combat disciplines

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  • 8/10/2019 Combat Disciplines

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    Combat Discipl ines

    Melee combat disciplines

    6 XP Way of The Fist

    You deal 9 extra damage with any fist-based attack.6 XP Defensive Stance

    When assuming this stance, you get to roll to 2D6 each time a melee attack is made against you.

    If you roll doubles, the attack fails. Also, the only attack you can do while in this mode are basic

    attacks and spell casting. Synergy: if you have Defensive Stance and Shield Defender,

    chance to block instead of 1/3

    12 XP Pain Strike

    Enemy struck by this special attack take 1 damage only. But the target must make a FORT

    (fortitude)check (DL7) if the target fails, he or she cannot do an attack action or move action for

    one round.

    12 XP Power Attack

    You do a very strong melee attack that does 50% extra damage than it normally would and if the

    targets size is equal to or less than your STR (Strength), they must make a REF (reflex)check

    where the DL is equal to your STR (Strength), and if they fail then they are knocked prone.

    However, if you miss with a Power Attack, you gain the Overextended Condition, which means,

    the next attack made against you auto-hits. A DL 7 REF (reflex)checks can prevent this

    Overextended Condition. This ability has a 1 round cool down.

    12 XP Flurry

    You spend your attack action to do 3 basic attacks all in one turn. After doing this, you mustsucceed on a DL 7 VIT check or become fatigued.

    6 XP Vengeance From The Ground

    As you stand up from the ground, you can make a free basic attack or power attack against acharacter within range.

    12 XP Riposte

    If an enemys melee attack misses you, you get one extra attack action on your next turn. This

    extra attack action can only be used to do a basic attack or a precision attack against the enemythat missed you.

    12 XP Master Grappler

    Whenever you successfully start a grapple with an enemy, you get one extra attack action onyour next turn that can only be used to do a precision attack against the entity that you just

    started grappling with, and the attack automatically hits.

    6 XP The Flow of Combat

    You get +1 to DEX (dexterity)when making a melee attack or attempting to block or dodgeenemies melee attack.

    6 XP Unrivaled Focus

    You spend an entire round studying an opponents moves, strategies, and weaknesses. Duringthis time, you can take no other actions except to dodge enemy attacks of course. On your next

    turn, if you attack the character that you were studying and focus on the target you get a +3 to

    your DEX (dexterity)for that attack.

    18 XP Clash

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    Choose and opponent who is within melee range of you. Add up your STR (Strength), DEX

    (dexterity), and HEA (health)and then times the sum by 1D6 your opponent does the same.

    Whoever gets the higher result wins the clash. The winner can choose to out-right kill the loser,or merely incapacitate the loser.

    12 XP Improved Precision Attacks

    You can add your REF (reflex)to all precision attack you make.18XP Improved Disarm

    You get to roll 2D6 for the multiplier instead of 1D6 when making a disarm check.

    6 XP Ground Smash

    With this discipline you can do this without breaking your weapon. Once you hit the ground,

    opponents whose size are equal to or less than your STR (Strength)around you fall on the

    ground. Your opponents must take one full round to get up. This deals no damage.

    12 XP Shield Defender

    Allows you to carry a shield and a melee weapon every time you are attacked you gain a 1/3

    chance to block it, as long as you can see the blow coming. Synergy: if you have Shield

    Defender and Defensive Stance, chance to block instead of 1/3

    18 XP Dual WieldAllows you to wield two weapons in combat giving you 2 attacks one with each weapon.

    12 XP Wide Swing a.k.a. Cleave

    With this discipline you can hit multiple opponents. This ability has a 1 round cool down.

    6 XP Strain Attack

    You can sacrifice up to 3 Life Points. For each one that you sacrifice, you get +1 bonus to DEX

    (dexterity)to hit with a melee attack.

    12 XP Execution

    While using a weapon that deals slashing damage, you can attempt to instantly kill an enemy thatis in the prone position.

    18 XP Spell Sword

    This gives you 2 attacks one melee and one magic attack this also lets you wild a melee weaponand a magic staff.

    12 XP Flying kick

    You kick the enemy over and over in the air without touching the ground. Does 4 damage per

    kick for as many as you want to try. Each kick adds up against you for landing on your feetinstead of fall prone.

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    Archery Disciplines

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    12 XP Multi Shot

    With this discipline one can hit up to a maximum number of three opponents once. You cannot

    do this in 2 rounds consecutively. You can apply one other discipline with this one.

    6 XP Pinning Shot

    Stop the enemy for one round. And must spend a round taking the shot out so the opponent can

    move again, you can do this shot as many times as you want. If the opponents armor coverage isat least 5 and their armor mitigation value is equal to or higher than the QL of your weapon, thenthis attack fails.

