New skill and system - Technique

SuedodeuS

First Post
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.
 

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This is the first round of example techniques, and probably the longest. These are techniques that mimick the effects of the feats from the Player's Handbook.
Some things to note are that the campaign these were designed for use quite a few variants, although most of the techniques listed here would work in any campaign.


Blind strike
DC: 15
Prerequisite: Wis 13
Mimick: While attacking, you benefit from the blind-fight feat's reroll ability. The other things granted by the feat, however, do not apply.
Augment: A character who has blind fight and uses blind strike has a 5% lower chance to miss due to concealment - on both rolls. For example, an enemy with total concealment only causes a 45% chance to miss.
Downgrade: Successfully identifying this technique causes the second roll (but only the second roll) to have an additional 20% chance to miss.

Defensive strike
DC: 15
Prerequisite: Int 15
Mimick: As a standard action, you may make an attack that benefits from the combat expertise feat. However, the AC bonus is one lower than the penalty taken, and the maximum for the penalty is -4 (thus +3 is highest AC).
Augment: A character who has combat expertise and knows defensive strike can subtract any number up to his highest BAB and gain an AC bonus one point lower (thus, +12 for -13). Such characters do not use defensive strike (thus they can make a full attack action).
Downgrade: Successfully identifying this technique causes the AC bonus to be 1/2 the penalty (round down). Because it is not an actual technique, the augmented form cannot be downgraded.

Disarming strike
DC: 20
Prerequisites: Int 15, Combat Expertise
Mimick: As a standard action, you may attempt a disarm without provoking an attack of opportunity. This technique is meant to mimick improved disarm.
Augment: A character who has improved disarm and knows this technique may make a free attack at the same BAB of the disarm if the disarm is effective (similar to improved trip).
Downgrade: Successfully identifying this technique allows you to make an attack of opportunity, albeit at a -3 penalty. In its augmented form, you may not make an attack of opportunity (since the feat itself prevents this) but the free attack is made at a -3 penalty.

Mislead
DC: 20
Prerequisites: Int 15, Combat Expertise
Mimick: As a full round action, a character can make a feint and then, if successful, make an attack at a -3 penalty. This technique is meant to mimick improved feint.
Augment: A character who has improved feint and uses this technique can make a feint and then, if successful, make a full attack action, suffering a -3 penalty on all attacks. If unsuccessful, he may make a single attack at a -3 penalty.
Downgrade: This technique can only be analysed after you succeed at identifying the feint. Successfully identifying the technique prevents any further use of it against you (at least by the current enemy).

Entangle
DC: 20
Prerequisites: Int 15, Combat Expertise
Mimick: As a full round action, the character makes a minor feint with his weapon and then attempts to start a grapple. This allows the character to start a grapple without provoking an attack of opportunity. This technique is meant to mimick improved grapple.
Augment: A character who has improved grapple and knows this technique may make a free attack at the same BAB as the grapple if the grapple is effective (similar to improved trip).
Downgrade: Successfully identifying this technique allows you to make an attack of opportunity, albeit at a -3 penalty. In its augmented form, you may not make an attack of opportunity (since the feat itself prevents this) but the free attack is made at a -3 penalty.

Spinning strike
DC: 25
Prerequisites: Dex 15, Int 15, Combat Expertise, Dodge, Mobility, Spring Attack
Mimick: As a full attack action, you may make attacks which benefit from the whirlwind attack feat, albeit at a -2 penalty.
Augment: A character who has whirlwind attack and uses this technique gains an additional attack against every enemy in range, albeit at an additional -6 penalty (for a total of -2/-8 against each enemy).
Downgrade: Downgrading this technique in its mimick form has no additional effect (recall that any downgraded technique suffers a -2 penalty). In its augment form, however, successfully identifying it prevents the enemy from making the second attack.

Two-bladed spinning strike
DC: 25
Prerequisites: Dex 15, Int 15, Combat Expertise, Dodge, Mobility, Two weapon fighting
Mimick: As a full attack action, you may make attacks which benefit from the whirlwind attack feat. However, every other attack is made with your off-hand weapon (thus only has .5xSTR bonus damage).
Augment: A character who has whirlwind attack and uses two-bladed spinning strike makes two attacks, one with each weapon, against each enemy at a -3 penalty.
Downgrade: Downgrading this technique has no additional effect.

