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The Warrior (Variant Fighter)
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<blockquote data-quote="Creamsteak" data-source="post: 1487657" data-attributes="member: 552"><p>What about developing "special attacks" for particular weapon paths? Perhaps something similar to spells in a certain way. For instance, one attack method could allow the warrior to attack in a "Circle", "Semi-circle", "Line" or "Cone" under very special circumstances. Do you think that this could work? Limiting this to special circumstances would, by far, be the toughest bit, but I think it could be done.</p><p></p><p>Let me throw out two examples of a "Special Attack" for Heavy Blades (these would only work for Heavy Blades in the given examples, but judge them as feats for now):</p><p></p><p><strong>Head Wind</strong> </p><p>When the warrior threatens at least one opponent and has a clear path to a second, he can perform a special attack action to move after the attack and attack a second target.</p><p><em>Prerequisites:</em> Base Attack Bonus +6, Dodge, Mobility, Spring Attack.</p><p><em>Benefit:</em> You must threaten at least one opponent you intend to attack and must have a clear path to a second opponent you intend to attack that can be reached with a single move action. You must have a clear path toward both opponents, and nothing can hinder your movement (such as difficult terrain or obstacles). If you don’t have line of sight to the second opponent at the start of your turn, you can’t perform a Head Wind. You cannot perform a Head Wind if you are fatigued or exhausted.</p><p></p><p>Here’s what it means to have a clear path. First, you must move to the closest space from which you can attack the opponent. (If this space is occupied or otherwise blocked, you can’t charge.) Second, if any line from your starting space to the ending space passes through a square that blocks movement, slows movement, or contains a creature (even an ally), you don’t have a clear path. (Helpless creatures don’t prevent a clear path.)</p><p></p><p>You can’t take a 5-foot step in the same round as a Head Wind.</p><p></p><p><em>Attacking on a Head Wind:</em> As a full-round action, you attack one opponent and then moving in a straight line to attack another. You make a normal attack against the first opponent he threatens using normal modifiers for the attack, and then takes move in a straight line towards your second opponent up to your base speed. This movement provokes attacks of opportunity normally. Finally, if the second opponent is within reach, you make a second attack at a -5 penalty against the second opponent.</p><p></p><p></p><p></p><p><strong>No Moment</strong></p><p>The warrior can attack multiple opponents during movement as a special action.</p><p><em>Prerequisites:</em> Base Attack Bonus +16, Power Attack, Cleave, Great Cleave, Dodge, Mobility, Spring Attack.</p><p><em>Benefit:</em> You can perform multiple attacks and move in a straight line at the same time. You must move at least 10 feet before making the first attack. You must move through a clear path, and nothing can hinder your movement (such as difficult terrain or obstacles). You cannot perform a No Moment if you are fatigued or exhausted.</p><p></p><p>Here’s what it means to have a clear path. First, you must move to the closest space from which you can attack the opponent. (If this space is occupied or otherwise blocked, you can’t charge.) Second, if any line from your starting space to the ending space passes through a square that blocks movement, slows movement, or contains a creature (even an ally), you don’t have a clear path. (Helpless creatures don’t prevent a clear path.)</p><p></p><p>You can’t take a 5-foot step in the same round as a No Moment.</p><p></p><p><em>Attacking on a No Moment:</em> As a full-round action, you can move your base speed in a straight line through a clear path and attack opponents you threaten during your movement. This movement provokes attacks of opportunity normally. You suffer a -4 penalty to AC until the start of your next turn. </p><p></p><p>You must move at least 10 feet before the first attack, and you can never attack a single opponent more than one time. Each time you attack an opponent, you resolve that attack normally before continuing your movement or attacking a different opponent. If an attack drops an opponent, your attack bonus remains the same for your following attacks. If an attack fails to drop an opponent, you suffer a -5 penalty to all attacks that follow. If this penalty reaches -20, you cannot make additional attacks as part of your No Moment.</p></blockquote><p></p>
[QUOTE="Creamsteak, post: 1487657, member: 552"] What about developing "special attacks" for particular weapon paths? Perhaps something similar to spells in a certain way. For instance, one attack method could allow the warrior to attack in a "Circle", "Semi-circle", "Line" or "Cone" under very special circumstances. Do you think that this could work? Limiting this to special circumstances would, by far, be the toughest bit, but I think it could be done. Let me throw out two examples of a "Special Attack" for Heavy Blades (these would only work for Heavy Blades in the given examples, but judge them as feats for now): [b]Head Wind[/b] When the warrior threatens at least one opponent and has a clear path to a second, he can perform a special attack action to move after the attack and attack a second target. [i]Prerequisites:[/i] Base Attack Bonus +6, Dodge, Mobility, Spring Attack. [i]Benefit:[/i] You must threaten at least one opponent you intend to attack and must have a clear path to a second opponent you intend to attack that can be reached with a single move action. You must have a clear path toward both opponents, and nothing can hinder your movement (such as difficult terrain or obstacles). If you don’t have line of sight to the second opponent at the start of your turn, you can’t perform a Head Wind. You cannot perform a Head Wind if you are fatigued or exhausted. Here’s what it means to have a clear path. First, you must move to the closest space from which you can attack the opponent. (If this space is occupied or otherwise blocked, you can’t charge.) Second, if any line from your starting space to the ending space passes through a square that blocks movement, slows movement, or contains a creature (even an ally), you don’t have a clear path. (Helpless creatures don’t prevent a clear path.) You can’t take a 5-foot step in the same round as a Head Wind. [i]Attacking on a Head Wind:[/i] As a full-round action, you attack one opponent and then moving in a straight line to attack another. You make a normal attack against the first opponent he threatens using normal modifiers for the attack, and then takes move in a straight line towards your second opponent up to your base speed. This movement provokes attacks of opportunity normally. Finally, if the second opponent is within reach, you make a second attack at a -5 penalty against the second opponent. [b]No Moment[/b] The warrior can attack multiple opponents during movement as a special action. [i]Prerequisites:[/i] Base Attack Bonus +16, Power Attack, Cleave, Great Cleave, Dodge, Mobility, Spring Attack. [i]Benefit:[/i] You can perform multiple attacks and move in a straight line at the same time. You must move at least 10 feet before making the first attack. You must move through a clear path, and nothing can hinder your movement (such as difficult terrain or obstacles). You cannot perform a No Moment if you are fatigued or exhausted. Here’s what it means to have a clear path. First, you must move to the closest space from which you can attack the opponent. (If this space is occupied or otherwise blocked, you can’t charge.) Second, if any line from your starting space to the ending space passes through a square that blocks movement, slows movement, or contains a creature (even an ally), you don’t have a clear path. (Helpless creatures don’t prevent a clear path.) You can’t take a 5-foot step in the same round as a No Moment. [i]Attacking on a No Moment:[/i] As a full-round action, you can move your base speed in a straight line through a clear path and attack opponents you threaten during your movement. This movement provokes attacks of opportunity normally. You suffer a -4 penalty to AC until the start of your next turn. You must move at least 10 feet before the first attack, and you can never attack a single opponent more than one time. Each time you attack an opponent, you resolve that attack normally before continuing your movement or attacking a different opponent. If an attack drops an opponent, your attack bonus remains the same for your following attacks. If an attack fails to drop an opponent, you suffer a -5 penalty to all attacks that follow. If this penalty reaches -20, you cannot make additional attacks as part of your No Moment. [/QUOTE]
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