Hylian Warrior
Stats: d8 HD, Excellent BAB, Good Will, 4~6 skill points (climb, jump, swim, balance, tumble, spot, listen, sense motive, knowledge(any), profession, & martial required). Simple/Martial weapons plus Light Armor & Non-Tower Shields.
FeaturesWeapon Aptitude:
Built in retain to reapply the Weapon Focus chain to soulmeld enhanced weapons, effective Fighter level equal level -2.Battle ...:
Wisdom to, attack at 1st level, shield bonus at 3rd, damage at 7th.Maneuvers:
Hylian Warrior only, one known per odd level, can ready all, recover mechanic unfinished.Soulmelds:
One meld/essentia per even level, binds unfinished but looking at one range per 6 levels.Jump Attack: Strike, double damage on a charge.
Spin Attack: Strike, single attack to all opponent's in range with a +2 bonus. (iron's mithral tornado)
Ending Blow: Strike, deals more damage if your opponent is low on life. (iron's finishing blow)
Shield Attack: Boost, extra Shield Bash knocks away your opponent's defenses. (raven's douse the flames plus extra)
Back Slice: Counter, Tumble Check to dodge and attack back. (tiger's death from above)
Helm Splitter: Strike, Tumble Check for bonus damage. (tiger's death from above)
Mortal Draw: Boost, treated as having IL+3 Ranks in Iaijutsu Focus for one attack.
Jump Strike: Boost, Tumble check to gain Pounce while charging. (tiger's pouncing charge)
Great Spin: Strike, like spin attack but +2 bonus and two attacks per (iron's adamantine hurricane revamped)
***
Jump Attack
Hidden Skill (Strike)
Level: Hyrule Warrior 1
Initiation Action: 1 full-round action
Range: Melee attack
Target: One creature
You summon a great fury within your legs, releasing it with a titanic boost as you charge forward. Your reckless move startles your foes and puts greater force behind your attack.
As a student of the Hidden Skill, you learn to focus the energy within you into an overwhelming charge. In battle, you must lead from the front. As part of this maneuver, you charge an opponent. You do not provoke attacks of opportunity for moving as part of this charge. If your charge attack hits, it deals double damage.
***
Spin Attack
Hidden Skill (Strike)
Level: Hyrule Warrior
Initiation Action: 1 standard action
Range: Melee attack
Target: All adjacent opponents
Your weapon becomes a blur of motion after you hold it behind your back. Once you build up enough power, you explode into a sweeping attack that chops into the enemies around you.
When you initiate this strike, you make a melee attack against every opponent adjacent to you. Resolve each attack separately. You gain a +2 bonus on each of these attacks, which are otherwise made at your highest attack bonus.
***
Ending Blow
Hidden Skill (Strike)
Level: Hyrule Warrior
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
The enemies that are filled with energy will quickly recover and attack again even when stunned by a powerful strike. The ending blow is a secret technique you can use to end their breath before they spring back into action.
Hidden Skill teaches that it is best to finish off a foe with as little effort as possible, the better to save your strength for your remaining enemies. When you use this maneuver, you throw yourself on the offensive with little thought to your defenses. If this attack strikes home, it might end a fight several crucial seconds early. As part of this maneuver, you make a melee attack against a creature. This attack deals an extra 2d6 points of damage and an additionally +2d6 for each quarter your target is missing from his maximum life total. For example, if an opponent has a maximum of 57 HP and is at 28 HP (less than one half) this maneuver deals an additional +6d6 damage.
***
Shield Attack
Hidden Skill (Boost)
Level: Hyrule Warrior
Initiation Action: 1 swift action
Range: Melee attack
Target: One creature
Duration: 1 round
No matter how well-tempered a blade is, if a foe is clad in armor and bears a shield, the sword will do it no harm. When facing such a foe, you must thrust your shield against the defenses of your enemy, causing the fiend to recoil.
You are as much a tactician as you are a warrior. You learn to create openings for your success. When using either a Standard or Full-Round Action to attack you may use this boost to additionally attack with your shield as if making a extra shield bash attack except you maintain your shield bonus to AC. If your attack hits, you deal normal melee damage, and the target creature suffers a penalty to AC equal to one quarter your initiator level. Additionally if you are 6th level or above your opponent can’t make attacks of opportunity for 1 round. If 12th or higher, any ready actions your opponent has on going also end untriggered.
***
Back Slice
Hidden Skill (Counter)
Level: Hyrule Warrior
Initiation Action: 1 immediate action
Range: Melee attack
Target: One creature
A mere shield attack is no match for an enemy protected not just by a shield, but by a thick, full-body coat of armor. Such enemies are often focused on guarding against frequent frontal attacks. They often leave their rear unprotected.
