Spirits of Eden Combat Styles

Combat Styles grant characters the ability to add some variance and flair to their set of powers. They define a part of the character’s backstory, personality or fighting style into mechanical terms to wield in combat. A Combat Style is gained by taking a Style feat. You can only have a single Style feat at a time, and if you retrain it, you must also retrain every Combat Style power into powers from your primary class other than Style powers. Some DMs may prevent the retraining of Combat Styles.

Once you select the Combat Style feat, you can take, or retrain a power into, one of the feat’s Style powers when you reach the appropriate level. To select a combat style, you must be of the appropriate power source mentioned next to the Style’s name, or you must have multiclassed into a class of the appropriate power source.

Combat styles are like a small multiclass. Their powers are focused towards a certain power source (or a few) and towards a certain role. They can help those within that role to polish and vary it, or those with other roles to add a bit of versatility. Next to the name of the combat style, the necessary power source, and the role which inspired the Style, are both mentioned.

Andal Fencing (Martial or Arcane, Defender)

A gentleman’s fighting style in Andaliel, founding in the capital city of Oomash, fencing is practiced by scholars and gentry. It is a thinking man’s sport, it is said, but is also done by the bold and the swift who have a natural physical talent for it. The style emphasizes sharp attacks that keep your enemy’s attention on you.

Speed and presence keep the enemy occupied and unable to turn from you, lest it risk giving you an opening to strike. Fencing is used mostly as a sport for elite people to settle differences and to, in a way, mimic the great heroes in their own way. However, this should not (though it often does) undermine its combat uses.

Andal Fencing [Style]
Prerequisite(s): Dex 15 or Int 15 or Cha 15, Martial Power Source
Benefit: You possess the Andal Fencing combat style. Once per encounter, while you have a hand free, you can mark an enemy you successfully hit with a melee attack until the end of your next turn. If it violates this mark, you have a +2 bonus to attack and damage rolls against it with melee attacks until the end of your next turn.

Powers

Gentleman’s Lunge Andal Fencing Attack 1
Your blade strikes a painful, speeding touch.
At-Will @ Style, Weapon
Requirement: You must be wielding a short sword, longsword or rapier in one hand.
Standard Action Melee Weapon
Target: One creature
Attack: Dexterity, Intelligence or Charisma vs Reflex
Hit: 1[W] + Dexterity, Intelligence or Charisma modifier damage and you mark the target until the end of your next turn. If the target was already marked by you or an ally, you can shift 1 square or slide the target 1 square instead of marking the target.
Level 21: 2[W] + Dexterity, Intelligence or Charisma modifier damage.

Stylish Parry Andal Fencing Utility 2
You draw upon your reserves and boldly deflect a weapon.
Daily @ Style, Healing
Requirement: You must be wielding a short sword, longsword or rapier in one hand.
Immediate Interrupt Personal
Trigger: You are attacked.
Effect: You use your Second Wind and have a +5 bonus to all defenses instead of the defense bonus from your Second Wind.

Instant Thrust Andal Fencing Attack 3
Your incredible speed prevents your opponent from moving freely around you.
Encounter @ Style, Weapon
Requirement: You must be wielding a short sword, longsword or rapier in one hand.
Standard Action Melee Weapon
Target: One creature
Attack: Dexterity, Intelligence or Charisma vs Reflex
Hit: 2[W] + Dexterity, Intelligence or Charisma modifier damage and the target is slowed and cannot shift until the end of your next turn.
Level 13: 3[W] + Dexterity, Intelligence or Charisma modifier damage and the target is slowed and cannot shift until the end of your next turn.
Level 23: 4[W] + Dexterity, Intelligence or Charisma modifier damage and the target is immobilized until the end of your next turn.

Oni’s Hammer (Martial, Striker)

Wielding a hammer, a mace or a club, an Ogre smashes down on opponents and splits them like rocks. A testament to the might of this legendary creature, the Oni’s hammer fighting style relies on brutal, terrifying shows of strength. It is a style said to have first been taught to a secluded village by an Ogre, as penance for a misdeed.

The followers of the style are tough or bold and typically showoffs, liable to use their advanced techniques even in simple bar brawls. It is not so much a formal school as it is the brutal lore of a brutal people, and the techniques have no completely agreed upon names. The techniques are seen in many different contexts depending on the wielder.

Oni’s Hammer [Style]
Prerequisite(s): Str 15 or Con 15, trained in Intimidate
Benefit: You possess the Oni’s Hammer combat style. Once per encounter, if you would force an opponent to move, you can knock that opponent prone at the end of the forced movement.

Powers

Ogre’s Brutal Crush Oni’s Hammer Attack 1
A mighty, imposing swing pulverizes your opponent.
At-Will @ Style, Weapon
Requirement: You must be wielding a hammer, flail, mace or pick in two hands.
Standard Action Melee Weapon
Target: One creature
Attack: Strength, Constitution or Charisma vs AC; If there are no other creatures adjacent to either you or the target, you have a +1 bonus to the attack roll.
Hit: 1[W] + 1d4 + Strength, Constitution or Charisma modifier damage.
Level 21: 2[W] + 2d4 + Strength, Constitution or Charisma modifier damage.

The Oni Howling In The Night Oni’s Hammer Utility 2
You strike great terror into your opponent, and its quivering arms struggle to strike you.
Encounter @ Style, Fear
Free Action Personal
Trigger: You hit with a melee attack.
Effect: The target of the triggering attack has a -4 penalty to its next attack roll made before the end of your next turn.

Spirited Away By Ogres Oni’s Hammer Attack 3
A brutal swing gives you an opening and leverage to grab and throw your opponent where you want it to go.
Encounter @ Style, Weapon
Requirement: You must be wielding a hammer, flail, mace or pick in two hands.
Standard Action Melee Weapon
Target: One creature
Attack: Strength, Constitution or Charisma vs AC; If there are no other creatures adjacent to either you or the target, you have a +2 bonus to the attack roll.
Hit: 2[W] + 1d6 + Strength, Constitution or Charisma modifier damage and you slide the target 2 squares.
Level 11: 3[W] + 1d6 + Strength, Constitution or Charisma modifier damage and you slide the target 3 squares.
Level 21: 4[W] + 2d6 + Strength, Constitution or Charisma modifier damage and you slide the target 3 squares.

