
Marthkus |
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I had an idea of adding martial and skill techniques that are learned through training.
They could be learned by training a number of days equal to the BAB and skill points required to use the technique. Trying to develop the technique yourself would take twice as long. This would have the same cost as training done to retrain class features as outlined in ultimate campaign.
These techniques ARE NOT FEATS and do not have per day limits. Their are no requirements to learn a technique, but you could not perform the technique until you meet the prerequisites.
Some Examples:
Prerequisites: Strength 24, BAB 11 or Monk level 6
You use your great strength to crack the ground and disrupt the footing of foes.
As a fullround action you may strike solid ground that is not rough terrain to send out a shock-wave. Roll a CMB trip check. Your shock wave extends from the space you occupy through the ground a number of feet equal to your CMB check result. Creatures encompassed in the effect are tripped using the same CMB check result. Structures within the area take damage equal to your CMB check result and the entire area becomes rough terrain
Prerequisites: BAB 6 or Monk level 1
As part of a full attack you may forgo an extra attack of your choosing gained from high BAB, two weapon fighting, or flurry to take a move action either before, between, or after your other attacks this turn.
Prerequisites: BAB 6 or Monk level 1
As part of a full attack you may forgo an extra attack of your choosing gained from high BAB, two weapon fighting, or flurry to add half the damage that attack could do to another single attack of your choosing that you perform this turn
Prerequisites: Strength 20, BAB 4 or Monk level 1
You may make acrobatics jump checks using your strength mod instead of your dexterity modifier. Additionally you may replace your normal acrobatics check bonus for jumps with a bonus equal to your BAB + strength mod.
The distance you high jump is twice as far
Prerequisites: 11 ranks of bluff
Your deceptions last longer than normal. Whenever your feint an opponent, they are flat footed for one additional melee attack for every 5 point you bested the DC by.
If you posses greater feint the rounds the target is flat footed to your melee attacks in increased by 1 round for every 5 points you bested the DC by.
Prerequisites: NONE
You can use your bluff check to start rumors.

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I had an idea of adding martial and skill techniques that are learned through training.
They could be learned by training a number of days equal to the BAB and skill points required to use the technique. Trying to develop the technique yourself would take twice as long. This would have the same cost as training done to retrain class features as outlined in ultimate campaign.
These techniques ARE NOT FEATS and do not have per day limits. Their are no requirements to learn a technique, but you could not perform the technique until you meet the prerequisites.
Some Examples:
** spoiler omitted **
** spoiler omitted **
** spoiler omitted **
** spoiler omitted **...
Cool idea! I like the mechanic of learning and using these techniques, but some should have per day limits due to being fairly powerful. Mobile Assault and Great Blow, for example.
This could be a fun alternative to the Book of Nine Swords style martial maneuvers.

Tholomyes |

A couple things bug me about this. While I agree with the concept, I think the ability score requirements are too high. Compared to stuff like Feats or minimum casting stat, these are HUGE; the most you see is 19, for 9th level spells or certain feats. The BAB requirement is enough to limit at what level they come online. Moreover, it feels strange to have even numbered stat requirements.
Honestly, though, I feel like adding techniques that are neither class features, nor require limited resources (like feats), is a potential problem. I'm not sure how I would fix it, besides folding them into a complete rework of feats, and that would require a lot of work. Possibly it would even be easier to just rework martial classes.

Marthkus |

but some should have per day limits due to being fairly powerful. Mobile Assault and Great Blow, for example.
The only cost should be opportunity. A full-attack is a powerful thing. These abilities sacrifice parts of that full attack for other effects.
Per day limits also do not make sense thematically without drawing from some resource.

Marthkus |

A couple things bug me about this. While I agree with the concept, I think the ability score requirements are too high. Compared to stuff like Feats or minimum casting stat, these are HUGE; the most you see is 19, for 9th level spells or certain feats. The BAB requirement is enough to limit at what level they come online. Moreover, it feels strange to have even numbered stat requirements.
Those stats are the ones required to use not learn. Meaning magical item enhancements help you use these abilities. That's why the stats are higher than that of feats.