To use this maneuver, you must be adjacent to a foe that is attacking you with a melee attack. As part of this maneuver, you attempt a DC 15 Tumble check. If this check succeeds, you roll around your opponent's attack so he misses and counter with an attack of your own. For this attack your opponent is considered flanked and it deals an extra 1d6 points of damage plus an additional 1d6 for every four initiator levels after the first. You then come up standing in any square adjacent to the target of this attack, though no more than 10 feet away from your starting position. If your Tumble check fails, you remain in the last square you occupied before the Tumble check, your opponent's attack is resolved as normal, and the maneuver is still considered expended.
Special: You cannot use this counter in conjunction with an attack of opportunity.
***
Helm Splitter
Hidden Skill (Strike)
Level: Hyrule Warrior
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
With impressive effort, you leap into the air over your opponent's head. As you arc downward, your weight and momentum lend bone crushing force to your attack.
Like a thunderbolt, you slam into your foe from above. You leap upon your enemy and drive him into the ground. The impact of your attack gives you extra force, allowing you to score a deadly hit. To use this maneuver, you must be adjacent to a foe. As part of this maneuver, you attempt a DC 20 Tumble check. If this check succeeds, you can make a single melee attack against an opponent that you were adjacent to when you began this maneuver. This attack occurs in the air as you soar over your opponent, also as part of the maneuver. For every two initiator levels, your attack deals an additional 1d6 points of damage and if you opponent isn't wearing some sort of head protection (such as a helm or magical item) you add a further +4d6 damage. You then land in any square adjacent to the target of this attack, though no more than 10 feet away from your starting position. If your Tumble check fails, you remain in the last square you occupied before the Tumble check and can make a single attack normally. The maneuver is still considered expended.
Special: You cannot use this maneuver if your opponent is more than one size category larger than you or if you do not know Back Slice.
***
Mortal Draw
Hidden Skill (Strike)
Level: Hyrule Warrior
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
The ways of the sword are known to many creatures, and some have strengthened their guards against shield attacks and back slices. Should you encounter such a foe, the mortal draw that I am about to teach you is most effective. You must sheathe your sword and cast aside the most basic of sword skills, the target. You must wait until your foe is upon you... Then, before the enemy can see through your ruse, you must quickly draw your blade. There is no defense for this. The mortal draw deals death.
Your understanding of combat, your keenly honed mind, and your capability to read your opponents make you a deadly combatant. When you focus your mind, even the most elusive opponent becomes an easy target. As part of this maneuver, make a single melee attack against an opponent. If you hit, you deal normal melee damage and may make a special Iaijitsu Focus check as if you opponent is Flat-Footed. Your Ranks in Iaijitsu Focus is treated as your initiator level plus three for this check. In addition, if your initiator level is 6th level or higher you gain a +2 bonus to attack rolls and if it is 12th level or higher this is a melee touch attack rather than a standard melee attack.
Special: You cannot use this maneuver if your weapon is already drawn.
***
Jump Strike
Hidden Skill (Strike)
Level: Hyrule Warrior
Initiation Action: 1 full-round action
Range: Melee attack
Target: One creature
One of the basic sword techniques is the jump attack. It inflicts great damage, but none would call it effective against multiple foes. To perform the jump strike, prepare a jump attack, but focus power in your blade. The surge the blade releases can strike all enemies around you.
With a mighty leap, you throw yourself into combat. You move with such speed and ferocity that when you reach your enemy, you unleash a blistering flurry of slashes, cuts, and hacks. As part of this maneuver, make a Tumble check with a DC equal to your opponent’s AC. If the check succeeds you make a charge attack. Instead of making a single attack at the end of your charge, you can make a full attack. The bonuses for charging to your attack and damage (if any) applies to all your attacks. If your Tumble check fails, you can make a charge attack as normal but the maneuver is still considered expended.
Special: You cannot use this maneuver if you do not know Jump Attack.
***
Great Spin
Hidden Skill (Strike)
Level: Hyrule Warrior
Initiation Action: 1 standard action
Range: Melee attack
Targets: One or more adjacent creatures you threaten
You have at your disposal the basic sword technique known as the spin attack. You now have in you the ability to magnify the power of your spin attack. But the only time you can draw out that power is when your life energy is brimming full.
You sweep your weapon in a circle around you, striking out at nearby enemies. You strike with the speed and ferocity of a lightning bolt, forcing your enemies to rely on their reflexes for protection rather than their armor and shields. You make two melee attacks against each adjacent opponent you threaten when you initiate this maneuver. You receive a +4 bonus on each of these attacks, which are otherwise made with your highest attack bonus.
Special: You cannot use this maneuver if you are below ninety percent your maximum hit points or you do not know Spin Attack.
Bomb
Descriptors: Fire
Classes: Hyrule Warrior
Chakra: Hands
Saving Throw: Reflex halves
Flavor here
You can throw a bomb as a splash weapon as a standard action. Treat this attack as a ranged touch attack with a range increment of 10 feet. A direct hit deals 1d6 points of fire damage. Every creature within 5 feet of the point where the bomb hits takes 1 point of fire damage from the splash. Unattended objects take full damage from the concussion blast from the initial explosion if the direct target. If the bomb is submerged it's effect fails.
