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HoZ Style Feats

Game design for the d20 system

HoZ Style Feats

Postby afroakuma » Thu Jan 06, 2011 4:46 pm

Style Feats
Representing diverse combat styles, these feats allow the practitioner to develop her skills in a particular field as her overall combat prowess improves. Though study of multiple styles is certainly possible, it often results in taking longer to develop equivalent aptitudes.

Each Style feat teaches a particular combat skill, with additional skills learned as the possessor increases her base attack bonus. For each Style feat you possess beyond the first, increase the required BAB to unlock abilities of that feats by 1.

Example: Taking Falcon-Wing Blade at 4th level after having taken Bulwark Warrior at 3rd level means that you acquire the Shield Ward technique at BAB +5, but do not acquire the Fend technique until BAB +6.

FeatStyle
Bulwark WarriorWeapon and shield
Crusading ZealotSmite
Falcon-Wing BladeOne-handed fighting
Fighting DirtyPragmatic combat
Hawk's TalonsArchery
Imposing FuryRage
Rhino's AngerHeavy melee combat
ScrimmageClose-up melee combat
Stalking PantherRanger combat
SwashbucklerSwashbuckling
Tempest AssaultTwo-weapon fighting
Unarmed MasteryUnarmed combat
Zephyr's DanceThrowing weapon combat
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Re: HoZ Style Feats

Postby afroakuma » Fri Jan 07, 2011 12:28 pm

Bulwark Warrior [Style]
You are practiced in using a shield in melee combat.
Prerequisites BAB +3, Shield Proficiency, Str 13+
Benefits You gain the following techniques based on your base attack bonus while holding a shield (bucklers do not confer any of these benefits, nor do animated shields):

Base AttackTechnique
+3
Covering Shield
+5
Shield Ward
+7
Staggering Ram
+9
Ray Screen


Covering Shield: As an immediate action, you may grant an adjacent ally a cover bonus to AC equivalent to the bonus of your held shield until your next turn. This bonus is lost if either you or your ally moves out of position. If you use this ability on an ally who already has cover, that ally gains total cover.
Shield Ward: Whenever you would not be denied your Dex bonus to AC, you may apply your shield bonus from a held shield to your touch AC.
Staggering Ram: Once per round on a successful shield bash attack, the foe becomes staggered for one round (as though having taken nonlethal damage equivalent to its current HP) and you may immediately make an attack of opportunity against that foe.
Ray Screen: Whenever you would not be denied your Dex bonus to AC, you may block a ray effect that targets you with a shield you are currently holding as an immediate action, dissipating the effect rather than having it affect your shield.
Special A fighter may select Bulwark Warrior as a bonus feat.
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Re: HoZ Style Feats

Postby afroakuma » Fri Jan 07, 2011 12:28 pm

Crusading Zealot
Oathsworn to a higher purpose, you channel your faith to strike against the enemies of your cause and beliefs.
Prerequisites BAB +3, Wis 13+, must not be True Neutral
Benefits You gain the following techniques based on your base attack bonus:

Base AttackTechnique
+3
Smite Foe
+3
Ranged Smite
+5
Vehement Strike
+5
Purging Smite
+7
Radiant Wrath
+7
Sealing Sanction
+9
Smite Heretic