Marthkus |

More Examples: NOTE* when calculating days of training needed, total skill rank and BAB is the number of days needed.
Prerequisites: 5 ranks of Acrobatics, 5 ranks of Climb
You may jump from surface to surface using an acrobatics check while climbing at no penalty, as in you take no penalty on climb checks to catch yourself while falling. These jumps count against your total climbing movement, but while making these jumps your climb speed is doubled.
Additionally you can scale two parallel surfaces by jumping between them. Treat these surfaces as flat when making balance checks. This motion must be continuous to avoid climb checks.
Prerequisite: BAB 11 or Monk level 6
As part of a full attack you may make an extra melee attack using your full base attack bonus, plus any modifiers appropriate to the situation in exchange for a -4 penalty to attack rolls and AC for 1 round. The penalty to attack rolls from using this technique cannot exceed your BAB.
When using this technique as part of a flurry, take a -2 penalty instead of the normal -4. This reduced penalty cannot exceed the levels in your flurry class(es).
Prerequisites: Giant's Stomp, Great Leap, Strength 30, BAB 16 or Monk level 12
When landing from a jump, you may as a standard action performs a Giant's Stomp with a bonus on the CMB check equal to the height of the jumped.
If you fell from a greater height than you jumped up, you may add the falling damage to the CMB check after reducing the damage you take by half.
Prerequisites: Constitution 20, 16 ranks of Swim
The constitution check to hold your breath increases each day instead of each round. The check must still be made every round.
You swim 4 times as fast and can fight uninhibited in water.
Prerequisites: Dexterity 20, 11 BAB or Monk level 6
When making a full attack you may forgo an extra attack of your choosing gained from high BAB, two weapon fighting, or flurry to attempt to deflect an attack made against you for 1 round as an AOO. When making this optional AOO, roll an opposed attack roll. If you win, the attack misses you. If you lose, the attack hits you as a confirmed critical hit.

Starbuck_II |

I like the idea, but I'm not sure techniques will catch on, as feats I see it as this (I hate too high Prereq so I keep BAB low):
1) Giant's Stomp:
You use your great strength to crack the ground and disrupt the footing of foes.
As a full-round action you may strike solid ground that is not rough terrain to send out a shock-wave. Roll a CMB trip check. Your shock wave extends from the space you occupy through the ground a number of feet equal to your CMB check result. Creatures encompassed in the effect are tripped using the same CMB check result. Structures within the area take damage equal to your CMB check result and the entire area becomes rough terrain
2) Mobile Assault:
As part of a full attack you may forgo an extra attack of your choosing gained from high BAB, two weapon fighting, or flurry to take a move action either before, between, or after your other attacks this turn.
3) Great Blow:
As part of a full attack you may forgo an extra attack of your choosing gained from high BAB, two weapon fighting, or flurry to add half the damage that attack could do to another single attack of your choosing that you perform this turn
4) Deceptive Combat: Prerequisites: Improved Feint, 9 ranks of bluff
Your deceptions last longer than normal. Whenever your feint an opponent, they are flat footed for one additional melee attack for every 5 point you bested the DC by.
If you posses greater feint the rounds the target is flat footed to your melee attacks in increased by 1 round for every 5 points you bested the DC by.
5) Great Leap: Prerequisites: Strength 13, BAB +3 or Monk level 1
You may make acrobatics jump checks using your strength mod instead of your dexterity modifier. Additionally you may replace your normal acrobatics check bonus for jumps with a bonus equal to your BAB + strength mod.
The distance you high jump is twice as far
6) Acrobatic Climber: Prerequisites: 5 ranks of Acrobatics, 5 ranks of Climb
You may jump from surface to surface using an acrobatics check while climbing at no penalty, as in you take no penalty on climb checks to catch yourself while falling. These jumps count against your total climbing movement, but while making these jumps your climb speed is doubled.
Additionally you can scale two parallel surfaces by jumping between them. Treat these surfaces as flat when making balance checks. This motion must be continuous to avoid climb checks.
7) Reckless Flurry: Prerequisites: BAB+6 or Monk 6.
As part of a full attack you may make an extra melee attack using your full base attack bonus, plus any modifiers appropriate to the situation in exchange for a -4 penalty to attack rolls and AC for 1 round.
When using this technique as part of a flurry, take a -2 penalty instead of the normal -4.
8) Risky Parry: Prerequisites: Dex 15, BAB +6 or Monk level 6
When making a full attack you may forgo an extra attack of your choosing gained from high BAB, two weapon fighting, or flurry to attempt to deflect an attack made against you for 1 round as an AOO. When making this optional AOO, roll an opposed attack roll. If you win, the attack misses you. If you lose, the attack hits you as a confirmed critical hit.

