Hi all
I post a new system for pathfinder. This system is based on rules from tome of battle. For me, the long list of feat is an error because you have 200 feats (all books) but you have a very limited number of feats. If you don’t take a combat feat, you are really penalized in your adventure.
It's very difficult to add a system with this forum and i hope you can read it.
Well my system: (Sorry for my English)
IF you use it, delete all feats for combat.
- You gain a combat gift for each 2 BBA point (A fighter level 20 gain 10 combat gift) and a table show when you can take a gift of a level (The “x” mean you can take a gift of this art martial level)
I hope you can see the table with this link:
Free Image Hosting
In this system, you have a new type of combat feat. It’s Art martial technique. Art martial technique gives different capacity and increase the fun during a fight.
When you want use an art martial technique, you need to do a roll versus the art difficulty with D20 + BBA + wisdom modifier. If you fail, you can’t do it and you take the effect of the aftermath.
You have a little list of feats for this system and some art martial technique art. I know it’s not perfect. But I have a big list of art martial technique but I don’t post it now because I must translate it in English. But I can do it if paizo (or users of this forum) need more examples.
Well now an example with feat of pathfinder with this system :
Martial art level 1:
List:
Blind-fight
Combat reflexes
Dodge
Improved initiative
Improved unarmed strike
Point blanck shot
Power attack
Quickdraw
Two weapons fighting
Weapon focus
Blind-Fight (Combat)
You are skilled at attacking opponents that you cannot
clearly perceive.
Benefit: In melee, every time you miss because of concealment,
you can reroll your miss chance percentile roll
one time to see if you actually hit.
An invisible attacker gets no advantages related to hitting
you in melee. That is, you don’t lose your Dexterity bonus
to Armor Class, and the attacker doesn’t get the usual +2
bonus for being invisible. The invisible attacker’s bonuses
do still apply for ranged attacks, however.
You do not need to make Acrobatics skill checks to move
at full speed while blinded.
Normal: Regular attack roll modifiers for invisible attackers
trying to hit you apply, and you lose your Dexterity
bonus to AC. The speed reduction for darkness and poor
visibility also applies.
Special: The Blind-Fight feat is of no use against a character
who is the subject of a blink spell.
Combat Reflexes (Combat)
You can make additional attacks of opportunity.
Benefit: You may make a number of additional attacks of
opportunity equal to your Dexterity bonus. With this feat,
you may also make attacks of opportunity while f lat-footed.
Normal: A character without this feat can make only one
attack of opportunity per round and can’t make attacks of
opportunity while f lat-footed.
Special: The Combat Ref lexes feat does not allow a rogue
to use his opportunist ability more than once per round.
Dodge (Combat)
You have mastered a defensive stance that allows to you
easily react to your opponents.
Prerequisite: Dex 13
Benefit: As a swift action, you gain a +1 dodge bonus to
your AC until your next turn. If you have 10 or more ranks
in Acrobatics, the dodge bonus increases to +2.
Improved Initiative (Combat)
Your quick ref lexes allow you to react quickly to danger.
Benefit: You get a +4 bonus on initiative checks.
Improved Unarmed Strike (Combat)
You are skilled at fighting while unarmed.
Benefit: You are considered to be armed even when unarmed—
you do not provoke attacks or opportunity from
armed opponents when you attack them while unarmed.
In addition, your unarmed strikes can deal lethal or
nonlethal damage, at your option.
Normal: Without this feat, you are considered unarmed
when attacking with an unarmed strike, and you can deal
only nonlethal damage with such an attack.
Point Blank Shot (Combat)
You are especially accurate when making ranged attacks
against close targets.
Benefit: You get a +1 bonus on attack and damage rolls
with ranged weapons at ranges of up to 30 feet.
Power Attack (Combat)
You can make exceptionally deadly melee attacks by sacrificing
accuracy for strength.
Prerequisite: Str 13, base attack bonus +1.
Benefit: Add an amount equal to your Strength modifier (or your base attack bonus, whichever is lower)to your melee damage rolls for 1 round (in addition to the normal damage modif ier from a high Strength score).
Subtract the same amount from your melee attack rolls for 1 round. If your attacks are made with a two-handed
weapon, add an amount equal to double your Strength
modifier (or your base attack bonus, whichever is lower)
to your melee damage rolls for 1 round (the penalty remains the same).
Quick Draw (Combat)
You can draw weapons faster than most.