Steel Wind (Martial, Defender/Striker)

A fighting style using two weapons. The name comes from the vicious, speeding attacks of the style, possessing such accuracy and strength that it feels as though the wind itself is a blade, tearing at your flesh. The wielding of a long blade and a short blade along with the footwork of the style is captivating to those watching – unless they are at the end of the blade. It is often performed for entertainment or exercise. It is said to have come from the first great swordsman of legend, Kufune.

The users of this style tend to have a lot of passion and bravado even if they strive to hide it, but are typically honorable or at least follow some code or order. Those who don’t probably did at some point, perhaps learning under a master but then discarding that master and his ideals, or growing disillusioned with them.

Steel Wind [Style]
Prerequisite(s): Str 15 or Dex 15 or Wis 15
Benefit: You possess the Steel Wind combat style. Once per encounter, you can mark an enemy you successfully hit with a melee attack until the end of your next turn. If it violates your mark, you can shift 4 squares as a free action.

Powers

Azure Edge Wind Steel Wind Attack 1
You whirl your swords about you in a rhythmic storm of cuts.
At-Will @ Style, Weapon
Requirement: You must be wielding both a heavy and a light blade.
Standard Action Melee Weapon
Target: One creature
Attack: Strength, Intelligence or Wisdom vs AC
Hit: 1[W] + Strength, Intelligence or Wisdom modifier damage and you can deal 1[W] damage to one other creature that is adjacent to you.
Level 21: 2[W] + Strength, Intelligence or Wisdom modifier damage and you can deal 2[W] damage to one other creature that is adjacent to you.

Sanguine Circle Wind Steel Wind Attack 3
A streak of blood flies in the wake of your slashing blades.
Encounter @ Style, Weapon
Requirement: You must be wielding both a heavy and a light blade.
Standard Action Melee Weapon
Target: One creature
Attack: Strength, Intelligence or Wisdom vs AC (main and off-hand weapon attacks). If you shifted into a square adjacent to the opponent before attacking, you have a +2 bonus to your off hand attack.
Hit: 1[W] + Strength, Intelligence or Wisdom modifier damage (main) and 1[W] + Strength, Intelligence or Wisdom modifier damage (off-hand).
Level 13: 2[W] + Strength, Intelligence or Wisdom modifier damage (main)
Level 23: 3[W] + Strength, Intelligence or Wisdom modifier damage (main) and 2[W] + Strength, Intelligence or Wisdom modifier damage (off-hand).

Echoing Arm (Martial or Divine or Arcane, Controller)

As one’s mind lulls, one can hear the flow of essence. It is like a low murmur of melodic voice. Through concentration, this voice can be made to roar – through exerting one’s power in the physical world, the invisible world of essence can be wielded. The Echoing Arm is an extension of the mind’s power into the outside world through a weapon, causing a tremor of essence that strikes as an extension of the weapon and wielder.

Despite being first discovered by a clergyman, this style is most closely attributed to the wandering swordsmen of legend, who were said to be able to cut an opponent “with a look.” While the way essence is perturbed and utilized is a basic fundamental of arcane magic, it is a small part of a large puzzle, and a warrior that learns this style does not necessarily know any more about magic than the average peasant. They may perceive and explain the phenomena they utilize in a mystical manner altogether removed from arcane theory.

Though the style is mostly practiced with blades, any weapon can fit its principles.

Powers

Echoing Arm [Style]
Prerequisite(s): Str or Int 15, Wis 13
Benefit: You possess the Echoing Arm combat style. Once per encounter, you can deal the damage from your attack to one creature within 3 squares instead of to the target of the attack.

River of Iron Echoing Arm Attack 1
Your swing follows a flow of steps and motions, launching trail of cutting essence that deals the real harm.
At Will @ Style, Weapon, Thunder
Requirement: You must be wielding a melee weapon.
Standard Action Melee Weapon or Ranged 5
Target: One creature
Attack: Strength, Intelligence or Wisdom vs AC
Hit: 1[W] + Strength, Intelligence or Wisdom modifier thunder damage. If the attack was made at range, you can deal your Strength, Intelligence or Wisdom modifier thunder damage to one enemy adjacent to you or the target.
Level 21: 2[W] + Strength, Intelligence or Wisdom modifier thunder damage.

Assert Aura Echoing Arm Utility 2
You can exert physical force from a small distance.
Encounter @ Style
Minor Action Personal
Benefit: You can make a Strength check, or an Intelligence or Wisdom check in place of a Strength check, that targets an object (such as trying to burst a door, topple a pillar or push a rock) from a distance of up to 2 squares away from the object. In addition, you have a +4 bonus to your check.

Skewed Slash Echoing Arm Attack 3
You slash your sword as though towards an invisible enemy, and the cut travels far.
Encounter @ Style, Weapon, Force
Requirement: You must be wielding a melee weapon.
Standard Action Close Burst 3
Target: Up to three creatures in burst you can see
Attack: Strength, Intelligence or Wisdom vs AC
Hit: 1[W] + Strength, Intelligence or Wisdom modifier force damage.
Level 13: 2[W] + Strength, Intelligence or Wisdom modifier force damage.
Level 23: 3[W] + Strength, Intelligence or Wisdom modifier force damage.

Prodigal Strategist (Martial or Arcane or Divine, Leader)

Those who read the history of Adel will overwhelmingly see violence and war. This aspect of Adel’s history was the most emphasized and romanticized apart from dealings with Spirits. The exploits of glorious commanders and their loyal soldiers against enemy armies are highly studied by many in Adel, some of whom seek to imitate the conduct and glory of these almost mythical characters.

Prodigal Strategists might be “hobbyist tacticians” with a good eye, scholars with a wide knowledge of battle, or downright professional militiamen. They tend to have the discipline and chivalry exhibited by the heroes of the military romances. Some do not uphold those ideals to the letter, but the strength of character required to learn the methods of the Strategist and employ them tends to temper even the hottest soul nonetheless.

Prodigal Strategist [Style]
Prerequisites: Int 15 or Wis 15, trained in Diplomacy
Benefit: You possess the Prodigal Strategist combat style. Once per encounter when an ally spends an action point, that ally can shift 1 square before taking the extra action from that action point and gains a +1 bonus to its attack roll.