K177Y C47 |

The other thing that I think would be cool would be to make feats that require Weapon Training. You could call them Weapon Expertise Feats or Weapon Training Feats. They could very easily be these abilities here. You would just have to require Weapon Training in certain groups (like Requiring Heavy Blades to do a Sunder Attempt+Damage the opponent with double strength bonus to damage as a full round action)

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Oncoming_Storm wrote:but some should have per day limits due to being fairly powerful. Mobile Assault and Great Blow, for example.The only cost should be opportunity. A full-attack is a powerful thing. These abilities sacrifice parts of that full attack for other effects.
Per day limits also do not make sense thematically without drawing from some resource.
I agree that per day limits don't make sense, but they are too powerful as-is.
A full attack is a powerful thing, but any given single attack in a full attack is not so powerful, especially since the abilities allow the user to sacrifice their last iterative attack. The last attack in a full attack usually misses anyway, so adding the damage from your (probably missing) last attack to your (probably hitting) first attack is extremely beneficial.
Mobile Assault is even better, since melee characters often pass up a full attack when they need to move. Now, some people might argue that the inability to move and full attack is a real problem and Mobile Assault or something similar would be a decent remedy for that. But compared to current offerings it would represent a significant power boost for most melee builds (especially TWF builds and monks) and would turn into a must-have, much like Power Attack is a must-have for two-handed fighting. Learning it costs only 60xlevel gold (as low as 360gp or 60gp for a monk) compared to the already very popular Quickrunner Shirt, which similarly allows you to move and full attack, and costs 1000gp and a chest slot for one use per day. It would also make some abilities like Pounce much less useful.
Per fight limits might make sense if you consider that some of these maneuvers will be very tiring.

Marthkus |

More examples!
Prerequisites: Mobile Assault, Reckless Furry, BAB 16 or Monk level 11
When making a full attack you may forgo an extra attack of your choosing gained from high BAB, two weapon fighting, or flurry to attack any foe that enters your reach during your turn. These melee attacks are in addition to your normal attacks for the round.
If you have a move action to spend during a full attack you may separate the total movement granted by the action in-between attacks.
Prerequisites: 5 ranks of Disguise, 5 ranks of Bluff
Reduces the penalties to disguise checks by 2 and reduces the bonus to a viewer's perception check due to familiarity by 4.
If a viewer sees through your disguise, you may make one bluff check assuage their suspicions opposed by a sense motive check. This can only be done once per person per disguise.
Prerequisite: Acrobatics 12 ranks
You dart past your opponent's attacks, ending up perfectly positioned for a devastating counterattack.
If you succeed on a Acrobatics check to move through an enemy's space, you can treat that enemy as flat-footed against melee attacks you make against it on your current turn.
Prerequisites: Stealth 5 ranks, Sleight of Hand 5 ranks
You may use your sleight of hand bonus in place of your CMB when making disarm or steal maneuvers.
You may as a free action make a stealth check vs the target's perception check to avoid the AOO normally generated from performing these maneuvers.

Marthkus |

Mobile Assault is even better, since melee characters often pass up a full attack when they need to move. Now, some people might argue that the inability to move and full attack is a real problem and Mobile Assault or something similar would be a decent remedy for that. But compared to current offerings it would represent a significant power boost for most melee builds (especially TWF builds and monks) and would turn into a must-have, much like Power Attack is a must-have for two-handed fighting. Learning it costs only 60xlevel gold (as low as 360gp or 60gp for a monk) compared to the already very popular Quickrunner Shirt, which similarly allows you to move and full attack, and costs 1000gp and a chest slot for one use per day. It would also make some abilities like Pounce much less useful.
I don't really see a problem here. Can you please explain why any of these things are bad?
These are not feats so them becoming must haves is a non-issue as much as spellcasters having must-have spells.
I thoroughly enjoy the idea of pounce becoming a minor ability as oppose to the game changer it currently is.

Marthkus |

Marthkus wrote:Would you balance that out with say weapon techniques then?Pan wrote:Why do monks get them so easily and other classes need to be so many levels higher?I feel like monks should just be better at learning martial art techniques.
These techniques exist to expand the options of martials and skillmonkeys in a way that has nothing directly to do with spells or magic items.
When I get around to weapon and armor specific techniques Fighters will receive sensical benefits to these techniques.

