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Physical Attacks

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Physical Attacks Empty Re: Physical Attacks

Post  Captain Peanut Butter Tue Dec 02, 2008 10:12 pm


Physical Attacks Abilities_WeaponBased

AXE
   Description: You wield a mighty battle axe. With its large blade, it makes deadlier cuts when swung with momentum behind the attack.
   Mechanic: +6 on all Attack rolls made with the axe. If you give up all other movement in a turn to make a charge, or are under the effects of Rage, the opponent must make a Defense check against your Attack or the bonus on attack rolls increases to +8 for the purposes of dealing damage. The axe can only be used if your opponent is within reach.

~@~



Last edited by Peanut Butter on Fri Dec 26, 2008 4:23 pm; edited 3 times in total
Captain Peanut Butter
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Physical Attacks Empty Re: Physical Attacks

Post  Captain Peanut Butter Tue Dec 02, 2008 10:13 pm

Physical Attacks Abilities_WeaponBased

BITE
   Description: You have elongated fangs that can make powerful bite attacks.
   Mechanic: +6 on all Attack rolls made with the bite. If you roll 20 when making an attack with the bite, you disable one of your opponent's limbs, and that opponent takes -2 penalty on all Attack checks until the Heal Hit Points ability is used on them.

~@~


Last edited by Peanut Butter on Fri Dec 26, 2008 4:22 pm; edited 2 times in total
Captain Peanut Butter
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Post  Captain Peanut Butter Tue Dec 02, 2008 10:14 pm


Physical Attacks Abilities_WeaponBasedPhysical Attacks Abilities_Ranged

BOW AND ARROW
   Description: You know how to fire a bow and arrow in combat. The most reliable ranged weapon, but takes precision to use effective.
   Mechanic: +6 on all Attack rolls made with the bow and arrow. If you roll 20 while making an attack with the bow and arrow, the opponent must make a Defense check against your Attack or be slain instantly. You cannot move during a turn in which you fire your bow and arrow. The bow and arrow cannot be combined with any other physical attacks during the same turn. The bow and arrow can be used at a ranged, as long as you can see your opponent.

~@~



Last edited by Captain Peanut Butter on Wed Nov 04, 2009 4:32 pm; edited 2 times in total
Captain Peanut Butter
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Physical Attacks Empty Re: Physical Attacks

Post  Colonel Ketchup Tue Dec 02, 2008 10:24 pm


Physical Attacks Abilities_WeaponBased

BRASS KNUCKLES
   Description: You fit your hands with brass knuckles before you go into battle. They may not amount to much on their own, but they make a strong punch deadly.
   Mechanic: +2 on all Attack rolls with an unarmed attack. Brass Knuckles can be combined with any unarmed attack ability, such as Fists of Fury.

~@~

Colonel Ketchup
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Post  Colonel Ketchup Tue Dec 02, 2008 10:29 pm


Physical Attacks Abilities_WeaponBased

CLAWS
   Description: You have two deadly claws that can sprout from your hands. With these natural weapons, you are a capable combatant.
   Mechanic: +4 on all Attack rolls with the claws. You can use both claws, gaining two attacks in the same turn. The claws cannot be combined with any other physical attacks in the same turns. The claws can only be used if your opponent is within reach.

~@~

Colonel Ketchup
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Post  Colonel Ketchup Tue Dec 02, 2008 10:31 pm


Physical Attacks Abilities_WeaponBased

CLUB
   Description: A small wooden or metal weapon used to smash things.
   Mechanic: +4 to attack rolls using this weapon. If you have successfully used Stealth, then the opponent must make a successful defense roll or lose their next turn. It cannot be combined with any other physical attack on the same turn.

~@~

Colonel Ketchup
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Post  Colonel Ketchup Tue Dec 02, 2008 10:33 pm


Physical Attacks Abilities_WeaponBasedPhysical Attacks Abilities_Ranged

CROSSBOW
   Description: You know how to fire a crossbow in combat. While not as powerful as a bow and arrow, this weapon is easier to fire.
   Mechanic: +4 on all Attack rolls made with the crossbow. The crossbow cannot be combined with any other physical attacks during the same turn. The crossbow can be used at a range, as long as you can see your opponent.