Quick foot
DC: 15
Prerequisites: Dex 15, Dodge
Mimick: Against the enemy designated by your dodge bonus, you also gain the benefits of the mobility feat.
Augment: A character who has mobility and uses quick foot gains an additional +2 dodge bonus against attacks of opportunity caused by movement in or out of a square threatened by the enemy designated by your dodge bonus. This gives a total +7 bonus to AC.
Downgrade: As a passive technique, quick foot cannot be downgraded.

Blur strike
DC: 20
Prerequisites: Dex 15, Dodge, Mobility
Mimick: When making a charge, your attack benefits from the spring attack feat. However, this can only be done as part of a charge, and you must move your full running speed (2x w/o Run feat, 2.5x w/ Run feat).
Augment: A character who has spring attack and uses this technique need not move his full speed. Additionally, the character has the option of not continuing past the enemy but instead sidestepping behind him, turning around and making an additional strike at a -11 penalty. The enemy cannot change facing between the two attacks.
Downgrade: Successfully identifying this technique causes it to suffer a -3 penalty (on top of the normal -2, for a total of -5). Successfully identifying the augmented form allows you to change facing between strikes, but does not impose any additional penalty on the enemy (so only -2 penalty).

Deadly strike
DC: 20
Prerequisite: Weapon focus
Mimick: As a standard action, you may make an attack with a weapon with which you have focus that benefits from the improved critical feat.
Augment: A character who has improved critical and uses deadly strike has their weapon's threat range increased by an additional point.
Downgrade: Downgrading this technique has no additional effect.

Deflection
DC: 20
Prerequisites: Dex 15, Wis 13, Weapon Focus
Mimick: You benefit from the deflect arrows feat when using any weapon with which you have focus. The ability functions normally, but uses up an attack of opportunity and leaves the character flat-footed until his next turn.
Augment: A character who has deflect arrows and uses deflection is not left flat-footed and actually catches the projectile, allowing it to be used later. If the character also has snatch arrows, the projectile can be used immediately - against a temporarily flat-footed opponent.
Downgrade: As a defensive technique, deflection generally cannot be downgraded. Against the augment snatch arrows form, however, you are not flat-footed against the attack.

Protect mount
DC: 15
Prerequisite: Ride 4
Mimick: Once per round, you can attempt to prevent damage to your mount as per the mounted combat feat. If you are successful, however, the attack is instead focused at you. If it is too low to hit you, the only way it can miss is if you parry it (if it doesn't hit you or your weapon/shield, nothing stops it from hitting your mount).
Augment: A character who has mounted combat and knows this technique can parry attacks against his mount. For example, if an attack hits within parry range, the character can simply parry or make use of mounted combat. If a character uses mounted combat and the attack still hits, but is within parry range of the new AC (the check), the character may attempt to parry.
Downgrade: As a defensive technique, protect mount cannot be downgraded.

Mounted shot
DC: 15
Prerequisites: Ride 4, mounted combat
Mimick: As a standard action, you may make a ranged attack which benefits from the mounted archery feat.
Augment: A character who has mounted archery and uses this technique suffers no penalty if the mount takes a double move and only a -2 if the mount is running.
Downgrade: Downgrading this technique has no additional effect.

Mounted blur strike
DC: 20
Prerequisites: Ride 4, mounted combat
Mimick: While charging, you benefit from the ride-by attack feat, but with a -2 penalty. However, like blur strike, it doesn't allow slowing or stopping.
Augment: A character who has ride-by attack and uses this technique need not move his full speed. Additionally, the character has the option of not continuing past the enemy but instead having the mount sidestep behind him, allowing an additional strike at a -10 penalty. The enemy cannot change facing between the two attacks.
Downgrade: Successfully identifying this technique causes it to suffer an additional -3 penalty (total of -5). Successfully identifying the augmented form allows you to change facing between strikes, but does not impose any additional penalty on the enemy (thus only -2).

Mounted charge
DC: 15
Prerequisites: Ride 4, mounted combat
Mimick: When charging on a mount, you benefit from the spirited charge feat, but with a -2 penalty on the attack roll. Also, on a miss, your mount provokes an attack of opportunity from the target.
Augment: A character who has spirited charge and uses this technique can knock down or unhorse an opponent it is utilized against. If you hit, you may make a free trip attempt. If the attempt succeeds, the enemy falls from the horse. If the attempt fails, the enemy may not attempt to trip (unhorse) you in turn. If other unhorsing factors are in effect (such as having the cavalry charger tactical feat or being in a joust), these are resolved independently.
Downgrade: Downgrading this technique in its mimick form has no additional effect. Against the augment form, successfully identifying the technique grants you a +4 bonus to avoid being knocked down or unhorsed.

