Tiger Claw Style

Style Tags (Ferocity, Two-Weapon Fighting, Unarmed Combat)
* Special : All strikes in this style can be made with an unarmed strike as if armed with a weapon. That is, they do not provoke an attack of opportunity to use in melee.

Rank 1 Techniques (4/4)


  • ??? (Stance) Gives the user the Scent special ability.
  • ??? (Boost) Take an attack with an off-hand melee weapon as part of a standard attack action.
  • ??? (Stance) Each round you may choose a single target. Attacks against that target gain a +4 bonus to attack and an extra +2d6 damage. However, you are considered flat-footed against the attacks of any other targets while this stance is held.
  • ??? (Strike) Make a Jump check vs DC 14. If it succeeds, then your target is considered flat-footed for the attack, and the attack deals an extra +1d8 damage. If the Jump check fails, this maneuver is still considered spent.

Rank 2 Techniques (4/4)


  • ??? (Strike) Make a Jump Check vs the target's AC. If it succeeds, then you can make an attack with +4d6 additional damage. If the Jump check fails, then this maneuver is still considered spent.
  • ??? (Strike) Attack, and target must make a Fortitude save DC 11 + Wis or be Dazed. If this save is failed by 5 or more, then the target is Stunned. If this save is failed by 10 or more, then the target is knocked unconscious. The target makes a new save every round if Dazed or Stunned, with a +1 bonus to the save per previous roll.
  • ??? (Counter) If any target within your threatened area hits you for damage, then you can immediately make a normal attack against them.
  • ??? (Boost) Your movement speed this round increases by +5 feet (1 square). Also, any attacks you do deal +1d4 extra damage until the end of this round.

Rank 3 Techniques (4/4)


  • ??? (Strike) Gains +6 to attack, +4d6 to damage on a charge attack.
  • ??? (Stance) Gain +8 to Sneak checks and deal +2d6 Sneak Attack damage against flat-footed opponents.
  • ??? (Strike) Attack at +1d8 damage, and causes a target to be knocked back 10 squares. Against opponents of Large size, this attack merely knocks down. Distance knocked back doubles for each category below Medium. If a wall would prevent this movement, then the target takes +3d6 damage, with an additional +1d6 damage for every size category below Medium.
  • ??? (Counter) If a target manages to hit you for damage, you immediately heal 1d6 damage. However, you are considered flat-footed until the end of your next turn.

Rank 4 Techniques (3/3)


  • ??? (Stance) Deals an extra +2d6 damage on each melee attack, and gain +10 feet (2 squares) additional land speed. Also, unarmed attackers count as armed and are able to do lethal damage while in this stance.
  • ??? (Boost) Make a Jump check as a swift action.
  • ??? (Counter) If an ally makes an attack against a target within your threatened area, then this maneuver allows you to make a single attack against that same target with a +1d4 damage bonus.

Rank 5 Techniques (3/3)


  • ??? (Boost) Take an extra attack with each melee weapon held as part of a standard attack action.
  • ??? (Strike) As a full-round action, the user can make attack that, if it connects, forces the target to make a Reflex save (DC 14 + Wis) or lose 4 points of Dexterity and be knocked prone. The user is allowed to move up to their full movement rate before or after this strike. If the user already has the Move By Attack feat, then the attack is made at +2 to its attack roll.
  • ??? (Strike) Make a Jump check vs the Target's AC. Regardless of the outcome of this check, the target does +1d8 additional damage. If his check is passed, then the damage of the attack is automatically doubled. If the attack crits on top of this, then the normal rules apply for multipliers, so a weapon that does x2 damage on critical will deal x3 damage, etc.

Rank 6 Techniques (3/3)


  • ??? (Strike) Deals +1d8 damage to a single target. If this target dies as a result of the strike, then all enemies within 30 feet must make a Will save DC 15 + Wis or be Shaken. If this check is failed by 5 or more, then the target is instead frightened, and will flee from the user. If this check is failed by 10 or more, the subject is panicked, and will drop anything they are holding in order to blindly flee.
  • ??? (Strike) Attack at +1d6 damage. If attacking a creature of a size category larger than your own, then you get a +4 bonus to attack and an additional +6d6 bonus to damage
  • ??? (Counter) If a target manages to hit you with an attack, then you counter with an attack against all enemies in your threatened area. Make this attack at a -4 penalty and with a +1d6 bonus to damage. Regardless of the outcome of these attacks, you are Fatigued after this effect.

Rank 7 Techniques (2/2)


  • ??? (Stance) +3 to attacks and +1d8 damage after any critical hit, cumulative. If no critical hits are made within a minute, then this bonus resets.
  • ??? (Strike) Attack + target must make a Fort Save (DC 17 + Wis) or suffer a -2 penalty to all attacks and defenses for the next 4 rounds.

Rank 8 Techniques (2/2)


  • ??? (Stance) While in this stance, the user gets a single additional attack each round. Also, if more than 1 hit connects with a target in a single turn, then this stance grants an additional +1d6 rending damage for each hit beyond the first.
  • ??? (Counter) If a target manages to deal damage, then you immediately heal 3d6 damage. However, you are considered flat-footed until the end of your next turn.

Rank 9 Techniques (2/2)


  • ??? (Strike) Make an attack. This strike deals +3d6 additional damage, and target must make a Fortitude save DC 19 + Wis or be Dazed. If this save is failed by 5 or more, then the target is Stunned. If this save is failed by 10 or more, then the target is knocked unconscious. The target makes a new save every round if Dazed or Stunned, with a +1 bonus to the save per previous roll. However, after this attack the user is fatigued.
  • ??? (Counter) If a target within your threatened area manages to hit you for damage, then you may immediately make a counterattack against them at +1d8 damage.

Master's (Rank 10) Technique


  • ??? (Strike) Attack with +14d6 damage. If this attack connects, then the target must make a Fort Save (DC 20 + Wis) or die. Regardless of the outcome of this attack, you are considered flat-footed until the end of your next turn. Note that if this attack deals 50 or more damage, then the opponent must also save against massive damage.

M&M-based point values

  • 1/3/4/5/7/8/10/12/13/14
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