~@~

Colonel Ketchup
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Post  Colonel Ketchup Tue Dec 02, 2008 10:37 pm


Physical Attacks Abilities_WeaponBasedPhysical Attacks Abilities_Ranged

DAGGER
   Description: You know how to wield a dagger in combat. A decent secondary weapon, it is also small enough to be thrown.
   Mechanic: +2 on all Attack rolls made with the dagger. The dagger can be combined with the long sword, granting two attacks in the same turn. The dagger can be used at a range, as long as you can see your opponent.

~@~

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Post  Colonel Ketchup Tue Dec 02, 2008 10:38 pm

Physical Attacks Abilities_WeaponBasedPhysical Attacks Abilities_FightingStyles

FENCING
   Description: You have mastered the art of fencing, gaining access to three of its most popular techniques.
   Requires: Rapier
   Mechanic: The fencing style gives access to the following three abilities;
      En Guarde!: If you give up all other movement in a turn to make a charge, and your initial Attack is successful, the opponent must make a Defense check against your Attack or lose their next turn as they are caught by surprise.
      Parry: Whenever your bonus to Defense rolls using the rapier would apply, that bonus is increased to +2.
      Touche: When you roll 20 when making an Attack with the rapier, the damage dealt by your attack is increased by +50% (8 would become 12).
~@~



Last edited by Ketchup on Sat Dec 27, 2008 1:18 am; edited 2 times in total
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Physical Attacks Empty Re: Physical Attacks

Post  Colonel Ketchup Tue Dec 02, 2008 10:39 pm

Physical Attacks Abilities_UnarmedAttacks

FISTS OF FURY
   Description: You are armed even when unarmed, as you have learned to accurately throw your fists in a rapid succession of punches.
   Mechanic: +4 on all Attack rolls made with the fists. You gain additional attacks with your fists equal to 1/4 your Attack modifier, rounded down (a character with an Attack of 8 would get 2 fist attacks per turn, but a character with an Attack of 12 would get 3). The fists cannot be combined with any other physical attacks during the same turn. The fists can only be used if your opponent is within reach.
~@~


Last edited by Ketchup on Sat Dec 27, 2008 1:17 am; edited 3 times in total
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Physical Attacks Empty Re: Physical Attacks

Post  Colonel Ketchup Wed Dec 03, 2008 7:17 pm



Physical Attacks Abilities_WeaponBased

GREAT SWORD
   Description: You know how to wield a great sword in combat. A large and impressive blade that deals massive damage but takes two hands to hold.
   Mechanic: +6 on all Attack rolls made with the great sword. If you roll 20 when making an attack with the great sword, the opponent must make a Defense check against your Attack or be slain instantly. The great sword cannot be combined with any other physical attack during the same turn. The great sword can only be used if your opponent is within reach.

~@~

Colonel Ketchup
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Post  Colonel Ketchup Wed Dec 03, 2008 7:18 pm

Physical Attacks Abilities_WeaponBasedPhysical Attacks Abilities_FightingStyles

GUNSLINGER
   Description: You wield the musket as an extension of yourself, foreshadowing the canny cowboys of future days.
   Requires: Musket
   Mechanic: The Gunslinger style gives access to the following three abilities;
      Quick Shot: For a number of turns equal to 1/4 your Swiftness modifier, you do not have to spend an entire turn reloading, but still cannot move and attack in the same turn. Alternatively, you can move and attack in the same turn, but must immediately spend a turn reloading afterwards.
      Shot on the Run: When using the Quick Shot ability to move and attack in the same turn, you gain a +2 bonus on defense checks.
      Dead Shot: Opponents take a -4 penalty on defense checks to avoid being slain instantly by your attack.
~@~



Last edited by Ketchup on Sat Dec 27, 2008 1:16 am; edited 2 times in total
Colonel Ketchup
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Post  Colonel Ketchup Wed Dec 03, 2008 7:19 pm


Physical Attacks Abilities_WeaponBased

KATANA
   Description: You know how to wield a katana in combat. You have also learned the iajutsu strike, a technique which allows you to draw your blade with lightning speed.
   Mechanic: +6 on all Attack rolls made with the katana. Upon drawing your katana in combat, the opponent must make a Defense check against your Attack or be caught off-guard, losing their next turn. The katana cannot be combined with any other physical attack during the same turn. The katana can only be used if your opponent is within reach.

