Character Options
Feats
Racial Fighting Techniques
Feats
Racial Fighting Techniques
Essentually Pathfinder's Traits and Midnight's Racial Fighting Styles inspired me to develop this option for the Pathfinder Role Playing game. These are boons that can be learned and added to martial, skilled, or even caster characters to play up cultural identity in combat. Flavor with mechanics is always a good thing. These feats allow a character the ability to learn a different race's cultural combat tricks.
Dwarven Combat Techniques
PerequisiteBAB +5
Benefit
Character learns one Dwarf Combat Technique and is now elegible to learn others
Normal
Character must be a Dwarf to learn Techniques
Elven Combat Techniques
PerequisiteBAB +5
Benefit
Character learns one Elvin Combat Technique and is now elegible to learn others
Normal
Character must be an Elf to learn Techniques
Gnomish Combat Techniques
PerequisiteBAB +5
Benefit
Character learns one Gnome Combat Technique and is now elegible to learn others
Normal
Character must be a Gnome to learn Techniques
Halfling Combat Techniques
PerequisiteBAB +5
Benefit
Character learns one Halfling Combat Technique and is now elegible to learn others
Normal
Character must be a Halfling to learn Techniques
Human Combat Techniques
PerequisiteBAB +5
Benefit
Character learns one Human Combat Technique and is now elegible to learn others
Normal
Character must be Human to learn Techniques
Orc Combat Techniques
PerequisiteBAB +5
Benefit
Character learns one Orc Combat Technique and is now elegible to learn others
Normal
Character must be Orc to learn Techniques
Author's Note: There are a few ground rules though. A PC must be of the race that the combat techniques originate from, have a BAB of +3, and have 3 skill ranks in a skill associated with that race. Obiously since I developed a variety of combat skills/techniques for each of the core races there can be some issues with minmaxing. I recommend not lettign the players learn mor ethan one technique per class level, or if you really want to tone down how many the characters get, base it off inteligence modifier. This encourages Inteligence not to be a dump stat. alternatively you can base the limit of the character's primary combat score modifier. Still I find the best way to utilize these techniques it to give the opportunities to learn them. I don't really suggest a character learning more than 2 race's fighting techniques. In the flavor text for each, there are descriptions for developing NPC instructors, and what sort of challenges the pc's might have to overcome to be worthy of a master's tutelage. Lastly, as a DM you may want to choose when and what level some of the feats are learnable.
That all being said...if the character is not of a race and wishes to learn the techniques of another race, then they may purchase the Racial Combat Techniques Feat. This allows the person to start learning another race's techniques. Though some races require certain racial features in order to opperate.
Human Combat Techniques
Adaptable by nature and incredibly driven. human combat techniques vary by culture. Though most fighting schools and armies at least tend to have some similiar ideas. Humans spend years and generations honing and developing, soemtimes stealling or mimicking techniques to come up with their ideal form. Obviously Martial types are the most likely to hone and teach human fighting teachniques. Fighters, Calaviers, Rangers, Barbarians, Maguses, Paladins, Samurai, Gunslingers and Monks are goign to know at least one trick or two. It's not uncommon for Casters to pick up a few tricks in their travels and studies. Humans are somewhat interesting about their combat techniques, as some are quit willing to spread their knowledge, others sell their tutelage, and others lock their abilities in monasteries only letting a few worthy students attempt them. humans can teach a useful trick to most any race, though Dwarve, half-orcs, and half elves are usualy inclined to learn them most. Halflings and gnomes are not opposed to picking up a trick that is useful to their personal styles. Elves can learn human techniques once they get past the unrefined nature of it. The issue is just finding a human who will teach. As it was stated before, not all humans are alike.Requirements
- BAB: +3
- Race: Human, Half-Orc, Half-Elf, or Adopted Trait
- Skill Ranks: 3 ranks in Sense Motive or Perception
Alternate Requirements
- BAB: +5
- Feat: Human Combat Techniques
Techniques
Melee - Confident Striker: Humans gain a +1 moral bonus to hit when at full hp or during a charge.