Smite Foe: When you first attain this ability, choose an alignment component opposed to your own (law vs. chaos or evil vs. good). You gain the ability to smite creatures of that alignment once per day, as a paladin smites evil creatures. Use your character level in place of any specific class levels for any smite attack you make (including smite attacks from other sources). If you already possess a smite ability, you may choose a different alignment to smite or the same one, provided the alignment you choose for this feat is opposed to your own. At base attack bonus +7, +11, +15 and +19, increase your smites per day from this feat by one.
Ranged Smite: You may make smite attempts using a normal ranged attack. This applies to any smite ability you possess.
Vehement Strike: When making a smite attempt, treat the attack as though made with a weapon of your alignment for the purpose of overcoming damage reduction. This applies to any smite ability you possess.
Purging Smite: As a swift action, you may add a dispelling effect to your smite. If this smite strikes a valid target who is the subject of one or more spells, you may make a dispel check (1d20 + your character level + your Charisma modifier) against the spell with the highest caster level. If that check fails, you make dispel checks against progressively weaker spells until you dispel one spell or until you fail all your checks. The creature’s magic items are not affected. As a full-round action, you may instead expend a smite attempt to make a dispel check (as above) to remove a spell currently affecting the creature you touch.
Radiant Wrath: As a standard action, you may expend a smite attempt to deal 1d4 damage per character level to all valid targets of the expended smite within 30 feet. Such creatures are also dazzled for 1 round.
Sealing Sanction: As a swift action, you may add a sealing effect to your smite. If this smite strikes a valid target who possesses any supernatural (Su) attacks and/or qualities, you may temporarily seal one such ability of which you are aware (Knowledge check or in-battle observation is sufficient) for a number of rounds equal to your Charisma bonus (if any) plus 1. Sealed supernatural properties are affected as though within an antimagic field. The victim of such a sealing is not immediately aware unless it would be obvious (supernatural levitation failing) until it makes an attempt to employ such an ability.
Smite Heretic: As a swift action, you may add a dogmatic punishment to your smite. If this smite strikes a valid target, that target takes 1d4 temporary Wisdom damage. If the target is actively antithetical to your cause or ideal (a priest of an enemy religion, a captain in an enemy army etc.) then this smite deals an additional point of Wisdom damage.
Special A fighter may select Crusading Zealot as a bonus feat.
Last edited by afroakuma on Fri Jan 07, 2011 3:17 pm, edited 2 times in total.
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Re: HoZ Style Feats

Postby afroakuma » Fri Jan 07, 2011 12:29 pm

Falcon-Wing Blade [Style]
With nothing in your off-hand, you become a swift, aggressive and deadly adversary.
Prerequisites BAB +3, Combat Reflexes, Dex 13+
Benefits You gain the following techniques based on your base attack bonus, but only while wielding a light or one-handed weapon and carrying nothing in your off-hand:

Base AttackTechnique
+3
Lunging Strike
+5
Fend
+5
Razor Edge
+7
Skewer
+7
Savvy Opportunist


Lunging Strike: When making a standard attack or an attack of opportunity, you may increase your reach by 5 ft. for that attack. This does not increase your threat range.
Fend: As an immediate action, you can fend off a foe you threaten. That foe may immediately take its 5 ft. step for the round (provided it has not yet moved; taking a 5 ft. step prevents the foe from moving on its turn this round). If it does not, then it cannot take a 5 ft. step this round and you get a +2 bonus on attack and damage rolls against that foe until the end of your next turn.
Razor Edge: You may substitute your Dex modifier for your Str modifier when determining damage with any weapon subject to Weapon Finesse (e.g. light weapons, whip, rapier). You do not need to possess the Weapon Finesse feat to gain this ability.
Skewer: As a standard action, you may make a touch attack against an adjacent foe with your free hand. If you hit, make an opposed grapple check as a free action. If you succeed on this check, you bring your weapon to bear on your foe, hitting automatically and nauseating the foe for 1 round unless it succeeds on a Fortitude save (DC 10 + damage dealt). You do not actually enter into a grapple, and creatures under the effects of freedom of movement must still make opposed grapple checks against a skewer attack, though incorporeal creatures remain immune.
Savvy Opportunist: Whenever a foe misses you with a melee attack, you may make an attack of opportunity against that foe. This does not apply to attacks of opportunity made against you.
Special A fighter may select Falcon-Wing Blade as a bonus feat.
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Re: HoZ Style Feats

Postby afroakuma » Fri Jan 07, 2011 12:29 pm

Fighting Dirty [Style]
You fight with efficiency and wicked pragmatism, taking any advantage, no matter how crude or dishonorable.
Prerequisites BAB +3, Combat Reflexes, Int 13+, must not be Lawful Good
Benefits You gain the following techniques based on your base attack bonus, but only when wielding a light or one-handed melee weapon.