Powers

Strategic Observation Prodigal Strategist Attack 1
You spot an opportunity or weakness in the progressing battle.
At Will @ Style
Standard Action Close Burst 5
Target: One creature in burst you can see that you have combat advantage against
Attack: Intelligence, Wisdom or Charisma + 2 Vs Reflex
Increase to +4 at 11th level and +6 at 21st level.
Hit: An ally in the burst can make a basic attack against the target. Before the attack, choose one of the following benefits to give to the chosen ally.
•The ally can shift 1 square before or after the attack.
•The ally gains combat advantage against the target for the attack.
•The ally’s attack deals your Intelligence, Wisdom or Charisma modifier damage on a Miss.

Tactical Movement Prodigal Strategist Utility 2
Positions on the battlefield are fluid as the course of the battle.
Encounter @ Style
Minor Action Close Burst 5
Target: You or one ally in burst you can see
Effect: The target can shift 2 squares. If it ends its movement adjacent to an ally, it can switch places with that ally.

The True Strike Prodigal Strategist Attack 5
A timely observation allows an ally to forge ahead.
Daily @ Style
Minor Action Close Burst 5
Target: One ally in burst you can see.
Effect: You slide the target 2 squares and it takes a standard action to make an At-Will attack. It can roll twice for this attack and use the highest result.
Level 15: It takes a standard action to make an At-Will or Encounter attack.
Miss: If the attack misses, it deals 3d6 damage.
Level 25: If the attack misses, it deals 5d6 damage.

Adept Courtier (Martial or Arcane or Divine, Controller/Leader)

The power of speech is not to be underestimated. To become a good speaker is to become a good manipulator in all respects. To understand communication, Adept Courtiers study the natures of creatures both intelligent and not so, they study humors and demeanor, emotions and desires. These skills are typically taught, but may also arise naturally from dealing with the streets, or by a gift of magic.

Base natures can be manipulated in a variety of ways, and the courtiers, as they call themselves, a good few of them being actual servants, are the often ill-meaning masters of such nature and its manipulation.

They are respected and feared across those in Adel who know of their ways, and it is said they began as an order of Assassins, though their style is now scattered to the winds across all nations. They are sought after to hide amongst rosters of maids or guards in the service of important personages, either to guard them or to betray them.

Adept Courtier [Style]
Prerequisite(s): Int 15 or Wis 15 or Cha 15, trained in Diplomacy or Bluff
Benefit: You possess the Adept Courtier combat style. You can use your Diplomacy or Intimidate skill to feint in combat, and whenever you feint successfully you can slide the target of the feint 1 square.

Powers

Disarming Voice Adept Courtier Attack 1
You turn your opponent’s emotions or instincts against it in the heat of battle or use them to manipulate it out of combat.
At-Will @ Style, Psychic
Standard Action Ranged 5
Target: One creature
Attack: Intelligence, Wisdom or Charisma + 2 vs Will
Increase to +4 at 11th level and +6 at 21st level.
Hit: 1d8 + Intelligence, Wisdom or Charisma modifier psychic damage and the target takes a -2 penalty to damage rolls until the end of your next turn.
Level 11: -3 penalty to damage rolls.
Level 21: 2d8 + Intelligence, Wisdom or Charisma modifier psychic damage and a -4 penalty to damage rolls.
Special: This power can be used as an Encounter ability during a Skill Challenge or outside combat. If so, it deals no damage, but you have a +3 bonus to your next Charisma or Wisdom-based skill check or ability check against the target.

Uplifting Oration Adept Courtier Utility 2
A certain character of power spreads through your voice and helps others to find strength.
Daily @ Style, Healing
Minor Action Close Burst 5
Target: One ally in burst who can hear you
Effect: The target can spend a healing surge and regains extra hit points equal to your intelligence, wisdom or charisma modifier. The target has a +2 bonus to attack rolls and defenses until the end of your next turn.

Beguiling Word Adept Courtier Attack 5
You taunt and trick an enemy into doing your dirty work.
Encounter @ Style, Charm
Standard Action Close Burst 5
Target: One creature in burst you can see
Attack: Intelligence, Wisdom or Charisma + 2 vs Will
Increase to +4 at 11th level and +6 at 21st level.
Hit: The target is dominated (save ends).
Miss: The target makes a basic attack against a creature of your choice.

Monastic Fighting (Martial or Divine, Controller)

The basic forms of Monastic Fighting are taught to all clerics as an exercise routine, which they carry dutifully each day until they earn their robes. Most clerics then discard the style for Hymn magic, but those who do not continue to practice the forms to strengthen their bodies and discipline their minds. People from outside the temples come to them with curiosity over the arts developed by the religious monks of adel so many years ago to defend their temples during the war.

The monastic arts emphasize speed and versatility, with attacks that open the way towards a multitude of maneuvers. From only two techniques, six different attacks based on six common spirits prominent in worldly legends and hymns can be unleashed upon the enemy. The forms of the Aka are also used in exercise and in entertaining displays.

Monastic Fighting [Style]
Prerequisite(s): Str 15 or Dex 15 or Wis 15, proficient with either the unarmed attack, mace, quarterstaff or sickle, trained in Athletics.
Benefit: You possess the Monastic Fighting style. Once per encounter, you can shift 2 squares as a minor action. If you left a space adjacent to an enemy and entered a space adjacent to a different enemy, you have combat advantage against the second enemy.

Powers

Spirit Cross Aka Monastic Fighting Attack 1
A basic form gives you numerous options with which to proceed.
At-Will @ Style, Weapon
Standard Action Melee Weapon
Requirement: You must be wearing light armor or no armor, and wielding a staff, mace, light blade or unarmed weapon.
Target: One creature
Attack: Strength, Dexterity or Wisdom vs AC
Hit: 1[W] + Strength, Dexterity or Wisdom modifier damage.
Level 21: 2[W] + Strength, Dexterity or Wisdom modifier damage.
Effect: You can make a secondary attack against the same target.
Secondary Attack: Strength, Dexterity or Wisdom vs AC; If the secondary attack is successful, choose one of the following Hit lines and you deal that Hit to the target.
Muikara Hit: You slide the target 1 square and shift 1 square.
Apekar Hit: You deal your Strength, Dexterity or Wisdom modifier damage to one creature of your choice adjacent to the target.
Mosir Hit: Constitution, Intelligence or Charisma modifier damage. This damage cannot be resisted.
Special: Once per encounter, you can use this power as a melee basic attack.