Ranged - White of the Eye: Human's gain a +1 moral bonus to damage when target is within 30 feat. This stacks with point blank shot.
Defensive - You're comming with me: Human's gain a +2 morale bonus to damage against creatures flanking them.
Combat Manuever - Related Technique: Human's add half the bonus of any combat manuever to their general CMB & CMD as an insight bonus. So having improved trip and improved grapple would add +1 and +1 for a total of +2 to their CMB and CMD. note this does not give them the ability to ignore attacks of opportunity from utilizing manuevers that they do not have the feats or class features for. It just gives them a higher degree of success with unfamiliar or underpracticed techniques.
Teamwork - Incredible Tacticians: Human's confer 1.5 the normal bonuses to allies who have teamwork feats in common with the human.
Movement - Make Room!: Humans can charge through an occupied square, but still suffer all penalties. They are limited to charging through 1 large creature, 2 medium creatures, 4 small creatures, or 8 tiny creatures.
Equipment - Always Learning: A human may gain proficiency in one martial or exotic weapon every 4 levels.
Terrain - I'll deal: Human's reduce the penalty for difficult terrain or encumberance by 1. If they have the Endurance feat it's reduced by 2.
Combat Style - Opportunistic: Humans do additional damage equal to 1/5 their character level on all attacks of opportunity.
Saving Throw: Never show weakness: Human's gain a +1 morale bonus to their weakest saving throw, and against curses and compulsion effects.
Caster - Hidden Reserve: Once a day, a human may power a spell equal to their constituition modifier (minimum 1st), and it must be a spell they know, to manifest. This spell may not be affected by metamagic, and the caster is immediately esxhausted afterwords. If the caster has endurance, then they are only fatigued.
Special - Martial Study: A human develops another race's combat technique through observation or experimentation. Or a Human gains favored enemy as per the Ranger ability, but this does not stack with other classes and effects that improve Favored Enemy. The selection is also limited to humanoids & fey.
Author's Note: One of the core races, though as humans there are many cultures, this is just a generalization. The same can be said of any of the races though.
Orc Combat Techniques
One word comes to mind when the orcs are spoken of: Savage. Their existance is a short, painfilled, and often overly violent span of years. Yet the orcs have a passion in this violence, as it is an expression of strength, which means everything to an orc. Thus the surviving styles of orc battle prowess tend to reflect upon the orcs and their ferocious nature. Only the The most feral or insane humans and dwarves seek to learn orcish technique. Usually others learn orcish technique in the throws of war or in the most violient of skirmishes. Halflings, elves, gnomes are all too refined (and frail) to see (or survive) the simple brutal art the orcs call: battle. Not surprisingly, most orc battle techniques at taught by barbarians, cavaliers, fighters, and the occassional oracle of battle or rogue. It is not unknown for orc druips or adepts to know these tricks, but they tend to keep such knowledge secret. Besting an orc usually doesn't earn the right to learn their techniques. Proving useful and nonthreatening to one can. As can fear and respect. Orcs protect what advantages they have over other orcs, so most techniques are stolen, rather than taught.Requirements
- BAB: +3
- Race: Orc, Half-Orc, or Adopted Trait
- Skill Ranks: 3 Ranks in Survival
Alternate Requirements
- BAB: +5
- Feat: Orc Combat Techniques
Techniques
Melee - Brute Strike: Regaurdless if a weapon is used in one or two hands, those with orcish blood apply 1.5 times their strength modifiers to damage when they threaten a critical hit with a two handed weapon, but if the critical is confirmed then the strength modifier is doubled in stead.
Ranged - Hard Thrower: Orcs may use power attack within the first range increment of any thrown weapon.
Defensive - Thickblooded: Orcs don't suffer bleed damage for one round after it's dealt.
Combat Manuever - Blitz and Sack: Orcs are treated as one size cateogory larger when making a bullrush or overrun.
Teamwork - Beating Frenzy: When prompted to take an attack of opportunity due to an allies action, orcs gain a +1 morale damage bonus for every 5 levels they posses.
