| vorpalwarrior |
| 2 people marked this as a favorite. |
I am currently playing a 4th-level monk, and I chose the first two "Snapping Turtle Style" combat style feats. The current feats stop after three, but I want to continue the progression, so a friend and I created some more feats. I am interested in other people's feedback.
Snapping Turtle Style (Combat, Style)
Your deft unarmed style allows you to shield your body from harm.
Prerequisites: Improved Unarmed Strike, base attack bonus +1 or monk level 1st.
Benefit: While using the Snapping Turtle Style feat with at least one hand free, you gain a +1 shield bonus to AC.
Snapping Turtle Clutch (Combat)
Your unarmed style allows you to turn your opponent's attack into an opportunity.
Prerequisites: Snapping Turtle Style, Improved Grapple, Improved Unarmed Strike, base attack bonus +3 or monk level 3rd.
Benefit: While you are using the Snapping Turtle Style feat, the shield bonus the style grants to your AC applies to your CMD and touch AC. Whenever an opponent misses you with a melee attack while you are using the Snapping Turtle Style feat, you can use an immediate action to attempt a grapple combat maneuver against that opponent, but with a –2 penalty.
Snapping Turtle Shell (Combat)
Your guarding hand is almost magical in its skill at deflecting incoming blows.
Prerequisites: Snapping Turtle Clutch, base attack bonus +5 or monk level 5th.
Benefit: While you are using the Snapping Turtle Style feat, the shield bonus the style grants to your AC increases to +2, and your enemies take a –4 penalty on critical confirmation rolls against you.
Snapping Turtle Shield (Combat)
Your unarmed style allows you to use an opponent as a human shield.
Prerequisite: Snapping Turtle Shell, base attack bonus +7 or monk level 7th.
Benefit: While you are using the Snapping Turtle Style feat and grappling an enemy and in control of the grapple, you may use the enemy as a shield to absorb damage dealt to you by a different enemy. Once per round, when an enemy other than your grappling opponent hits you with a melee or ranged attack, you can use an immediate action to make a CMB against your grappling opponent. If you succeed, your grappling opponent takes the damage. If the damage kills your grappling opponent, the grapple immediately ends.
Snapping Turtle Blood (Combat)
You are resistant to cold.
Prerequisite: Snapping Turtle Shield, base attack bonus +9 or monk level 9th.
Benefit: While you are using the Snapping Turtle Style feat, the shield bonus the style grants to your AC increases to +3. Also, you gain resistance to cold per the "Resist Energy" spell. Caster level is base attack bonus or monk level, whichever is higher. This resistance is active even when not using the Snapping Turtle Style feat.
Snapping Turtle Claw (Combat)
Your fingers and toes slice through your enemies.
Prerequisite: Snapping Turtle Blood, base attack bonus +11 or monk level 11th.
Benefit: While you are using the Snapping Turtle Style feat, your unarmed attacks deal +2 slashing damage. Also, you may use each Snapping Turtle Style swift/immediate action once per round.
Snapping Turtle Swim (Combat)
You are an excellent swimmer.
Prerequisite: Snapping Turtle Claw, base attack bonus +13 or monk level 13th.
Benefit: While you are using the Snapping Turtle Style feat, the shield bonus the style grants to your AC increases to +4. Also, you gain a swim speed equal to your speed and the "Hold Breath" special ability. These are active even when not using the Snapping Turtle Style feat.
Snapping Turtle Bite (Combat)
You excel at fighting more than one opponent at at time.
Prerequisite: Snapping Turtle Swim, base attack bonus +15 or monk level 15th.
Benefit: While you are using the Snapping Turtle Style feat and more than one enemy threatens you, you may bite an enemy that hits you. Once per round, when an enemy hits you with a melee attack, you may make a bite attack at your highest attack as an immediate action. The bite deals lethal unarmed damage. You must threaten the enemy in order to make this attack. You cannot use this attack to attack someone outside a grapple, but you can use it within a grapple.
Snapping Turtle Hiss (Combat)
You demoralize enemies with a threatening hiss.
Prerequisite: Snapping Turtle Bite, base attack bonus +17 or monk level 17th.
Benefit: While you are using the Snapping Turtle Style feat, the shield bonus the style grants to your AC increases to +5, and you can hiss to demoralize enemies as a swift action. All enemies within 30 feet who can both see and hear you must make a Will save. DC = 10 + Wisdom modifier + 1/2 monk level. Enemies who make the save are immune to this ability for the remainder of the encounter.
Snapping Turtle Slash
Wounds from your unarmed attacks continue to bleed.
