Darekun

Blade-Dancer Feats

May 29th, 2020
55
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
text 22.22 KB | None | 0 0
  1. Races with DEX boni and advanced martial training often develop an extremely mobile fighting style. «Blade-Dancer» feats are named for the elven blade-dancers, but can be used for other such fighting styles, and once a style is developed anyone can train in it.
  2. Mechanically, blade-dancers "spend" their BAB to get extra effects from successful attacks.
  3.  
  4. <Melee Attack Stake>: The feat is used by taking a penalty on a melee attack roll, and you only gain the benefit if the attack hits despite the penalty. There will be a Melee Attack Stake entry giving the penalty — or a list or range of penalties, and you can pick any penalty to get the corresponding benefit on a hit. In addition, each attack can only have [BAB] in total Melee Attack Stake penalties. (This is your actual BAB, not just the portion of BAB that applies to an iterative attack.)
  5. If you Cleave on an attack with Attack Stake feats, then they also apply to the extra attack, stacking if relevant. This is because Cleave uses the attack bonus for the original attack, and thus you're already "paying for" the Attack Stake feats. For example, if you use Caution at -3 and Ferocity at -2, hit, make the kill with the +2 damage, Cleave, and hit with the extra attack, then you gain a total +6 to AC, and the extra attack also deals +2 damage.
  6. <Mobile>: This can't be used while immobilized or helpless. Any attack that uses this also suffers ACPs on the attack roll. The ACPs are only applied once per attack roll, even if multiple <Mobile> abilities are used on a single attack.
  7.  
  8.  
  9.  
  10. Passant <Melee Attack Stake> <Mobile> «Blade-Dancer» «Movement» [Fighter Bonus]
  11. Melee Attack Stake: -1
  12. Benefit: You use the target's defense(or just their injury) to propel yourself to one side, moving you 5', to a square adjacent to or occupied by the target. This doesn't count against your movement or ability to take a step, nor does it provoke AOOs.
  13. Special: If combined with other «Movement» feats, then use them in any order.
  14.  
  15. Vault <Melee Attack Stake> <Mobile> «Blade-Dancer» «Movement» [Fighter Bonus]
  16. Prereq: Passant
  17. Melee Attack Stake: -2
  18. Benefit: You use the attack to vault into the air, moving 5' in any direction as a jump. This doesn't count against your movement or ability to take a 5' step, nor does it provoke AOOs. If you also use a move action to jump, then your Jump check result is in addition to this 5'.
  19. Special: If combined with other «Movement» feats, then use them in any order.
  20.  
  21. Footwork Of Opportunity <Melee Attack Stake> <Mobile> «Blade-Dancer» «Movement» [Fighter Bonus]
  22. Prereq: Vault (Passant)
  23. Melee Attack Stake: -1
  24. Special: If combined with other «Movement» feats, then use them in any order. This can only be applied to an AOO.
  25. Benefit: You gain an extra AOO, until the beginning of your next turn. Also, you can immediately take a 5' step. This step doesn't count against your movement or ability to take a normal 5' step, nor does it provoke AOOs.
  26.  
  27. Lunge <Melee Attack Stake> <Mobile> «Blade-Dancer» «Movement» [Fighter Bonus]
  28. Prereq: Vault (Passant)
  29. Melee Attack Stake: -2, -4, -6, -8, -10
  30. Benefit: For each -2 of the stake, the attack gains +5' reach.
  31. Note: Go ahead and make the attack roll as if the attack already had increased reach; if the attack misses, then its reach doesn't matter much anyways.
  32.  
  33. Leapfrog <Melee Attack Stake> <Mobile> «Blade-Dancer» «Movement» [Fighter Bonus]
  34. Prereq: Vault (Passant)
  35. Melee Attack Stake: -3
  36. Benefit: You use the attack to vault over the target, moving to a hex directly across the target, and adjacent to them. This doesn't count against your movement or ability to take a 5' step, nor does it provoke AOOs.
  37.  
  38. Shadow-Flanking <Melee Attack Stake> <Mobile> «Blade-Dancer» «Movement» [Fighter Bonus]
  39. Prereq: Leapfrog (Vault, Passant)
  40. Melee Attack Stake: -3
  41. Benefit: Until your next turn, your "past self" counts for flanking purposes, at the location you make this attack from. The primary use for this is flanking between your present and past selves, but you could also use Shadow-Flanking with Parting Shot, then retreat, allowing an ally to charge in and gain a flanking bonus even though you're now behind cover.