Movement - Combative Climber: as long as the orc begins and ends his round climbing, he may fight as his movement allows. If he is under the effects of spider climb or a similar spell, he may fight normally in climbing situations.
Equipment - Savage Grip: Orcs reduce penalties on using oversized weapons they are proficient with by +2.
Terrain - Weathered Rage: treat weather as one step less severe than it actually is.
Combat Style - Unrelenting Foe: Orcs get a +2 morale bonus to strength and one temporary hitpoint for every foe they drop in a full attack or cleave attempt.
Saving Throw - Fear Eater: Orcs exposed to fear effects that fail their saving throw can attempt a DC (10+1/2 CL+Str) Saving throw. If successful they may attempt a second saving throw also adding their Str modifier to the result.
Caster - Forceful Counter Spell: When an orc counterspells and is successful, the opposing caster takes 1d3+the orcs strength mdifier in subdual damage.
Special - Furious Vigor: An orc that has not used his ferocity trait my spend it to gain his Con bonus in temporary hitpoints or ignore ability drain, negative levels, poisin, or disease for a number of rounds equal to their Con modifier. Non-orcs must have the Die Hard feat to utilize this, and must not have been dropped to zero hitpoints that day. If the character has the Fight On feat, then this is applied after.
Author's Note: The rough and grim nature of the orcs inspire their combat style. I look heavily into LOTR and Blizzards Earlier Warcraft Lore for inspiration on the abilities and culture of the orcs. Wayfinder was also a big inspiration.
Halfling Combat Techniques
Halflings are dodgy little folk who are much luckier than they ought to be. While for the most part they are preyed upon or abused by other races. Halflings in and of themself are quite talented in their ways of war. While most of their techniques are based on the halfling's natural inclination towards daredevil stunts, tricks, and unnatural luck, a few techniques were developed by dedicated protectors of the small folk. Obviously Halflings are highly likely to learn their own fighting tricks, it is surprising that not that many Gnomes do. Half-elves, elves, humans and the occassional guileful half orc seem to find the halfling's unique moves helpful to their own combat styles. Gnomes and Dwarves find the acrobatice halfling style, rarely suits their own well practiced techniques. Though rogues of any race can find halfling combat techniques useful. Most halfling combat techniques are taught by rogues, monks, rangers, and occassionally a magus. Usually if a halfling likes a person's company and trust the person, they are more than happy to teach them a trick or two. Almost all members of halfing communities share their combat tricks to keep them alive and give the halflings an edge. Of all the races combat techniques, the halflings are most willing to share.Requirements
- BAB: +3
- Race: Halfing, or Adopted Trait
- Skill Ranks: 3 Ranks in Acrobatics
Alternate Requirements
- BAB: +5
- Feat: Halfling Combat Techniques
Techniques
Melee - Out of Nowhere: haflings can flank from the same square as a an ally. The Halfling does not take penalties for squeezinge unless it's in difficult terrain.
Ranged - Improvised Ammo: Halfings can use slings to throw potions, flasks, and similar splash weapons using the sling's range.
Defensive - Come and Out and Play: Halfings gain 10% concealment against opponents larger than them by at least one size cateogory and who are using a shield.
Combat Manuever - Lucky Little Devil: Halflings apply their racial luck bonus to feints, dirty tricks, trips, and disarms, for both CMB and CMD. Non-halflings need to have access to some sort of luck reroll, luck ability, or similar effect to utilize these techniques, if they learn them.
Teamwork - Shared Luck: Halflings grant their luck bonus to any ally who makes a saving throw teamwork feat that benefits them. Non-halflings need to have access to some sort of luck reroll, luck ability, or similar effect to utilize these techniques, if they learn them.
Movement - Uncanny Charge: A halfling may make one 90 turn, acrobatics check, climb check, or move throw a hostile creature's occupied space to make a charge. The creature must be at least one size cateogory larger than the halflign though.
Equipment - Small Wonder: Halfings treat daggers and Monk Unarmed Strikes as one size cateogory larger for the purpuses of damage.
Terrain - Death From Above: Halflings gain a +1 to damage whenever they get a highground bonus.