Prerequisite: Snapping Turtle Hiss, base attack bonus +19 or monk level 19th.
Benefit: Your unarmed attacks inflict 1 point per round of bleed damage for one round. The effects stack and take effect the following round. For example, a monk hits an opponent with 4 of 7 unarmed flurry of blow attacks. The following round, the opponent takes 4 points of bleed damage. Also, you are always considered to be in Snapping Turtle Style, even when not in combat, unless you are fighting in a different combat style.
rainzax
|
neat.
couple nitpicks. how much does the bite do (ST-Bite)? also, 'until end of encounter' should be 'for the next 24 hours' (ST-Hiss) - also, at 17th level, i think you can do better than just demoralized. maybe it can (also?) target a single foe and send 'em away frightened? another idea, maybe you can connect ST-Claw and ST-Slash? like, the additional damage from Claw becomes bleed damage for the slash? as a 'capstone' style power, it too seems a little lackluster. maybe the bleed cannot be healed magically without beating a significant DC?...
also how about:
Snapping Turtle Shield (alternate):
Your unarmed style allows you to use an opponent as a human shield.
Prerequisite: Snapping Turtle Shell, base attack bonus +7 or monk level 7th.
Benefit: While you are using the Snapping Turtle Style feat and grappling an enemy and in control of the grapple, you may use the enemy as a shield to absorb damage dealt to you by a different enemy. Once per round, when an enemy other than your grappled opponent hits you with a melee or ranged attack, you can use an immediate action to make a CMB check. If your CMB check beats both your attacker's attack roll and your grappled foe's CMD, your grappled opponent takes the damage instead of you, is immediately released from the grapple, and may not be used as your human shield using this style for the next 24 hours.
...
there. instead of removing what you envisioned it to do, just make it harder to pull off and/or add an unwanted side effect and/or limit it's use against the same foe. in this case i suggest all three, because attack redirection is really powerful.
| vorpalwarrior |
Excellent. Thank you. Please keep the responses coming. Nitpick away. Here is my feedback on the current feedback.
1. The damage from Snapping Turtle Bite is the monk’s level-dependent unarmed damage. Also, to be clear, this is a feat for use while not grappling. I plan to move it down from 15th level to 7th level. See below for the reason why.
2. Enemies who make the save vs. Snapping Turtle Hiss are immune for only the rest of the encounter. If a new encounter ensues later, the enemy needs to make another save attempt.
3. Snapping Turtle Hiss “only” demoralizes because the intent is for the effect to potentially affect all enemies within 30 ft and last for the duration of the encounter. Also, this feat is one of the “tied to shield AC increase” feats. Essentially, four of the ten feats – including the Pathfinder feat at 5th level – grant an increase in shield AC and also grant a small additional bonus. The demoralize effect is the small additional bonus.
4. Snapping Turtle Slash sucks. In hindsight, it is just +1 damage that takes effect in the following round. I need to redo this feat. I agree that it is not a good “capstone” feat for the progression. I do like having the last feat in the progression include the condition that the monk is always in the combat style. Bottom line, a 19th level “Snapping Turtle Monk” is always a Snapping Turtle Monk.
5. Snapping Turtle Shield garnered the most criticism. It appears to be too powerful for 7th level. Attack redirection is indeed powerful. I will move it up in the progression. However, I disagree that it should be limited to one use per enemy. As a higher level feat (maybe 15th level), it requires several circumstances – controlling a grapple, hit by another enemy, and successful combat maneuver check – in order to be used. I will consider the concepts of requiring the combat maneuver check to beat the attack roll and its successful use immediately ending the grapple.
6. No one commented on Snapping Turtle Claw enabling the monk to use each Snapping Turtle style swift/immediate action once per round. This was the one effect that I thought some people might consider to be overpowered. Because each feat requires several circumstances in order to be used, I think being able to use each feat once per round at 11th level is fair.
I look forward to your help transforming my monk into a fighting snapping turtle.
| Lord_Malkov |
The idea behind snapping turtle shield is cool, so why not use body shield as a base. That way it isn't automatic, which will always rile people (people still get all hot and bothered by crane style).
So body shield gives you the same idea but grants cover.
For turtle shield, why not use the same concept but up it to improved cover (+8 ac +4 reflex saves). If the triggering attack misses you, then it hits the grappled opponent.
| Lord_Malkov |
| 1 person marked this as a favorite. |
And just my thought for a turtle style feat or two
Snapping Turtle Takedown
Benefit: If you successfully grapple an opponent using snapping turtle clutch, that opponent is also knocked prone.
