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New skill and system - Technique
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<blockquote data-quote="SuedodeuS" data-source="post: 3559420" data-attributes="member: 52554"><p>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 <em>enhanced</em>. 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.</p><p>_____________________________________________________________________________________</p><p>The first group of feats are inspired by various anime and video games in which the character has some type of leaping attack.</p><p></p><p> Charging aerial strike</p><p> DC: 20</p><p> Prerequisites: Dex 13, Jump 5 or Flight extraordinary ability</p><p> 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.</p><p> 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.</p><p> Downgrade: Noticing this technique coming grants a +2 dodge bonus to AC.</p><p></p><p> Leaping aerial strike</p><p> DC: 25</p><p> Prerequisites: Dex 13, Charging aerial strike, Jump 10 or Flight extraordinary ability</p><p> 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.</p><p> 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.</p><p> 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.</p><p> Downgrade: Noticing this technique coming grants a +2 dodge bonus to AC.</p><p></p><p> Anti-air strike</p><p> DC: 20</p><p> Prerequisites: Dex 13, Jump 5 (racial bonuses sufficient) or Flight extraordinary ability</p><p> 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.</p><p> 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).</p><p> Downgrade: Downgrading this technique has no additional effect.</p><p></p><p></p><p>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 <em>deathblow</em>. This campaign uses the wound/vitality variant, and deathblows are basically attacks that have several penalties but deal wound damage on a successful hit.</p><p></p><p> Iaijutsu</p><p> DC: 20</p><p> Prerequisites: Dex 15, Quick draw</p><p> 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.</p><p> 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).</p><p></p><p> Iaijutsu - enhanced accuracy</p><p> DC: 20</p><p> Prerequisites: Dex 15, Quick draw, iaijutsu</p><p> 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.</p><p> 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.</p><p> 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).</p><p></p><p> Iaijutsu - enhanced control</p><p> DC: 20</p><p> Prerequisites: Dex 15, Wis 15, Quick draw, iaijutsu - enhanced accuracy</p><p> 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.</p><p> 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.</p><p> 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).</p><p></p><p> Swallow cut</p><p> DC: 20</p><p> Prerequisites: Dex 15, Wis 15</p><p> 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.</p><p> Downgrade: The second attack suffers an additional -2 penalty (total is -2/-4).</p><p></p><p> Mumyo-ken</p><p> DC: 25</p><p> Prerequisites: Dex 15, Wis 15, Iaijutsu - enhanced control, Swallow cut, BAB +10</p><p> 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.</p><p> 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.</p><p> Downgrade: Downgrading this technique has no additional effect. However, knowing that it is coming can be useful (sacrifice move action to dodge).</p><p></p><p></p><p>This last group were inspired by the fighting style (and "secret" techniques) of Link in the new Legend of Zelda: Twilight Princess.</p><p></p><p> Loose grip</p><p> DC: 20</p><p> Prerequisites: Dex 13, Shield proficiency</p><p> 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.</p><p> 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.</p><p> Downgrade: Downgrading this technique has no additional effect.</p><p></p><p> Leap attack</p><p> DC: 20</p><p> Prerequisites: Dex 15, Jump 5, Charging aerial strike</p><p> 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).</p><p> 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 <em>only</em> enhance a jump tech, not a fly tech.</p><p> 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).</p><p></p><p> Back attack</p><p> DC: 20</p><p> Prerequisites: Dex 15, Dodge, Mobility, Tumble 5</p><p> 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.</p><p> 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).</p><p>*Note here that my campaign also makes use of a slightly modified form of the facing variant*</p><p></p><p> Spinning back attack</p><p> DC: 25</p><p> Prerequisites: Dex 15, Int 15, Combat Expertise, Dodge, Mobility, Spring Attack, Whirlwind Attack, Spinning strike or Two-bladed spinning strike</p><p> 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.</p><p> 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.</p><p> Downgrade: Only the back attack portion of the technique is downgraded.</p><p></p><p> Stunning shield bash</p><p> DC: 20</p><p> Prerequisites: Dex 13, Wis 13, Improved Shield Bash</p><p> 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.</p><p> Downgrade: Downgrading this technique has no additional effect.</p><p></p><p> Helm splitter</p><p> DC: 25</p><p> Prerequisites: Dex 15, Int 13, Stunning shield bash, Jump attack, Jump 5, BAB +10</p><p> 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.</p><p> Downgrade: Helm splitter only works on a stunned enemy, so you can't do anything about it anyway (this can't be downgraded).</p><p></p><p> Final strike</p><p> DC: 30</p><p> Prerequisites: Dex 15, Int 15, Death Blow (feat), Jump attack, Jump 10, BAB +10</p><p> 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.</p><p> 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.</p><p></p><p></p><p>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).</p><p></p><p>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.</p></blockquote><p></p>
[QUOTE="SuedodeuS, post: 3559420, member: 52554"] 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 [I]enhanced[/I]. 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. _____________________________________________________________________________________ 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 [I]deathblow[/I]. 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 [I]only[/I] 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. [/QUOTE]
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