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The Shadow

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Regelthread
« am: 24.05.2009, 02:05:01 »
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Es wird im Präsens (Gegenwart) und der dritten Person Singular gepostet. Für eine Rückschau in die Vergangenheit werden jedoch die ganz normalen Grammatikregeln verwendet.
"So wird gesprochen."
"So wird gedacht."
"So wird gebrüllt."

Wenn jemand flüstert, dann reicht es aus, wenn dies einfach zuvor hingeschrieben wird, dass es geflüstert sein soll. Eine Kleinschrift ist nicht nötig. Ich gehe einfach mal schwer davon aus, dass ihr sowieso den ganzen Beitrag von euren Mitspielern und mir lest.

Jeder sollte zumindest 1x pro Woche posten. Im Kampf 1x alle drei Tage. Ansonsten ziehe ich für den betreffenden Spieler, falls er innerhalb dieses Zeitraumes im Kampf nicht ziehen sollte.

Es sollte sich darum bemüht werden im Ingame die deutsche Sprache zu verwenden und kein "Denglisch". Ausnahmen könnten möglicherweise bei Eigennamen wie Ortsnamen bestehen, aber auch da sollte sich um die entsprechenden deutschen Begriffe bemüht werden. Bzw. es sollte eine gemeinsame deutsche Bezeichnungen für den jeweiligen Namen im OoC abgesprochen werden, falls man ihn Ingame benutzt / benutzen möchte.

Charaktererschaffung

Die Spielwelt ist Golarion und das Abenteuer wurde in den Norden Varisias verlegt.

Wichtig ist im Charakter-Thread nur, dass der Charakterbogen dort übersichtlich aufgebaut ist.

Startstufe ist 5.

Startvermögen: 10.500 gp

Attribute: 30 PB

Trefferpunkte: 50% des Trefferwürfels plus 1 oder alternativ pro Stufe zweimal würfeln mit dem jeweiligen Dice und den jeweils höheren Wert dann nehmen. Auf Stufe 1 wird die Standardvariante genommen; also ganz normal die vollen TP wie sonst auch immer!

Skills sollten genau aufgeschlüsselt werden wie sie sich zusammensetzen.

Es sollte bei der Ausrüstung der Preis der Gegenstände aufgeschlüsselt werden und auch deren Gewicht.

Es sollte immer die jeweilige Quelle (in Kürzeln) angegeben werden aus dem man die jeweilige Ressource bezieht. Ausnahmen gelten für Dinge aus dem SRD und dem Alpha Release 2. Wobei es nicht allzu schlecht wäre, wenn auch bei Alpha Release Sachen folgendes dabei stünde: (AR 2, S. XYZ); aber das wiederum ist eher freiwillig, denn fest vorgeschrieben.

Kampf

Der Rollenspiel-Text für das Ingame wird von den Spielern mittels des Code-Tags festgehalten und wird dann ins Ingame von mir dann übertragen, da während der Kämpfe der Ingame-Thread geschlossen ist und es im Kampfthread dann weiter geht (natürlich nur, wenn alle Gruppenmitglieder in einem Kampf verwickelt sind und nicht nebenher etwas anderes tun).

In einer Kleinschrift (size 9) sollten unter den Code-Tag alle regel-relevanten Dinge geschrieben werden mit der jeweils korrekten Aktionsbezeichnung (Standardaktion, Bewegungsaktion, Freie Aktion etc. Muss logischerweise nicht Deutsch sein im Regeltext, sondern kann dort auch Englisch sein.)

Bitte im Kampftopic keine Würfelwürfe machen! Das hat folgenden Grund: Wenn man sich mal verschrieben hat oder eine sonstiges Versehen vorlagen, hat man keine Möglichkeit mehr seinen Post zu editieren, ohne dass "geschummelt!" in roter Schrift dort steht. Was ihr aber auf freiwilliger Basis machen könnt, ist das Ergebnis eurer Würfe im Würfeltopic (z.B.: AW 26, Schaden: 18 ) in den Regeltext nach dem Code-Tag zu schreiben.

Es wird mit Gruppeninitiative gespielt. Das Prinzip der Gruppeninitiative wird hier von Eando Kline eigentlich ganz gut erläutert unter "Initiativregelung". Darum verweise ich mal hierauf. Falls aber immer noch Fragen dies bezüglich aufkommen sollten, können diese im OoC selbstverständlich gestellt werden.

