03-17-2013, 02:00 PM
(This post was last modified: 03-17-2013, 02:02 PM by Solidchaos.)
And now starting the warrior talents (ill just post one tree and wait for opinions before continuing, so share your thoughts if you want me to continue!)
Two handed tree:
Mighty Blow: At a cost of 2 stamina points, as a standard action, the warrior leaps into the air, crashing down on foes with tremendous force. The warrior makes a standard attack at his highest attack bonus, if it hits, the warrior deals damage equal to double his weapon damage + Strength modifier against a foe within melee range and any other foes within 5 feet that are within the warrior's frontal arc.
Cooldown: 3 actions
Shattering Blow: Mighty Blow now has a 10% chance of destroying armor against a foe the warrior has targeted, but not the surrounding enemies. Can also shatter frozen enemies (Fort save DC equals 10+two handed tree talents+user STR modifier)
Prerequisite: Mighty Blow.
Killer Blow: Mighty Blow now deals a considerable more damage. It deals triple damage instead of double.
Prerequisite: Mighty Blow.
Giant's Reach: The warrior's two-handed attacks rip through the air with such power that each generates a shockwave past the point of impact, effectively extending the weapon's reach. This affects basic attacks, Whirlwind, Mighty Blow and Scythe. The warrior can attack enemies 5 feet farther with a two-handed weapon.
Sunder: The warrior's strikes carry such weight that critical hits gain a chance to stunned the victim. Creatures affected by the warrior's critical hit must make a Fortitude save (DC 10 + number of two handed talents + Strength modifier) or be stunned for one round.
Scythe: At a cost of 4 stamina points, as a standard action, the warrior charges through enemy lines, attacking combatants in the way. The warrior makes a standard charge and is able to make a basic attack on any enemies within melee range along his charge route at his highest attack bonus.
Prerequisite: Mighty Blow.
Cooldown: 5 actions
Reaper: Scythe deals double damage to those who are dazed or stunned.
Prerequisite: Mighty Blow, Scythe.
Whirlwind: At a cost of 5 stamina points, as a standard action, the warrior cuts through foes, hitting all targets within melee range with a single sweeping arc. The warrior temporarily gains the ability to use Whirlwind Attack feat as a standard action instead of a full-round action.
Prerequisite: Mighty Blow, Giant's Reach.
Cooldown: 6 actions
Tornado: Whirlwind has a greater chance to land critical hits, increasing the warrior's critical threat range with any two-handed weapon by 1.
Prerequisite: Mighty Blow, Giant's Reach, Whirlwind.
Cyclone: Whirlwind becomes murderously effective and costs less Stamina to use. The warrior deals double the damage to those he hits and Whirlwind costs 2 less Stamina to use.
Prerequisite: Mighty Blow, Giant's Reach, Whirlwind.
Sorry in advance Viladin, these are your talents modified with my stamina system and cooldown periods, credit goes to you or these.
Two handed tree:
Mighty Blow: At a cost of 2 stamina points, as a standard action, the warrior leaps into the air, crashing down on foes with tremendous force. The warrior makes a standard attack at his highest attack bonus, if it hits, the warrior deals damage equal to double his weapon damage + Strength modifier against a foe within melee range and any other foes within 5 feet that are within the warrior's frontal arc.
Cooldown: 3 actions
Shattering Blow: Mighty Blow now has a 10% chance of destroying armor against a foe the warrior has targeted, but not the surrounding enemies. Can also shatter frozen enemies (Fort save DC equals 10+two handed tree talents+user STR modifier)
Prerequisite: Mighty Blow.
Killer Blow: Mighty Blow now deals a considerable more damage. It deals triple damage instead of double.
Prerequisite: Mighty Blow.
Giant's Reach: The warrior's two-handed attacks rip through the air with such power that each generates a shockwave past the point of impact, effectively extending the weapon's reach. This affects basic attacks, Whirlwind, Mighty Blow and Scythe. The warrior can attack enemies 5 feet farther with a two-handed weapon.
Sunder: The warrior's strikes carry such weight that critical hits gain a chance to stunned the victim. Creatures affected by the warrior's critical hit must make a Fortitude save (DC 10 + number of two handed talents + Strength modifier) or be stunned for one round.
Scythe: At a cost of 4 stamina points, as a standard action, the warrior charges through enemy lines, attacking combatants in the way. The warrior makes a standard charge and is able to make a basic attack on any enemies within melee range along his charge route at his highest attack bonus.
Prerequisite: Mighty Blow.
Cooldown: 5 actions
Reaper: Scythe deals double damage to those who are dazed or stunned.
Prerequisite: Mighty Blow, Scythe.
Whirlwind: At a cost of 5 stamina points, as a standard action, the warrior cuts through foes, hitting all targets within melee range with a single sweeping arc. The warrior temporarily gains the ability to use Whirlwind Attack feat as a standard action instead of a full-round action.
Prerequisite: Mighty Blow, Giant's Reach.
Cooldown: 6 actions
Tornado: Whirlwind has a greater chance to land critical hits, increasing the warrior's critical threat range with any two-handed weapon by 1.
Prerequisite: Mighty Blow, Giant's Reach, Whirlwind.
Cyclone: Whirlwind becomes murderously effective and costs less Stamina to use. The warrior deals double the damage to those he hits and Whirlwind costs 2 less Stamina to use.
Prerequisite: Mighty Blow, Giant's Reach, Whirlwind.
Sorry in advance Viladin, these are your talents modified with my stamina system and cooldown periods, credit goes to you or these.