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→Stunt Setup Changes in Consideration: names to stunts
Setups are methods for a stunt fighter to put stunt points in his pool of cool. There are four kinds - Conditional, Honor, Style, and Gamble. You will find some setups synergize very well with each other. This is intentional.
'''Conditional:''' At the end of each round, 1 stunt point is added to the pool of cool for every 3 conditional setups setup met. Conditional setups require no specific action or declaration to be made; you simply are granted the setup if you meet the condition, are conscious, and can take at least one move action or one standard action each round. Meeting the same condition multiple times (i.e., You have 4 points of ability damage to your [[Strength]] score).
<ul><li> '''Against The Odds:''' You are flanked by two opponents. This setup triggers an additional time for every two opponents flanking you beyond the first two.
</li><li> '''Always Prepared:''' You are holding different weapons/shields in your hands than you were wielding at the end of the previous round.
</li><li> '''Biding Time:''' You are [[SRD:Immobilized|immobilized]], [[SRD:Paralyzed|paralyzed]], [[SRD:Petrified|petrified]], [[SRD:Staggered|staggered]], or [[SRD:Stunned|stunned]].
</li><li> '''Bored:''' You are [[SRD:Fatigued|fatigued]] or [[SRD:Exhausted|exhausted]].
</li><li> '''Gritty Endurance:''' You have less than half of your total hit points.
</li><li> '''I Blow My Nose At You:''' You are [[SRD:Sickened|sickened]] or [[SRD:Nauseated|nauseated]].
</li><li> '''Impatience:''' Your turn is either the last turn or the first turn in initiative order.
</li><li> '''Just Showing Off:''' You made a full attack action and applied no penalties to your attack rolls from two-weapon fighting, power attacking, etc., but you missed every single attack.
</li><li> '''Luck Runs Out Eventually:''' A subject succeeds on a saving throw against an effect caused by you, and the saving throw negated that effect on that subject.
</li><li> '''Renovated:''' You have one or more negative levels.
</li><li> '''Running On Fumes:''' You have 1 point of ability damage/drain to [[Strength]], [[Dexterity]], and /or [[Constitution]] you have. This setup triggers separately for each point of ability damage and/or ability drain.
</li><li> '''Skin of Your Teeth:''' You are [[SRD:Disabled|disabled]] or [[SRD:Dying|dying]], yet you are still conscious.
</li><li> '''Survivor's Insight:''' An opponent landed a critical hit on you this round, or you lost more than 25% of your total hit points this round.
</ul>
'''HonorStyle:''' For every 1 Honor Setup X2 Style Setups met in the same round, one stunt point is added to the stunt fighter's pool of cool. Honor These stunt setups are about ensuring you live up to a code of ethics or tradition while in combat.<ul><li> '''Dangerous Alone:''' Hand a weapon over to an otherwise (to your knowledge) unarmed opponent.</li><li> '''Look Alive!:''' As a swift grant stunt points immediately as the action, alert an otherwise flat-footed foe of your presence so they may apply their Dexterity bonus and any dodge bonuses to their [[Armor Class]] against your next attack.</li><li> '''One-on-One:''' Forgo any flanking bonuses from flanking an opponent on your next attack.</li></ul> '''Style:''' For every 2 Style Setups met in required for the same round, one stunt point setup is added to the stunt fighter's pool of coolcompleted.<ul><li> '''Switching StylesBait Them Out:''' Attack with Use a melee weapon and standard action to make a ranged weapon (not attack roll against a thrown weapon) within foe when just barely outside the same roundfoe’s threatened area.
</li><li> '''Bullieve It:''' Bull rush an opponent at least 10 feet, or bull rush an opponent as far as possible before slamming them against a wall.
</li><li> '''Bait Them OutBulwark:''' Use Take the full-defense action for 2 or more consecutive rounds.</li><li> '''Disalarming:''' Successfully disarm an opponent.</li><li> '''Gonna Take You For A Ride:''' Move five or more feet while grappling with an opponent.</li><li> '''(Un)Lucky Day:''' Roll a standard action to make natural 20 or a ranged natural 1 on an attack roll against a foe when just barely outside , skill check, or saving throw.</li><li> '''Martial Adept-ation:''' Use two or more [[3.5e Martial Disciplines|martial maneuvers]] within the same round.</li><li> '''Multiarmed:''' Attack with more weapons in the foe’s threatened areasame round than you have hands. Each two-handed weapon wielded counts as two weapons for this purpose.</li><li> '''Oopsies:''' Drop a weapon to avoid an attack of opportunity or avoid being tripped, disarmed, etc.</li><li> Start '''Reaving Response:''' Reduce a conscious opponent to 0 or fewer hit points via an end attack of opportunity.</li><li> '''Ride Ends Here:''' Knock a foe off of a mount or a similar vehicle, or board a move action mount or similar vehicle that isn't yours while in an opponent's threatened areacombat.</li><li> '''Skill Junkie:''' Make two different skill checks with two different skills in the same round - each skill check must require the use of a move or standard action.</li><li> '''Sunder Vacation:''' Break an opponent's weapon.</li><li> Knock a foe off of a mount.</li><li> Board a mount.</li><li> '''Ziplineing:''' Make a ranged attack roll after tying the end of a rope to the object that was shot or thrown.</li><li> Roll a natural 20 on an attack roll.</li><li> Reduce a conscious opponent to 0 or fewer hit points via an attack of opportunity.</li><li> Take the full-defense action for 2 or more consecutive rounds.</li><li> Use two or more [[3.5e Martial Disciplines|martial maneuvers]] within the same round.
</li>
</ul>
'''Gamble:''' 1 stunt point is added to the pool of cool for every Gamble Setup a stunt fighter makes in a round.
<ul><li> '''Catch Me:''' Provoke an attack of opportunity from an opponent by moving out of a threatened square.</li><li> '''Dangerous Alone:''' Hand a weapon over to an otherwise (to your knowledge) unarmed opponent.</li><li> '''Look Alive!:''' As a swift action, alert an otherwise flat-footed foe of your presence so they may apply their Dexterity bonus and any dodge bonuses to their [[Armor Class]] against your next attack.</li><li> '''Never Tell Me The Odds:''' Willingly take disadvantage on an Attack roll (roll 2d20, use the lower roll for the attack roll and ignore the higher roll). Your attack must hit.</li><li> '''Oh Hey I'm On Fire:''' While on fire, do not try to put yourself out. The fire deals normal damage to you in spite of any energy resistance, immunity, or other means of avoiding or minimizing damage you may have.</li><li> '''One-on-One:''' Forgo any flanking bonuses from flanking an opponent on your next attack.
</li><li> '''Optimism:''' You successfully make a saving throw against a hostile effect with a duration of instantaneous. This setup triggers an additional time for each saving throw you successfully make.
</li><li> Instead of moving around a foe'''Who's threatened area to reach a desired location, move through the foeFaster?:'''s threatened area instead. You must move through at least two threatened squares, and you cannot tumble through any Provoke an attack of them.</li><li> While on fire, do not try to put yourself out. The fire deals normal damage to you in spite of any energy resistance, immunity, or other means of avoiding or minimizing damage you may have.</li><li> Make opportunity by making a ranged attack roll with a ranged weapon while in an enemy's threatened square and provoke an attack of opportunity from that opponent.</li><li> Successfully disarm an opponent, then hand that opponent a different weapon.</li><li> Succeed on a grapple to hold on to an opponent and make a Tumble check within the same round, in that order.
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