  42.  
  43. Lightfoot (Su) <Melee Attack Stake> <Mobile> «Blade-Dancer» «Movement» [Fighter Bonus]
  44. Prereq: Shadow-Flanking, non-Evil alignment (Leapfrog, Vault, Passant)
  45. Melee Attack Stake: -2
  46. Benefit: +10' sacred bonus to your movement this turn. Multiple uses stack. You may need Spring Attack to make use of this extra movement, and if you have Spring Attack, then you can move using only this movement as a free action.
  47.  
  48. Darkfoot (Su) <Melee Attack Stake> <Mobile> «Blade-Dancer» «Movement» [Fighter Bonus]
  49. Prereq: Shadow-Flanking, non-Good alignment (Leapfrog, Vault, Passant)
  50. Melee Attack Stake: -2
  51. Benefit: +10' profane bonus to your movement this turn. Multiple uses stack. You may need Spring Attack to make use of this extra movement, and if you have Spring Attack, then you can move using only this movement as a free action.
  52.  
  53. Swift <Mobile> «Blade-Dancer» «Movement» [Fighter Bonus]
  54. Prereq: 4 levels in «Movement» feats
  55. Benefit: +5' to all your base moves.
  56.  
  57. Caution <Melee Attack Stake> <Mobile> «Blade-Dancer» «Defense» [Fighter Bonus]
  58. Melee Attack Stake: -1 to -5
  59. Benefit: The attack puts its target in position to defend you against further attacks, granting a dodge bonus of +1 to +5 based on the stake you took. This lasts for one round.
  60. Note: This bonus stacks with other dodge boni, like the one from Combat Expertise.
  61.  
  62. Extreme Caution <Melee Attack Stake> <Mobile> «Blade-Dancer» «Defense» [Fighter Bonus]
  63. Prereq: Caution, BAB: +9
  64. Melee Attack Stake: -1
  65. Benefit: The attack puts its target in position to defend you against further attacks, granting a dodge bonus equal to your BAB. This lasts for one round.
  66. Note: This bonus stacks with other dodge boni, like the ones from Combat Expertise and Caution.
  67.  
  68. Unbalance <Melee Attack Stake> «Blade-Dancer» «Defense» [Fighter Bonus]
  69. Melee Attack Stake: -1 to -5
  70. Prereq: Caution
  71. Benefit: The attack puts the target off-balance, giving them a penalty equal to the stake you took on their next attack roll.
  72.  
  73. Deep Strike <Melee Attack Stake> «Blade-Dancer» «Defense» [Fighter Bonus]
  74. Prereq: Unbalance (Caution)
  75. Melee Attack Stake: -4
  76. Benefit: The attack also deals one point of STR damage.
  77.  
  78. Spirited Defense <Mobile> «Blade-Dancer» «Defense» [Fighter Bonus]
  79. Prereq: CHA: 12, 2 levels in «Defense» feats
  80. Benefit: +[CHA Mod] bonus to AC.
  81.  
  82. Piggyback Escape <Melee Attack Stake> «Blade-Dancer» «Defense» [Fighter Bonus]
  83. Prereq: Caution
  84. Melee Attack Stake: -3
  85. Benefit: When you're webbed, immobilized, grappled, prone, or your movement is otherwise restricted, a successful Piggyback Escape attack against a target not so afflicted will release you.
  86.  
  87. Cover <Melee Attack Stake> <Mobile> «Blade-Dancer» «Defense» [Fighter Bonus]
  88. Prereq: Caution
  89. Melee Attack Stake: -1 to -5
  90. Benefit: Your next [Stake × 5]' of movement doesn't provoke AOOs.
  91.  
  92. Parry <Melee Attack Stake> <Mobile> «Blade-Dancer» «Defense» [Fighter Bonus]
  93. Prereq: Caution
  94. Melee Attack Stake: -3
  95. Benefit: You gain one parry; if you're attacked in melee(including with a touch spell), then you can use up a parry to make an attack roll and use the result as your AC if it's higher. A parry is considered successful if your attack roll beats theirs, even if your AC would've been enough. An unused parry is lost at the beginning of your next turn.