~@~

Colonel Ketchup
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Post  Colonel Ketchup Wed Dec 03, 2008 7:21 pm

Physical Attacks Abilities_WeaponBasedPhysical Attacks Abilities_FightingStyles

KENDO
   Description: You have mastered the art of kendo, gaining access to three of its most popular techniques.
   Requires: Katana
   Mechanic: The kendo style gives access to the following three abilities;
      Iajutsu Strike: When you perform a successful iajutsu draw, robbing your opponent of their next turn, the first attack you make on the turn the opponent is stunned gains an additional +4 bonus, for a total of +10 from your katana.
      Kiai Shout: You can make a kiai shout once per turn, forcing your opponent to make a Defense check against your Attack or lose their next turn. Unlike the iajutsu draw, this ability may be used whether your weapon is drawn or active, and can be used in combination with one physical attack per turn.
   Nitoichi: The katana can now be combined with the wakizashi (the wakizashi is represented by the short sword ability), granting two attacks in the same turn. This is the only weapon the katana can be combined with.
~@~



Last edited by Ketchup on Sat Dec 27, 2008 1:15 am; edited 2 times in total
Colonel Ketchup
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Post  Colonel Ketchup Wed Dec 03, 2008 7:22 pm


Physical Attacks Abilities_WeaponBased

KHOPESH
   Description: You know how to wield a khopesh in combat. This curved blade can hook around an oncoming attack as it deflects, granting you time to make an attack with a secondary weapon.
   Mechanic: +4 on all Attack rolls made with the khopesh. When you make a successful Defense check against an oncoming attack, the opponent must make a Defense check against your Attack or lose their next turn unless they drop their weapon. If the opponent remains holding their weapon, you may make a free attack with a second weapon in your possession on your next turn. Aside from this technique, the khopesh cannot be combined with any other physical attacks during the same turn. The khopesh can only be used if your opponent is within reach.

~@~

Colonel Ketchup
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Post  Colonel Ketchup Wed Dec 03, 2008 7:23 pm

Physical Attacks Abilities_UnarmedAttacks

KNOCKOUT PUNCH
   Description; You cold clock your opponents, knocking them out instead of killing them.
   Mechanic: When you make a successful unarmed attack, your opponent must make a Defense check against your Attack or immediately fall unconscious, taking no actions until they are revived or wake up a number of hours later equal to 12 minus their Endurance modifier. This ability can be combined with any unarmed attack ability, such as Fists of Fury.
~@~


Last edited by Ketchup on Sat Dec 27, 2008 1:15 am; edited 2 times in total
Colonel Ketchup
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Post  Colonel Ketchup Wed Dec 03, 2008 7:24 pm


Physical Attacks Abilities_WeaponBased

LANCE
   Description: You know how to wield a lance in combat. A favored weapon of knights and cavaliers, the lance comes in handy while charging.
   Mechanic: +6 on all Attack rolls made with the lance. If you give up all other movement in a turn to make a charge, and your initial Attack is successful, the opponent must make a Defense check against your Attack or the bonus on attack rolls increases to +10 for the purposes of dealing damage.

~@~

Colonel Ketchup
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Post  Colonel Ketchup Wed Dec 03, 2008 7:25 pm

Physical Attacks Abilities_WeaponBased

LONG SWORD
   Description: You know how to wield a long sword in combat. It is a basic but reliable weapon.
   Mechanic: +4 on all Attack rolls made with the long sword. Can be combined with other weapons in the same turn, as noted in their descriptions. The long sword can only be used if your opponent is within reach.