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Weirdo wrote:Mobile Assault is even better, since melee characters often pass up a full attack when they need to move. Now, some people might argue that the inability to move and full attack is a real problem and Mobile Assault or something similar would be a decent remedy for that. But compared to current offerings it would represent a significant power boost for most melee builds (especially TWF builds and monks) and would turn into a must-have, much like Power Attack is a must-have for two-handed fighting. Learning it costs only 60xlevel gold (as low as 360gp or 60gp for a monk) compared to the already very popular Quickrunner Shirt, which similarly allows you to move and full attack, and costs 1000gp and a chest slot for one use per day. It would also make some abilities like Pounce much less useful.I don't really see a problem here. Can you please explain why any of these things are bad?
These are not feats so them becoming must haves is a non-issue as much as spellcasters having must-have spells.
I thoroughly enjoy the idea of pounce becoming a minor ability as oppose to the game changer it currently is.
First, wanted to make sure you understood why Oncoming_Storm thought those abilities were too powerful: because they are much better than other options currently available in the game. If you want to make it much easier for martial classes to move and full attack, that's fine (as I said in my post, italicized) but you need to know that's what you're doing. For example, if you want to make a pounce-like minor ability, you will also want to make pounce available at lower levels (barbarians can't take it until level 10). You also need to be prepared for people to reject your material since it's not balanced compared to current offerings for those builds.
Must haves are in general annoying because if any kind of resource is spent to obtain them, there is a burden on players to spend that resource in order to remain at a standard power level. This is most obvious when it comes to feats which are in very limited supply, but also applies to gold piece resources. For example, material DR makes silver, cold iron, and adamantine weapons or blanches near must-haves in low-mid levels, especially for archers who have low damage per-attack. An Agile Amulet of Mighty Fists is a must-have for a Dex-based monk. Mobile Assault isn't very expensive in gp, but it also costs 6 days continuous training time (or 12 without a trainer) which in some campaigns might be hard to come by.
Must haves also increase the importance of system mastery, since inexperienced players might not realize how powerful these options are and thus won't always take them.

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And now GMs who wish to limit downtime in order to keep a cap on magic item crafting and spell research will also be preventing martial characters from gaining these abilities, except more so because training requires continuous time and casters can cheat with Rope Trick and a Ring of Sustenance.
If you don't lower the requirements for pounce, no one will take Greater Beast Totem because Mobile Assault is much more resource-effective (assuming downtime is available).
You're also making the level 9 Two-Weapon Warrior ability Doublestrike pointless since any TWF will take Mobile Assault.
Honestly, what I'd do is give everyone Mobile Assault for free rather than as a "martial ability tax", except that you only get to move half your speed rather than your full speed. There will still be times at all levels when you use a move and standard attack rather than a full attack with mobile assault, and pounce will still worth it but not as fantastic as it currently is (you get more speed and your low-value last attack, but charging restrictions apply).

Marthkus |

And now GMs who wish to limit downtime in order to keep a cap on magic item crafting and spell research will also be preventing martial characters from gaining these abilities, except more so because training requires continuous time and casters can cheat with Rope Trick and a Ring of Sustenance.
If you don't lower the requirements for pounce, no one will take Greater Beast Totem because Mobile Assault is much more resource-effective (assuming downtime is available).
You're also making the level 9 Two-Weapon Warrior ability Doublestrike pointless since any TWF will take Mobile Assault.
Honestly, what I'd do is give everyone Mobile Assault for free rather than as a "martial ability tax", except that you only get to move half your speed rather than your full speed. There will still be times at all levels when you use a move and standard attack rather than a full attack with mobile assault, and pounce will still worth it but not as fantastic as it currently is (you get more speed and your low-value last attack, but charging restrictions apply).
You can break up days of training. It does not have to be continuous. At least that is what I read in UC. You also missed that this allows GMs to hand out downtime without worrying about the casters getting more powerful while the martials don't.
Cool, maybe a barbar could actually take other totems! Or they still take beast totem for the natural AC and effectively extra move action with a +2 to hit do to charging.
Not really a problem. I'm not going out of my way to make certain feats useless, but I have clearly made certain rogue talent redundant. Which even the devs have done with some new rogue talent (see slippery mind and Hard Minded)
I decided not to rewrite anything in the CRB.

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You can break up days of training. It does not have to be continuous. At least that is what I read in UC.
I might be misreading, but UCampaign doesn't say "this time need not be continuous" and it does make references to interrupted training spoiling the effort:
...
When retraining multiple character options (class features, feats, classes, etc.) in one continuous period, all of the new selections are made at the end of that period in an order decided by the player. If this period is interrupted for any reason all choices must be made immediately. In this way players can retrain class features and their prerequisites at the same time.
There are also other options for non-magical use of downtime in UC, and that's good as long as downtime isn't overwhelmingly powerful for any character. I've seen discussions about how some APs are really good or really bad for crafters due to amount of downtime, and it bugs me that lots of downtime can empower a party so much but since my group shares crafted items at least it's a party benefit rather than one character. I would hate to have a campaign full of tight deadlines and racing from one place to the next cripple melee combatants who can't scrape together the time to pick up Mobile Assault.
You also missed that this allows GMs to hand out downtime without worrying about the casters getting more powerful while the martials don't.
The rest of your concept does that rather well. I'm not objecting to the training concept in general, just to the fact that Mobile Assault is so good it becomes a must-have option, which I dislike on principle (hence my suggestion that you give it out for free if you want to make full attacks mobile).