  96.  
  97. Parry II <Melee Attack Stake> <Mobile> «Blade-Dancer» «Defense» [Fighter Bonus]
  98. Prereq: Parry (Caution)
  99. Melee Attack Stake: -6
  100. Benefit: You gain two parries.
  101. Note: With BAB: +9 or higher you can stack Parry and Parry II, getting three parries from the attack.
  102.  
  103. Parry III <Melee Attack Stake> <Mobile> «Blade-Dancer» «Defense» [Fighter Bonus]
  104. Prereq: Parry II (Parry, Caution)
  105. Melee Attack Stake: -12
  106. Benefit: You gain four parries.
  107. Note: With high BAB you can stack Parry, Parry II, and/or Parry III, getting lots of parries from the attack.
  108.  
  109. Arrow Parry <Mobile> «Blade-Dancer» «Defense» [Fighter Bonus]
  110. Prereq: Parry (Caution)
  111. Benefit: You can use parries on ranged attacks, including spells.
  112.  
  113. Sunder Parry <Mobile> «Blade-Dancer» «Defense» [Fighter Bonus]
  114. Prereq: Parry (Caution)
  115. Benefit: If you parry an attack, then you can immediately make a sunder attack against the weapon you parried, without provoking an AOO.
  116.  
  117. Confident Life (Su) <Melee Attack Stake> «Blade-Dancer» «Defense» [Fighter Bonus]
  118. Prereq: Parry (Caution)
  119. Melee Attack Stake: -1
  120. Benefit: If the target loses HP from the attack, then you heal half(round up) of the HP they lose.
  121.  
  122. Auto-Parry <Melee Attack Stake> <Mobile> «Blade-Dancer» «Defense» [Fighter Bonus]
  123. Prereq: Parry II (Parry, Caution)
  124. Melee Attack Stake: -9
  125. Benefit: You gain 1 parry, and all your parries until the beginning of your next turn become auto-parries. They don't require an attack roll - an auto-parry is automatically successful against any eligible attack, even one without an attack roll.
  126.  
  127. Riposte <Mobile> «Blade-Dancer» «Defense» [Fighter Bonus]
  128. Prereq: Parry, BAB +11 (Caution)
  129. Benefit: If you parry an attack, then the attack provokes an AOO from you.
  130.  
  131.  
  132.  
  133. Offense Talent Tree
  134.  
  135. Ferocity(1 to 5)
  136. The attack is unusually fierce, dealing extra damage equal to the level of this Talent, of the same type as the weapon.
  137. Note: This bonus stacks with other boni, like the one from Power Attack.
  138.  
  139. Wild Ferocity(3)
  140. Prereq: Ferocity
  141. The attack deals 1D6 extra damage, of the same type as the weapon.
  142. Note: This bonus stacks with other boni, like the ones from Power Attack and Ferocity.
  143.  
  144. Extreme Ferocity(9)
  145. Prereq: Ferocity
  146. The attack deals extra damage equal to the blade-dancer's class level, of the same type as the weapon.
  147. Note: This bonus stacks with other boni, like the ones from Power Attack and Ferocity.
  148.  
  149. Lethal Strike(3)
  150. Prereq: Ferocity
  151. If the attack hits, roll it again; if this second roll threatens, it contributes a threat. The second roll can't cause the attack to fail, or otherwise reduce its effectiveness, it's merely a second chance to threaten. If you confirm multiple threats into crits, apply the critical damage multiplier once for each crit using the doubled doubles rule, so for example a ×3 crit with two crits becomes ×5.
  152.  
  153. Lethal Strike II(6)
  154. Prereq: Lethal Strike (Ferocity)
  155. This Talent is similar to Lethal Strike, but its second roll can threaten even if it misses, and if it hits, this contributes an extra threat.
  156. Note: A blade-dancer of 9th level or higher can stack Lethal Strike and Lethal Strike II, gaining an extra roll to threaten from each Talent.
  157.  
  158. Unbalance Target(2 to 10)
  159. Prereq: Ferocity
  160. The attack puts the target off-balance, giving them a penalty to AC equal to half the level of this Talent until their next turn.
  161.  