Prerequisite: Base attack bonus +1.
Benefit: You can draw a weapon as a free action instead
of as a move action. You can draw a hidden weapon (see the
Sleight of Hand skill) as a move action. A character who
has selected this feat may throw weapons at his full normal
rate of attacks (much like a character with a bow).
Alchemical items, potions, scrolls, and wands cannot be
drawn quickly using this feat.
Normal: Without this feat, you may draw a weapon as a
move action, or (if your base attack bonus is +1 or higher)
as a free action as part of movement. Without this feat, you
can draw a hidden weapon as a standard action.
Two-Weapon Fighting (Combat)
You can fight with a weapon in each hand. You can make
one extra attack each round with the second weapon.
Prerequisite: Dex 15.
Benefit: Your penalties on attack rolls for fighting with
two weapons are reduced. The penalty for your primary hand
lessens by 2 and the one for your off hand lessens by 6. See
Two-Weapon Fighting in Chapter 9.
Normal: If you wield a second weapon in your off hand,
you can get one extra attack per round with that weapon.
When fighting in this way you suffer a –6 penalty with
your regular attack or attacks with your primary hand and
a –10 penalty to the attack with your off hand. If your offhand
weapon is light, the penalties are reduced by 2 each.
An unarmed strike is always considered light.
Weapon Focus (Combat)
Choose one type of weapon. You can also choose unarmed
strike or grapple (or ray, if you are a spellcaster) as your
weapon for purposes of this feat.
Prerequisites: Proficiency with selected weapon, base
attack bonus +1.
Benefit: You gain a +1 bonus on all attack rolls you make
using the selected weapon.
Special: You can gain this feat multiple times. Its effects
do not stack. Each time you take the feat, it applies to a new type of weapon.
Martial art level 2
List :
Heavy weapons dancing stance
Two weapons dancing stance
Karate stance
IMPROVED BULL RUSH
IMPROVED DISARM
IMPROVED GRAPPLE
IMPROVED OVERRUN
MOBILITY
RAPID SHOT
WEAPON SPECIALIZATION
Heavy weapons dancing stance (Art martial technique)
Prerequisite: Power attack
Art difficulty: 13
Aftermath: you take a –2 penalty to Armor Class during D4 rounds.
Benefit:
Choose one effect for this turn:
Wind dance: you gain +4 in initiatives during 1D4 rounds
Fury dance: all enemies around you must do a will save with a DD equal to 10 + intimidation bonus check. If the enemy misses the save, he move back and can’t attack you for 1 round.
Two weapons dancing stance (Art martial technique)
Prerequisite: Two weapons fighting
Art difficulty: 13
Aftermath: you take a –2 penalty to Armor Class during D4 rounds.
Benefit:
Choose one effect for this turn:
Aggressive dance: You can do a jump at 2 cases and you strike your enemy wit one attack with each weapon
Defensive stance: You can use this dance with a move action and you move 4 cases with +4 at your AP.
Karate stance (Art martial technique)
Prerequisite: None
Art difficulty: 13
Aftermath: your enemy can do an opportunity attack.
Benefit:
Choose one effect for this turn:
Rapid attack: You make one attack and you add your wisdom modifier to your damage for this attack. After this attack, you can move 5 feet around your enemy (this move don’t provoke an opportunity attack.
Defense stance: The next attack on you, you do an opposite strike and if you win you can move your character behind or a side or you enemy and the attack of your enemy is ignored.
Improved Bull Rush (Combat)
You are skilled at pushing your foes around.
Prerequisite: Str 13, Power Attack.
Benefit: You do not provoke an attack of opportunity
when performing a bull rush combat maneuver. In addition,
you receive a +2 bonus on checks made to bull rush a
foe. In addition, increase the DC of performing a bull rush
combat maneuver against you by +2.
Normal: You provoke an attack of opportunity when
performing a bull rush combat maneuver.
Improved Disarm (Combat)
You are skilled at knocking weapons from a foe’s grasp.
Prerequisite: Int 13, Combat Expertise.
Benefit: You do not provoke an attack of opportunity
when performing a disarm combat maneuver. In addition,
you receive a +2 bonus on checks made to disarm a foe. In
addition, increase the DC of performing a disarm combat
maneuver against you by +2.
Normal: You provoke an attack of opportunity when
performing a disarm combat maneuver.
Improved Grapple (Combat)
You are skilled at grappling opponents.
Prerequisite:Dex 13, Improved Unarmed Strike.