~@~


Last edited by Ketchup on Fri Dec 26, 2008 4:53 pm; edited 2 times in total
Colonel Ketchup
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Post  Colonel Ketchup Wed Dec 03, 2008 7:26 pm

Physical Attacks Abilities_WeaponBasedPhysical Attacks Abilities_FightingStyles

MONKEY STAFF
   Description: Created by warrior monks who lived high in the mountains of a land to the East, this style of staff fighting is equal parts martial art and ki magic. The style gets its name from the one who inspired it; the legendary Monkey King himself.
   Requires: Fists of Fury, Flight, Staff, 5th level
   Mechanic: The Monkey Staff style grants access to the following three abilities;
      Ruyi Jingu Bang: Like the Monkey King, your staff becomes magical, able to change sizes at will. The Staff ability may now be used at a range, as long as you can see your opponent.
      72 Tranformations: By plucking one of your hairs and throwing it to the ground (requires a full turn), you create a clone of yourself, which acts as you and is played by you as well, effectively granting you an extra attack each turn. You may summon as many such clones as you like (each granting an extra attack), but the moment the clones are struck in battle (that is, the opponent's attack must match their Defense roll, but does not have to beat it), the clone reverts to an ordinary hair.
      Jindouyún: When you combine Staff and Flight in the same turn, all physical attacks made in the same turn (including Staff) gain a bonus equal to 1/4 your Swiftness modifier (minimum 1), rounded down.

~@~


Last edited by Ketchup on Sat Dec 27, 2008 1:14 am; edited 3 times in total
Colonel Ketchup
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Post  Colonel Ketchup Wed Dec 03, 2008 7:27 pm

Physical Attacks Abilities_WeaponBasedPhysical Attacks Abilities_FightingStyles

MOUNTAIN HAMMER
   Description: You have mastered a difficult fighting style that wields the massive Zweihander in more tactical ways.
   Requires: Zweihander or Warhammer (player's choice), Strong Attack
   Mechanic: The Mountain Hammer style gives access to the following three abilities;
      Wall of Iron: Utilizing the sheer size and weight of the Zweihander, you can make a temporary shield to wall yourself from incoming attacks. Taking the place of your physical attack, you embed your Zweihander into the ground and use it as cover, granting +6 to Defense for the turn and a 50% chance to be untargetable by ranged attacks requiring sight. If this ability is combined with Etherealness, the chance to be untargeted is 75%.
      Earth Splitter: By focusing all your might into a powerful crushing blow, you shatter the ground in front of you, knocking your opponents off balance. You must use Strong Attack and reduce your Defense by at least 6 to use this ability. If your opponent fails his Defense check, he is knocked prone, losing his turn and taking -4 to Defense on the turn he is prone. While using this ability, you may not use any other physical attack, but may combine it with one magical attack.
      Cleave: You swing your Zweihander in a massive arc, crushing everything infront of you, but throw yourself off balance in the process. In place of your physical attack, you may attack all opponents directly infront of you. This attack does not receive the knockback effect of the Zweihander, and after completion, you are prone, losing your next turn, and receiving -4 to Defense during the turn you are prone. While using this ability, you may not use any other physical attack or magical attack.
~@~



Last edited by Ketchup on Sat Dec 27, 2008 1:13 am; edited 4 times in total
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Post  Colonel Ketchup Wed Dec 03, 2008 7:29 pm

Physical Attacks Abilities_WeaponBasedPhysical Attacks Abilities_Ranged

MUSKET
   Description: You know how to fire a musket in combat. Muskets have astoundingly lethal potential, but require you to reload.
   Mechanic: +8 of all Attacks rolls made with the musket. Upon making a successful attack with the musket, the opponent must make a Defense check against your Attack or be slain instantly. Each time you attack with the musket, you must spend a turn reloading it in order to use it again. You cannot move during a turn in which you fire your musket. The musket cannot be combined with any other physical attacks during the same turn. The musket can be used at a ranged, as long as you can see your opponent.
~@~


Last edited by Ketchup on Fri Dec 26, 2008 4:57 pm; edited 2 times in total
Colonel Ketchup
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Post  Colonel Ketchup Wed Dec 03, 2008 7:29 pm

Physical Attacks Abilities_WeaponBasedPhysical Attacks Abilities_FightingStyles

NINJITSU
   Description: You study ninjitsu, a hybrid fighting style that combines elements of technology, martial arts, and mysticism.
   Requires: Claws or Shuriken (player's choice), Silence, Stealth
   Mechanic: The ninjitsu style gives access to the following three abilities;
      Poison Star: You may combine all your uses of the Shuriken ability in a turn with Poison Attack, even if you do not possess that ability.
      Deadly Shadow: Whenever you successfully use the Silence or Stealth ability against an opponent, you also gain a +2 bonus on Attack and Swiftness rolls against that opponent until the end of combat.
      Master of Illusions: You may now use the Shapechange ability to alter your appearance, but not your attributes and abilities. Opponents may attempt to see through your disguise by making a Resistance check against your Magic; opponents possessing the Awareness ability apply their bonus against this roll.
~@~