  162. Hammer Thrust(2)
  163. Prereq: Ferocity
  164. Much of the force of the attack is diverted into pushing the target back. Divide the target's weight by 10 to get their "knockback resistance"; each multiple of their knockback resistance dealt in damage is 2yd they're knocked back, instead of the damage. If they hit a solid object, or once there isn't enough damage left, the target suffers the remaining damage.
  165.  
  166. Stun Hammer(3)
  167. Prereq: Hammer Thrust (Ferocity)
  168. This Talent combines with Hammer Thrust(or any Talent that similarly knocks the target around); the target is momentarily stunned, causing them to provoke attacks of opportunity from movement while being knocked around.
  169.  
  170. Sweep Strike(3, Mobilie)
  171. Prereq: Ferocity
  172. You get an extra attack as if via Cleave. This extra attack must be against a target you have not yet attacked that round.
  173.  
  174. Serpent Strike(Su)(3)
  175. Prereq: Ferocity
  176. A successful hit inflicts one level of Poison status.
  177.  
  178. Serpent Strike II(Su)(6)
  179. Prereq: Serpent Strike (Ferocity)
  180. A successful hit inflicts two levels of Poison status.
  181. Note: A blade-dancer of 9th level or higher can stack Serpent Strike and Serpent Strike II, inflicting three levels of Poison status.
  182.  
  183. Blighted Strike(Su)(3)
  184. Prereq: Ferocity
  185. A successful hit inflicts one level of Blight status.
  186.  
  187. Blighted Strike II(Su)(6)
  188. Prereq: Blighted Strike (Ferocity)
  189. A successful hit inflicts two levels of Blight status.
  190. Note: A blade-dancer of 9th level or higher can stack Blighted Strike and Blighted Strike II, inflicting three levels of Blight status.
  191.  
  192. Steal Life(Su)(1)
  193. Prereq: Blighted Strike (Ferocity)
  194. If the target actually loses HP(not including temporary HP) from the attack, the blade-dancer heals 1 HP.
  195.  
  196.  
  197.  
  198. Combo Talent Tree
  199.  
  200. Follow-Up(1 to 5)
  201. The attack sets up the target for a follow-up attack, giving the blade-dancer a bonus equal to the level of this Talent on her next attack, which must be against this target.
  202.  
  203. Combo(2)
  204. Prereq: Follow-Up
  205. The attack sets up the target for a combo-finishing attack, giving the blade-dancer one "combo point" on them. Once per target per turn, as a free action, she can make an extra melee attack against a target she has combo points on. The attack bonus is +2 per combo point consumed; the damage with one combo point is 1D2, but each additional combo point increases the die type by 2 and gives a +1. (So three combo points consumed means +6 to hit and 1D6+2 damage.) If the blade-dancer doesn't use the combo points, they're lost after one turn.
  206. Special: All abilities that use combo points are specific to the target the combo points are on, unless explicitly stated otherwise.
  207.  
  208. Combo II(4)
  209. Prereq: Combo (Follow-Up)
  210. This Talent is similar to Combo, but it gives two combo points instead of just one.
  211. Note: A blade-dancer of 6th level or higher can stack Combo and Combo II, getting three combo points from the attack.
  212.  
  213. Combo III(8)
  214. Prereq: Combo II (Combo, Follow-Up)
  215. This Talent is similar to Combo, but it gives four combo points instead of just one.
  216. Note: A high-level blade-dancer can stack Combo, Combo II, and/or Combo III, getting lots of combo points from the attack.
  217.  
  218. Final Combo(1)
  219. Prereq: Combo (Follow-Up)
  220. If the blade-dancer still has combo points on one or more targets she's dropped, this Talent transfers them to her present target.
  221. Note: This Talent uses combo points from a target other than the one attacked.
  222. Note: Unused combo points are lost after one turn.
  223.  
  224. Whirlwind Combo(3)
  225. Prereq: Combo (Follow-Up)
  226. If the blade-dancer has combo points on two or more targets, she can make a combo-finishing attack against each of them without using up any combo-finishing attacks for the turn; the attack bonus for these combo-finishing attacks is based on the total combo points she's consuming, though the damage to each target is only based on the combo points on that target she's consuming.
  227. Special: Unlike most Blade-Dancer Talents, this Talent isn't applied to an attack; it simply improves the blade-dancer's abilities.