Marthkus |

More examples!
Prerequisites: BAB 6
When making a full attack you may forgo an extra attack of your choosing gained from high BAB, two weapon fighting, or flurry to do bleed damage with a single strike with a slashing weapon of your choosing equal to the base weapon damage. Weapon Training and Weapon Specialization increases this damage.
Prerequisites: Lacerating Stike, BAB 11
As a fullround action you may a single melee attack with a slashing weapon that does constitution bleed damage equal to the base weapon damage. Weapon Training and Weapon Specialization increases this damage.
This effect is in addition to the normal damage of the strike.
Prerequisites: BAB 11
As a fullround action you may a single melee attack with a bludgeoning weapon to daze the target for 1 round should they fail a fortitude save with a DC equal to 10+BAB. Weapon Training and Weapon Focus increases this DC.
This effect is in addition to the normal damage of the strike
Prerequisites: Strength 18, Dexterity 18, Wisdom 18, BAB 6 or Monk level 5
As a move action you may add half your dexterity modifier to attack rolls and half your wisdom modifier to weapon damage rolls. This effect last for a number of round equal to your wisdom modifier.
If you have the Wholeness of Body ki power, reduce the ki cost to 1 and the action to use the ability to a swift action.

Marthkus |

Marthkus wrote:You can break up days of training. It does not have to be continuous. At least that is what I read in UC.I might be misreading, but UCampaign doesn't say "this time need not be continuous" and it does make references to interrupted training spoiling the effort:
** spoiler omitted **
There are also other options for non-magical use of downtime in UC, and that's good as long as downtime isn't overwhelmingly powerful for any character. I've seen discussions about how some APs are really good or really bad for crafters due to amount of downtime, and it bugs me that lots of downtime can empower a party so much but since my group shares crafted items at least it's a party benefit rather than one character. I would hate to have a campaign full of tight deadlines and racing from one place to the next cripple melee combatants who can't scrape together the time to pick up Mobile Assault.
Marthkus wrote:You also missed that this allows GMs to hand out downtime without worrying about the casters getting more powerful while the martials don't.The rest of your concept does that rather well. I'm not...
I think it means that you can't switch what you are training for. Not that the days have to be continuous.
An option for GMs who wants a non stop campaign is to have characters know the technique at character generation or even spend starting gold to learn it. Since you may learn the techniques before you qualify for them. The prerequisites are only for use, not to learn.

Marthkus |

Wounding Strike: Holy crap, talk about Save-or-Die-except-no-save-just-die. Even with a longsword, and 20 Strength, that's an average of 9.5 con bleed. That kills or nearly kills most enemies in one or two turns. This is overcorrecting by a ton.
You don't add strength damage, weapon enhancement bonus, or even power attack.
Just the weapon die.

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However much in favor of powering up martials I might be, these just seem like an easy way out to a complex issue.
The concept of learning techniques by investing time and money is quite interesting (thou there ought to be a cap on the number of them that can be learned); however, the ones shows just seem blatant and somehow boring. In fact they feel somehow reactionary and simplistic. As if someone were saying "screw you casters look what I can do now".
Powerful techniques more closely related to problem solving (such as holding your breath for hours or intimidaitng dozens of low level mooks)are needed and can, n fact, afford to be blatant as there is nothing else in the game similar for martials. On the other hand, there are a lot of combat abilities hat would be made obsolete because of these, and tat is just bad design.
Have the techniques be the end goal of specific buildups that focus on specific styles or combat forms that could be combined fr ore versatyle and entertaining fighting. Or even better, tie them to specific weapon groups.
I hope I did not come off as offensive or too agressive because I love the concept.

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Tholomyes wrote:Wounding Strike: Holy crap, talk about Save-or-Die-except-no-save-just-die. Even with a longsword, and 20 Strength, that's an average of 9.5 con bleed. That kills or nearly kills most enemies in one or two turns. This is overcorrecting by a ton.You don't add strength damage, weapon enhancement bonus, or even power attack.
Just the weapon die.
Enlarged fighter wielding a greatsword, ouch.

Marthkus |

Marthkus wrote:Enlarged fighter wielding a greatsword, ouch.Tholomyes wrote:Wounding Strike: Holy crap, talk about Save-or-Die-except-no-save-just-die. Even with a longsword, and 20 Strength, that's an average of 9.5 con bleed. That kills or nearly kills most enemies in one or two turns. This is overcorrecting by a ton.You don't add strength damage, weapon enhancement bonus, or even power attack.
Just the weapon die.
Funny thing about bleed damage is that it is not instant (takes effect on their turn) and is removed with a DC 15 heal check or any amount of HP healing.

