Combat Clinic

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view post Posted on 1/2/2016, 23:00


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Combat Clinic Martial Discipline
Combat Clinic, a Survival-keyed discipline made for the Convalescent class. Its maneuvers are designed to heal others, defend the adept and, guard others.

Associated Skill: Survival
Discipline Weapons: Bolas, gauntlet, net, shield and tower shield.


Combat Clinic Level 1
  • Deflection Dance: Stance. You gain a 10% miss chance against attacks. This chance increases to 20% if you are wearing medium armor.
  • Provoke: Strike. You provoke a single primary target and any number of secondary targets adjacent to the primary, who must make Will saves or be unable to attack targets other than you for 3 rounds.
  • Steel Aegis Wall: Plant a tower shield on the ground to make it a temporary wall.


Combat Clinic Level 2
  • Champion's Resolve: Stance. As long as your have less than one quarter of your maximum hit points remaining, your DR improves by 1 for every 3 points of DR you have.
  • Healing Sparks: Boost. You create one bolt of positive energy per 4 initiator levels you own (min 1) and direct them at up to as many targets within 30 feet. Each bolt heals a target for 1d8 hit points. You may forego your standard action this round to create an additional bolt.
  • Reflective Guard: Counter. When fighting defensively with a shield, deflect up to 10 damage from an attack into an adjacent square


Combat Clinic Level 3
  • Dire Challenge: Strike. You issue a challenge to a single target, which must make a Will save opposing your Survival check or be unable to attack targets other than you for 5 rounds.
  • Gold Aegis Wall: Make tower shield a temporary wall, supported by force for 5 feet on both sides
  • Zealous Champion: Stance. For every 8 points of DR you have, your DR improves by 1. When you leave this stance, you may spend an immediate action to attack an adjacent target, gaining +1d6 damage for each round you spent in the stance, up to +10d6.


Combat Clinic Level 4
  • Lucent Guard: Counter. When fighting with a shield, deflect up to 30 damage from an attack into two adjacent squares.
  • Stalwart Champion: Stance. For every 4 points of DR you have, your DR improves by 1. Each time you are hit in while in the stance, your DR increases by 1, up to a maximum increase equal to your ranks in Survival.
  • Warden's Wish: Counter. Whenever you and any of your allies suffer damage from an attack, spell or other effect that covers an area, your allies suffer one third less damage from that effect.


Combat Clinic Level 5
  • Effulgent Guard: Counter. When fighting with a shield, gain +4 AC and deflect up to 60 damage from an attack into three adjacent squares
  • Healing Flares: Strike. You create one bolt of positive energy per 7 initiator levels you own (min 1) and direct them at up to as many targets within 30 feet. Each bolt heals all creatures within a 5 foot radius of your target for 1d8 hit points. You may forego your swift action this round to create an additional bolt.
  • Vengeant Champion: Stance. For every 8 points of DR you have, your DR improves by 1. When you leave this stance, you may spend an immediate action to attack an adjacent target, dealing +1d6 damage for every time you were attacked in the last round, up to +5d6.


Combat Clinic Level 6
  • Adamantine Aegis Wall: Make tower shield a temporary wall, supported by force for 15 feet on both sides (L-shaped)
  • Canny Elusion: Boost. For every 4 points of DR you have, your DR improves by 1. Your miss chance against attacks increases by 30%.
  • Greater Healing Sparks: Boost. You create one bolt of positive energy per 4 initiator levels you own (min 1) and direct them at up to as many targets within 50 feet. Each bolt heals a target for 2d8 hit points, plus 1 per 10 hit points that target has less than its maximum hit points.  You may forego your standard action this round to create an additional bolt.


Combat Clinic Level 7
  • Rapid Remedy: Counter. You quickly cure or negate a debilitating condition as it begins to take hold in yourself or a character adjacent to you, preventing it from taking hold. You cannot negate the side effects of hit point damage with this ability.
  • Reprieve: Counter. As long as you have at least one quarter of your maximum hit points remaining, you survive any attack with at least 1 hp left.
  • Undying Champion: Stance. For every 4 points of DR you have, your DR improves by 1. Your fast healing increases by 1 per two ranks in Survival.


Combat Clinic Level 8
  • Astral Aegis Wall: Make tower shield a temporary wall, supported by 15-foot diameter half circle of reflective force. Wall reflects sight, spells and melee damage.
  • Greater Healing Flares: Strike. You create one bolt of positive energy per 7 initiator levels you own (min 1) and direct them at up to as many targets within 30 feet. Each bolt heals your target and each creature within a 5 foot radius of your target for 2d8 hit points, plus 1 per 5 hit points each recipient has less than their maxium hit points.  You may forego your swift action this round to create an additional bolt.
  • Retrieve from Beyond: Boost. If your target died within the last round, you restore them to life with 0 hit points and one negative level.


Combat Clinic Level 9
  • Resplendent Guard: Counter. When fighting with a shield, gain 50% miss chance against attacks and deflect up to 100 damage from an attack into four adjacent squares



Feats

Enduring Stoicism [Tactical]
Prerequisites: Merciless Sentinel, Survival 9 ranks, two Combat Clinic Maneuvers, base attack bonus +6, Lay on Hands class feature.
Benefit: The Enduring Stoicism feat enables the use of three tactical options.
  • Aggravated Defense - As a swift action, you may provoke an attack of opportunity from an opponent who threatens you in melee.  If the attack of opportunity is successful, you gain DR /— until the beginning of your next turn equal to half the amount of damage dealt to you (rounded down, minimum 1).
  • Life Throes - To use this option, you must be subject to an attack, spell, or ability that reduces you to 0 or fewer hit points.  As an immediate action, you can disperse the spare positive energy in your body to any number of creatures within 50 feet of yourself, healing them (or harming them, if they are undead) with your lay on hands feature as though you had touched them as a standard action.  When you use this ability, you must spend all of the remaining hit points in your lay on hands feature.  Additionally, you may initiate a single Combat Clinic boost or strike that heals hit points without spending the normal action associated with that action. This is considered a strenuous action. Regardless of the result of your actions, you still take the damage from the attack that triggered this ability. You complete this immediate action before dropping to 0 or fewer hit points.
  • Warding Bubble - To use this option, you must produce an effect which heals hit point damage. On the following round, as a swift action you may produce a ward which takes the form of a resilient, stationary bubble.  The ward fills an entire 5-foot square adjacent to you, and has an effective Strength score equal to the amount of healing you produced.  Creatures may not enter a square with a warding bubble in it without succeeding at an opposed Strength check with the bubble.  The bubble disappears after a number of rounds equal to your initiator level, or as soon as a creature succeeds on a Strength check against it.
Merciless Sentinel
Prerequisites: One Combat Clinic maneuver, Survival 6 ranks
Benefit: Whenever a creature makes an attack against you which misses due to a miss chance, that creature provokes an attack of opportunity from you.
 
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