    12 XP Crippling Shot

    The opponent must roll a 1d6 to see what part of the body is hit if they had one through six thatsroll a 1, 2, 3, 4, 5, 6 then they are completely unable to use that body part if you roll the same

    number that part will still be crippled each part of the body must be given a number the parts are

    head, body, left arm, right arm, right leg, left leg. If the head is hit the opponent cannot talk.

    18 XP Improved Precision Shot

    When making a precision shot add QL of your weapon to your hit (so REF (reflex)and QL) to

    figure out if you hit or not. If you hit it by passes armors damage reduction.12 XP Improved Power Shot

    You do a shot that deals 50% extra damage than it would normally. The target, if struck, must

    make a REF (reflex)or STR (Strength)check to prevent falling prone, where the DL is equal to

    the QL of your weapon. Whenever you do this shot, successful or not, there is a 50/50 chance

    that the weapon you are using becomes damaged (decreasing its QL by 1). This ability has a 1round cooldown.

    12 XP Improved Disarming Shot

    You get to roll 2D6 for the multiplier instead of 1D6 when making a disarm check.

    18 XP Challenging Shot

    You must choose if the shot is a kill or unconscious shot. You will spend one full round

    preparing the shot you add up your DEX (dexterity), PER (perception), and REF (reflex)thentimes it by 1D6 your opponent will do the same. If the opponent wins then the opponent can

    choose to throw your own projectile back at you. If this happens, you can make a DEX (dexterity)

    check to dodge where the DL is equal to your opponents REF (reflex).

    12 XP Magic Shot

    Applies magic to your shots. Pick An essence it is channeled through the arrow. Only 1 magicessence can be channeled in this way at a time.

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    Magic Disciplines

    24 XP Armageddon/Mage fury

    You must choose if the spell is a kill or unconscious spell. Take all magic essences you know

    and focus them through one form (needs to be one of these forms (bolt, beam, voice, cone, burst,

    cloud, hand, vortex)) you add your WIS (wisdom), PRE (presence), and CON (conviction)togetherand times it by 1d6. Then your opponent adds their PNT, VIT, and RSV together and times it by

    1d6. If your result is lower than that of your opponents, your opponent is unharmed but you

    must make 3 checks, one for FORT (fortitude), one for HEA (health), and one for CON

    (conviction)and for each failed check you take 10 damage. Staves/wands/etc. cannot be used to

    benefit the use of this ability.

    36 XP Double Casts

    Cast two spells in a turn instead of one. When you do this you must make a DL 7 VIT check. Or

    become fatigued. You must wait one turn before doing this again.

    0 XP Transmute

    Required essences metal, stone. The metal now becomes the new metal you were try to get do

    remember this is permanent and can only be done with ore not metal that has already beensmelted. If you want to change the frequency of Lunarite Metal you need the Metal essence and

    the Sound essence.

    30 XP Soul Trap

    (You must have the magic Death essence) you can take the soul of those just killed and turn them

    into a soul gem. Without the need of outside items; all thats needed is the Death essence and this

    ability. The types of soul gems are black for evil humanoid, white for good humanoid, purple forall others. The soul gems can be used to pay the gods or genies for things and receive all

    contracts made with genies can paid off with an amount of soul gems if you dont want to give

    them what they asked for but they can request certain types and a reasonable amount of soul

    gems.

    30 XP WIS StealRequired essences time, electricity, required forms mind. The victim youre taking WISfrom

    must be badly wounded. Roll a 1D6 to determine if the victim lives or dies. If the dice is oddthe victim dies if the dice is even then the victim lives. Then roll 1D6 if the dice is 1-2 then

    you gain 0 WIS permanently, if the dice is 3-4 then you gain 1 WIS permanently, if the dice is

    5-6 then you gain 2 WIS permanently.

    30 XP HEA Steal

    Required essences blood and flesh, required form body. The victim youre taking HEAfrom

    must be badly wounded. Roll a 1D6 to determine if the victim lives or dies. If the dice is odd

    the victim dies if the dice is even then the victim lives. Then roll 1D6 if the dice is 1-2 then

    you gain 0 HEA permanently, if the dice is 3-4 then you gain 1 HEA permanently, if the dice

    is 5-6 then you gain 2 HEA permanently.30 XP PRE Steal

    Required essences Dream required form body and voice. The victim youre taking PRE frommust be badly wounded. Roll a 1D6 to determine if the victim lives or dies. If the dice is odd

    the victim dies if the dice is even then the victim lives. Then roll 1D6 if the dice is 1-2 then

    you gain 0 PRE permanently, if the dice is 3-4 then you gain 1 PRE permanently, if the dice is

    5-6 then you gain 2 PRE permanently.