Demon Hand Aka Monastic Fighting Attack 3
You approach with brutality, speed and cunning, making off like a demon whichever way you choose.
Encounter @ Style, Weapon
Standard Action Melee Weapon
Requirement: You must be wearing light armor or no armor, and wielding a staff, mace, light blade or unarmed weapon.
Target: One creature
Attack: Strength or Dexterity or Wisdom vs Reflex; If the attack is successful, choose one of the following Hit lines and you deal that Hit to the target.
Chikuni Hit: 2[W] + Strength or Dexterity or Wisdom modifier damage and you knock the target prone and shift 1 square.
Level 13: 3[W] + Strength or Dexterity or Wisdom modifier damage
Level 23: 4[W] + Strength or Dexterity or Wisdom modifier damage
Sikara Hit: 1[W] + Strength or Dexterity or Wisdom modifier damage and you can make Athletics check to jump, swim or climb as a free action. If you end the movement provided by the skill check in a square adjacent to a different enemy than the target, you can make a basic attack against that enemy as a free action.
Level 13: 2[W] + Strength or Dexterity or Wisdom modifier damage and you have a +5 power bonus to the skill check.
Asura Hit: 1[W] + Strength or Dexterity or Wisdom modifier damage and the target is dazed until the end of your next turn.
Level 23: The target is stunned until the end of your next turn.

Reclining Moon (Martial, Defender/Striker)

The Supernal word for a Glaive calls it a “reclining moon blade”. Striking quickly from outside the reach of enemies, practitioners of the Reclining Moon style adhere to the notion of using many feints to deal one brutal hit. A blade’s slash can be deep or shallow, a well-placed thrust from a spear is always meant to be deadly, with the force of an entire body and its motions behind the pole and in turn behind the point.

A style often attributed to a militaryman from Periterim, who entertained his guests with a dance of spears or sparring matches with glaives in which both he and his apprentices would flurry but never hit one another. It is not a style for the impatient, as it depends on certain, consecutive movements being executed in fashions that may lead wild souls to feel restrained.

Reclining Moon [Style]
Prerequisite(s): Str 15 or Int 15 or Wis 15
Benefit: You possess the Reclining Moon style. Once per encounter, you can threaten all squares within 2 squares until the start of your next turn after you successfully hit with a polearm or spear.

Powers

Dipping Moon Strike Reclining Moon Attack 1
You unleash a storm of predictable steps and blows to cover a single strike.
At-Will @ Style, Weapon
Standard Action Melee Weapon
Requirement: You must be wielding a spear or polearm in two hands.
Target: One creature
Attack: Strength, Intelligence or Wisdom vs AC
Hit: You have combat advantage against the target until the end of your turn.
Effect: You can make a secondary attack against the same target. If you missed the primary attack, you grant combat advantage to the target of the secondary attack until the end of your next turn.
Secondary Attack: Strength, Intelligence or Wisdom vs AC
Hit: 1[W] + Strength, Intelligence or Wisdom modifier damage. If you have combat advantage against the target or if it is marked by you, this attack deals 1d4 extra damage.
Level 21: 2[W] + Strength, Intelligence or Wisdom modifier damage and 2d4 extra damage.

Eclipsed Moon Strike Reclining Moon Attack 3
A movement flowing from your lower to upper body produces a snap hit pierces your opponent’s defenses in an instant.
Encounter @ Style, Weapon
Standard Action Melee Weapon
Requirement: You must be wielding a spear or polearm in two hands.
Target: One creature
Attack: Strength, Intelligence or Wisdom vs Reflex
Hit: 2[W] + Strength, Intelligence or Wisdom modifier damage and you knock the target prone.
Level 13: 3[W] + Strength, Intelligence or Wisdom modifier damage
Level 23: 4[W] + Strength, Intelligence or Wisdommodifier damage
Special: You can use this attack in place of a melee basic attack during an opportunity attack.

Exotic Weapon Mastery (Martial or Arcane or Divine, Defender)

The cultures of Eden have developed numerous strange weapons to constantly get the upper hand upon their enemies. These weapons were difficult to learn to use and as such, whenever a common soldier or citizen saw one in use, it was as though a fantasy were occurring before the eyes. Those who learned to wield these weapons became legendary, and their many styles, far too many to list individually, became the subject of rumor and mystique.

New ways of using weapons both old and new arise all the time, whether they are effective or not is determined only by time and the survival of the wielder. Sometimes out of necessity, sometimes out of vanity, sometimes out of sheer foolishness, the next legendary warrior with the next legendary unorthodox weapon could arise.

Exotic Weapon Mastery [Style]
Prerequisite(s): Any one ability score at 15.
Benefit: You possess the Exotic Weapon Mastery style. You gain proficiency with a single Superior weapon of your choice. You treat all improvised weapons as having a +2 proficiency bonus to attack rolls.

Powers

Exotic Advance Exotic Weapon Mastery Attack 1
You know the best approach to using your weapon.
At-Will @ Style, Weapon
Standard Action Melee or Ranged Weapon
Requirement: You must be wielding a superior or improvised weapon.
Target: One creature
Attack: Any One Ability Score vs AC
Hit: 1[W] + Any One Ability Score modifier damage.
Level 21: 2[W] + Any One Ability Score modifier damage.
Effect: The target takes a -1 penalty to its next attack roll or to a defense of your choice until the end of your next turn. If you missed the attack, you grant combat advantage to the target until the end of your next turn, in addition.

Secret Technique Exotic Weapon Mastery Attack 3
You unleash a surprising maneuver with your strange weapon.
Encounter @ Style, Weapon
Standard Action Melee or Ranged Weapon
Requirement: You must be wielding a superior or improvised weapon.
Target: One creature
Attack: Any One Ability Score vs Reflex
Hit: 2[W] + Any One Ability Score modifier damage and you mark the target.
Level 13: 3[W] + Any One Ability Score modifier damage
Level 23: 4[W] + Any One Ability Score modifier damage
Effect: The target has a -2 penalty to attack rolls or to a defense of your choice until the end of your next turn. If you missed the attack, you grant combat advantage to the target until the end of your next turn, in addition.