Regelwerke / Regeln

Gespielt wird nach Pathfinder-Beta. Auch die beiden Player's Guides würden sich anbieten. Unter anderem werden eben auch Feats, Equipment etc. pp. aus diesen beiden Player's Guides berücksichtigt. Da die Spielwelt Golarion ist, werden natürlich auch alle anderen Dinge aus Regelwerken dieses Settings berücksichtigt.

Als solide weitere Grundlage sind die Core-Rules und die Complete-Reihe erlaubt, soweit übertragbar oder nicht ohnehin schon leicht modifiziert in Bezug auf die Core-Rules gesprochen. Alles weitere muss auf jeden Fall erfragt werden.

Das Expanded Psionics Handbook, das Complete Psionics, das Tome of Battle und das Tome of Magic bieten zwar interessante Regelvarianten, aber in dieser Runde wird mal ohne sie gespielt, da wir schließlich mit Pathfinder Beta Regeln spielen und die Dinge in den genannten Regelwerken für diesen Play-Test doch etwas exotisch wären in Verbindung mit den anderen Klassen.

Invocation-User oder auch der Artificer (ECS) wären nach Absprach mit mir allerdings evtl. erlaubt!

Skill Tricks aus dem Complete Scoundrel wären grundsätzlich mal erlaubt, soweit diese auf das neue Skill-System dann übertragbar sind. Manche müssten womöglich auch entsprechend abgeändert werden, weil sich die Namen der Skills womöglich verändert haben und manche Skills zuzsammengelegt wurden.

Regeln aus dem Rules Compendium können ggf. auch herangezogen werden, soweit anwendbar mit dem Pathfinder RPG System.

Anstelle der normalen Diplomatieregeln wird die Regelalternative von Richard Burlew verwendet. Ansonsten kann es durchaus einmal vorkommen, dass vom Abenteuer ein fester DC vorgegeben ist. Wenn dem so ist, werde ich dies im OoC entsprechend ankündigen.

Ein Rushed Diplomacy-Check ist auch mit diesen Regeln möglich. Es gilt der übliche -10 Malus. Es wäre durchaus auch möglich mit den passenden Argumenten einen Kampf frühzeitig zu beenden. Man kann allerdings auch mal mit seiner Argumentation falsch liegen, weil man die Motivation seines Gegenübers noch voll erfasst hat, das drückt sich dann möglicherweise durch zusätzliche circumstance mali aus. In seltenen Fällen könnte auch je nach Argument und Gegenüber die Diplomatie komplett scheitern (Rechtschaffen Gute Argumentationen, um einen chatisch bösen Dämonen davon zu überzeugen etwas zu unterlassen). Letzteres ist aber eine absolut Ausnahme-Regelung, die von meiner Seite her er selten zu Anwendung kommen soll und nur in wirklichen Ausnahmefällen, die so ähnlich sein sollen wie das Beispiel in Klammern.

Gegner ohne jegliche Intelligenz (Golems (bzw. vergleichbare Konstrukte) und Untote mit "Int -"), Tiere oder andere Wesen mit vergleichbar niedriger Intelligenz können nicht mit Diplomatie beeinflusst werden. Für Tiere würde sich da eher "Wild Empathy" anbieten und für intelligenzlose Untote zum Beispiel Undead Empathy. Es gibt bestimmt auch alternative Class Feature um Oozes zu beeinflussen, falls jemand darauf Wert legen sollte. Bei Golems wären andere Skills als Cha-basierte Check gegen sie ggf. wohl besser.

Alle weiter oben genannten Anmerkung sind streng genommen Hausregeln, aber als Klarstellung finde ich diese Regeln wichtig.

In der Pathfinder-Version fällt der Synergy-Bonus durch Bluff natürlich weg.

Es wird mit Aktionspunkten gespielt:


Zitat von: SRD
Action points give character the means to affect game play in significant ways, by improving important rolls or unlocking special abilities. Each character has a limited number of action points, and once an action point is spent, it is gone for good.

...

Acquiring Action Points

A beginning (1st-level) character starts the game with 5 action points. A character above 1st level starts the game with a number of action points equal to 5 + 1/2 his current character level.

Every time a character advances, he gains a number of action points equal to 5 + 1/2 his new character level. Some prestige classes might allow a faster rate of accrual, at the GM’s option.

...

Using Action Points

You can spend 1 action point either to add to a single d20 roll, to take a special action, or to improve the use of a feat.

You can spend 1 action point in a round. If you spend a point to use a special action (see below), you can’t spend another one in the same round to improve a die roll, and vice versa.