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How would you feel about adding a cooldown to these technique in order to make them feel a little less bland? Such a sugestion came up a lot during the playtest for the Path of War for Dreamscarred Press, but one of their design goals was sticking to the per combat subsystem so it went nowhere.
A cooldown mechanic allows for different power levels of techniques by having the waiting time get longer and longer as the power level goes up.

Marthkus |

How would you feel about adding a cooldown to these technique in order to make them feel a little less bland? Such a sugestion came up a lot during the playtest for the Path of War for Dreamscarred Press, but one of their design goals was sticking to the per combat subsystem so it went nowhere.
A cooldown mechanic allows for different power levels of techniques by having the waiting time get longer and longer as the power level goes up.
I prefer these abilities only costing actions. I consider these abilities equivalent to the actions they trade away. I see no reason for a martial not to be "full attacking" every turn.

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Because one of the main complaints of playing non magical martial classes is that every damn turn comes down to either positioning oneself for full attacking or full attacking. A variety of strong options and techniques that need strategy to use optimally through combat is what martials need avobe everything else, not the ability to make stronger full attacks.

Marthkus |

Because one of the main complaints of playing non magical martial classes is that every damn turn comes down to either positioning oneself for full attacking or full attacking. A variety of strong options and techniques that need strategy to use optimally through combat is what martials need avobe everything else, not the ability to make stronger full attacks.
I don't see how these abilities don't fill that need.

Orich Starkhart |
Observations on the proposed technique Mobile Assault and discussion of it in this thread:
a)Question on the definition, Marthkus: is there any limit of opportunities per round, or may a character convert two (or more) attacks to move actions?
b) Regarding the concern that Mobile Assault is too strong: would it still fit the model of "trained technique" and be considered worth training for if it allowed trading an attack for an additional 5' step rather than for a move action? Here's one place where my question above of how many are allowed per round can become pertinent. Could a 16th level (4 iteratives) fighter make 5 attacks and three moves?
c) Regarding TWF, perhaps allowing the character to give up an off-hand attack for the move action is too much, because it makes the action cost about half what it does for other martials. So perhaps the move action or 5' step available through Mobile Assault costs one iterative, meaning one set of main and off-hand attacks.
The monk already has class-associated movement enhancement; perhaps we should assume that for this class the cost of movement is lower, so they spend one attack of a flurry for this movement. Or maybe, one attack for a five foot step, the pair for a move action.
d) With respect to the observation that the characters will give up their last iterative - I think the order of actions matters and determines which iterative is spent on the move, so I would change the proposed definition to omit "attack of their choosing". If the character has three attacks, and wants to execute:
- 5 foot step,
- attack
- 5 foot step,
- attack

Marthkus |

a) Yes, can convert one or more to move actions
b) No these actions are not 5ft steps. You receive that movement as part of a full attack. Extra move actions do not grant you more uses of it.
c) I don't see a problem with TWF having an actual advantage
d) You can give up whatever attack. But at no time would you ever be able to do more than 1 5ft step per turn (at least not because of these abilities).

Orich Starkhart |
Regarding the number of move actions and two-weapon fighting:
If a character can convert any number of attacks to move actions, this means that when fighting with two weapons, the 16th level fighter could choose to convert half of their attacks to movement - making four attacks and four move actions in a full round. Meanwhile, if the same character chose to move only, they can take a move and then another move as their standard action. So, they can move twice as far while doing a full attack - striking foes four times - than they can while double moving and not attacking at all.
The same character using a single weapon has four attacks, converting half of them to move actions means two moves and two attacks. They become half as mobile than when attacking with two weapons, whether they use a two-handed weapon, or they only defend with their shield this round, instead of attack with it as well as their sword.
On the distinction between the move action and 5 foot step - I understand the special nature of the 5 foot step within the context of the Pathfinder rules, that when Pathfinder discusses a "5 foot step" they refer to that optional movement available as part of a full round action. I was merely suggesting that reducing the movement granted by Mobile Assault to additional 5 foot steps maintains the mobile flavor without producing such incongruities as I mentioned above. Making the moves 5 foot steps also means the moves do not provoke AoO.
Another solution limiting the incongruous situations is to limit the number of attacks that convert to movement to 2, so movement in a full round attack action with Mobile Assault can be no more than what's possible for a double move full round at the same rate. Still, Two weapon Fighting characters gain more advantage from Mobile Assault, earlier than others.