Amber Wasp (Martial, Controller/Striker)

Amber Wasp marksmen were known during the Intolerable War as “marksrunners” because unlike the famed archers of the War, they would be in the fray along with the swordsmen and pikemen, throwing projectiles effortlessly over the shoulders and beneath the weapons of their comrades and making painful, crippling wounds upon their targets.

The Amber Wasps were not content to be behind the lines with a bow and arrow. These daring souls, their legend began by a single lady archer who injured one of her hands, therefore could not both hold a bow steady and pull its string, were known for their deadly, mid-range accuracy. Amber Wasps were mostly men in the Intolerable War, which makes the current trend (and romanticized legend) of Amber Wasps being bloodthirsty femme fatales rather interesting.

The Amber Wasps of today rarely serve in the military – there is no war to fight, no targets to pursue. Many of the Amber Wasps of the war died in violence, their daring being part of their undoing. Today, mercenaries and assassins carry on the style. It is useful to them to have such versatility with concealable weaponry. It is said there are a few rich individuals in Andaliel and Periterim who have Amber Wasp servants, posing as comely maids often, loaded with concealed weapons to throw.

Amber Wasp [Style]
Prerequisite(s): Dex 13, Int 13 or Wis 13, proficient with the dagger or shuriken
Benefit: You possess the Amber Wasp combat style. Once per encounter, you gain a +1 bonus to your next ranged attack roll.

Powers

Dorsal Vein Sting Amber Wasp Attack 1
You plant a handful of knives in your enemy’s lower joints.
At-Will @ Style, Weapon
Standard Action Melee or Ranged Weapon
Requirement: You must be wielding a light thrown light blade weapon and have a hand free.
Target: One or two creatures
Attack: Dexterity, Intelligence or Wisdom vs AC
Hit: 1[W] + Dexterity, Intelligence or Wisdom modifier damage. If the target willingly moves or shifts more than one square during its next turn, it falls prone at the end of the movement.
Level 21: 2[W] + Dexterity, Intelligence or Wisdom modifier damage

Steel Swarming Wasps Amber Wasp Attack 1
A fistful of expertly thrown knives crash painfully around your opponents, few of them able to move away.
At-Will @ Style, Weapon
Standard Action Area Burst 1 Within the weapon’s range.
Requirement: You must be wielding a light thrown light blade weapon and have a hand free.
Target: Each creature in burst you can see.
Attack: Dexterity, Intelligence or Wisdom vs AC
Hit: 1[W] + Dexterity, Intelligence or Wisdom modifier damage. You slide 1 creature in the area 1 square.
Level 21: 2[W] + Dexterity, Intelligence or Wisdom modifier damage

Obsidian Swarming Wasps Amber Wasp Attack 3
Taking a handful of sharp projectiles into your hands you throw them in a barrage at your enemies.
Encounter @ Style, Weapon
Standard Action Area Burst 1 within the weapon’s range.
Level 23: Area Burst 2 within the weapon’s range.
Requirement: You must be wielding a light thrown light blade weapon and have a hand free.
Target: Each enemy in burst you can see.
Attack: Dexterity, Intelligence or Wisdom vs AC
Hit: 1[W] + 2d4 + Dexterity, Intelligence or Wisdom modifier damage and the target is slowed until the end of your next turn.
Level 13: 2[W] + 2d4 + Dexterity, Intelligence or Wisdom modifier damage and the target is slowed until the end of your next turn.
Level 23: 3[W] + 2d4 + Dexterity, Intelligence or Wisdom modifier damage and the target is slowed until the end of your next turn.

Jade Sight (Martial or Arcane or Divine Controller)

The eye is the key to good archery. Regardless of one’s strength in pulling back the string, a sharp eye is what will guide an arrow to flesh. Some Archers in Eden have the sharpest of eyes. They are said to be gifted with the Jade Sight, which allows them to strike with arrows through things imperceptible to the normal eye, and from great distances away. A Jade Sight archer can put an arrow through a man’s soul, it is said, and cause him to choke and flail in despair of the pain.

Jade Sight archers are typically trained on an individual basis. There are rare few congregations of multiple Jade Sighted individuals, and the school has no real national seat, though it is nonetheless one of the most famous styles. It has no real unifying philosophy except that your arrows should have a target and your conviction to never miss that target must be strong.

The Jade Sight [Style]
Prerequisite(s): Dex 13 and Int 13 or Wis 13, proficiency with a bow or crossbow.
Benefit: You possess the Jade Sight combat style. Once per encounter, if a creature provokes an opportunity attack from one of your allies and your ally’s attack is unsuccessful, you can make a ranged basic attack against that creature.

Powers

Arrow Upon A Leaf Jade Sight Attack 1
Your precise aim plants an a missile directly into an enemy’s vital spot, no matter how small, rendering it vulnerable.
At-Will @ Style, Weapon
Standard Action Ranged Weapon
Requirement: You must be wielding a bow or crossbow.
Target: One creature
Attack: Dexterity, Intelligence or Wisdom vs AC
Hit: 1[W] + Dexterity, Intelligence or Wisdom modifier damage and the target takes a -2 penalty to a defense of your choice until the end of your next turn.
Level 21: 2[W] + Dexterity, Intelligence or Wisdom modifier damage.

Target’s Burden Jade Sight Utility 2
The very fact that you are watching is enough to put doubt into an enemy’s mind.
Encounter @ Style
Minor Action Ranged 5
Target: One creature
Effect: You are treated as being in the proper position adjacent to the target for the purposes of setting up a flank with an ally adjacent to target until the end of your next turn.

Chakra-Piercing Arrow Jade Sight Attack 3
You aim through a focal point where your enemy’s body is most connected to its aura, disrupting its essence flow with one well-place shot.
Encounter @ Style, Weapon
Standard Action Ranged Weapon
Requirement: You must be wielding a bow or crossbow.
Target: One or two creatures
Attack: Dexterity, Intelligence or Wisdom vs Fortitude
Hit: Dexterity, Intelligence or Wisdom modifier damage and the target is dazed until the end of your next turn.
Level 13: 1[W] + Dexterity, Intelligence or Wisdom modifier damage
Level 23: 2[W] + Dexterity, Intelligence or Wisdom modifier damage.