Add to a Roll

When you spend 1 action point to improve a d20 roll, you add the result of a 1d6 to your d20 roll (including attack rolls, saves, checks, or any other roll of a d20) to help you meet or exceed the target number. You can declare the use of 1 action point to alter a d20 roll after the roll is made, but only before the GM reveals the result of that roll. You can’t use an action point to alter the result of a d20 roll when you are taking 10 or taking 20.

Depending on character level (see table), a character might be able to roll more than one d6 when he spends 1 action point. If so, apply the highest result and disregard the other rolls. A 15th-level character, for instance, gets to roll 3d6 and take the best result of the three. So, if he rolled a 1, 2, and 4, he would apply the 4 to his d20 roll.

Character Level Action Point Dice Rolled
1st - 7th 1d6
8th - 14th 2d6
15th - 20th 3d6
Special Actions

A character can perform certain tasks by spending an action point. In addition to the actions described below, some prestige classes or feats (see below) might allow the expenditure of action points in order to gain or activate specific abilities, at the GM’s option.

Activate Class Ability
A character can spend 1 action point to gain another use of a class ability that has a limited number of uses per day. For example, a monk might spend an action point to gain another use of her stunning fist ability, or a paladin might spend an action point to make an additional smite attack.

Stable
Any time a character is dying, he can spend 1 action point to become stable at his current hit point total.

Hasten Infusion: Artificer Bonus (see page 46 ECS).

Bezüglich attributssteigernden Items gelten nicht ganz die Alpha Release 2 Regeln. Viel wichtiger ist es, dass der betreffende attributssteigernde Gegenstand an einer stimmigen / passenden Stelle ist am Körper. Falls dies einmal nicht der Fall sein sollte, kann freilich dieser Gegenstand trotzdem getragen / gekauft werden, allerdings kostet er mehr als ein normaler Gegenstand. An welcher Körperstelle ein Gegenstand letztlich unpassend ist, ist im Zweifelsfall Spielleiter-Entscheidung. Auch wenn die Preiserhöhung selbstverständlich den Spielleiter-Handbuch-Regeln folgt!

Sonstiges

Jeder legt sich einen Status an. Ein Status-Thread folgt demnächst. Beim Format ist vorallem wichtig, dass es übersichtlich ist und das Wichtigste von dem betreffenden Charakter enthält! Die Spieler sollen diesen selbstständig und korrekt verwalten!

Das Feat "Mounted Combat" negiert die ACP bei Ride. (Hausregel)

Für "Verhungern und Verdursten" (siehe hier in der Grundversion im SRD) wird als Regelergänzung das Herangezogen, was auf Seite 140 des Rules Compendiums steht.

Gespielt wird mit der "Fast-Aufstieg" (siehe Alpha Release 2, Seite 9).

Anwendung des Skills "Diplomatie" beim Warenverkauf (Hausregel):

DC 15 : 55% Market Price
DC 20 : 60% Market Price
DC 25 : 65% Market Price
DC 30 : 70% Market Price
DC 35 : 75% Market Price
Aid Another (+2) ist möglich, solange der unterstützende Charakter dabei DC 15 erreicht. Die Anzahl derjenigen Leute, die zusätzlich Aid Another bereiben, könnte möglicherweise allerdings durch einige Faktoren begrenzt sein.

Folgende Talente sind in dieser Runde zusätzlich erlaubt:[/u]

Zitat
Acrobatic Steps
You can easily move over and through obstacles.
Prerequisites: Dex 15, Nimble Moves.
Benefit: Whenever you move, you may ignore up to 15 feet of difficult terrain each round. The effects of this feat stack with those provided by Nimble Moves (allowing you to ignore a total of 20 feet of difficult terrain each round).

Advance (Combat)
You can move up to a foe with reach without provoking an attack.
Prerequisites: Dex 15, Dodge, Mobility.
Benefit: You do not provoke attacks of opportunity by moving through a creature’s threatened area, so long as you end your movement adjacent to that creature. This benefit only applies to one creature. If your move takes you through the threatened area of two or more creatures, you still provoke an attack of opportunity from the other creatures (even if you end your turn adjacent to more than one).

Bleeding Critical (Combat, Critical)
Your critical hits cause opponents to bleed profusely.
Prerequisites: Critical Focus, base attack bonus +11.
Benefit: Whenever you score a critical hit with a slashing or piercing weapon, your opponent takes 2d6 points of bleed damage each round on their turn, in addition to the damage dealt by the critical hit. Bleed damage can be stopped by a DC 15 Heal skill check or through any magical healing. The effects of this feat stack.
Special: You can only apply the effects of one critical feat to a given critical hit unless you possess Critical Mastery.