  228. Note: This Talent uses combo points from a target other than the one attacked.
  229. Note: Unused combo points are lost after one turn.
  230.  
  231. Pain Matrix(Su)(9, Mobile)
  232. Prereq: Combo II (Combo, Follow-Up)
  233. This Talent uses up nine of the blade-dancer's combo points and her combo-finishing attack for the turn, and adds 9D6 damage to the attack.
  234.  
  235. Soul Matrix(Su)(10, Mobile)
  236. Prereq: Pain Matrix, CHA +1 (Combo II, Combo, Follow-Up)
  237. This Talent is similar to Pain Matrix, but it also adds [CHA Mod × 9] damage to the attack.
  238.  
  239. Soul Strike(Su)(1)
  240. Prereq: Soul Matrix (Pain Matrix, Combo II, Combo, Follow-Up)
  241. The attack deals an extra [CHA Mod] damage.
  242.  
  243. Second Touch(1)
  244. Prereq: Combo (Follow-Up)
  245. The attack consumes one or more combo points, in exchange for a +4 bonus to hit per combo point consumed.
  246.  
  247. Second Wound(1)
  248. Prereq: Combo (Follow-Up)
  249. The attack consumes one or more combo points, in exchange for a +2 bonus to damage per combo point consumed.
  250.  
  251. Second Strike(1)
  252. Prereq: Second Touch, Second Wound (Combo, Follow-Up)
  253. The attack consumes one or more combo points, in exchange for a +4 bonus to hit and a +2 bonus to damage per combo point consumed.
  254. Note: This Talent's prereqs consume combo points separately, if used.
  255.  
  256.  
  257.  
  258. Cross-Tree Talents
  259.  
  260. Parting Shot(2, Mobile)
  261. Prereq: Passant, Caution
  262. You use the target's defense(or just their injury) to propel yourself 5' directly away from the target. This doesn't count against your movement or ability to take a 5' step, nor does it provoke attacks of opportunity.
  263. Special: This Talent counts as a Movement Talent and as a Defense Talent(though an ability can only count it once as a prereq).
  264.  
  265. Combo Hammer(4)
  266. Prereq: Hammer Thrust, Combo (Ferocity, Follow-Up)
  267. This Talent is similar to Hammer Thrust, but it also uses up the blade-dancer's combo points and combo-finishing attack for the turn, and adds 4 damage per combo point to the attack, for purposes of knockback only. (This virtual damage is used first.)
  268. Special: This Talent counts as an Offense Talent and as a Combo Talent(though an ability can only count it once as a prereq).
  269.  
  270. Combo Hammer II(6)
  271. Prereq: Combo Hammer (Hammer Thrust, Ferocity, Combo, Follow-Up)
  272. This Talent is similar to Combo Hammer, but doubles the bonus knockback damage.
  273. Special: This Talent counts as an Offense Talent and as a Combo Talent(though an ability can only count it once as a prereq).
  274.  
  275. Cross Hammer(1, Mobile)
  276. Prereq: Leapfrog, Hammer Thrust (Vault, Passant, Ferocity)
  277. This Talent combines with Hammer Thrust(or any Talent that similarly knocks the target around); instead of knocking the target directly away from you, it knocks them in the direction of your choice.
  278. Special: This Talent counts as a Movement Talent and as an Offense Talent(though an ability can only count it once as a prereq).
  279.  
  280. Swap Hammer(3, Mobile)
  281. Prereq: Leapfrog, Hammer Thrust (Vault, Passant, Ferocity)
  282. The attack moves the blade-dancer into the target's old position, while the target is moved toward the blade-dancer's old position as if by Hammer Thrust.
  283. Special: This Talent counts as a Movement Talent and as an Offense Talent(though an ability can only count it once as a prereq).
  284.  
  285. Two-Serpents Strike(Su)(6)
  286. Prereq: Serpent Strike, Follow-Up (Ferocity)
  287. This Talent is similar to Serpent Strike, except that it stacks with it, and the number of levels inflicted by Two-Serpents Strike increases by one for each successful use within a round. For example, three successful attacks with Two-Serpents Strike would inflict a total of six levels of Poison status(1+2+3). Three successful attacks with both Serpent Strike and Two-Serpents Strike would inflict a total of nine levels of Poison status(2+3+4).
