Post by Orbak the Monster on Apr 16, 2013 2:39:09 GMT -5
Nine-Tailed Way
As many can hazard a guess, the Nine-Tailed Way began among the ranks of kitsune tricksters. The fun-loving race could not keep it to themselves, however: they need only impress someone with their skills enough to be asked how they do it, before they gain an apprentice. Of note, the Nine-Tailed Way is one of the few 'schools of thievery' that do not encourage violence. Indeed, violence is a tool of common thugs, not the skilled thieves and mischief-makers of the Nine-Tailed Way. While this does not endear them to most, some are impressed by the restraint and relatively good intentions of the Way's members, which find their way out of as much trouble as they get themselves into.
A member of the Nine-Tailed Way must be a Rogue or Ninja.
Code of Conduct:
- A member of the Way does not steal for revenge (but may cause mischief).
- A member of the Way does not steal from the downtrodden (unless the target is irredeemable).
- A member of the Way does not steal lives (but makes it easier for their allies).
- A member of the Way does not steal for personal wealth (but can do so to enrich others).
A breach in the code of conduct causes a member of the Nine-Tailed Way to be wracked with guilt and ennui for their deed, and rolls a d10 instead of a d20 for d20 rolls the rest of the day.
Tricky Feats:
A member of the Nine-Tailed Way trains extensively with various methods to keep themselves ahead of their rogue and ninja rivals, as well as keep themselves useful to their party members. At first level and every odd level, a member of the Nine-Tailed Way gains a bonus feat, which may be any from the following list: Acrobatic, Agile Maneuvers, Alertness, Athletic, Combat Expertise, Improved Disarm, Greater Disarm, Improved Feint, Greater Feint, Improved Trip, Greater Trip, Deceitful, Deft Hands, Dodge, Mobility, Improved Unarmed Strike, Lightning Reflexes, Nimble Moves, Acrobatic Steps, Persuasive, Stealthy, Improved Dirty Trick, Greater Dirty Trick, Improved Reposition, Greater Reposition, Improved Steal, Greater Steal, Sidestep, Improved Sidestep.
This ability replaces the rogue or ninja's sneak attack damage.
Clever Fingers
Very quickly, a follower of the Nine-Tailed Way discovers that attacking their opponent is secondary to nullifying their ability to do anything useful. At 2nd level, as part of a maneuver or full-attack action, a follower of the Way can make one additional combat maneuver, regardless of whether the maneuver normally replaces a melee attack or requires a standard action. The follower of the Nine-Tailed Way uses his rogue or ninja level in place of his base attack bonus to determine his CMB for the bonus maneuver, though suffers a -2 on attacks or maneuvers while using this ability.
At 8th level, a the character may attempt a second additional combat maneuver, with a total –4 penalty on combat maneuver checks.
At 14th level, a the character may attempt a third additional combat maneuver, with a total -6 penalty on combat maneuver checks.
This ability replaces the rogue or ninja talent gained at 2nd, 8th, and 14th level.