Blinding Critical (Combat, Critical)
Your critical hits blind your opponents.
Prerequisites: Critical Focus, base attack bonus +15.
Benefit: Whenever you score a critical hit, your opponent is permanently blinded. A successful Fortitude save reduces the blindness to 1 round. The DC of this Fortitude save is equal to 10 + your base attack bonus. This feat has no effect on creatures that do not rely on eyes for sight or creatures with more than two eyes (although multiple critical hits might cause blindness, depending on GM discretion). This blindness can be cured by heal, regeneration, remove blindness, or a similar ability.
Special: You can only apply the effects of one critical feat to a given critical hit unless you possess Critical Mastery.

Critical Focus (Combat)
You are trained in the arts of causing pain.
Prerequisites: Base attack bonus +9.
Benefit: You receive a +4 circumstance bonus on attack rolls made to confirm critical hits.

Critical Mastery (Combat)
Your critical hits cause two additional effects.
Prerequisites: Critical Focus, any two critical feats, 14th-level fighter.
Benefit: Whenever you score a critical hit, you can apply the effects of two critical feats in addition to the damage dealt.
Normal: You can only apply the effects of one critical feat to a given critical hit in addition to the damage dealt.

Deafening Critical (Combat, Critical)
Your critical hits cause enemies to lose their hearing.
Prerequisites: Critical Focus, base attack bonus +13.
Benefit: Whenever you score a critical hit, your opponent is permanently deafened. A successful Fortitude save reduces the deafness to 1 round. The DC of this Fortitude save is equal to 10 + your base attack bonus. This feat has no effect on deaf creatures. This deafness can be cured by heal, regeneration, remove deafness, or a similar ability.
Special: You can only apply the effects of one critical feat to a given critical hit unless you possess Critical Mastery.

Disruptive (Combat)
Your training makes it difficult for enemy spellcasters to safely cast spells near you.
Prerequisites: 6th-level fighter.
Benefit: The DC to cast spells defensively increases by 4 for all enemies within your threatened area. This increase only applies if you are aware of the enemy’s location and are capable of taking an attack of opportunity. If you can only take one attack of opportunity per round and have already used that attack, this increase does not apply.

Exhausting Critical (Combat, Critical)
Your critical hits cause opponents to become exhausted.
Prerequisites: Critical Focus, Tiring Critical, base attack bonus +15.
Benefit: Whenever you score a critical hit, your opponent becomes exhausted. This feat has no effect on exhausted creatures.
Special: You can only apply the effects of one critical feat to a given critical hit unless you possess Critical Mastery.

Fleet
You are faster than most.
Benefit: Your base speed increases by 5 feet. You lose the benefits of this feat if you carry a medium or heavy load.
Special: You can take this feat multiple times. Its effects stack.

Greater Bull Rush (Combat)
Your bull rush attacks throw enemies off balance.
Prerequisites: Improved Bull Rush, base attack bonus +6.
Benefit: Whenever you bull rush an opponent, their movement provokes attacks of opportunity from all of your allies (but not you).
Normal: Creatures moved by bull rush do not provoke attacks of opportunity.

Greater Disarm (Combat)
You can knock weapons far from an enemy’s grasp.
Prerequisites: Improved Disarm, base attack bonus +6.
Benefit: Whenever you successfully disarm an opponent, the weapon lands 15 feet away, in a random direction.
Normal: Disarmed weapons and gear land at the feet of the disarmed creature.

Greater Feint (Combat)
You are skilled at making enemies overreact to your maneuvers.
Prerequisites: Improved Feint, base attack bonus +6.
Benefit: Whenever you use feint to cause an opponent to lose his Dexterity bonus, he loses that bonus until the beginning of your next turn, in addition to losing his Dexterity bonus against your next attack, if that attack does not come before your next turn.
Normal: Creatures you feint lose their Dexterity bonus against your next attack.

Greater Grapple (Combat)
Maintaining a grapple is second nature to you.
Prerequisites: Improved Grapple, base attack bonus +6.
Benefit: Once you have grappled a creature, maintaining the grapple is a move action. This feat allows you to make two grapple checks each round (to move, harm, or pin your opponent), but you are not required to make two checks. You only need to succeed at one of these checks to maintain the grapple.
Normal: Maintaining a grapple is a standard action.