Reflex shot
DC: 15
Prerequisites: Dex 13
Mimick: As a standard action, you may make a ranged attack that benefits from the point blank shot feat.
Augment: A character who has point blank shot and knows this technique has the effective range of point blank shot increased to 45 ft.
Downgrade: Downgrading this technique has no additional effect.

Distant strike
DC: 15
Prerequisites: Dex 13, Point Blank Shot
Mimick: As a standard action, you may make a ranged attack that benefits from the far shot feat - but only for the first range increment. Essentially, you can fire for 1/2 of the second range increment with no penalty.
Augment: A character who has far shot and uses distant strike ignores penalties for 1/2 of the second range increment, as augmented by the feat. For example, a longbow has a range of 100 ft. This is increased to 150 ft. by the feat. A character with far shot and using distant strike could fire up to 225 ft. with no penalty.
Downgrade: Downgrading this technique has no additional effect.

Bull's-eye shot
DC: 15
Prerequisites: Dex 13, Point Blank Shot
Mimick: As a standard action, you may make an attack that benefits from the precise shot feat.
Augment: A character who has precise shot and uses this technique benefits from the improved precise shot feat. A character who has improved precise shot and uses this technique gains a +2 bonus on called shots (only +1 against called shots with -1 penalty).
Downgrade: Downgrading this technique has no additional effect.

Quick shot
DC: 15
Prerequisites: Dex 15, Point Blank Shot
Mimick: The character benefits as from the rapid shot feat, but only when using a full-attack action. Also, the penalty increases to -3.
Augment: A character who has rapid shot and uses this technique only suffers a -1 penalty on all attacks.
Downgrade: Downgrading this technique has no additional effect.

Split arrow
DC: 20
Prerequisites: Dex 19, Point Blank Shot, Rapid Shot
Mimick: As a full round action, you may fire two arrows at the same target, just like with the manyshot feat. You do not gain the ability to fire additional arrows as your BAB increases.
Augment: A character who has manyshot and uses this technique fires the number of arrows granted by the manyshot feat and can fire each arrow at a different target, provided all are within a 15' area.
Downgrade: Downgrading this technique has no additional effect.

Running shot
DC: 20
Prerequisites: Dex 15, Dodge, Mobility, Point Blank Shot
Mimick: While running, you gain the benefits of the shot on the run feat, but suffer a -2 penalty. This can only be done while running and, like blur strike, doesn't allow slowing or stopping.
Augment: A character who has shot on the run and uses this technique need not move his full speed. Additionally, the character may stop 10' from the first attack and make a second at a -6 penalty. The enemy cannot change facing between the two attacks.
Downgrade: Successfully identifying this technique causes it to suffer an additional -3 penalty (total of -5). Successfully identifying the augmented form allows you to change facing between strikes, but does not impose any additional penalty on the enemy (thus only -2).

Powerful strike
DC: 15
Prerequisites: Str 15
Mimick: As a standard action, you may make an attack that benefits from the power attack feat.
Augment: A character who has power attack and uses this technique does not have to maintain the penalty and bonus for the whole round. For example, an attack of opportunity after making a powerful strike power attack could be done at the normal BAB without a bonus to damage.
Downgrade: This technique cannot be downgraded.

Power through
DC: 15
Prerequisites: Str 15, Power Attack
Mimick: You benefit from the cleave feat, but suffer a -5 penalty on the second strike.
Augment: A character who has cleave and uses power through can cleave a second time, still suffering a -5 penalty. A character who has great cleave and uses power through can make a 5-foot-step between cleavings, up to his maximum movement.
Downgrade: Successfully identifying this technique imposes an additional -3 penalty (total of -10) against the powered through strike.

Sundering strike
DC: 15
Prerequisites: Str 15, Power attack
Mimick: As a standard action, a character may make a sunder attempt without provoking an attack of opportunity. This technique is meant to mimick improved sunder.
Augment: A character who has improved sunder and knows this technique may make a free attack at the same BAB as the sunder if the sundered item is destroyed (similar to improved trip). This must be an attack, not another sunder.
Downgrade: Successfully identifying this technique allows you to make an attack of opportunity, albeit at a -3 penalty. In its augmented form, you may not make an attack of opportunity (since the feat itself prevents this) but the free attack is made at a -3 penalty.