  288. Special: This Talent counts as an Offense Talent and as a Combo Talent(though an ability can only count it once as a prereq).
  289.  
  290. Serpent Matrix(Su)(10, Mobile)
  291. Prereq: Pain Matrix, Two-Serpents Strike (Combo II, Combo, Follow-Up, Serpent Strike, Ferocity)
  292. This Talent is similar to Pain Matrix, but instead of adding damage directly to the attack, it inflicts nine levels of Poison status on a successful attack.
  293. Special: This Talent counts as an Offense Talent and as a Combo Talent(though an ability can only count it once as a prereq).
  294.  
  295. Twice-Blighted Strike(Su)(6)
  296. Prereq: Blighted Strike, Follow-Up (Ferocity)
  297. This Talent is similar to Blighted Strike, except that it stacks with it, and the number of levels inflicted by Twice-Blighted Strike increases by one for each successful use within a round. For example, three successful attacks with Twice-Blighted Strike would inflict a total of six levels of Blight status(1+2+3). Three successful attacks with both Blighted Strike and Twice-Blighted Strike would inflict a total of nine levels of Blight status(2+3+4).
  298. Special: This Talent counts as an Offense Talent and as a Combo Talent(though an ability can only count it once as a prereq).
  299.  
  300. Blight Matrix(Su)(10, Mobile)
  301. Prereq: Pain Matrix, Twice-Blighted Strike (Combo II, Combo, Follow-Up, Blighted Strike, Ferocity)
  302. This Talent is similar to Pain Matrix, but instead of adding damage directly to the attack, it inflicts nine levels of Blight status on a successful attack.
  303. Special: This Talent counts as an Offense Talent and as a Combo Talent(though an ability can only count it once as a prereq).
  304.  
  305. Quickness(1)
  306. Prereq: 5 levels in Blade-Dancer Talents
  307. The blade-dancer gains a +2 bonus on action rolls.
  308. Special: Unlike most Blade-Dancer Talents, this Talent isn't applied to an attack; it simply improves the blade-dancer's abilities.
  309. Special: This Talent can be taken multiple times. Each time, the class Talent prereq increases by 5 levels, and the effects stack.
  310.  
  311. Agility(1)
  312. Prereq: 8 levels in Blade-Dancer Talents
  313. The blade-dancer gains +1 DEX.
  314. Special: Unlike most Blade-Dancer Talents, this Talent isn't applied to an attack; it simply improves the blade-dancer's abilities.
  315.  
  316. Timeless Body(Ex)(1)
  317. Prereq: 11 levels in Blade-Dancer and/or Kick-Artist Talents
  318. The blade-dancer no longer takes penalties to her ability scores for aging and cannot be magically aged. Any such penalties she's already taken are lifted. Bonuses still accrue, and she still dies of old age when her time is up.
  319.  
  320. Omnimatrix(1, Mobile)
  321. Prereq: Swift, Auto-Parry, Extreme Ferocity, Soul Matrix (4 levels in Movement Talents, Parry II, Parry, Caution, Ferocity, Pain Matrix, Combo II, Combo, Follow-Up)
  322. This Talent uses up twelve or more of the blade-dancer's combo points and her combo-finishing attack for the turn, for several benefits:
  323. * The blade-dancer gains a +10yd/rd bonus to all her base moves.
  324. * The blade-dancer gains either three parries, or one auto-parry.
  325. * [1D6+2+CHA Mod] damage is added to the attack for each combo point consumed.
  326.  
  327.  
  328.  
  329. DEX is vitally important to all but the strangest blade-dancer; they generally wear only the lightest of armor and rely on freedom of movement and highly-trained reflexes, both to keep themselves out of danger and to press the attack against their enemies. CON is also useful for defense, and some of the more esoteric abilities(like Spirited Defense and Soul Matrix) are based on CHA.
  330.  
  331. Requirements
  332. BAB: +5
  333. Feats/Abilities: Pop-Up Attack, Dodge, Weapon Finesse
  334.  
  335. Proficiency: Simple Weapons, Martial Weapons, and either any one Exotic Weapon, or Weapon Focus in one Exotic weapon you're proficient with. (Including Exotic weapons that are Martial for your race.)
Add Comment
Please, Sign In to add comment