus to the check to downgrade it. Once a technique has been downgraded, the character gains a +4 bonus to downgrade it the next time, which stacks with the other bonuses (but doesn't stack with the penalty for not knowing the style).
Yet another application is to create your own fighting style or learn another. Each unique fighting style can apply to one, and only one, equipment combination. For example, you could have a fighting style for an arming sword* and shield (not tower), an unarmed fighting style, or a fighting style for using a dueling sword* and a dagger. However, you can NOT have a fighting style that is designated simply as "sword" or "dual wielding." Having your own style grants a few advantages: it is harder for enemies with the technique skill to downgrade your BAB or one of your techniques, it allows you to know more techniques than usual, and it makes new techniques easier to learn. A character may only have as many fighting styles as his intelligence bonus, minus 1 (minimum 1).
Creating a new fighting style: Your character must have an intelligence of at least 13 to do this. Creating a new style requires 6 weeks of dedicated training, with a DC 20 check each week. A failed check means that no progress is made that week. Two people can develop a style together, in which case it only takes 4 weeks. However, if either fails the check, no progress is made that week.
Learning a fighting style: Characters with at least an intelligence of 15 can teach other characters their own personal fighting style. This requires 3 weeks of practice if the teacher was himself taught, but only 2 weeks if the teacher created the style. In either case, the student must make a DC 20 check each week.
The final application is to actually create or learn techniques, special maneuvers that allow the character to take actions normally denied him. The DC to learn a new technique varies, depending on the technique. To learn a new technique from a teacher takes 1 week and a single check. To create a new technique takes 2 weeks and two checks. Learning/creating a technique as part of a particular fighting style decreases the DC by 2. A character may know a number of techniques depending on character level and intelligence. A character starts with tech points equal to his intelligence bonus (1 for +1, 2 for +2, and so forth), but generally won't know any techniques. BABprog*INT/4 tech points are gained at each level, with unused fractions continuing on. Characters without a positive INT modifier start with 1 tech point and gain BABprog/5 more every level. As an example, let's take a character with an INT of 18(+4). If he has a BAB progression of 1, he will have 5 tech points techniques at first level, and gain one more each level beyond that. If he has a BAB progression of 1/2, however, he'll start with 4 tech points and gain a new one at every even numbered level. Techniques associated with particular fighting styles only take up one tech point, whereas universal techniques (no fighting style association) take 3. Almost all techniques mimick and/or enhance feats. Such techniques can generally be learned earlier than feats, but they sometimes have more strenuous prerequisites. Also, they are never as effective as the feats themselves - but they are good to have even if you gain the feat, as many can augment the feat. If a feat is a prerequisite for learning a new technique, but the character knows a different technique that mimicks that feat, he can learn the technique.
Action: Varies. To downgrade an enemy's fighting style is a standard action. Downgrading a technique is a reaction and takes no time. Creating/learning a fighting style or technique takes a good deal of time, as described above.
Try again: Varies. You only get one chance at downgrading an enemy's fighting style at each encounter. For techniques, you make a check every time an enemy uses the technique. For creating/learning a fighting style or technique, you can retry as much as you'd like, but recall that each check requires one week of training.
Taking 10/20: Varies. For downgrading fighting styles and techniques, you can only take 10 if you have a feat that allows you to do so under stressful conditions. For creating/learning a fighting style or technique, you can take 10 at any time. In no instance can you take 20 with this skill.
*In my campaign setting, "longswords" are called arming swords. Dueling swords (aka side swords) use the same stats as the rapier.
I'll put some of the example techniques I've made in the next post.