Two-bladed strike
DC: 15
Prerequisites: Dex 15, Two-weapon fighting
Augment: Two-bladed strike is curious in that it doesn't mimick another feat, but does augment a pre-existing one. A character who knows two-bladed strike may attack with both weapons seperately as a standard action, taking penalties (partially offset by the two-weapon fighting feat, naturally) for dual wielding as normal.
Downgrade: Downgrading this technique has no additional effect.

Dexterous strike
DC: 15
Prerequisite: Dex 15
Mimick: As a standard action with a light weapon (or dueling sword, etc), you may make an attack that benefits from the weapon finesse feat.
Augment: A character who has weapon finesse and knows dexterous strike can use finesse in conjunction with weapons which normally cannot benefit (DM's discretion). Additionally, if such a character uses dexterous strike (standard action), the attack gains a damage bonus equal to the character's dexterity modifier, in addition to strength and other bonuses.
Downgrade: Downgrading this technique has no additional effect.

Exploit weapon
DC: 20
Prerequisite: Proficient with weapon
Mimick: As a standard action, you may make an attack that benefits from the weapon focus feat. When you learn this technique, it must be set to apply to only one weapon, such as a bastard sword.
Augment: A character who has weapon focus and uses exploit weapon makes an attack that benefits from weapon specialization (even non-fighters can benefit from this). A character who has weapon specialization and uses exploit weapon benefits from improved weapon focus, and so forth.
Downgrade: Downgrading this technique has no additional effect.

Disabling strike
DC: 20
Prerequisites: Dex 15, Wis 15, Weapon focus
Mimick: As a standard action with a weapon with which the character has focus, you may make an attack that benefits from the stunning fist feat. This can only be done once per day.
Augment: A character who has stunning fist and uses disabling strike has the DC of his stunning fist be based off of 1xCL, rather than .5xCL. Also, he may use a disabling strike stunning fist a number of times equal to his stunning fist.
Downgrade: Downgrading this technique has no additional effect.


Next up will be some stand-alone techniques. Before I post those, though, I need to get some rest. Feel free to comment on anything I've posted so far.
 

Here are some of the other techniques I've worked up. These are stand-alone techniques, ones which don't mimick (or augment) feats. One notable attribute of stand-alone techniques is that some of them can be enhanced. Enhancing a technique requires 1/2 the normal time for learning it, 1 check at the stated DC, and no tech points. Many of the techniques below have enhancements.
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The first group of feats are inspired by various anime and video games in which the character has some type of leaping attack.

Charging aerial strike
DC: 20
Prerequisites: Dex 13, Jump 5 or Flight extraordinary ability
Technique: The character charges at least 20 feet and then leaps into the air, bringing his weapon down on the enemy. This requires a DC 16 jump check. Alternatively, a character with flight can simply dive down at the enemy, moving at least 30 feet total and descending at least 10 feet. This requires a DC 14 technique check. This attack makes use of both your momentum and the fact that creatures have a natural blind spot above them. It grants a +2 to your chance to hit (which stacks with the bonus from charging for a total of +4) and a +2 to damage. Unfortunately, it also causes an additional -2 to AC (for a total of -4). This penalty is assessed even if the character fails the jump check.
Special: When this technique is created, it must be specified if it is used by jumping or flying. A technique meant for jumping cannot be used by creature who is flying, and vice versa. A DC 20 enhancement can allow a technique to be used in the opposite manner intended, but this imposes a -2 penalty on the relavent check (so if a jump tech is enhanced for use as a fly tech, the technique check is made at a -2 penalty). The difficulty of the jump check or the distance that must be descended and difficulty of the technique check is modified by size. For every size category the opponent is larger than the character, add +2 to the Jump DC or 5 feet to the descent distance and +2 to the Technique DC. If the opponent is smaller, the character must still make the DC 16 check or descend 10 feet to gain the additional damage, but the DC for the additional chance to hit is decreased by -2 for each size category difference (the descent distance is unchanged). If the creature is higher in altitude than the character is at the point of jumping, the jump check must be sufficient to cover this. If the creature is at a lower altitude, the DC is generally dropped by -2 for every 5 feet (this check overlaps with the one to reduce the falling damage). This cannot decrease the DC below 16, however. For example, if an ogre (large) is at the bottom of a 6' hill, and the character leaps from the hill to use this ability, the default DC would be 18, but the difference in altitude drops it back down to 16. Alternatively, if a raptoran (medium) is flying 6' above the character at the point of jumping, the character would have a default DC of 16, but would have to get at least a 24 to strike the raptoran.
Downgrade: Noticing this technique coming grants a +2 dodge bonus to AC.