Combat Style - Deft Hands: Halflings reduce two weapon fighting penalties by 1 when using daggers, shortswords, punching daggers, kukris, handcrossbows, or darts.
Saving Throw - Nimble Evader: Any time a halfling makes an acrobatics in combat, they gain a +1 Dodge Bonus to Reflex saves.
Caster - Mystic Aid: Halflings casting spells with target self gain a +1 luck bonus to AC and CMD that lasts 1 round per level of the spell cast.
Special - Improbable Defense: When a halfling is rendered flat footed or denied their dexterity to AC, their luck bonus is applied to their AC. Non-halflings need to have access to some sort of luck reroll, luck ability, or similar effect to utilize these techniques, if they learn them.
Author's Note: Obviously the Hobbit and Belkar from Order of the Stick inspired some of this series. Though Midnight's elflings also played a role in determining the prowess of the likeable smart folk.
Gnomish Combat Techniques
Gnomes are showman about their martial prowess. After all as one of the smaller races, if they can get other opponent to fear their potential, then they don't have to fight at all. That suits the gnomes just fine and alllows for them to maintain a degree of safety. However, gnomes are ingenius and often quite magical. So their actual time tested combat techniques incomporate ingenuity and touches of magic. Most gnome tricks leave their oppoents as confused to what happened, as to how it happened. Cracks of lightning, flashes of light, horrid smells and explosions are all hallmarks of a master gnomish fighter. Halfings, humans, and half elves tend to have enough creativity and innate magical dabbling to perform these tricks. Gnomes techniques tend to be not comat oriented enough for orcs and dwarves, and not refined enough for elves. Bards, Maguses, Oracles and ninja tend to teach most gnome fighting tricks. To learn Gnomish combat techniques usually a gnome community must accept a student as family, or owe a debt to the student. Though winning a bet, interest, or paying a gnome are also known methods of gaining the knowledge.Requirements
- BAB: +3
- Race: Gnome, or Adopted Trait
- Skill Ranks: 3 Ranks in Perform
Alternate Requirements
- BAB: +5
- Feat: Gnome Combat Techniques
Techniques
Melee - Hands Off!: When in a grapple condition, gnomes get a +1 to damage to the grappling opponent.
Ranged - Arcane Projectile: A gnome may sacrafice a use of Gnome magic to add damage equal to 1/5 their character level to ranged attacks. Alternatively they may apply Arcane strike to throwing weapons including the initial hit of splash weapons. This bonus lasts for rounds equal to the gnome's charisma modifier (minimum 1). Non-gnomes may use innate magic, spell-like abilities, the arcane series of feats, or sacrafice spell slots to use these abilities; provided they learn them.
Defensive - Shimmering Shield: A gnome may sacrafice a use of gnome magic, or a spell with the light, illusion, or fire discruptor to gain a +1 deflection bonus to AC for one round. Non-gnomes may use innate magic, spell-like abilities, the arcane series of feats, or sacrafice spell slots to use these abilities; provided they learn them.
Combat Manuever - Mean Trickster: Gnome's learn to apply their chrisma modifier to CMB and CMD regaurding Feints and Dirty Tricks.
Teamwork - Kick it while it's down!: Gnomes do +1 additional damage for any teamwork feat that gives bonuses for flanking and attacks of opportunity.
Movement - Roll With It: Gnomes may five foot adjust even while prone.
Equipment - Not Used as Directed: Gnomes gain a +1 to hit and damage with alchemical weapons and improvised weapons.
Terrain - Beneficial Hinderance: When in difficult Terrian, gnomes gain a +1 deflection bonus and and addition 5% concelament due to cover.
Combat Style - Easier Than You Think: Gnomes gain a +1 to attack and damage with double weapons, and reduce nonproficiency with other weapon penalties by 1. This stacks with the Quick Study trait.
Saving Throw - Feyblood's Protection: A gnome may sacrifice one use of Gnome Magic to gain a +1 racial bonus to all saving throws for rounds equal to their charisma modifier (minimum 1). Non-gnomes may use innate magic, spell-like abilities, the arcane series of feats, or sacrafice spell slots to use these abilities; provided they learn them.
