Secret Techniques: Unleash the Styles!


Homebrew and House Rules

Silver Crusade

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Secret Techniques :

Secret Techniques are special moves a character may accomplish when reaching the pinacle of his own martial style. As they require a perfect timing, and because they are so difficult to accomplish, these techniques are usable only once per encounter ; this complexity is also what makes them the stuff of legends. Few people pretending to have witnessed them are saying the truth, as such techniques are usually used on adversaries that shall not stay alive, or jealously kept in martial art schools to be shown only on exceptional events, or when one's honor is challenged in a duel to death.

Boar Evisceration (Combat)

Prerequisites: Improved Unarmed Strike, Boar Ferocity, Boar Style, Boar Shred, Devastating Strike, Vital Strike, Intimidate 12 Ranks

Benefit: When using boar style, as an attack action you may plunge both of your fists into your enemy's body. You do two unarmed (or claw) attacks at your best BAB, and add 1/1-2 times your strength bonus to the damage of each attack ; you may add the effects of the Vital Strike feats to each attack.
Because of the numbing pain and fear provoked by the feeling of the hands trying to crawl into his body, if both attacks hit, the opponent is sickened until the bleeding stops and you may do an Intimidate check as a swift action against the opponent ; if the opponent is already shaken, he becomes frightened.

Crane Flow (Combat)

You imitate the grace of the crane to the perfection, shielding you and riposting against all incoming attacks during a short period of time.

Prerequisites: Combat Reflexes, Crane Style, Crane Wing, Crane Riposte, Dodge, Improved Unarmed Strike, base attack bonus +11 or monk level 10th.

Benefit: When using crane style, as a full-round action, you may enter a defensive stance to deflect incoming attacks. In this stance, you get the normal maluses and penalties of fighting defensively, and you may spend attacks of opportunity to deflect incoming attacks : each time you are attacked, you may spend one attack of opportunity to get another use of crane wing and crane riposte (the attack of opportunity made with crane riposte is made as part of the attack spent to deflect an incoming attack), or deflect arrows and catch arrows ; up to the maximum number of attacks of opportunity you may use each round.

Dragon Punch (Combat)

The spirit of the dragon invades your fist, rising a fire column on a successful, devastating uppercut.

Prerequisites: Str 18, Improved Unarmed Strike, Dragon Style, Stunning Fist, Dragon Roar, Acrobatics 11 ranks.

Benefit: While using Dragon Style, as a standard action you can expend two Stunning Fist attempts to punch an adjacent opponent with a devastating, rising uppercut burning out of sheer speed and spirit. You add twice your strength and Power Attack modifiers to the damage roll of this attack, +1d10 fire. This attack is made at your full BAB. You may also do a dragon punch as your last itterative attack of a full-attack action or flurry of blows, gaining a +1 bonus to this attack per hit landed during the round.
The creature hit by this attack must save against the stunning fist effects or be stunned, and catch fire for 1d6 fire damage each round ; the target can use a full-round action to attempt to extinguish the flames before taking this additional damage. Extinguishing the flames requires a DC 15 Reflex save. Rolling on the ground provides the target a +2 bonus on the save.
On a hit, the creature is also sent flying 10ft. in the air (-5ft. per size category larger than you, +5ft. per size category smaller), suffering normal fall damage both if it hits the ceiling and when it falls to the ground, and must succeed at a DC 15 reflex save or end prone ; a stunned character automatically fails this save.

(Maybe more to come !)


Dragon fist or Fist of the dragon, would sound cooler. Also something with requirements like that could stand for having a free Bull rush attempt added on.


I think you underestimate the awesomeness of Dragon PAWNCH

In all seriousness though, I really like the feats. Seems like a good capstone to the feat chains ^^


If it made such a huge explosion I'd accept it, but only if.


...Um, guys? Dragon Punch is the Shoryuken. It's named Dragon Punch because Shoryuken means 'Rising Dragon Punch'.


VM mercenario wrote:
...Um, guys? Dragon Punch is the Shoryuken. It's named Dragon Punch because Shoryuken means 'Rising Dragon Punch'.

Ken = fist. Shoryuken = Rising Dragon Fist, it also sounds better in English.


ken can mean fist, punch or even blade. The accepted ttranslation of Shoryuken in the Street Fighter community is, as far as I know, Rising Dragon Punch. And:

Maxximilian wrote:
...rising uppercut burning out of sheer speed and spirit...

It's the Shoryuken.

...Why are we even discussing the names? We didn't create it, we don't really have a say on the names.
OT: I like the feats and hope to see more. Specially for the elematal/genie styles.


Because I think fist is a cooler, more appropriate, word for this. I'm nitpicking, let me pick nits.

Silver Crusade

Djinni Grasp (Combat)

Your hands can deliver an electricity arc straight in a creature's body as to destroy vital organs with ease.

Prerequisites: Con 17, Wis 17, Djinni Style, Djinni Spirit, Djinni Spin, Elemental Fist, Improved Unarmed Strike, base attack bonus +15 or monk level 13th.

Benefit: When using djinni style, as a standard action you may charge electricity in the palm of your hands to make a single unarmed strike with both hands. Use your highest base attack bonus, rolling unarmed strike damage for each hand separately and multiplying both if you score a critical hit. If you use Power Attack in conjunction with this attack, you can add half your Strength bonus to one of the damage rolls. This attack deals additional electricity damage for each use of Elemental Fist you sacrifice, up to 1d6 per level you possess. If using Quivering Palm with this attack, the Fortitude DC increases by 2.

Earth Child Breaker (Combat)

You can easily break any giant by striking vital points once they are down to your level.

Prerequisites: Wis 13, dwarf or gnome, defensive training racial trait, Earth Child Style, Earth Child Topple, Earth Child Binder, Greater Trip, Improved Trip, Improved Unarmed Strike, Stunning Fist, Acrobatics 12 ranks.

Benefit: While you are using Earth Child Style, you can confirm automatically a critical hit against a prone giant. Your critical modifier is treated as x3 for the purposes of this attack.

Efreeti Consumption (Combat)

Prerequisites: Con 17, Wis 17, Efreeti Style, Efreeti Stance, Effriti Touch, Elemental Fist, Improved Unarmed Strike, base attack bonus +13 or monk level 11th.

Benefit: While using Efreeti Style, you may become an avatar of fire during one round as a swift action by expanding five daily uses of your Elemental Fist. You gain the elemental subtype and the Burn special attack of fire elementals (damage equal to your unarmed strikes damage, DC 10 + 1/2 your character level + your Wis modifier) until the beginning of your next round. Any creature beginning it's round adjacent to you suffers the fire damage of your Elemental Fist, and catches on fire unless it succees at a reflex save as per the Burn ability.


Good stuff, what else do you have? I'm interested in seeing what you got for Snapping Turtle Style.


If they're only usable once per encounter, why are some of them using up elemental Fist uses per day?

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