Base AttackTechnique
+3
Sneak Attack
+5
Hindering Blow
+5
Low Blow
+7
Blinding Attack
+7
Concussion
+9
Death Attack
+9
Scorpion's Eye


Sneak Attack: You deal 1d6 sneak attack damage, as a rogue. This stacks with precision damage from other sources.
Hindering Blow: Whenever you would deal sneak attack damage, you may subtract one die of sneak attack damage to reduce the target's movement speeds by 10 ft. until the start of your next turn. You may hinder a target in this fashion once per leg the target has.
Low Blow: As a swift action, you may take a -2 penalty to your attack roll to make a low blow with your next attack. If it hits, the target is sickened for one round.
Blinding Attack: As a swift action, you may take a -4 penalty to your attack roll to add a blinding effect to your next attack. If it hits, the target is blinded for one round. You cannot blind a creature without eyes, or which is two or more size categories larger than you.
Concussion: As a swift action, you may take a -6 penalty to your attack roll to add a blinding effect to your next attack. If it hits, the target receives a 1d6 penalty to Int, Wis and Cha for one minute. You cannot concuss a creature without a head, without an organic brain, or which is two or more size categories larger than you.
Death Attack: You gain the death attack of an assassin, using half your total character level in place of the assassin's class levels. If you already have access to this ability from another source, you may increase the DC of your death attacks by 2.
Scorpion's Eye: You are now considered flanking a foe as long as you and an ally are adjacent to that foe, even if you are not opposite one another. Also, you deal an additional 1d6 sneak attack damage.
Special A fighter may select Fighting Dirty as a bonus feat.
Last edited by afroakuma on Fri Jan 07, 2011 8:39 pm, edited 1 time in total.
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Re: HoZ Style Feats

Postby afroakuma » Fri Jan 07, 2011 12:30 pm

Hawk's Talons [Style]
You are a master of the deadly arts of archery, sending your arrows flying like hawks seeking prey.
Prerequisites BAB +3, Point Blank Shot, Dex 13+
Benefits You gain the following techniques based on your base attack bonus while wielding a bow:

Base AttackTechnique
+3
Power Shot
+5
Encumbering Shot
+5
Snatching Talons
+7
Called Shot
+7
Rending Talons
+9
Raptor's Clutch


Power Shot: On your action, before making attack rolls for a round, you may choose to subtract a number from all ranged attack rolls and add the same number to all ranged damage rolls. This number may not exceed your base attack bonus. The penalty on attacks and bonus on damage apply until your next turn.
Encumbering Shot: As a swift action, you may change your next ranged attack into an encumbering shot. This shot takes a -2 penalty to attack and a -4 penalty to damage; if it hits, the arrow lodges in the foe, imposing a cumulative -1 penalty to attack rolls, damage rolls, skill checks and saving throws. Up to three such arrows can be removed as a move action, but doing so deals 1d6 damage per arrow removed. A DC 20 Heal check can extract an arrow without dealing additional damage.
Snatching Talons: You may make disarm attempts with your ranged attacks. Double range penalties when making a ranged disarm attempt.
Called Shot: As a swift action you may make a called shot with your next ranged attack. That attack is made at a -4 penalty; if it hits, you may have it deal 2 damage to the foe's Strength, Dexterity or Constitution score in addition to the damage dealt by the attack. Creatures immune to precision damage are unaffected.
Rending Talons: As a standard action, you may fire a single arrow. This attack bypasses any applicable damage reduction. If it hits, you may reduce the target's armor bonus (or natural armor bonus), if any, by 4 points for 1d4+1 rounds (minimum 0). Though the reduction from this ability does not stack, a creature with both armor and natural armor can be affected twice.
Raptor's Clutch: You can perform a ranged grapple attempt against an opponent by pinning it partially to a nearby surface. The target must be within 5 feet of a wall, tree, or other surface in which a projectile can be stuck. You must succeed on a ranged attack (not a ranged touch attack) and then win an opposed grapple check (your size modifier and the target's size modifiers still apply). To break free, the victim must make a DC 15 Strength check or a DC 15 Escape Artist check as a standard action. If no adequate surface is nearby, you may attempt to pin the foe to the ground instead (provided it is in contact with the ground), but your grapple check is made at a -8 penalty. When using this ability, you gain no benefit from the Improved Grapple feat.
Special A fighter may select Hawk's Talons as a bonus feat.
Last edited by afroakuma on Fri Jan 07, 2011 3:47 pm, edited 3 times in total.
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Re: HoZ Style Feats