Caster - Mind Break: Any creature who falls victim to a gnome's illusions or enchantments takes 1 point of subdual damage per level of the spell. Any illusion or enchantment affect that would daze, fascinate, or incapacitate a target also lasts one round longer.
Special - Innately Disruptive: By burning up their uses of gnome magic for the rest of the day a gnome gains spell Resistance equal to 10 + their charisma modifier. This resistance lasts for rounds equal to the 1/2 the gnome's character level. Non-gnomes may use innate magic, spell-like abilities, the arcane series of feats, or sacrafice spell slots to use these abilities; provided they learn them.
Author's Note: Pretty much the Arcane feats, teh Reserve Feats from ToM, and the Magus base class really inspired Gnome Combat. To be honestly I think of the Magus ad Arcane duelist as the main fighting types in Gnomish communities. So The techniques were designed to make gnome magic simulate arcanas and arcane abilities.
Elvish Combat Techniques
The elves have always been known for the grace and aloof mindset. It's not surprising that their combat techniques often play to that grace and out of reach approch. Though they are not strangers to using magic in warfare, they often employ it just as they would a well placed arrow or strike. Naturally Elves and Half Elves are most likely to learn elven combat methods. It is not unknown for humans and halfings to learn a few elven tricks due to both races open minded nature. Half orcs, and orcs learn elven combat technique the same way they learn dwarven....usually by surviving it. It is very uncommon for gnomes and extremely undwarven to learn elven combat technique. Rangers, Cavaliers, Samurai, and Maguses are the most likely to teach elven combat technique. Elven Paladins, Inquisitors, Wizards and Bards are just as likely to know the finer points of Elven Combat, but surprisingly they are less likely to teach them, keeping a few secrets for themselves. Usually learning elven techniques requies a great service to the elves, great friendship, or incredible cunning as they do not particularly like to share their secrets, nor do they spend the time investment often.Requirements
- BAB: +3
- Race: Elf, Half-Elf, or Adopted Trait
- Skill Ranks: 3 Ranks in Any Knowledge
Alternate Requirements
- BAB: +5
- Feat: Elf Combat Techniques
Techniques
Melee - Fatal Finese: Elves do an additional +1 damage with one handed weapons.
Ranged - Concussive Archer: After an intial hit, Elves secondary ranged attacks do +1 damage per attack when aimed at the same target till the begining of their next turn.
Defensive - Evading Defense: When taking a full defense, withdraw action, or utilizing combat expertise, elves apply an Insight bonus equal to 1/5 their character level to AC.
Combat Manuever - Too Clever For That Old Trick: Elves apply their inteligence modfier to CMB and CMD for every combat manuever they learn. They also gain a +1 Insight bonus to CMD in general.
Teamwork - Lending Experience: An elf is treated as having a teamwork feat if it would be beneficial to an ally. Though the Elf must have the feat itself to take advantage of its benefits to the elf. For an example the elf's ally has Paired Opportunists and is standing next to the elf, if the elf gets an attack of opportunity, so does the ally, but the elf does not gain an attack of opportunity if the situation is reversed.
Movement - Uncanny Grace: An elf may utilize their five foot step to subtlely change a charge or move action to be more beneficial to them. They mave not change then end destination, but they could use the five foot adjustment to avoid a threatened square, or to better line up the charge.
Equipment - Martial Arcane Device: An elf may use a wand as a small club or a rod as light mace, using the spell level stored as a modifier to it's hardness. If the Elf has Arcane Strike or Access to a Spell Pool or Hex's, then they may treat the spell level as an enhancement bonus. The elf may apply this to magic staves as well.
Terrain - Deft Stepper: Elves only take half penalties (minmum 1) for complex actions in difficult terrain. Whether it be fighting ina forest, straffing shot along a roof top, or dueling on a sinking ship, elves are exceptionally adept at maintain their grace.