Benefit: You do not provoke an attack of opportunity
when performing a grapple combat maneuver. In addition,
you receive a +2 bonus on checks made to grapple a foe. In
addition, increase the DC of performing a grapple combat
maneuver against you by +2.
Normal: You provoke an attack of opportunity when
performing a grapple combat maneuver.
Improved Overrun (Combat)
You are skilled at running down your foes.
Prerequisite: Str 13, Power Attack.
Benefit: You do not provoke an attack of opportunity
when performing an overrun combat maneuver. In addition,
you receive a +2 bonus on checks made to overrrun a
foe. In addition, increase the DC of performing an overrun
combat maneuver against you by +2. Targets of your overrun
attempt may not chose to avoid you.
Normal: You provoke an attack of opportunity when
performing an overrun combat maneuver.
Mobility (Combat)
You can easily move through a dangerous melee.
Prerequisites: Dex 13, Dodge.
Benefit: You get a +4 dodge bonus to Armor Class against
attacks of opportunity caused when you move out of or
within a threatened area. A condition that makes you lose
your Dexterity bonus to Armor Class (if any) also makes
you lose dodge bonuses.
Dodge bonuses stack with each other, unlike most types
of bonuses.
Rapid Shot (Combat)
You can make an additional ranged attack.
Prerequisites: Dex 13, Point Blank Shot.
Benefit: When making a full-attack action with a
ranged weapon, you can fire one additional time this
round. All of your attack rolls take a –2 penalty when
using Rapid Shot.
Trample (Combat)
While mounted, you can ride down opponents.
Prerequisites: Ride 1 rank, Mounted Combat.
Benefit: When you attempt to overrun an opponent
while mounted, your target may not choose to avoid you.
Your mount may make one hoof attack against any target
you knock down, gaining the standard +4 bonus on attack
rolls against prone targets.
Weapon Specialization (Combat)
You are skilled at dealing damage with one weapon. Choose
one type of weapon for which you have already selected the
Weapon Focus feat. You can also choose unarmed strike or
grapple as your weapon for purposes of this feat. You deal extra damage when using this weapon.
Prerequisites: Proficiency with selected weapon,
Weapon Focus with selected weapon, fighter level 4th.
Benefit: You gain a +2 bonus on all damage rolls you
make using the selected weapon.
Special: You can gain this feat multiple times. Its effects
do not stack. Each time you take the feat, it applies to a new
type of weapon.
Martial art level 3:
Comet strike impact technique (Art martial technique)
Prerequisite: weapons focus (a Bludgeoning weapons), Two weapons dancing stance
Art difficulty: 15
Aftermath: you take a –4 penalty to Armor Class during D4 rounds.
Benefit:
Your strike does a powerful chock wave and destabilizes your enemy. The target roll fortitude saves or he fall and take the maximum damage with each of weapons.
Martial art level 4:
Magic combo strike (Art martial technique)
Prerequisite: caster level 1rd
Art difficulty: 17
Aftermath: You take the level spell x ½ HD of your character
Effect: You can use a spell and give a special damage strike at your weapons:
Type of the spell:
Fire => your weapons gains Fire Damage.
Acid=> your weapons gains Acid Damage
Air => your weapons gains Sonic Damage
… (The list is too big)
Damage: You gain the level of spell x wisdom modifier damage of the type of the spell. If you do a critical strike, you multiply by 2
Martial art level 5:
Invulnerable skin (Art martial technique)
Prerequisite: Iron will
Art difficulty: 19
Aftermath: You are fatigued
Effect:
You obtain a reduce damage of a type equal at you wisdom (minimum: 1) during constitution modifier rounds.
Martial art level 7:
Improved total defense (Art martial technique)
Prerequisite:Dex 15
Art difficulty: 23
Aftermath: You are fatigued but you in simple total defense
Effect:
Does an attack roll with the better attack bonus you have. You block all attacks lesser than your attack roll.
Martial art level 9:
Dance of the unstoppable sharp whirlwind (Art martial technique)
Prerequisite: two weapons fighting, two weapons dancing stance, weapons focus (a sword)
Art difficulty: 27
Aftermath: You do the art martial technique but when you finish your special attack, you take 2 HP by HD.
Effect:
Your character moves the max move you can and all character in the same case in your move take a unique attack. If you touch you do a critical hit with each weapon in your hand.
During this move, you obtain a +4 bonus at your AC.