Postby afroakuma » Fri Jan 07, 2011 12:30 pm

Imposing Rage
You can unleash or focus your anger, drawing strength and vigor from your fury.
Prerequisites BAB +3, Con 13+, Str 13+
Benefits You gain the following techniques based on your base attack bonus, which you cannot access while exhausted:

Base AttackTechnique
+3
Rage
+5
Focused Drive
+5
Unquenchable Anger
+7
Fast Healing
+7
Wrath
+9
Furious Resolve
+9
Implacable Rage


Rage: You gain the ability to rage as a barbarian, once per day. This stacks with rage uses from other sources. You gain a second daily use of rage when you have 7 or more HD, and a third when you have 11 or more HD.
Focused Drive: As a swift action, you may expend a use of rage to give yourself a morale bonus to Strength equal to half your base attack bonus, rounded down. This bonus lasts for one minute and stacks with the Strength bonus from rage.
Unquenchable Anger: As a full-round action, you may regain one expended use of rage. Doing so deals 2 temporary damage to your Intelligence, Wisdom and Charisma; this damage is recovered with eight hours of rest and cannot be healed in any other fashion. You may use this ability a number of times per day equal to your total rage uses per day.
Fast Healing: While in your rage, you gain fast healing 3.
Wrath: While in your rage, you get a +4 morale bonus on attack and damage rolls against any foe who dealt damage to you in the preceding round.
Furious Resolve: As a standard action, you may expend a use of rage to purge yourself of any number of the following conditions: blinded, confused, dazzled, deafened, entangled, exhausted, fatigued, paralyzed, shaken, sickened.
Implacable Rage: Once per rage as an immediate action, you can choose to delay the effect of a single attack, spell, or ability used against you. The damage or effect does not take hold until the end of your next turn. If some effect causes your rage to end before this time, the delayed damage or effect takes hold immediately.
Special A fighter may select Imposing Rage as a bonus feat.
Last edited by afroakuma on Fri Jan 07, 2011 8:33 pm, edited 1 time in total.
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Re: HoZ Style Feats

Postby afroakuma » Fri Jan 07, 2011 12:30 pm

Rhino's Anger
You can channel your strength like the charging rhino, bringing it all to bear in one swift crushing blow.
Prerequisites BAB +3, Power Attack, Str 15+
Benefits You gain the following techniques based on your base attack bonus, but only while wielding a one-handed or two-handed melee weapon:

Base AttackTechnique
+3
Defensive Breach
+5
Smash
+7
Crippling Blow
+9
Sweep


Defensive Breach: Once per round as a swift action, you may add a defensive breach to your next melee attack. If this attack hits and you deal damage sufficient to bypass the target's damage resistance, you may reduce its damage resistance by the damage dealt (to a minimum of DR 0) until the start of your next turn. You must declare a defensive breach prior to making your attack roll.
Smash: When making an attack against an object, reduce its hardness by your base attack bonus before calculating damage.
Crippling Blow: Once per round as a swift action, you may add a crippling blow to your next melee attack. If this hit lands, the target's movement speeds are halved (rounded up to the nearest 5 ft. increment) for a number of rounds equal to your Strength bonus (minimum 1). You must declare a crippling blow prior to making your attack roll.
Sweep: Once per round as a swift action, you may change your next melee attack into a sweep. Designate three contiguous squares that you threaten with a melee weapon and make a single attack roll at your highest base attack bonus. Occupants of those squares who would be hit by that attack roll take damage as though hit by the attack. A creature occupying more than one of those squares receives the attack in each square it occupies.
Special A fighter may select Rhino's Anger as a bonus feat.
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Re: HoZ Style Feats