Iron Barrage (Martial, Controller)

Most archers can comfortably shoot many arrows in quick succession, but an Iron Barrage archer is taught to shoot two or three projectiles with each pull of the string. The volume of their arrows is made to make up for their precision – numerous arrows means some shots are more likely to strike eventually. Their attacks put pressure on an enemy, as the curtain of missiles forces enemies to move into cover and takes the fight from their hands.

Despite many being able to emulate its tactics, few actually know the original techniques and thus can’t effectively emulate it, and this has become a somewhat rare style. Those who do tend to be transients, traveling as they peddle their skills to whatever cause is most lucrative or worthy, or showing off.

Iron Barrage [Style]
Prerequisite(s): Dex 13 and Str 13 or Wis 13, proficient with a Bow
Benefit: You possess the Iron Barrage style. Once per encounter, you can deal 1[W] + 2 damage on a missed attack with a Bow. This improves to 2[W] + 4 at 21st level.

Powers

Double Shot Iron Barrage Attack 1
You quickly seize arrows and fire at two distinct targets.
At-Will @ Style, Weapon
Standard Action Ranged Weapon
Requirement: You must be wielding a bow.
Target: One or two creatures
Attack: Strength, Dexterity or Wisdom vs AC
Hit: 1[W] + Strength, Dexterity or Wisdom modifier damage.
Level 21: 2[W] + Strength, Dexterity or Wisdom modifier damage.

Hobbling Enemy Iron Barrage Utility 2
You adopt a fighting stance wherein you shoot to cripple your targets through a multitude of arrows constantly puncturing the same vital areas.
Daily @ Style, Stance
Minor Action Personal
Effect: Whenever you attack a creature while wielding a Bow, that creature has a -2 penalty to attack rolls or becomes slowed until the end of your next turn. You can end the stance as a minor action. If you do, your next attack before the end of your turn causes the target to become Dazed on a successful hit.

Scattered Army Iron Barrage Attack 3
Enemies scramble to dodge your arrows, carelessly leaving their positions.
Encounter @ Style, Weapon
Standard Action Ranged Weapon
Requirement: You must be wielding a bow.
Target: One, two or three creatures
Attack: Strength, Dexterity or Wisdom vs AC
Hit: 1[W] + Strength, Dexterity or Wisdom  modifier damage and you slide the target 1 square.
Level 13: 2[W] + Strength, Dexterity or Wisdom modifier damage
Level 23: 3[W] + Strength, Dexterity or Wisdom modifier damage
Effect: You slide the target 1 square.

Divine Archery (Divine, Leader)

In the monasteries, clerics practice with bows and arrows mostly as a diversion. Few are truly proficient shots with these weapons, not even enough to compete in the lowest tournaments of the sort, but they find some peace in the shooting range, some more so than in the fields with their weapons. If they become proficient with their bow, if they practice enough, they can wield the bow with their prayers as well as they can their staves and maces.

Divine Archers tend to be of the same disposition as the hymn singer clerics, save that wield a bow, and are mostly unlike battle clerics in their demeanor. Many healers pick up the bow as an additional means of defense. Some battle clerics may even mix styles and carry a bow and a melee weapon with them for versatility.

Divine Archery [Style]
Prerequisite(s): Wis 13 and Dex 13 or Cha 13
Benefits: You possess the Divine Archery combat style. Once per encounter as a minor action, an ally adjacent to the target of one of your ranged attacks can make a saving throw.

Sacred Shot Divine Archery Attack 1
You fire an arrow that tinges the enemy’s aura red for all to see.
At-Will @ Style, Weapon
Standard Action Ranged Weapon
Requirement: You must be wielding a bow.
Target: One creature
Attack: Dexterity, Wisdom or Charisma vs AC
Hit: 1[W] + Dexterity, Wisdom or Charisma modifier damage and the next successful attack made against the target by one of your allies before the end of your next turn has a +2 power bonus to its damage roll.
Level 21: 2[W] + Dexterity, Wisdom or Charisma modifier damage and the power bonus improves to +3.

Bow of Pure Light Divine Archery Utility 2
You transform your bow with divine essence into a glowing weapon that launches droplets of light.
Encounter @ Style, Stance
Minor Action Personal
Effect: Your next ranged weapon attack before the end of your turn targets the Reflex defense.

Healing Arrow Divine Archery Attack 3
Your arrow dislodges some of the enemy’s aura, which bleeds into you or one of your allies and rejuvenates it.
Encounter @ Style, Weapon
Standard Action Ranged Weapon
Requirement: You must be wielding a bow.
Target: One creature
Attack: Dexterity, Wisdom or Charisma vs AC
Hit: 1[W] + Strength, Dexterity or Wisdom modifier damage and you or one ally within 5 squares of the target can spend a healing surge and gains a +2 power bonus to attack rolls until the end of your next turn.
Level 13: 2[W] + Strength, Dexterity or Wisdom modifier damage
Level 23: 3[W] + Strength, Dexterity or Wisdom modifier damage

Arcane Archery (Arcane, Controller)

The disciplines of magic can apply just as well to wielding a bow. Good aim is a necessary trait for all arcanists, and the same forces which propel their fireballs, lightning bolts and other spells through the air can be made to encompass anything they wish to shoot. Some care and training is necessary, however. A missile smothered in arcane forces can disintegrate if the wielder is not disciplined and calculated in his or her application of arcane power.

Those who take up arcane archery tend to want to deepen their understanding of magic forces by applying them to other disciplines. A mathematician can see some differences in the application of magic to an arrow or throwing knife; while a student who is just getting into magic may find it easier to understand it when seen applied to a physical object, and find the similarities allow him or her to better control his or her spells. Though arcanists see it primarily as a training exercise, others found great utility and deadly majesty in the arts of the arcane archer, and learn the style on its own merits.

There is some practical use for Arcanists as well, since they tend to spend less energy on shooting an arrow than on spells.

Arcane Archery [Style]
Prerequisite(s): Dex 13 and Int 13 or Cha 13
Benefits: You possess the Arcane Archery combat style. Once per encounter as a minor action, you can push an adjacent enemy 1 square and shift 1 square.