Essentia: You deal and additional +1d6 damage to direct targets and +2 with splash damage for each point of essentia invested.
Chakra Bind (hands)
You may use these underwater as well. Additionally the damage increases as if you invested another point of essentia in them.
Charka Bind (hands)
You can set them on the ground and they will move up to 60ft away from you, scaling walls and the ceiling as if under spider walk. You gain +2 to attack rolls to hit your target but this bomb cannot hit airborne targets. Additionally they damage increases as if you invested another two points of essentia in them.
Charka Bind (hands)
You can throw two bombs as a full attack.
***
Clawshot
Descriptors: None
Classes: Hyrule Warrior
Chakra: Hands
Saving Throw: None
Flavor here
You can fire the clawshot as a standard action at a target within 60ft. The claws on the end of the clawshot act like your hand and cannot grab anything you are incapable of. It is able to grab a hold of objects and pull them to you. However, If the object is fixed in place or weighs more than you do instead the clawshot magically pulls you in a straight line towards the target. If fired at an opponent it deals 1 damage on a successful attack roll against your target's AC but it cannot grab onto any attended object (even if it is upgraded to a hookshot).
Essentia: When you invest essentia in this meld you can choose to increase it's range to 120ft or it becomes a hookshot capable of affixing it's self to any object less than 20 in hardness but it deals 1 damage to the object when it does so. If you invest two points of essentia you gain both.
Chakra Bind (arms)
You can create two of these at once allowing one to hold onto a wall while you fire the second. Using them in this manner is a move action.
***
Boomerang
Descriptors: [Equipment]
Classes: Hyrule Warrior
Chakra: Weapon (boomerang)
Saving Throw: Yes (see text)
Flavor here
You can throw a boomerang without suffering proficiency related penalties to your attack roll. If you hit your target they must also make a fortitude save to negate being dazzled.
Essentia: Invested essentia bestows an enhancement bonus to attack rolls to throw or catch the boomerang (am I pulling this out of my rear? Where is the 3.5 boomerang printed at?) equal to the number of invested essentia. Also, it gain an additional property, choose one of the following for each invested essentia.
* The boomerang's range is doubled and always returns to your hand as if it had Returning.
* You can ricochet off your target, striking two target in a single toss (make a separate attack for each).
* The thrown boomerang produces a whirlwind of air where ever it goes. Opponents hit with the boomerang lose their dexterity bonus to AC until the start of their turn.
* The boomerang dazes instead of dazzles.
Chakra Bind (arms)
When making a full attack, you may instead hit a number of creatures equal to the number of attacks you have normally. If you invested in the ricochet from above, you retain the extra target benefit and are granted a single additional attack.
***
Megaton Hammer
Descriptors: [Equipment]
Classes: Hyrule Warrior
Chakra: Weapon (warhammer)
Saving Throw: Yes (see text)
Flavor here
When you shape this meld over a Warhammer it becomes one size larger. This makes it a two handed weapon and increases the base damage as normal. However you do not suffer the normal -2 penalty to attack rolls for using it like you normally would for a weapon one size category larger than you.
Essentia: Invested essentia improves the enhancement bonus of the imbued weapon equal to the number of invested essentia. However, you may instead substitute a enhancement bonus in favor of a number special abilities equivalent in nature chosen from the following list: ~TODO.
Chakra Bind (weapon)
You can as a move action strike the ground. All creatures other than you within 30ft must make reflex saves or be knocked prone. The Save DC improves by +1 for each invested essentia.
***
Master Sword
Descriptors: None
Classes: Hyrule Warrior
Chakra: Weapon (longsword)
Saving Throw: None
Flavor here
When you shape this meld over a longsword it gains a lesser-like bane property that applies when attacking a creatures whose Good/Evil alignment does not match yours. This effect improves it's enhancement bonus by +1 and it deals an additional +1d6 points of damage.
Essentia: For every two essentia invested into this meld it's bane like quality is improved by one, behaving like the normal bane enhancement of the same name and then a greater version that gives improves the enhancement bonus by +3 and deals an additional +3d6 damage. Additionally, if one or point point is invested and their alignment doesn't match yours (see above) your longsword gains a special version of Keen that stacks with the normal enhancement of the same name. And if you invested three or more essentia you can make an additional attack when using a full-attack action. See table below.
0: lesser bane (+1/+1d6).
1: Keen.
2: bane (+2/+2d6).
3: additional attack.
4: greater bane (+3/+3d6).
Chakra Bind (weapon)
Once per round as an attack action if your HP is above ninety percent of your maximum you can shoot a beam of energy. Treat this as a 60ft. ranged touch attack that deals your melee damage. This ability, like the rest bestowed, cannot be used on a creature that matches your alignment in the Good/Evil axis.
Obviously, I've got a lot to go.