Last edited by Ketchup on Sat Dec 27, 2008 1:12 am; edited 4 times in total
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Post  Colonel Ketchup Wed Dec 03, 2008 7:30 pm

Physical Attacks Abilities_WeaponBased

NUNCHAKU
   Description: You know how to wield the nunchaku in combat. Known for their speed, these weapons are capable of making multiple attacks in seconds if properly used.
   Requires: Fists of Fury
   Mechanic: +4 on all Attack rolls with the nunchaku. You may apply as many attacks as the Fist of Fury ability would grant to this ability. If you have already completed the Martial Artist path with this weapon, you are granted an additional attack on top of this. The nunchaku cannot be combined with any other physical attacks during the same turn. The nunchaku can only be used if your opponent is within reach.
~@~


Last edited by Ketchup on Fri Dec 26, 2008 5:01 pm; edited 1 time in total
Colonel Ketchup
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Post  Colonel Ketchup Wed Dec 03, 2008 7:31 pm

PICK POCKET
   Description: You know how to bargain shop; five finger discount style.
   Mechanic: When you execute this ability, the opponent must make a defense check against your Attack or lose access to any physical attack or physical defense they currently possess until the end of combat. You gain access to this ability for the same duration. You may choose the ability taken at the time you use this ability. This ability may be combined with one physical or magical attack per turn. This ability can only be used if your opponent is within reach.
~@~
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Post  Colonel Ketchup Wed Dec 03, 2008 7:33 pm

Physical Attacks Abilities_WeaponBased

POISON ARROW
   Description: You lace your arrows with a deadly poison.
   Requires: Bow and Arrow or Crossbow
   Mechanic: You may treat your arrows as if they were combined with Poison Attack. Using this ability is automatic.
~@~


Last edited by Ketchup on Fri Dec 26, 2008 5:02 pm; edited 2 times in total
Colonel Ketchup
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Post  Colonel Ketchup Wed Dec 03, 2008 7:34 pm

RAGE
   Description: You can work yourself into a frenzy, gaining strength and toughness beyond your normal limits.
   Mechanic: When you execute this ability, you gain a +4 on Attack and Endurance for a number of turns equal to your (newly modified) Endurance modifier as your adrenaline increases your power and stamina, but also take a -2 penalty on Defense as you become more careless, leaving yourself open. The increase to Endurance gives you 8 hit points for the duration of the ability. This ability cannot be combined with any physical attack in the same turn. This ability can be activated once per combat. Using this ability is otherwise automatic.
~@~
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Post  Colonel Ketchup Wed Dec 03, 2008 7:34 pm

Physical Attacks Abilities_WeaponBased

RAPIER
   Description: You know how to wield a rapier in combat. You can use its light weight to your advantage, aiding in your Defense.
   Mechanic: +4 on all Attack rolls made with the rapier. Whenever you remain within reach of an opponent for single turn, you gain a +1 bonus on defense rolls made against that single opponent in the same turn. The rapier cannot be combined with any other physical attacks during the same turn. The rapier can only be used if your opponent is within reach.
~@~


Last edited by Ketchup on Fri Dec 26, 2008 5:03 pm; edited 1 time in total
Colonel Ketchup
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Post  Colonel Ketchup Wed Dec 03, 2008 7:37 pm

Physical Attacks Abilities_UnarmedAttacksPhysical Attacks Abilities_FightingStyles

RAPTOR SCHOOL
   Description: A martial arts style with techniques inspired by birds of prey.
   Requires: Fists of Fury, Flight
   Mechanic: The Raptor School style gives access to the following three abilities;
      Eagle's Swoop: For a number of turns equal to the duration of your Flight ability in combat, you may add +50% (8 becomes 12) of the bonus granted by your Strong Attack ability.
      Falcon's Feathers: At the beginning of your turn, all opponents that rely on sight to perceive your whereabouts must make a Resistance check against your Magic or you become invisible to them. Opponents who cannot see you take a -2 penalty on all physical and magical attacks made against you.
      Hawk's Eye: If you spend an entire turn observing an opponent and taking no other actions, you gain a +2 bonus on physical attacks against them.
~@~