Greater Overrun (Combat)
Enemies must dive to avoid your dangerous move.
Prerequisites: Improved Overrun, base attack bonus +6.
Benefit: Whenever you overrun opponents, they provoke attacks of opportunity if they attempt to avoid you or are knocked prone by your overrun.
Normal: Creatures that avoid your overrun or are knocked prone do not provoke an attack of opportunity.

Greater Penetrating Strike (Combat)
Your attacks penetrate the defenses of most creatures. Choose one type of weapon that you have already selected for Penetrating Strike.
Prerequisites: Penetrating Strike, Weapon Focus, 16th-level fighter.
Benefit: Your attacks with the selected weapon ignore up to 10 points of damage reduction. This amount is reduced to 5 points for damage reduction without a type (such as DR 10/—).

Greater Shield Focus (Combat)
You are incredibly skilled at deflecting blows with your shield.
Prerequisites: Shield Focus, Shield Proficiency, 8th-level fighter.
Benefit: Increase the AC bonus granted by any shield you are using by 1. This bonus stacks with the bonus granted by Shield Focus.

Greater Shield Mastery (Combat)
You can use a shield to deflect a great deal of harm.
Prerequisites: Shield Focus, Shield Mastery, Shield Proficiency, 12th-level fighter.
Benefit: Whenever you are using a shield, you gain DR 2/—. You must be aware of the attack to gain this bonus. Any effect that causes you to lose your Dexterity or shield bonus causes you to lose this bonus. This bonus stacks with all other forms of damage reduction without a type, including that gained from Shield Mastery.

Greater Sunder (Combat)
Your devastating strikes cleave through weapons and into their wielders.
Prerequisites: Improved Sunder, base attack bonus +6.
Benefit: Whenever you sunder to destroy a weapon, any excess damage is applied to the weapon’s wielder. No damage is transferred if you decide to leave the weapon with 1 hit point.

Greater Trip (Combat)
You can make follow-up attacks on foes that you knock prone.
Prerequisites: Improved Trip, base attack bonus +6.
Benefit: Whenever you successfully trip an opponent, that opponent provokes an attack of opportunity.
Normal: Creatures that are knocked prone do not provoke attacks of opportunity.

Improved Greater Fortitude
You can draw upon an inner reserve to resist diseases, poisons, and other grievous harm.
Prerequisites: Great Fortitude.
Benefit: Once per day, you may reroll a Fortitude save. You must decide to use this ability before the results are revealed. You must take the second roll, even if it is worse.

Improved Iron Will
You have a clarity of thought that allows you to fight off mental attacks.
Prerequisites: Iron Fortitude.
Benefit: Once per day, you may reroll a Will save. You must decide to use this ability before the results are revealed. You must take the second roll, even if it is worse.

Improved Lightning Reflexes
You have a knack for avoiding danger, even when it is all around you.
Prerequisites: Lightning Reflexes.
Benefit: Once per day, you may reroll a Reflex save. You must decide to use this ability before the results are revealed. You must take the second roll, even if it is worse.

Lunge (Combat)
You can strike foes that would normally be out of reach.
Prerequisites: Base attack bonus +6.
Benefit: You can increase the reach of your melee attacks by 5 feet by taking a –4 penalty to your AC until your next turn. You must decide to use this ability before any attacks are made.

Master Craftsman
Your superior crafting skills allow you to create simple magic items. Choose one Craft or Profession skill in which you possess at least 5 ranks.
Prerequisites: 5 ranks in any Craft or Profession skill.
Benefit: Ranks in your chosen skill count as your caster level for the purposes of qualifying for the Craft Arms and Armor and Craft Wondrous Item feats. You can create magic items using these feats, substituting your ranks in the chosen skill for your total caster level. You must use the chosen skill for the check to create the item. The DC to create the item still increases for any necessary spell requirements (see the magic item creation rules in Chapter 15). You cannot use this feat to create any spell-trigger or spell-activation item.
Normal: Only spellcasters can qualify for the Craft Arms and Armor and Craft Wondrous Item feats.

Nimble Moves
You can move across a single obstacle without slowing down.
Prerequisites: Dex 13.
Benefit: Whenever you move, you may ignore up to 5 feet of difficult terrain each round. This feat allows you to take a 5-foot step into difficult terrain.

Penetrating Strike (Combat)
Your attacks are capable of penetrating the defenses of some creatures. Choose one type of weapon that you have already selected for Weapon Focus.
Prerequisites: Weapon Focus, 12th-level fighter.
Benefit: Your attacks with the selected weapon ignore up to 5 points of damage reduction. This feat does not apply to damage reduction without a type (such as DR 10/—).