Snapping Turtle Bite
Benefit: You gain a bite attack. This is a primary natural attack that deals 1d6 damage (1d4 for small characters) plus your strength modifier. You can make a free bite attack as part of the action to initiate or maintain a grapple. If this attack hits you gain a +2 bonus to the grapple check.
Snapping Turtle Crush:
When you are grappling a prone opponent, you gain the constrict special attack which deals your unarmed strike damage on a successful grapple check.
| vorpalwarrior |
Alright, four changes.
First, Snapping Turtle Bite moves from 15th level to 7th level.
Snapping Turtle Bite (Combat)
You excel at fighting more than one opponent at a time.
Prerequisite: Snapping Turtle Shell, base attack bonus +7 or monk level 7th.
Benefit: While you are using the Snapping Turtle Style feat and more than one enemy threatens you, you may bite an enemy that hits you. Once per round, when an enemy hits you with a melee attack, you may make a bite attack at your highest attack as an immediate action. The bite deals lethal unarmed damage. You must threaten the enemy in order to make this attack. If you are grappling, you cannot use this attack to attack an enemy outside a grapple, but you can use it to attack an enemy within a grapple when grappling multiple enemies.
Compare this to Snake Fang. Snake Fang grants an immediate action attack of opportunity when an enemy misses and has one more prerequisite (9th level). Snapping Turtle Bite grants an immediate action when an enemy hits and has an additional requirement (must be threatened by more than one enemy). I think this is fair.
Second, Snapping Turtle Slash gets better.
Snapping Turtle Slash
Wounds from your unarmed attacks continue to bleed.
Prerequisite: Snapping Turtle Hiss, base attack bonus +19 or monk level 19th.
Benefit: Each of your unarmed attacks inflicts one point of bleed damage starting the following round. Within each round, the effects stack. Effects do not stack from round to round, but each round can reset a lower amount of bleed damage to a higher amount. Each time an enemy takes 10 points of bleed damage from this effect, that enemy must make a Fortitude save or take 1d2 points of Constitution damage. DC = 10 + Wisdom modifier + 1/2 monk level. For example, a monk hits an enemy with 4 of 7 unarmed attacks. The following round, the enemy takes 4 points of bleed damage. If the monk later hits the enemy with 5 unarmed attacks in a round, the bleed damage is increased to 5 points. The bleed effect can only be stopped by a heal that heals at least as much as the total amount of bleed damage taken. Also, you are always considered to be in Snapping Turtle Style, even when not in combat, unless you are fighting in a different combat style.
Compare this to Bloody Assault. Bloody Assault is a 6th level feat that grants 1d4 points per round of bleed damage in exchange for a -5 attack penalty. As a 19th level feat, Snapping Turtle Slash grants 1 – 7 points per round of bleed damage (depending on how many maximum flurry of blows attacks succeed) with no penalty. I think this is more than fair. That is why I added the statistic damage.
Third, Snapping Turtle Shield moves from 7th level to 15th level.
Snapping Turtle Shield (Combat)
Your unarmed style allows you to use an opponent as a human shield.
Prerequisite: Snapping Turtle Swim, base attack bonus +15 or monk level 15th.
Benefit: While you are using the Snapping Turtle Style feat and grappling an enemy and in control of the grapple, you may use the enemy as a shield to absorb damage dealt to you by a different enemy. Once per round, when an enemy other than your grappling opponent hits you with a melee or ranged attack, you can use an immediate action to make a CMB against your grappling opponent. If you succeed, your grappling opponent takes the damage. If the damage kills your grappling opponent, the grapple immediately ends.
Compare this to Body Shield. Body Shield is a 6th level feat. Body Shield grants cover and redirects damage if the attack hits the grappled opponent. Snapping Turtle Shield redirects damage from a confirmed hit on a successful combat maneuver check. This is more than fair. In fact, I like the idea of allowing this feat to be used again if it is unsuccessful.
Fourth, Snapping Turtle Claw grants each Snapping Turtle feat per round at the expense of attacks of opportunity.
Snapping Turtle Claw (Combat)
Your fingers and toes slice through your enemies.
Prerequisite: Snapping Turtle Blood, base attack bonus +11 or monk level 11th.
Benefit: While you are using the Snapping Turtle Style feat, your unarmed attacks deal +2 slashing damage. Also, you may use each Snapping Turtle Style swift/immediate action once per round. Each action expends one attack of opportunity. Once you expend all of your attacks of opportunity, you may continue to use Snapping Turtle actions, but you may no longer use attacks of opportunity.