Marthkus |

Regarding the number of move actions and two-weapon fighting:
If a character can convert any number of attacks to move actions, this means that when fighting with two weapons, the 16th level fighter could choose to convert half of their attacks to movement - making four attacks and four move actions in a full round. Meanwhile, if the same character chose to move only, they can take a move and then another move as their standard action. So, they can move twice as far while doing a full attack - striking foes four times - than they can while double moving and not attacking at all.
Slight problem with your math. TWF only gives 3 attacks.
Now imagine the speed of a monk.
This is an intended ramification of the concept.

Orich Starkhart |
Slight problem with your math. TWF only gives 3 attacks.
Oops. My mistake, Pathfinder doesn't provide a Feat that gives an off-hand attack for each main hand one, like 3.5 does.
Now imagine the speed of a monk.
This is an intended ramification of the concept.
What is? That all martials can choose to take training that gives them the ability to move farther/faster than they can outside combat, depending on the resources they spend?
I know this is fantasy, but I want a sense of verisimilitude. Looking a the Monk at 16th level. That's 7 attacks in the flurry, and fast movement of +50 feet; a human would have 80 feet per move. In a six second combat round in which that human monk made a double move, they would be able to cover 160 feet, which is just under 50 meters, a distance that real-world champion sprinters cover in about five and a half seconds. Now, with your proposed skill to trade attacks for movement, say that monk chooses to forgo two of its seven attacks in a round - it gets to move like a champion sprinter in between making five attacks with deadly melee weapons, in the same six seconds.
In a nod to the monk's level-related increase in speed, I think the 5 foot step could become longer for them - 10 feet at 10th level, 15 feet at 18th. (figured using the human baseline: the 5 foot step is 1/6 of a move, so the 5 foot increments of the monk's combat step happen when the increase in their move hits a multiple of 30 feet). I don't have a clear idea of how much advantage that might be in play.

Scavion |

Orich, the highest level conceivable in real life is about 6th level, are we really binding a 15th level character, someone who goes beyond by miles of what is considered normal to what a person can do in real life? He can already jump higher, lift more, take more punishment beyond what is conceivable in our reality. How is moving faster suddenly breaking verisimilitude?
Damn straight I expect a 15th level monk to flash between enemies cutting em up!

Marthkus |

What is? That all martials can choose to take training that gives them the ability to move farther/faster than they can outside combat, depending on the resources they spend?
You can full-attack out of combat
ASIDE: You always move faster in combat than marching. See overland travel speeds and rules.

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As you describe it, Mobile Assault causes as many problems as an overhaul of the skill and feat systems. Maybe more.
- The Run action becomes obsolete as early as level 6, when a character with GTWF can, by "full attacking" and trading all their attacks sprint at 4x speed without provoking AoO or moving in a straight line.
- The move + standard action attack combo becomes obsolete as early as level 1 for TWF characters who can do the same thing by "full attacking" (and obsolete for all noncasters by level 8).
- Charges become near-obsolete a few levels later when you can double move and still make more than one attack (a few fun effects will still activate "on a charge")
- Full BAB becomes much more important since extra attacks can be traded for move actions. Among other things this will put rogues at a mobility disadvantage - counterproductive since rogues ought to be mobile and need a power boost.
- Move actions (such as starting bardic music at level 7, feinting using Improved Feint, loading a crossbow or firearm, or standing from prone) become less costly, since they only require you to sacrifice one attack rather than a full attack.
- Standard actions (such as intimidating a single opponent, feinting without a feat, starting a grapple, or using Pinpoint Targeting) and full-round actions other than full attacks become more costly, since they require you to forgo not only a full attack but a more flexible "full attack action" that consists of attacks and moves/move-equivalent actions.
Basically, Mobile Assault as you describe represents an overhaul of the action system starting as early as level 6 for full-BAB TWF characters.
ASIDE: You always move faster in combat than marching. See overland travel speeds and rules.
You move faster in combat because you do so in short bursts. Overland travel does not involve sprinting or even jogging for 8 hours straight.

Marthkus |

Run is for 3/4 BAB and 1/2 BAB characters. Nothing about an extra move action prevents you from provoking AOOs.
Not a problem. Let the silly casters do move + standard action.
Not a problem. Pounce turns into an extra attack ability from an extra full attack ability.
Rogues benefit more from the skill techniques.
Not a problem
Also not a problem (and the reason for wounding strike)
That's great! Way easier than overhauling the skill and feat system.