Powerful Critical (Combat, Critical)
Your critical hits cause an amazing amount of damage. Choose one type of weapon that you have already selected for Improved Critical.
Prerequisites: Critical Focus, Improved Critical, base attack bonus +13.
Benefit: Whenever you score a critical hit with the selected weapon, the damage multiplier increases by 1, to a maximum of x4.
Special: You can only apply the effects of one critical feat to a given critical hit unless you possess Critical Mastery.

Shall Not Pass (Combat)
You can stop foes that try to move past you.
Prerequisites: Combat Reflexes.
Benefit: Whenever an enemy provokes an attack of opportunity due to moving through your adjacent squares, a successful hit causes them to stop moving for the rest of their turn. Enemies can still take the rest of their action, but cannot move.

Shield Focus (Combat)
You are skilled at deflecting blows with your shield.
Prerequisites: Shield Proficiency, base attack bonus +1.
Benefit: Increase the AC bonus granted by any shield you are using by 1.

Shield Mastery (Combat)
You can use a shield to deflect harm.
Prerequisites: Shield Focus, Shield Proficiency, 4th-level fighter.
Benefit: Whenever you are using a shield, you gain DR 2/—. You must be aware of the attack to gain this bonus. Any effect that causes you to lose your Dexterity or shield bonus causes you to lose this bonus. This bonus stacks with all other forms of damage reduction without a type (such as the damage reduction gained by barbarians).

Sickening Critical (Combat, Critical)
Your critical hits cause opponents to become sickened.
Prerequisites: Critical Focus, base attack bonus +11.
Benefit: Whenever you score a critical hit, your opponent becomes sickened for 1 minute. The effects of this feat do not stack. Additional hits instead add to the duration.
Special: You can only apply the effects of one critical feat to a given critical hit unless you possess Critical Mastery.

Spellbreaker (Combat)
You can strike enemies that fail to cast defensively.
Prerequisites: Disruptive, 10th-level fighter.
Benefit: Enemies in your threatened area that fail their checks to cast spells defensively provoke attacks of opportunity from you.
Normal: Enemies that fail to cast spells defensively do not provoke attacks of opportunity.

Staggering Critical (Combat, Critical)
Your critical hits cause opponents to slow down.
Prerequisites: Critical Focus, base attack bonus +13.
Benefit: Whenever you score a critical hit, your opponent becomes staggered for 1d4+1 rounds. A successful Fortitude save reduces the duration to 1 round. The DC of this Fortitude save is equal to 10 + your base attack bonus. The effects of this feat do not stack. Additional hits instead add to the duration.
Special: You can only apply the effects of one critical feat to a given critical hit unless you possess Critical Mastery.

Step Up (Combat)
You can close the distance when a foe tries to move away.
Benefit: Whenever an adjacent foe attempts to take a 5-foot step away from you, you may also make a 5-foot step as an immediate action so long as you end up adjacent to the foe that triggered this ability. If you take this step, you cannot take a 5-foot step during your next turn and you count as if you had take a 5-foot step on that turn (preventing any other movement).

Strike Back (Combat)
You can strike at foes that attack you using their superior reach, by targeting their limbs or weapons as they come at you.
Prerequisites: Base attack bonus +11.
Benefit: You can ready an action to make a melee attack against any foe that attacks you in melee, even if the foe is outside of your reach. If you attack a foe that is outside your reach using this ability, you take a –2 penalty on your attack roll.

Stunning Critical (Combat, Critical)
Your critical hits cause opponents to become stunned.
Prerequisites: Critical Focus, base attack bonus +17.
Benefit: Whenever you score a critical hit, your opponent becomes stunned for 1d4+1 rounds. A successful Fortitude save reduces the duration to 1 round. The DC of this Fortitude save is equal to 10 + your base attack bonus. The effects of this feat do not stack. Additional hits instead add to the duration.
Special: You can only apply the effects of one critical feat to a given critical hit unless you possess Critical Mastery.

Tiring Critical (Combat, Critical)
Your critical hits cause opponents to become fatigued.
Prerequisites: Critical Focus, base attack bonus +13.
Benefit: Whenever you score a critical hit, your opponent becomes fatigued. The effects of this feat do not stack.
Special: You can only apply the effects of one critical feat to a given critical hit unless you possess Critical Mastery.
"Wo Licht ist, da ist auch Schatten."
In the darkness of the night, we hear the whisper of the void.