Leaping aerial strike
DC: 25
Prerequisites: Dex 13, Charging aerial strike, Jump 10 or Flight extraordinary ability
Technique: The character leaps high into the air, bringing the momentum from the resulting fall down on the enemy. This requires a DC 24 jump check. Alternatively, a character with flight dives down from a great distance onto the enemy, descending at least 30 feet and succeeding at a DC 20 technique check. This technique makes use of the same blind spot as charging aerial strike, and thus recieves a +2 bonus to hit. If the attack is successful, it deals double damage (or triple, in the case of a raptoran diving and using a piercing weapon). This additional damage is due to momentum, thus it affects even creatures immune to critical strikes, but it is itself not modified in the case of a critical hit.
Special: When this technique is created, it must be specified if it is used by jumping or flying. A technique meant for jumping cannot be used by a creature who is flying, and vice versa. A DC 25 enhancement can allow a technique to be used in the opposite manner intended, but this imposes a -2 penalty on the relavent check (so if a jump tech is enhanced for use as a fly tech, the technique check is made at a -2 penalty). The difficulty of the jump check and the distance that must be descended is modified by size. For every size category the opponent is larger than the character, add +2 to the Jump DC (provided you have a running start) or 5 feet to the descent distance and +2 to the Technique DC. If the opponent is smaller, the character must still make the DC 24 check or descend 30 feet to gain the additional damage, but the DC for the additional chance to hit is decreased by -2 for each size category difference (the descent distance is unchanged). If the creature is at an altitude different than the character is at the point of jumping, the jump check must be sufficient to cover this at a -6 penalty. For example, if an ogre (large) is at the bottom of a 6' hill, and the character leaps from the hill to use this ability, the DC increases to 26 but then drops back down to 24. Alternatively, if a raptoran (medium) is flying 6' above the character at the point of jumping, the character would have a default DC of 24, but would have to get at least a 24 to strike the raptoran. Factoring the -6 penalty, the character would essentially have to get a 30.
Charging aerial strike and leaping aerial strike can be used at the same time. When jumping, the DC for the leaping aerial strike is increased to 27. When diving, the character must make a technique check (DC 25) to pull off the combination. If successful, the character has a total +4 to hit (+2 for aerial attack, +2 for charging), +4 to damage, deals double damage (the damage bonus has already been modified for this), and suffers a -4 to AC (-2 for charging, -2 for charging aerial strike). If the character fails but the jump check is enough to use the charging aerial strike at a -2 penalty (thus, base DC is 18 instead of 16) or the technique check meets DC 16, it is a charging aerial strike alone. If the check fails utterly, treat it as a failed charging aerial strike.
Downgrade: Noticing this technique coming grants a +2 dodge bonus to AC.

Anti-air strike
DC: 20
Prerequisites: Dex 13, Jump 5 (racial bonuses sufficient) or Flight extraordinary ability
Technique: You leap into the air, intercepting an aerial enemy and striking them where it hurts. This requires a jump check. Alternatively, a character with flight can fly at an enemy at least 10 feet higher and make the attack with a DC 15 technique check. This technique is specially intended for use against flying or leaping enemies. It deals an additional 1d6 damage against enemies who are either 10 feet or higher above the character or are using an aerial technique (enemies 10 feet or higher and using aerial techniques are only affected once). This skill can be used as a readied action against enemies using an aerial technique. In this case, the DC, either for a jump check or a technique check (for flyers), is whatever the target rolled on their jump check, minus 2 (against flyers, the DC is the technique check they made). If successful, and you hit, you prevent the enemy from pulling off the attack, effectively ending their turn as soon as they land.
Special: When this technique is created, it must be specified if it is used by jumping or flying. A technique meant for jumping cannot be used by a creature who is flying, and vice versa. A DC 20 enhancement can allow a technique to be used in the opposite manner intended, but this imposes a -2 penalty on the relavent check (so if a jump tech is enhanced for use as a fly tech, the technique check is made at a -2 penalty). The difficulty of the jump check is modified only by distance above the character. The character must jump high enough to be able to make a touch attack against the enemy. Medium size creatures have a vertical reach of 8 feet (thus, the lowest DC would be 8 against a creature 10 feet in the air).
Downgrade: Downgrading this technique has no additional effect.