Orich Starkhart |
You can full-attack out of combat
For what purpose will a character declare a full-attack when not engaging in combat?
ASIDE: You always move faster in combat than marching. See overland travel speeds and rules.
No. It looks like more until you examine the assumption of movement in combat:
A character who moves his speed and takes some action is hustling for about half the round and doing something else the other half.
So the human with base (walking) speed 30 gets to move 30 feet with a move action, and 60 in a double move. He moves twice base rate while in combat. Sure - because he's moving at his hustle rate, not his base rate. Hustle for a minute would be 600 feet, as indicated in the table "Movement and Distance", and for an hour 36000 feet, 6.81 miles by extrapolation, but 6 miles per the table. So we see a difference, not between in combat and overland, but between minutes and hours of continuous travel.

Orich Starkhart |
Commenting on Weirdo's interesting post about Mobile Assault's effect on the "action system", and the OP Marthkus's response:
As you describe it, Mobile Assault causes as many problems as an overhaul of the skill and feat systems. Maybe more.
- The Run action becomes obsolete as early as level 6, when a character with GTWF can, by "full attacking" and trading all their attacks sprint at 4x speed without provoking AoO or moving in a straight line.
You must mean Improved Two Weapon Fighting, through which the character would have four attacks; Greater allows six, starting at Bab +11. Trading four attacks for movement would give 4X base movement in a full round, indeed a sprint and not possible RAW when in heavy armor. It also breaks the assertion that characters move at "hustle" in combat. Not sure that's a problem, as it's still movement, still provokes AoO, but does the character get treated as Running, which also eliminates dexterity bonus to AC and eventually starts requiring Constitution checks?
The character using GTWF and converting all attacks to moves could move at 6X, beyond what anyone can do per the movement rules.Marthkus, if
running is for 1/2 and 3/4 Bab characters
,. I guess your answer to my question about running is "no", I suppose it means the martials who train this skill becomes so awesome at moving fast that they retain their dodge bonuses when running too.
Moving on:The move + standard action attack combo becomes obsolete as early as level 1 for TWF characters who can do the same thing by "full attacking" (and obsolete for all noncasters by level 8).
I imagine this is part of why the Mobile Fighter's Rapid Attack sacrifices the highest Bab attack to add a move to a full attack action.
Personally, though I agree that the concept of trading attack for mobility is not a problem, I do think that the trade in Mobile Assault gives too much for the least valuable attack.I wouldn't say the charge becomes obsolete; everyone not restricted to only a standard action can can do a move and single attack; I thought the significant benefits of charge are the bonuses to hit and bull rush, which Mobile Assault does not provide. So I believe I agree with Marthkus this isn't a problem - though I don't understand whyCharges become near-obsolete a few levels later when you can double move and still make more than one attack (a few fun effects will still activate "on a charge")
Pounce turns into an extra attack ability from an extra full attack ability.
Pounce allows a full attack in a full round charge action, replacing the default single attack; I don't see the interaction with Mobile Assault.
Moving on:Full BAB becomes much more important since extra attacks can be traded for move actions. Among other things this will put rogues at a mobility disadvantage - counterproductive since rogues ought to be mobile and need a power boost.
The full Bab classes get access to the resource of extra attacks that can become moves earlier than others; I suppose this is granting a mobility or action economy advantage to the full Bab martials over everyone else. I like that. Too bad for the Rogue, but maybe their other benefits from skill techniques do compensate.
Move actions (such as starting bardic music at level 7, feinting using Improved Feint, loading a crossbow or firearm, or standing from prone) become less costly, since they only require you to sacrifice one attack rather than a full attack.
I see this as a problem too. Would following the precedent of Mobile Fighter's Rapid Attack that I mentioned above make this more balanced, requiring the character to sacrifice the highest bab attack to add a move action? Looks like this would lead to engaging decision making when facing an opponent with high dodge bonuses: Do I attempt feint them to eliminate those bonuses, and attack at Bab-5 (and Bab-10, with Greater Feint) against their flat-footed AC, or do I attack at full Bab against their full AC? When the character can sacrifice the Bab-10 attack, they're giving up their most-likely to miss attack to further ensure their very best one(s) hit. Looks like a bargain!
Standard actions (such as intimidating a single opponent, feinting without a feat, starting a grapple, or using Pinpoint Targeting) and full-round actions other than full attacks become more costly, since they require you to forgo not only a full attack but a more flexible "full attack action" that consists of attacks and moves/move-equivalent actions.
Yes, but I'm not sure that's a significant problem. Though I also do not understand, Marthkus, how this increase in cost is a "reason for" the full-round action Wounding Strike. Rather, that technique is too powerful to be available for just any melee attack.
Basically, Mobile Assault as you describe represents an overhaul of the action system starting as early as level 6 for full-BAB TWF characters.
Yes. Frankly, the idea of overhauling the system somewhat does appeal. I think, however, I would want to move away from any actions-per-round system.