Last edited by Ketchup on Sat Dec 27, 2008 1:11 am; edited 2 times in total
Colonel Ketchup
Colonel Ketchup
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Post  Colonel Ketchup Wed Dec 03, 2008 7:38 pm

Physical Attacks Abilities_WeaponBased

SCYTHE
   Description: You know how to wield a scythe in combat. Fearsome by reputation, your weapon cuts through foes as if they were grain.
   Mechanic: +4 on all Attack rolls made with the scythe. If you roll 20 when making an attack with the scythe, the opponent must make a Defense check against your Attack or the damage from your attack is increased by +50% (8 damage would become 12). The scythe cannot be combined with any other physical attack during the same turn. The scythe can only be used if your opponent is within reach.
~@~


Last edited by Ketchup on Fri Dec 26, 2008 5:03 pm; edited 1 time in total
Colonel Ketchup
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Post  Colonel Ketchup Wed Dec 03, 2008 7:40 pm

Physical Attacks Abilities_WeaponBasedPhysical Attacks Abilities_FightingStyles

DEADLY SCYTHE
   Description: You are an expert at cutting through opponents with your scythe's edge.
   Requires: Scythe, Strong Attack
   Mechanic: Your scythe does +50% damage on a natural roll of 18 or above. This ability requires scythe to use, but is otherwise automatic.
~@~


Last edited by Ketchup on Fri Dec 26, 2008 5:04 pm; edited 1 time in total
Colonel Ketchup
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Post  Colonel Ketchup Wed Dec 03, 2008 7:41 pm

SET TRAP
   Description: You can set mechanical traps to catch your enemies.
   Mechanic: You can create a mechanical trap that duplicates any physical attack or magical damage-dealing attack for a number of turns equal to your Attack modifier. To set the trap, you must spend a number of rounds working on the trap equal to the replicated attack's normal bonus (minimum 1 turn). Hastily made traps only grant a bonus equal to the number of rounds spent working on them, regardless of the original ability's bonus. You cannot exceed the bonus granted by the original attack by spending extra rounds preparing the trap. After the initial duration, the trap will deactivate of its own accord unless you combine it with the Contingency ability to spring at a certain trigger event. Using this ability is otherwise automatic.
~@~
Colonel Ketchup
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Post  Colonel Ketchup Wed Dec 03, 2008 7:42 pm

Physical Attacks Abilities_WeaponBased

SHORT SWORD
   Description: You know how to wield a short sword in combat. The most popular and reliable secondary weapon.
   Mechanic: +3 on all Attack rolls made with the short sword. The short sword can be combined with the Long Sword, granting two attacks in the same turn. The short sword can only be used if your opponent is within reach.
~@~


Last edited by Ketchup on Fri Dec 26, 2008 5:04 pm; edited 1 time in total
Colonel Ketchup
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Post  Colonel Ketchup Wed Dec 03, 2008 7:44 pm

Physical Attacks Abilities_WeaponBasedPhysical Attacks Abilities_Ranged

SHURIKEN
   Description: You know how to wield shuriken in combat. Small enough to fit in the palm of your hand, the shuriken can be thrown in numbers.
   Mechanic: +0 on all Attack rolls made with the shuriken. The shuriken can be used three times in a turn, and can also be combined with the long sword, granting an additional attack in the same turn. The shuriken can be used at a range, as long as you can see your opponent.