The next group are somewhat inspired by Ukyo, the tuberculosis-infected fellow of Samurai Shodown fame (or is that infamy?). The names for the last two (swallow cut and mumyo-ken) are from the names of techniques utilized by the people he is based off of (Sasaki Kojiro and Okita Soji, respectively). What should be noted here is the concept of a deathblow. This campaign uses the wound/vitality variant, and deathblows are basically attacks that have several penalties but deal wound damage on a successful hit.

Iaijutsu
DC: 20
Prerequisites: Dex 15, Quick draw
Technique: As a standard action, you quickly draw your blade and strike the enemy. This attack suffers a -2 penalty but deals an additional 1d6 points of damage. Additionally, it is considered to be wielded in both hands. Iaijutsu is commonly used in conjunction with deathblow, and the 1d6 bonus damage is modified during a deathblow or critical hit.
Downgrade: Downgrading this technique has no additional effect. However, knowing a deathblow version of it is coming can be useful (sacrifice move action to dodge).

Iaijutsu - enhanced accuracy
DC: 20
Prerequisites: Dex 15, Quick draw, iaijutsu
Technique: By dedicated training and basic understanding of the natural flows of energy, you can strike with iaijutsu just as well as any other attack. The attack no longer suffers a -2 penalty.
Special: This technique is an enhancement of iaijutsu. It takes 1/2 the normal time for creating/learning a technique and does not take tech points.
Downgrade: Downgrading this technique has no additional effect. However, knowing a deathblow version of it is coming can be useful (sacrifice move action to dodge).

Iaijutsu - enhanced control
DC: 20
Prerequisites: Dex 15, Wis 15, Quick draw, iaijutsu - enhanced accuracy
Technique: Extending upon the understanding of energy that was gained while enhancing the accuracy of the iaijutsu technique, you have gained the ability to modify the flow of your iaijutsu. Upon making an attack with iaijutsu, you can choose to downgrade some of the damage, up to 1/2 the total. The amount of damage downgraded is halved, and this is taken as subdual damage. For example, a 12 hp iaijutsu can have up to 6 points of damage downgraded, for a total of 6 points of lethal damage and 3 points of subdual damage. If 4 points were downgraded instead, the enemy would take 8 points of lethal damage and 2 subdual.
Special: This technique is an enhancement of iaijutsu. It takes 1/2 the normal time for creating/learning a technique and does not take tech points.
Downgrade: Downgrading this technique has no additional effect. However, knowing a deathblow version of it is coming can be useful (sacrifice move action to dodge).

Swallow cut
DC: 20
Prerequisites: Dex 15, Wis 15
Technique: Using an understanding of the way in which energy flows, you gain the ability to transfer momentum into going in exactly the opposite direction with minimal loss. As a standard action, you make two attacks at your highest BAB. Each attack deals 3/4 normal damage.
Downgrade: The second attack suffers an additional -2 penalty (total is -2/-4).

Mumyo-ken
DC: 25
Prerequisites: Dex 15, Wis 15, Iaijutsu - enhanced control, Swallow cut, BAB +10
Technique: Combining the lessons learned by your advanced training in iaijutsu with those learned to utilize the swallow cut, you gain the ability to unleash a devastating attack. As a full round action, you unsheathe your weapon, strike twice per attack, and resheathe your weapon. Each attack deals 3/4 normal damage, and recieves an additional 1d4 from iaijutsu. Although it is required to learn this technique, you do not benefit from the enhanced control iaijutsu enhancement. This ability can only be used once every 1d6 rounds.
As an example, let's take a 16th level samurai. He has a 20 (+5) strength and wields a +3 flaming katana. Normally, a full attack action would be +16/+11/+6/+1. Using mumyo-ken, the samurai would make a full attack at +16/+16/+11/+11/+6/+6/+1/+1, for a total of 8 attacks. Each attack would deal (1d10+7+3+1d6)*(3/4)+1d4 damage. Although this technique seems terrifying, and indeed it can be rather devastating, it really isn't dissimilar to dual wielding.
Downgrade: Downgrading this technique has no additional effect. However, knowing that it is coming can be useful (sacrifice move action to dodge).


This last group were inspired by the fighting style (and "secret" techniques) of Link in the new Legend of Zelda: Twilight Princess.