Postby afroakuma » Fri Jan 07, 2011 12:31 pm

Cobra's Daring
You boldy engage your foes in close quarters, triumphing through confidence and sheer audacity.
Prerequisites BAB +3, Lightning Reflexes, Dex 13+
Benefits You gain the following techniques based on your base attack bonus, but only while wielding a light or one-handed melee weapon:

Base AttackTechnique
+3
Cobra's Bite
+5
Close Quarters
+5
Light Weapon Mastery
+7
Melee Superiority
+7
Shank
+9
Battle Mastery


Cobra's Bite: You gain the sneak attack ability of a rogue, dealing an additional 1d6 damage on a successful sneak attack. This damage stacks with precision damage from other sources.
Close Quarters: Melee attacks against you made with a one-handed weapon are made at a -2 penalty to attack and damage rolls. Melee attacks against you made with a two-handed weapon are made at a -4 penalty to attack and damage rolls.
Light Weapon Mastery: When wielding light weapons, increase their damage die by one step (1d4, 1d6, 1d8, 2d6 etc.)
Melee Superiority: You get a +2 bonus on all disarm, feint, grapple and trip checks, including opposed checks against such combat maneuvers. If you have the Improved Disarm, Improved Feint, Improved Grapple or Improved Trip feat(s), your bonus for the appropriate combat maneuver increases by 2.
Shank: As a standard action, you may make a touch attack against an adjacent foe with your free hand. If you hit, make an opposed grapple check as a free action. If you succeed on this check, you bring your weapon to bear on your foe, hitting automatically and dealing damage as though your foe was flat-footed. You do not actually enter into a grapple, and creatures under the effects of freedom of movement must still make opposed grapple checks against a shank attack, though incorporeal creatures remain immune.
Battle Mastery: Creatures that use a move action to enter the area you threaten provoke an attack of opportunity from you. Creatures that move out of the area you threaten provoke an attack of opportunity from you even if they make a five-foot step.
Special A fighter may select Cobra's Daring as a bonus feat.
Last edited by afroakuma on Mon Jan 10, 2011 8:07 pm, edited 2 times in total.
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Re: HoZ Style Feats

Postby afroakuma » Fri Jan 07, 2011 12:32 pm

Stalking Panther [Style]
You are a relentless predator driven by instinct and hatred towards your foe.
Prerequisites BAB +3, Track, Wis 13+
Benefits You gain the following techniques based on your base attack bonus:

Base AttackTechnique
+3
Cunning Tracker
+3
Favored Enemy
+5
Predatory Scouting
+5
Harass
+7
Skirmish
+9
Death Attack
+9
Dedicated Hatred


Cunning Tracker: When you successfully track a creature, you may apply your Wisdom bonus to your initiative roll should you encounter that creature within the next hour. If the creature is one of your favored enemies, you & your party gain a +1 bonus to your initiative rolls in such an encounter.
Favored Enemy: You select a favored enemy, as a ranger.
Predatory Scouting: If you can spend one minute uninterrupted observing a creature, you may designate that creature as a favored enemy in place of one of your current favored enemies for a one hour duration. You may use this ability any number of times per day, but you may make this exchange with only one of your current favored enemy selections at a time.
Harass: Each round that you make at least one attack against a foe, you gain a +1 bonus to attack & damage rolls against that enemy, as well as a +1 dodge bonus against that enemy's attacks & a +1 competence bonus to saving throws against effects generated by that enemy. These bonuses are cumulative to a maximum of +5 on the 5th & subsequent rounds for as long as you continue making attacks against that same enemy. Double these bonuses when making attacks against a favored enemy.
Skirmish: On any round in which you move 10 feet or more, your melee attacks deal an additional 2d6 damage. Attacks made against a favored enemy deal a further 1d6 damage per bonus point they would normally receive (so if you would normally deal 2 additional damage against a favored enemy, you instead deal 2d6 additional damage if you have moved 10 feet or more this round, as well as the 2d6 damage this feat already provides, for a total of 4d6 additional damage).
Death Attack: You gain the death attack of an assassin, using half your total character level in place of the assassin's class levels. If you already have access to this ability from another source, you may increase the DC of your death attacks by 2.
Dedicated Hatred: When making attacks against a favored enemy, the critical threat range of your weapon is doubled (even if already doubled by Improved Critical, the keen edge spell or the keen weapon property). When making attacks against a favored enemy immune to critical hits, instead that enemy becomes vulnerable to critical hits as well as precision damage (such as sneak attack damage), though it only takes half of any precision damage (rounded down) that you would deal it.