Powers

Elemental Shot Arcane Archery Attack 1
You imbue an arrow or missile with a certain essence that propels it through the air.
Encounter @ Style, Weapon, Varies
Requirement: You must be wielding a crossbow, bow or light thrown weapon.
Standard Action Ranged Weapon
Target: One creature
Special: Choose Fire, Cold, Lightning or Acid whenever you make this attack. This choice determines the power’s keyword and damage type during that attack.
Attack: Dexterity, Intelligence or Charisma vs AC
Hit: 1[W] + Dexterity, Intelligence or Charisma modifier damage of the chosen type. If you chose fire or lightning damage, creatures adjacent to the target take 1d6 damage of the chosen type the first time moving away from the target before the end of your next turn; if you chose cold or acid damage, creatures adjacent to the target that remain adjacent to the target at the end of their next turn take 1d6 damage of the chosen type.
Level 21: 2[W] + Dexterity, Intelligence or Charisma modifier damage; 2d6 damage

Archer’s Jaunt Arcane Archery Utility 2
Your form dissipates beneath the shadow of an arrow and appears elsewhere.
Encounter @ Style, Teleportation
Free Action Personal
Trigger: You successfully hit with a ranged attack.
Effect: You can teleport to any unoccupied square up to 2 squares away from the target.

Dimensional Assault Arcane Archery Attack 3
You teleport a multitude of force-bound missiles into a target that turn it into a channel for your magic.
Encounter @ Style, Weapon, Force
Requirement: You must be wielding a crossbow, bow or light thrown weapon.
Standard Action Ranged Weapon
Target: One creature
Attack: Dexterity, Intelligence or Charisma vs AC
Hit: 2[W] + Dexterity, Intelligence or Charisma modifier force damage
Level 13: 3[W] + Dexterity, Intelligence or Charisma modifier force damage.
Level 23: 4[W] + Dexterity, Intelligence or Charisma modifier force damage.
Effect: You can make a Ranged, Close or Area At-Will attack originating from the primary target’s square as a Secondary Attack against any creature but the primary target.

Hazard Eyes (Arcane, Controller)

Some people are just born on a bad moon. Others go out in a night too cold for them. When the voids are closest to the world, mutations can cruelly shape the lives of the people beneath them forever. The Hazard Eyes are a mark of this contact, and bring with them great stigma.

A person with hazard eyes has lines and markings over them which are visible to others. With great concentration, they can be hidden – but one’s childhood home will never be spared the eyes, since no child could ever muster the willpower to force them concealed. The eyes grant that odd touch of the void to one’s gaze – it is said people’s sight is their least guarded, most free sense. Through these eyes, terrible visions, maddening pain and telepathic suggestion can be easily, almost mindlessly carried over unto another person’s consciousness.

Those who have the eyes are very rare, and those who train them to perfection rarer still. Wizards tend to find and study children with Hazard Eyes and take them under their wing. Sometimes out of a desire to protect them, and other times out of a desire to use them. Such patrons should be wary – if they teach too effectively, they might find their own minds quite easily pried open by a skilled bearer of the eyes.

Hazard Eyes [Style]
Prerequisite(s): Int 15 or Wis 15 or Cha 15
Benefit: You possess the Hazard Eyes combat style. You are treated as being of Aberrant origin. Once per encounter, you can gain or grant to an ally combat advantage against a target stricken by one of your powers that targets the Will defense.

Powers

Carnage of Eyes Hazard Eyes Attack 1
Your twisted mind intrudes upon another’s and drives them away in fear, causing them to claw anything that gets in the way of their panicked escape.
At Will @ Style, Implement, Psychic, Fear
Standard Action Ranged 5
Target: One creature with line of sight to you.
Attack: Intelligence, Wisdom or Charisma vs Will
Hit: 1d6 psychic damage and you slide the target 2 squares. If the target ends this movement adjacent to a creature, it makes a basic attack against that creature with a power bonus to its attack roll equal to your intelligence, wisdom or charisma modifier.
Level 21: 2d6 psychic damage

Majesty of Eyes Hazard Eyes Utility 6
A careful display of your unholy majesty allows you to trick others all the more easily.
Daily @ Style
Minor Action Personal
Effect: You gain a +10 bonus to the next Diplomacy, Intimidate or Bluff check you make before the end of your next turn. If you succeed on your check, the target acts as though dominated until the end of the encounter or for 5 minutes or until it is attacked by you or your allies. It follows the course of action you desire. You cannot order it to make attacks, but you can order it to take move and minor actions. You cannot order it to give you its items or drop them or to do anything that would cause it to take damage or grant combat advantage. If you do, the effect ends and you grant combat advantage to the target for 5 minutes.

Dominance of Eyes Hazard Eyes Attack 7
You take total control of a creature’s mind for a small amount of time with a glance.
Encounter @ Style, Implement, Charm
Standard Action Ranged 5
Level 17: Ranged 10
Level 27: Ranged 20
Target: One creature with line of sight to you.
Attack: Intelligence, Wisdom or Charisma vs Will
Hit: The target is dominated until the start of your next turn or until it is attacked by you or your allies.
Level 17: The target is dominated until the end of your next turn.
Level 27: The target is dominated and immune to daze until the end of your next turn.

Withering Touch (Arcane or Divine, Striker)

Kaehma travels the land of Adel, always transient, rarely staying in place for more than a day. She wears no guise as she travels and mortals steer clear of her. But at times, it is said she will take a strange affection for someone she sees born under a bad star, and she will allow them to wield their unfortunate power if they survive to adulthood. This dark power they wield is called the Withering Touch, allowing them to channel the negative energy of their injured auras.

The Withering Touch is a necromantic power but often wielded by those ignorant of its source. Anyone could possibly manifest the power. Its touch leads to decay and corrosion, to pain. It is said that if one doesn’t learn to control it, one might as well be a Wight, with such a foul touch to invoke without will to stop it. Even those who do control it are blighted with a life of trying to keep hidden, or wield responsibly (or irresponsibly) the power to cause such pain.

Withering Touch [Style]
Prerequisite(s): Int 15 or Wis 15 or Cha 15
Benefit: You possess the Withering Touch combat style. Once per encounter, you may apply 1d8 extra damage to a successful attack you made against a Weakened creature as a free action. This improves to 2d8 at 21st level.