Loose grip
DC: 20
Prerequisites: Dex 13, Shield proficiency
Technique: While using a shield larger than a buckler but smaller than a tower shield, you may sacrifice your shield bonus for one round to strike with your weapon in both hands at a -2 penalty.
Special: This technique cannot be learned as a general technique - it must be learned as part of a style that employs both a shield and a weapon. This is considered a passive technique (and thus is an attack rather than standard action, and can be used in conjunction with other techniques), but can still be downgraded.
Downgrade: Downgrading this technique has no additional effect.

Leap attack
DC: 20
Prerequisites: Dex 15, Jump 5, Charging aerial strike
Technique: Through advanced training, you know how to utilize the advantages of the charging aerial strike without actually charging. Your enemy must be outside of your reach (generally 5 feet, but longer if using a reach weapon) prior to the jump. As a standard action, you make a standing long jump (DC 18) at the enemy, modified by height and size as normal. You must also make a high enough check to reach the enemy (double the distance to the enemy - DC is usually 20). If successful, you make an attack that benefits from charging aerial strike but not from charging (+2 attack and damage, -2 AC).
Special: This technique is an enhancement of charging aerial strike. It takes 1/2 the normal time for creating/learning a technique and does not take tech points. This technique can only enhance a jump tech, not a fly tech.
Downgrade: As with loose grip, this takes a small bit of time to set up. If you see it coming, you can dodge more effectively, gaining a +2 dodge bonus to AC (essentially negating the to-hit bonus of the technique).

Back attack
DC: 20
Prerequisites: Dex 15, Dodge, Mobility, Tumble 5
Technique: As a standard action, you make use of hops and rolls (Tumble DC 15) to quickly make your way into the enemy's rear area and strike. The enemy is unable to change facings during this maneuver. This attack cannot be a deathblow or another technique (except passive techniques, such as loose grip), but see below.
Downgrade: You react a bit faster, so you can change facings slightly. This uses up your change of face for the round, and can only cause a 90-degree rotation (so if the enemy tries to reach your rear, you turn so your flank faces them).
*Note here that my campaign also makes use of a slightly modified form of the facing variant*

Spinning back attack
DC: 25
Prerequisites: Dex 15, Int 15, Combat Expertise, Dodge, Mobility, Spring Attack, Whirlwind Attack, Spinning strike or Two-bladed spinning strike
Technique: As a full round action, you maneuver around to your enemy's rear area, as with back attack, and then make use of the augmented form of either spinning strike or two-bladed spinning strike. This is the only instance in which back attack can be combined with another technique.
Special: This technique is an enhancement for back attack. It takes 1/2 the normal time for creating/learning a technique and does not take tech points.
Downgrade: Only the back attack portion of the technique is downgraded.

Stunning shield bash
DC: 20
Prerequisites: Dex 13, Wis 13, Improved Shield Bash
Technique: As a standard action, you make a shield bash, as normal. If successful, the enemy must make a fortitude save (DC 10 + 1/2 CL + WIS). If the enemy fails this check, you may make a single attack at your highest BAB against a stunned (no Dex modifier to AC; -2 AC) enemy. This attack cannot be a deathblow or another technique (except passive techniques, such as loose grip), but see below. The stun effect only lasts long enough for this one attack (thus the enemy regains his Dex modifier, loses the -2 penalty to AC, and can act normally on his turn). This ability can be used at most once per round.
Downgrade: Downgrading this technique has no additional effect.

Helm splitter
DC: 25
Prerequisites: Dex 15, Int 13, Stunning shield bash, Jump attack, Jump 5, BAB +10
Technique: After successfully stunning your enemy, you leap and flip over him, swinging your weapon to cleave his skull. This requires a Jump check (DC 25) and functions as a deathblow. If the jump check fails, you instead slam into the enemy, dealing no damage but rendering you both prone in the same square. If the jump check is successful, you land in the square adjacent to the attacker and directly opposite of where you once stood (generally, this means you land in the enemy's rear). The jump check DC is modified by height and size as normal, but the penalties are doubled.
Downgrade: Helm splitter only works on a stunned enemy, so you can't do anything about it anyway (this can't be downgraded).

Final strike
DC: 30
Prerequisites: Dex 15, Int 15, Death Blow (feat), Jump attack, Jump 10, BAB +10
Techniques: This fearsome technique allows you to perform a coup-de-grace on a foe who is merely prone, not helpless. As a standard action, you leap upon your enemy and strike him in a critical area. The DC for the Jump check is at least 25, and can be greater if the enemy is far away (use 25 or the DC for a standing long jump for that distance, whichever is greater). You make an attack against the prone enemy as normal, but if it is successful treat it as a coup-de-grace.
Downgrade: Final strike expects that you won't want it to hit you, and cannot be downgraded. However, knowing that it is coming means you are likely to sacrifice a move action to dodge it.


