(Obsolete) Weapon Style Feats

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Weapon Style feats are feats that are often taken as a culmination of a chain of feats that can help unite an otherwise disparateseeming assortment of prerequisites. Weapon styles differ from tactical feats in that the bonuses they grant are most often automatically applied in any situation they'd be important. While Tactical Feats grant you multiple benefits for narrow combat situations, Weapon Style Feats are just as narrow, but a player is much more likely to force its effects.

Arm of the Mauler

[Fighter, General, Weapon Style]
You rely on physically tearing your opponent apart; you can pull your opponent in directions they didn't know existed.
Prerequisites: Improved Unarmed Strike *3, Power Attack, Hammer Fist, Str 15, Con 15.
Benefit: Whenever you succeed at a grapple check, your opponent suffers a -1 penalty to grapple checks for a number of rounds equal to your constitution bonus, and you gain a +1 to your grapple modifier for a number of rounds equal to your constitution bonus. These penalties and bonuses are cumulative. They also stack, but the total bonus you gain from this feat can't exceed your Constitution modifier.

Cyric Skirmisher

[Fighter, General, Weapon Style]
The Cyrinists of Symeira are masters of breaking sieges. Their techniques are terrifying and overwhelming - sowing fear through enemy ranks is as potent as actual warfare.
Prerequisites: Power Attack, Combat Brute, Weapon Focus (Any twohanded sword), Weapon Specialisation (Any twohanded sword), Improved Sunder, Greater Weapon Focus (Any twohanded sword), Base Attack Bonus +11, Cyrinist membership.
Benefit: Enemies within 30 feet of you while you wield a twohanded sword with which you have greater weapon focus lose all positive morale bonuses to their attack rolls, damage rolls, saving throws, and skill checks. Whenever you successfully use any of the tactical maneuvers granted by the Combat Brute tactical feat while using a twohanded sword with which you have greater weapon focus, all enemies within 30' who can see you must make a will saving throw (DC 10 + 1/2 your level, + your charisma modifier), or be Shaken. This is a mind-affecting fear effect. If this occurs in the same round in which you successfully charge an opponent, your opponents must make an additional save, and if they fail they are shaken. A foe who is shaken twice becomes panicked.

Dancing Blade Style

[Fighter, General, Weapon Style]
Your combat style is based around light weapons moving quickly, serving on both an aggressive offense and an artful defense - it's hard for opponents to anticipate your attacks, and harder still for your opponents to pierce the wall of whirling steel.
Prerequisites: Dodge, Mobility, Improved Feint, Improved Two-Weapon Fighting, Two-Weapon Fighting, Two-Weapon Defense, Base Attack Bonus +12, Dex 19, Wis 13.
Benefit: When wielding a pair of matched light blades (shortswords or daggers) and wearing no armour, you gain a +1 dodge bonus to your AC for each 4 points of Base Attack Bonus you have. Your unpredictable and quickmoving combat style makes it difficult for opponents to accurately predict how you're going to strike, and makes it easier for you to catch them off guard. Opponents you face have their dodge bonus to Armour Class reduced by 1 for each 4 points of Base Attack Bonus you have. If they have no dodge bonus to Armour Class, instead their Dexterity modifier (if positive) to Armour Class is reduced.

Falling Petal Style

[Fighter, General, Weapon Style]
Your style is based around the tenet that nothing perfect can be permanent. Therefore, the perfect strike must exist for only the barest of instants, and then be gone. This style relies on drawing your weapon, striking, and sheathing your weapon in one single motion.
Prerequisites: Combat Reflexes, Improved initiative, Quick Draw, Weapon Focus (Katana), Base Attack Bonus 8+.
Benefit: You gain a +4 bonus to initiative checks. You are considered to threaten an area, even with your weapon sheathed, provided it is on hand for you to draw. You may draw your katana at any time, even if it's not your turn, as an immediate action. You may draw your katana, attack an opponent with it, and sheathe the weapon again as a standard action.

Gunblade Mastery

[Fighter, General, Weapon Style]
With the advent of firearms in Cobrin'Seil, ranged combat was no longer the domain of people removed from combat. Many of Kyngdom and Symeira's regimen of hardfighting men and women took up the art of war in two hands - one at range, one in melee.
Prerequisites: Two-Weapon Fighting, Combat Reflexes, Point-Blank Shot, Base Attack Bonus +6
Benefit: When fighting with a onehanded weapon in one hand and a firearm in the other, you gain a +1 shield bonus to your armour class, +1 for each four points of base attack bonus you have. When an opponent provokes an attack of opportunity within 30' of you, once per round you can take that attack of opportunity with your firearm.

Lethenite Tactician

[Fighter, General, Weapon Style]
Few opponents can successfully best a Lethenite defense. Knights reared and trained in every way to resist offensives, the Lethenites pit themselves against Cyric offenses routinely.
Prerequisites: Death Trance, Heal 14 ranks, Weapon Focus (any polearm, spiked chain, longspear or lochaber axe), Base Attack Bonus +11, Lethenite membership.
Benefit: Your gain a +1 dodge bonus to AC for each opponent you have attacking you within your threatened area. Any opponent who attacks you and misses provokes an attack of opportunity.

You gain a +1 to attack rolls and a +2 to damage rolls made against opponents who have attacked you and missed you since your last turn.

You can stabilize an ally within 5' of you as an attack action. Therefore, while making a full attack action, you can give up one attack to stabilize an ally who is within 5' to you.

Pandion Strike Force

[Fighter, General, Weapon Style]
The Pandions Knights of Symeira owe much of their fighting history to their power on horseback. Classically, nothing quails the hearts of foes quite as much so as the sight of a dozen or more blackarmoured knights on their steeds.
Prerequisites: Greater Weapon Focus (Greataxe or Greatsword), Spirited Charge, Base Attack Bonus +11, Ride 14 ranks, Membership of the Pandion Knighthood.
Benefit: You can consider a Greatsword or Greataxe as a Lance for the purposes of your Spirited Charge feat.

Whenever you make a Full Attack action from horseback, while using a two-handed sword or axe with which you have greater weapon focus, all enemies within 30' who can see you must make a will saving throw (DC 10 + 1/2 your level, + your charisma modifier), or be Shaken. This is a mind-affecting fear effect. If this occurs in the same round in which you successfully charge an opponent, your opponents must make an additional save, and if they fail they are shaken. A foe who is shaken twice becomes panicked.

Also, whenever you use your Mounted Combat feat, if you successfully best your opponent's attack roll by 10 or more with your Ride check, that opponent provokes an attack of opportunity from both you and your steed.

Running Water Style

[Fighter, General, Weapon Style]
It is said that a quarterstaff is best compared to a waterfall; despite its length, it is made of many parts, and of them, each has some different significance. So the followers of this style bring a quaterstaff to bear as many pieces of a whole.
Prerequisites: Weapon Focus (Quarterstaff), Weapon Specialisation (Quarterstaff), Two-Weapon Fighting, Improved Two-Weapon Fighting, Base Attack Bonus +9.
Benefit: Whenever you wield a quarterstaff, its base damage is 1d8 rather than 1d6, and its base critical threat range is increased to 1920. Whenever you make a full attack action with a quarterstaff, you gain an additional attack at your highest attack bonus.


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