Powers

Desecrate Flesh Withering Touch Attack 1
The tips of your fingers exude a cold, abominable aura that washes over a creature, changing the properties of its flesh.
At Will @ Style, Implement, Necrotic
Standard Action Melee touch or Ranged 5
Target: One creature
Attack: Intelligence, Wisdom or Charisma vs Fortitude
Hit: 1d10 + Intelligence, Wisdom or Charisma modifier necrotic damage. The target gains Vulnerability 1 to a damage keyword of your choice until the end of your next turn or until it is next attacked. If the target is resistant or immune to the keyword you selected, you instead gain combat advantage against the target until the end of your next turn.
Level 21: 2d10 + Intelligence, Wisdom or Charisma modifier necrotic damage and Vulnerability 2.

Absolute Decomposition Withering Touch Utility 2
Your fingers corrode anything from the hardest stone to the strongest magic.
Daily @ Style
Standard Action Melee touch
Target: One wall, conjuration or zone.
Special: If you fail every skill check when using this power, you recover the power at the end of your next turn.
Effect: You can attempt to rupture the target Wall, dispel the target Zone or unmake the target Conjuration.
Wall: You roll three Arcana checks against a DC of 13 + the level of the Wall or the creature that constructed the wall (whichever is highest). You destroy an Area of the wall one square wide and one square high for every success, to a maximum of 3 squares wide and 3 squares high.
Zone: You roll two Arcana checks against a DC of 14 + the level of the Zone or the creature that created the Zone (whichever is highest). If both succeed, you Zone effect ends instantly. If only one succeeds, the zone effect is ignored by all creatures within and all creatures that enter the zone until the end of your next turn.
Conjuration: You roll one Arcana check against a DC of 15 + the level of the Conjuration or the creature that created the Conjuration (whichever is highest). If it succeeds, the Conjuration is destroyed.

Tormenting Claw Withering Touch Attack 3
You lay hands or extend a cruel aura to any creature you can reach, and the touch dips into their flesh and sears their veins and muscles.
Encounter @ Style, Implement, Necrotic
Standard Action Melee touch or Ranged 5
Target: One or two creatures
Attack: Intelligence, Wisdom or Charisma vs Will
Hit: 2d8 + Intelligence, Wisdom or Charisma modifier necrotic damage and the target is weakened until the end of your next turn.
Level 13: 3d8 + Intelligence, Wisdom or Charisma modifier necrotic damage
Level 23: 4d8 + Intelligence, Wisdom or Charisma modifier necrotic damage

Eternal Chorus (Divine, Controller/Leader)

Only once in a dozen years, it is said, is a mortal born with a voice so suitable for the great religious hymns that when he or she sings, the spirits themselves sing alongside it, and play supernal instruments alongside it, so that in the span of a few seconds and a few notes, an entire orchestra of divine music has been played for whoever was there to listen. Such strange power is guarded and cultivated whenever it is found. An Eternal Chorus singer is the most likely candidate to become a Canon at a church, and a precious religious symbol to any temple.

Discovering such a gifted person is difficult. Though many people sing hymns outside of temples, that is no guarantee that the Eternal Chorus singer has ever sang before. The very first song he or she sings will be the determinant, but what if he or she has never sang? Temples try to hold festivals and contests to coax people into singing, and keep records of who is not gifted. It may take decades to uncover this person, and he or she may be well past prime. He or she may not even want to become a Cleric at all.

But a person who does is greatly blessed. Many Eternal Chorus singers have said that they feel as though the world is perfect whenever they sing, and to sing becomes a great joy.

Eternal Chorus [Style]
Prerequisite(s): Con 15 or Wis 15 or Cha 15
Benefit: You possess the Eternal Chorus combat style. Once per encounter, you can remove the Weakened, Dazed or Immobilized condition from one ally within 5 squares. You suffer that condition until you make a successful saving throw.

Powers

Supernal Song Eternal Chorus Attack 1
Your voice sings a grand hymn in the span of a few seconds, the song entering the minds of your allies and granting them great strength while thundering in your enemy’s ears.
At Will @ Style, Implement, Radiant
Standard Action Close Burst 3
Target: Each enemy in burst
Attack: Constitution, Wisdom or Charisma vs Fortitude
Hit: 1d6 + Constitution, Wisdom or Charisma modifier thunder damage. Allies in the burst have a +1 bonus to the first attack roll and damage roll they make before the end of your next turn.
Level 21: 2d6 + Constitution, Wisdom or Charisma thunder damage.

Hymn of Salvation Eternal Chorus Attack 3
You sing of a history of violence, love, confusion and understanding.
Encounter @ Style, Implement, Radiant
Standard Action Close Burst 5
Target: Each enemy in burst
Attack: Constitution, Wisdom or Charisma vs Fortitude
Hit: 1d10 + Constitution, Wisdom or Charisma modifier radiant damage. Allies in the burst can choose to roll a saving throw or regain 5 hit points.
Level 13: 2d6 + Constitution, Wisdom or Charisma modifier radiant damage; saving throw is made with a +1 bonus, hit points regained increases to 8.
Level 23: 2d10 + Constitution, Wisdom or Charisma modifier radiant damage; saving throw is made with a +2 bonus, hit points regained increases to 10.

Multiclass Style

A character can only possess a single style. In order to gain a second, additional style, a character must give up his or her multiclass to do so, by taking the following multiclass feat. The character can then use Power Swap feats to gain the remaining powers of the Style. Since there is no [Style] paragon path, a character that does this gives up his or her ability to paragon multiclass or to gain a paragon path from a second class.

Multiclass Style [Style, Multiclass]
Benefit: You possess the Multiclass combat style. You are treated as having a power source of your choice in addition to your original power source. Select a Style. You exchange one of your class At-Will attack powers with the At-Will attack power from that style. You can use Power Swap feats to exchange appropriate powers with powers from the selected Style.

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Categories: Campaigns, D&D 4e, RPG | 2 Comments

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2 thoughts on “Spirits of Eden Combat Styles

  1. Me like . . . not only the specifics, but just the concept of porting this mechanic into a homebrew. Very nice.

  2. Phil ward

    A nice way of handling specific combat training, I may nick this as well :)

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