    30 XP REF Steal

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    Required essences Bone and Time, required form body. The victim youre taking REFfrom

    must be badly wounded. Roll a 1D6 to determine if the victim lives or dies. If the dice is oddthe victim dies if the dice is even then the victim lives. Then roll 1D6 if the dice is 1-2 then

    you gain 0 REF permanently, if the dice is 3-4 then you gain 1 REF permanently, if the dice is

    5-6 then you gain 2 REF permanently.

    30 XP STR StealRequired essences Bone, Flesh, and Blood, required form body. The victim youre taking STR

    from must be badly wounded. Roll a 1D6 to determine if the victim lives or dies. If the dice is

    odd the victim dies if the dice is even then the victim lives. Then roll 1D6 if the dice is 1-2then you gain 0 STR permanently, if the dice is 3-4 then you gain 1 STR permanently, if the

    dice is 5-6 then you gain 2 STR permanently.

    30 XP DEX Steal

    Required essences Bone, Electricity, and Air, required form body. The victim youre taking

    DEX from must be badly wounded. Roll a 1D6 to determine if the victim lives or dies. If the

    dice is odd the victim dies if the dice is even then the victim lives. Then roll 1D6 if the dice is

    1-2 then you gain 0 DEX permanently, if the dice is 3-4 then you gain 1 DEX permanently, if

    the dice is 5-6 then you gain 2 DEX permanently.30 XP CON Steal

    Required essences Dream, Electricity, and Blood, required form mind. The victim youretaking CON from must be badly wounded. Roll a 1D6 to determine if the victim lives or dies.

    If the dice is odd the victim dies if the dice is even then the victim lives. Then roll 1D6 if the

    dice is 1-2 then you gain 0 CON permanently, if the dice is 3-4 then you gain 1 CON

    permanently, if the dice is 5-6 then you gain 2 CON permanently.

    30 XP CHA Steal

    Required essences Dream, Flesh, and Time, required form body. The victim youre taking

    CHA from must be badly wounded. Roll a 1D6 to determine if the victim lives or dies. If the

    dice is odd the victim dies if the dice is even then the victim lives. Then roll 1D6 if the dice is

    1-2 then you gain 0 CHA permanently, if the dice is 3-4 then you gain 1 CHA permanently, ifthe dice is 5-6 then you gain 2 CHA permanently.

    30 XP FORT Steal

    Required essences Bone, Flesh, and Blood, required form Body. The victim youre taking

    FORT from must be badly wounded. Roll a 1D6 to determine if the victim lives or dies. If the

    dice is odd the victim dies if the dice is even then the victim lives. Then roll 1D6 if the dice is1-2 then you gain 0 FORT permanently, if the dice is 3-4 then you gain 1 FORT permanently,

    if the dice is 5-6 then you gain 2 FORT permanently.

    30 XP INT Steal

    Required essences Dream, Electricity, and Time, required form mind. The victim youretaking INT from must be badly wounded. Roll a 1D6 to determine if the victim lives or dies. If

    the dice is odd the victim dies if the dice is even then the victim lives. Then roll 1D6 if thedice is 1-2 then you gain 0 INT permanently, if the dice is 3-4 then you gain 1 INT

    permanently, if the dice is 5-6 then you gain 2 INT permanently.

    30 XP LUCK Steal

    Required essences Time, and Force, required form mind and body. The victim youre taking

    LUCK from must be badly wounded. Roll a 1D6 to determine if the victim lives or dies. If thedice is odd the victim dies if the dice is even then the victim lives. Then roll 1D6 if the dice is

    1-2 then you gain 0 LUCK permanently, if the dice is 3-4 then you gain 1 LUCK permanently,

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    if the dice is 5-6 then you gain 2 LUCK permanently.

    30 XP PER Steal

    Required essences Electricity, and Blood, required form body and mind. The victim youre

    taking PER from must be badly wounded. Roll a 1D6 to determine if the victim lives or dies.

    If the dice is odd the victim dies if the dice is even then the victim lives. Then roll 1D6 if the

    dice is 1-2 then you gain 0 PER permanently, if the dice is 3-4 then you gain 1 PERpermanently, if the dice is 5-6 then you gain 2 PER permanently.

    30 XP Revive

    Required essences death required form body. The person you are reviving must want to come

    back to life if they dont you cant revive them. Then you lose 1 HEA (health)permanently once

    they are back to life.

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