Combat Style - Follow Up: an elf may make additional attacks during a Spring Attack, Shot on the Run, and any other similar series of feats or combat manuevers. Note these may only be off hand attacks(two weapon fighting or shield bash), cleave attempts, ki and rage powers, or addition shots granted by rapid shot. The attacks may be made at any time during the elf's movement, but must be completed by the end of it.
Saving Throw - Fickle Mind: An elf gains a +2 racial bonus verus compulsion and fear effects.
Caster - Punish Resistance: Any spell or spellike ability an elf castes that overcomes Spell Resistance or fails to be couterspelled does one additional damage per die, lasts an additional 2 rounds, or adds 2 to the DC to save against it.
Special - Incredibly Swift: Once per day up to the elf's dexterity modifier, an elf may make a swift action a free action. Or once per day an elf may make a free action an immediate one.
Author's Note:Pretty much elves are fast where halflings are nimble. I played up on their near haste status with wome of their abilities. Also a lot of people downplay elves martial prowesss, so I am shooting to make them more akin to guerilla style fighters and skirmishers. That and a century or two of combat experience has it's perks.
Dwarven Combat Techniques
The Dwarves have a long standing warrior culture. Every dwarf at some point has served in a militia, is familiar with tactics, and knows the basic weapons and enemies of their people. Even the bookish and quiet Dwarven Wizard knows how to fell a foe with an axe or a hammer, while Dwarven Fighters can break a sword with a wellplaced shield bash. Most of the Dwarven techniques orignate from The Dwarven Military, and thus have a very straightforward, but effective use. Humans seem to be the race most willing to learn from the dwarven styles, as some dwarven techniques are older than most human kingdoms. Orcs and half-orcs seem to have to learn some of Dwarven technique out of necessity for survival. Though their learning is usually by observation or survival. The other races are too undisciplined and too frail usually to take advantage of the dwarven idea of being an amored bundle of steel. Dwarven Paladins, Cavaliers, Fighters, and Clerics are most likely to be the ones teaching these methods. Earning the right to learn usually involves proving oneself to be valuable to the dwarves or a valiant dwarf with the capacity to learn and think.Requirements
- BAB: +3
- Race: Dwarf, or Adopted Trait
- Skill Ranks: 3 Ranks in Profession (Soldier)
Alternate Requirements
- BAB: +5
- Feat: Dwarf Combat Techniques
Techniques
Melee - Resolved to Battle: The dwarf gains a +1 to damage with off hand attacks when making a full attack.
Ranged - Shield Fingers: A dwarf may still reload a light or heavy crossbow while wielding a heavy or light shield of any type.
Defensive - Planted Feet: A dwarf taking a total defense action gains a moral bonus equal to 1/4 their CL to AC and CMD.
Combat Manuever - Weapon Reaver: Dwarves reduce an objects hardness by their strength modifier when sundering an object. Likewise any attended object on the dwarf's person gains hardness equal to the dwarf's strength modifier.
Teamwork - Shield Wall Veteran: Dwarves gain +1 benefit to any teamwork feat requiring the use a shield.
Movement - Natural Sprinters: Dwarves can charge when fatigued or heavily encumbered.
Equipment - Steel Wrapped Skin: Dwarves reduce armor penalties by 1. this Stacks with the Armor Expert Trait.
Terrain - Cloak of Stones: In mountains or underground. Dwaves treat concealment as one step higher. So Partial concelament moves to half concelment and so forth.
Combat Style - Armored Assualt: Dwarves gain a +1 to attack and damage with shields, gauntlets, greaves, helms, and armor spikes.
Saving Throw - Great Stones: Dwarves suffer the effects of starvation, exhaustion, and dehydration at half the rate of the other races.
Caster - Steeled Spells: A dwarven caster removes 5% Arcane spell failure chance for every 5 Levels they posses.
Special - Earthen Eyes: A dwarf is treated as having tremorsense 5' in a stone terrain or blindsight 5' in a subterrainian area. Naturally the dwarf must be touching said stone.
Author's Note: Lord of the Rings, the Dwarves, and viking myth depicts the dwarves as tireless bundles of steel and fury. Why should their fighting style be any different? Though workers of metal...arms and armor can't help but work their way into every aspect of their lives.
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