This is mostly it for the techniques I have worked out so far. I also have some special instance ones, primarily ones that make use of magical modifiers (like one that modifies flaming to deal damage over a period of time, for instance).

Please, don't let the length of these posts dissuade you - tell me what you think of this system. Heck, just the opinions you might get from a cursory glance could be useful.
 


That's actually one of the ideas I had in mind, it's just hard to come up with a good system to allow it. It could be a readied action (like anti-air strike), but then PCs just wouldn't use techniques against enemies who only made a move-equivalent action (or no action at all) the previous round. An attack of opportunity sounds nice at first, provided the character successfully identified the technique used first, but then this makes techniques a bit too risky to use.
Maybe an out-of-turn attack, sacrificing a standard action from your next turn could work, but have the character have to have a really good success on the check to ID the technique.
Honestly, the main problem with making reactionary techniques is that, when you think about it more realistically, either the techniques would only work against a specific other technique (which would make them too weak to warrant tech point expenditure) or they would work against any technique (which would work against normal attacks as well), which would make it too powerful and could devolve the game into a waiting game of "who's stupid enough to attack first?"

If someone could come up with a good system for it, it would be a great idea. I just can't think up a decent way of getting it to work correctly. Thanks for the input, though.
 

Ok, an idea:
If you know the technique your enemy is using, you can do an opposed check against the enemy to ignore the technique's benefits (sounds logical, if you know a technique involves a series of three repeated stabs, you will keep on the block until the third is over instead of relaxing after the first).
This means that two warriors trained in the same technique can get the edge over one another using the technique, but more often than not their success will rely on their prowess and not in the technique.
 

Land Outcast said:
Ok, an idea:
If you know the technique your enemy is using, you can do an opposed check against the enemy to ignore the technique's benefits (sounds logical, if you know a technique involves a series of three repeated stabs, you will keep on the block until the third is over instead of relaxing after the first).
This means that two warriors trained in the same technique can get the edge over one another using the technique, but more often than not their success will rely on their prowess and not in the technique.

This is actually somewhat covered by the downgrade ability (where you downgrade an enemy's technique with a successful Technique check). Also, knowing the same (or similar) technique does give a bonus on that check. I generally have the downgrade just make the technique not as effective (downgrading any technique causes it to suffer a -2 to hit, and many have other effects), rather than actually negate the benefits. For example, with the charging aerial strike, the momentum from the jump, and the character's knowledge of how to transfer this momentum into a more powerful attack, is still there even if the enemy knows its coming. As a result, the technique has the same effect, but the enemy has a better chance of avoiding it (so the target gets a +2 dodge bonus to AC, on top of the character suffering a -2 to hit).
It's still a good idea, though. I might want to consider making it so that knowing the same technique gives more of a bonus than just making it easier to ID the attack, like maybe an additional -2 on the chance to hit (for a total of -4).

Regardless, thanks for your input.
 

This is actually somewhat covered by the downgrade ability
Yep, I'm aware of it, I'm offering to be able to completly negate the benefits from the technique instead of downgrading it (if you effectively know the technique).
 

I see what you're getting at, and it could make for a decent variant of this system. However, for the "default" rules, I'd prefer to stick with each technique having its own unique downgrade, with people who know how to do the same technique getting a nice bonus. The reason is because many techniques don't rely on the enemy having no idea what's coming (although this certainly helps). Knowing the exact speed and mass of a rhinoceros who is charging you, as well as its entire life history and habits, isn't going to stop the beast from flattening or impaling you once it reaches you. By the same token, knowing exactly how a technique works doesn't mean it doesn't work anymore. Take the augment form of blur strike, for instance. Knowing how the technique works means that you know that there's going to be a second attack coming and thus you can react accordingly. It isn't going to stop the second attack from being made.

The concept works fine from a standpoint of mechanics, it just subtracts a bit of realism from the game (although with mammals being able to breed with reptiles, you have to wonder how much realism DnD has left).
 

although with mammals being able to breed with reptiles, you have to wonder how much realism DnD has left
:D

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Ok, what other point do you want adressed?

Something which would help: make tables showing what gives which modifier to what action (organized by action type).

assess an enemy's fighting style
react to techniques
create your own fighting style or learn another
create or learn techniques
 

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