Special A fighter may select Stalking Panther as a bonus feat. A ranger may gain Stalking Panther in place of Endurance at 3rd level.
Last edited by afroakuma on Tue Jan 11, 2011 10:24 am, edited 4 times in total.
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Re: HoZ Style Feats

Postby afroakuma » Fri Jan 07, 2011 12:33 pm

Swashbuckler [Style]
Trusting to your wits, your weapon and perhaps the protection of a buckler, you rush artfully into the fray.
Prerequisites BAB +3, Dex 13+, Weapon Finesse
Benefits You gain the following techniques based on your base attack bonus, but only while wielding a light or one-handed weapon and carrying nothing in your off-hand (though you may have a buckler at no penalty if you wish):

Base AttackTechnique
+3
Rapid Strike
+5
Close Pursuit
+7
Swirling Blade
+7
Backflip
+9
Acrobatic Assault


Rapid Strike: You can get one extra attack per round with a melee weapon. The attack is at your highest base attack bonus, but each attack you make in that round (the extra one and the normal ones) takes a -2 penalty. You must use the full attack action to use this ability.
Close Pursuit: When a foe you threaten takes a 5 ft. step, you may move 5 ft. towards that foe as an immediate action. This does not count as your own 5 ft. step for the round.
Swirling Blade: When making a standard attack, you can attack a second time with the same weapon with a -5 penalty to the attack roll.
Backflip: As a move action, you may move up to half your speed (rounded down to the nearest 5 ft. increment) in a straight line in any direction other than toward an adjacent foe. The square you start out in is not considered threatened by any opponent you can see, and therefore visible enemies do not get attacks of opportunity against you when you move from that square. You still provoke attacks of opportunity from any foes who have total concealment from you.
Acrobatic Assault: You flip yourself over and around a foe as a move action, moving to a point that from your original position would have been flanking that foe. You may choose to perform the assault as a standard action instead, in which case you may make a single attack against the enemy during the flip. For this attack, you are considered to be flanking your target. You must be adjacent to a foe to perform an acrobatic assault, and you must land in an unoccupied square also adjacent to the foe. If there is no square available, you cannot perform an acrobatic assault.
Special A fighter may select Swashbuckler as a bonus feat.
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Re: HoZ Style Feats

Postby afroakuma » Fri Jan 07, 2011 12:33 pm

Tempest Assault [Style]
Your right hand and your left work in tandem, each weapon working in concert to deliver a furious assault.
Prerequisites BAB +3, Two-Weapon Fighting, Dex 13+
Benefits You gain the following techniques based on your base attack bonus while wielding two weapons (or a double weapon):

Base AttackTechnique
+3
Paired Attack
+3
Storm's Strikes
+5
Twin Lightnings
+5
Chorus of the Gale
+7
Ruinous Thunder
+9
Elusive Spin


Paired Attack: As a standard action, you may make an attack with two held weapons against a single foe.
Storm's Strikes: You may add your Dexterity bonus to damage when attacking with two melee weapons (or both sides of a double weapon).
Twin Lightnings: When making an attack of opportunity, you may attack with two held weapons instead of one.
Chorus of the Gale: When wielding two weapons of different types (a longsword and a mace, a longsword and a scimitar etc.), each weapon receives the bonuses from Weapon Focus, Weapon Specialization, Greater Weapon Focus and Greater Weapon Specialization as if it were also the other weapon (if you hold such feats for both weapon types, each weapon receives double bonuses).
Ruinous Thunder: If you successfully strike a foe with your main weapon and your offhand weapon in the same round, you may deal rend damage equal to one and a half times your Strength bonus (if any), plus additional rend damage based on how many successful attacks you have managed against that foe this round, as per the following table:

AttacksBonus Damage
26d6
39d6
412d6
515d6
618d6
7+24d6


This damage is treated as though dealt by your offhand weapon. If you are capable of dealing precision damage (via Sneak Attack or similar abilities), you must choose between dealing your precision damage or dealing your rend damage. You cannot deal both types of damage via the same attacks. If you are attacking more than one foe, you may make decisions regarding precision and red damage separately for each foe, and count attacks for rend damage separately for each foe (i.e. if you make three attacks against a blue dragon and two against its druid ally, you deal 9d6 additional rend damage to the dragon and 6d6 additional damage to the druid).
Elusive Spin: As an immediate action, you may spin away from an oncoming attack or effect, shifting your position by 5 feet. This movement does not provoke attacks of opportunity.
Special A fighter may select Tempest Assault as a bonus feat. A ranger who has selected the Two-Weapon combat style may receive Tempest Assault in lieu of Improved Two-Weapon Fighting at 6th level; should the ranger already possess Tempest Assault, he may instead select any other feat for which he has the prerequisites.
Last edited by afroakuma on Wed Jan 12, 2011 10:30 am, edited 2 times in total.
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Re: HoZ Style Feats

Postby afroakuma » Fri Jan 07, 2011 12:34 pm

Unarmed Mastery [Style]
You are an expert of unarmed combat, developing skills from an ancient tradition to evolve a new style that is uniquely your own.
Prerequisites BAB +3, Improved Unarmed Strike, Wis 13+
Benefits You gain the following techniques based on your base attack bonus , but only while fighting unarmed:

Base AttackTechnique
+3
Steel Strike
+5
Strike Shaping
+7
Improved Grab


Steel Strike: Increase the damage of your unarmed strike by two steps (1d3, 1d4, 1d6, 1d8, 1d10, 2d6, 2d8, 2d10...) and add 1.5 times your Strength modifier to the damage of your unarmed strike (minimum 0). If you have levels as a monk, instead treat your unarmed strike damage as one step higher.
Strike Shaping: As a free action, you may change the type of damage your unarmed strike deals between bludgeoning, piercing and slashing. Any given unarmed strike can only deal one type of damage.
Improved Grab: When you hit a creature of up to one size larger than yourself with your unarmed strike, you can attempt to start a grapple as a free action without provoking an attack of opportunity.
Special A fighter may select Unarmed Mastery as a bonus feat. A monk may select Unarmed Mastery as a bonus feat at 2nd level.
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Re: HoZ Style Feats

Postby afroakuma » Tue Jan 11, 2011 8:37 pm

Zephyr Dance [Style]
You have made an art of fighting with weapons that can be both guided in melee and thrown, making you a deadly whirlwind at any distance.
Prerequisites BAB +3, Dex 13+, Quick Draw
Benefits You gain the following techniques based on your base attack bonus while wielding throwing weapons:

Base AttackTechnique
+3
Whipping Winds
+5
Gale's Guidance
+5
Twinned Throw
+7
Sirocco Snap
+7
Eye of the Storm
+9
Strafing Zephyr


Whipping Winds: You may use the better of your Strength or Dexterity modifier on attack and damage rolls made with a throwing weapon, whether as a melee or ranged attack.
Gale's Guidance: The range increment of your throwing weapons is increased by one-half.
Twinned Throw: When making a ranged attack with a light throwing weapon, you may throw two of the same type. Each weapon thrown uses a different attack roll, and they may be directed at the same or different targets.
Sirocco Snap: If you make a ranged attack with a throwing weapon while in melee, you do not provoke attacks of opportunity from those in melee with you.
Eyee of the Storm: While wielding a throwing weapon, you threaten any squares within its first ranged increment, save those with soft cover from creatures in melee with you.
Strafing Zealot: Whenever you make a ranged attack with a thrown weapon, you may immediately move five feet. You may do this as many times as you have ranged attacks to make.
Special A fighter may select Zephyr Dance as a bonus feat.
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