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New skill and system - Technique
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<blockquote data-quote="SuedodeuS" data-source="post: 3557289" data-attributes="member: 52554"><p>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.</p><p>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.</p><p></p><p></p><p> Blind strike</p><p> DC: 15</p><p> Prerequisite: Wis 13</p><p> Mimick: While attacking, you benefit from the blind-fight feat's reroll ability. The other things granted by the feat, however, do not apply.</p><p> 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.</p><p> Downgrade: Successfully identifying this technique causes the second roll (but only the second roll) to have an additional 20% chance to miss.</p><p></p><p> Defensive strike</p><p> DC: 15</p><p> Prerequisite: Int 15</p><p> 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).</p><p> 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).</p><p> 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.</p><p></p><p> Disarming strike</p><p> DC: 20</p><p> Prerequisites: Int 15, Combat Expertise</p><p> Mimick: As a standard action, you may attempt a disarm without provoking an attack of opportunity. This technique is meant to mimick improved disarm.</p><p> 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).</p><p> 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.</p><p></p><p> Mislead</p><p> DC: 20</p><p> Prerequisites: Int 15, Combat Expertise</p><p> 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.</p><p> 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.</p><p> 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).</p><p></p><p> Entangle</p><p> DC: 20</p><p> Prerequisites: Int 15, Combat Expertise</p><p> 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.</p><p> 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).</p><p> 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.</p><p></p><p> Spinning strike</p><p> DC: 25</p><p> Prerequisites: Dex 15, Int 15, Combat Expertise, Dodge, Mobility, Spring Attack</p><p> Mimick: As a full attack action, you may make attacks which benefit from the whirlwind attack feat, albeit at a -2 penalty.</p><p> 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).</p><p> 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.</p><p></p><p> Two-bladed spinning strike</p><p> DC: 25</p><p> Prerequisites: Dex 15, Int 15, Combat Expertise, Dodge, Mobility, Two weapon fighting</p><p> 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).</p><p> 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.</p><p> Downgrade: Downgrading this technique has no additional effect.</p><p></p><p> Quick foot</p><p> DC: 15</p><p> Prerequisites: Dex 15, Dodge</p><p> Mimick: Against the enemy designated by your dodge bonus, you also gain the benefits of the mobility feat.</p><p> 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.</p><p> Downgrade: As a passive technique, quick foot cannot be downgraded.</p><p></p><p> Blur strike</p><p> DC: 20</p><p> Prerequisites: Dex 15, Dodge, Mobility</p><p> 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).</p><p> 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.</p><p> 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).</p><p></p><p> Deadly strike</p><p> DC: 20</p><p> Prerequisite: Weapon focus</p><p> 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.</p><p> Augment: A character who has improved critical and uses deadly strike has their weapon's threat range increased by an additional point.</p><p> Downgrade: Downgrading this technique has no additional effect.</p><p></p><p> Deflection</p><p> DC: 20</p><p> Prerequisites: Dex 15, Wis 13, Weapon Focus</p><p> 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.</p><p> 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.</p><p> 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.</p><p></p><p> Protect mount</p><p> DC: 15</p><p> Prerequisite: Ride 4</p><p> 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).</p><p> 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.</p><p> Downgrade: As a defensive technique, protect mount cannot be downgraded.</p><p></p><p> Mounted shot</p><p> DC: 15</p><p> Prerequisites: Ride 4, mounted combat</p><p> Mimick: As a standard action, you may make a ranged attack which benefits from the mounted archery feat.</p><p> 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.</p><p> Downgrade: Downgrading this technique has no additional effect.</p><p></p><p> Mounted blur strike</p><p> DC: 20</p><p> Prerequisites: Ride 4, mounted combat</p><p> 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.</p><p> 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.</p><p> 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).</p><p></p><p> Mounted charge</p><p> DC: 15</p><p> Prerequisites: Ride 4, mounted combat</p><p> 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.</p><p> 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.</p><p> 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.</p><p></p><p> Reflex shot</p><p> DC: 15</p><p> Prerequisites: Dex 13</p><p> Mimick: As a standard action, you may make a ranged attack that benefits from the point blank shot feat.</p><p> Augment: A character who has point blank shot and knows this technique has the effective range of point blank shot increased to 45 ft.</p><p> Downgrade: Downgrading this technique has no additional effect.</p><p></p><p> Distant strike</p><p> DC: 15</p><p> Prerequisites: Dex 13, Point Blank Shot</p><p> 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.</p><p> 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.</p><p> Downgrade: Downgrading this technique has no additional effect.</p><p></p><p> Bull's-eye shot</p><p> DC: 15</p><p> Prerequisites: Dex 13, Point Blank Shot</p><p> Mimick: As a standard action, you may make an attack that benefits from the precise shot feat.</p><p> 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).</p><p> Downgrade: Downgrading this technique has no additional effect.</p><p></p><p> Quick shot</p><p> DC: 15</p><p> Prerequisites: Dex 15, Point Blank Shot</p><p> Mimick: The character benefits as from the rapid shot feat, but only when using a full-attack action. Also, the penalty increases to -3.</p><p> Augment: A character who has rapid shot and uses this technique only suffers a -1 penalty on all attacks.</p><p> Downgrade: Downgrading this technique has no additional effect.</p><p></p><p> Split arrow</p><p> DC: 20</p><p> Prerequisites: Dex 19, Point Blank Shot, Rapid Shot</p><p> 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.</p><p> 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.</p><p> Downgrade: Downgrading this technique has no additional effect.</p><p></p><p> Running shot</p><p> DC: 20</p><p> Prerequisites: Dex 15, Dodge, Mobility, Point Blank Shot</p><p> 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.</p><p> 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.</p><p> 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).</p><p></p><p> Powerful strike</p><p> DC: 15</p><p> Prerequisites: Str 15</p><p> Mimick: As a standard action, you may make an attack that benefits from the power attack feat.</p><p> 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.</p><p> Downgrade: This technique cannot be downgraded.</p><p></p><p> Power through</p><p> DC: 15</p><p> Prerequisites: Str 15, Power Attack</p><p> Mimick: You benefit from the cleave feat, but suffer a -5 penalty on the second strike.</p><p> 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.</p><p> Downgrade: Successfully identifying this technique imposes an additional -3 penalty (total of -10) against the powered through strike.</p><p></p><p> Sundering strike</p><p> DC: 15</p><p> Prerequisites: Str 15, Power attack</p><p> 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.</p><p> 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.</p><p> 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.</p><p></p><p> Two-bladed strike</p><p> DC: 15</p><p> Prerequisites: Dex 15, Two-weapon fighting</p><p> 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.</p><p> Downgrade: Downgrading this technique has no additional effect.</p><p></p><p> Dexterous strike</p><p> DC: 15</p><p> Prerequisite: Dex 15</p><p> 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.</p><p> 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.</p><p> Downgrade: Downgrading this technique has no additional effect.</p><p></p><p> Exploit weapon</p><p> DC: 20</p><p> Prerequisite: Proficient with weapon</p><p> 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.</p><p> 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.</p><p> Downgrade: Downgrading this technique has no additional effect.</p><p></p><p> Disabling strike</p><p> DC: 20</p><p> Prerequisites: Dex 15, Wis 15, Weapon focus</p><p> 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.</p><p> 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.</p><p> Downgrade: Downgrading this technique has no additional effect.</p><p></p><p></p><p>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.</p></blockquote><p></p>
[QUOTE="SuedodeuS, post: 3557289, member: 52554"] 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. [/QUOTE]
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