~@~


Last edited by Ketchup on Fri Dec 26, 2008 5:06 pm; edited 1 time in total
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Post  Colonel Ketchup Wed Dec 03, 2008 7:45 pm

Physical Attacks Abilities_WeaponBasedPhysical Attacks Abilities_Ranged

SPEAR
   Description: You can accurately throw a spear, a deadly ranged weapon that, even if it does no damage, may buy you time to catch your opponent.
   Mechanic: +6 on all Attack rolls made with the spear. If your Attack total matches or beats the Defense total of your opponent, the opponent must make a Defense check against your Attack or lose 1 turn and take a -2 penalty on Defense during the next turn, in which they are unable to take actions. You cannot move during a turn in which you throw a spear. The spear cannot be combined with any other physical attacks during the same turn. The spear can be used at a range as long as you can see your opponent.
~@~


Last edited by Ketchup on Fri Dec 26, 2008 5:07 pm; edited 1 time in total
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Post  Colonel Ketchup Wed Dec 03, 2008 7:46 pm

Physical Attacks Abilities_WeaponBasedPhysical Attacks Abilities_Ranged

SPIKED CHAINS
   Description: You can wield spiked chains. These deadly weapons can impale opponents, holding them immobile.
   Mechanic: Upon executing this attack, the opponent you direct it at must make a Defense check against your Attack or be held fast, losing their next turn. The opponent loses all subsequent turns until they make a successful Defense check. You cannot make physical attacks during any turn in which you hold an opponent immobile in this manner. Opponents with Awareness add the bonus from that ability to Defense checks against this ability. This ability can be combined with a magical attack once per turn, but not with any other physical attacks in the same turn. This attack can be used at a range, as long as you can see your opponent.
~@~


Last edited by Ketchup on Fri Dec 26, 2008 5:07 pm; edited 1 time in total
Colonel Ketchup
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Post  Colonel Ketchup Wed Dec 03, 2008 7:47 pm

Physical Attacks Abilities_WeaponBased

STAFF
   Description: You know how to wield a staff in combat. The discipline of wielding a staff includes learning how to deflect attacks with it.
   Mechanic: +6 on all Attack rolls made with the staff. Once per turn, you may make a Defense check against any one Attack made against you. If you are successful, the attack is negated. The staff cannot be combined with any other physical attack during the same turn. The staff can only be used if your opponent is within reach.
~@~


Last edited by Ketchup on Fri Dec 26, 2008 5:08 pm; edited 1 time in total
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Post  Colonel Ketchup Wed Dec 03, 2008 7:58 pm

STRONG ATTACK
   Description: You really put your all into an attack, throwing caution to the wind.
   Mechanic: You can subtract a number from your defense up to your current Defense modifier and place it on your Attack rolls for a single turn. Each turn you do this, your defense remains lowered for the remainder of your turn. This ability can be combined with any physical attacks in a turn.
~@~
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Post  Colonel Ketchup Wed Dec 03, 2008 8:00 pm

Physical Attacks Abilities_WeaponBasedPhysical Attacks Abilities_FightingStyles

SUN STYLE
   Description: Originating from the practices of desert nomads, this style uses the wielding of dual khopesh blades, and the force of the elements, to make its user one with the wind, earth, and fire.
   Requires: Khopesh, Fire Attack
   Mechanic: The sun style gives access to the following three abilities;
      Dance of the Wind: You gain a second attack with your khopesh, representing that you wield two swords instead of one.
      Dance of the Rock: You gain a +2 bonus to Defense rolls while wielding the khopesh.
      Dance of the Sun: When you combine your Khopesh ability with Fire Attack, any opponent you attack must make a Resistance check against your Magic or lose their next turn and be blinded (-2 on Defense checks) for the next turn after that.
~@~


Last edited by Ketchup on Sat Dec 27, 2008 1:09 am; edited 3 times in total
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Post  Colonel Ketchup Wed Dec 03, 2008 8:02 pm

Physical Attacks Abilities_UnarmedAttacks

TACKLE
   Description: You use the weight of your body to knock an opponent over.
   Mechanic: Your opponent must make a Defense roll against your Attack, or be knocked down for 2 turns. This ability can only be combined with an unarmed attack.

~@~


Last edited by Ketchup on Sat Dec 27, 2008 1:08 am; edited 2 times in total
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Post  Colonel Ketchup Wed Dec 03, 2008 8:03 pm

THROWING ARM
   Description: This is an improvisation style of fighting, allowing you to throw most given styles of weapons that can be used with one hand.
   Mechanic: The improvised weapon takes a -2 on attack rolls but gains the ability of being used at a range as well as being able to be used as a melee weapon. Once the weapon is thrown, it must be picked up again in order to be used again. This skill is always active.
~@~
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Post  Colonel Ketchup Wed Dec 03, 2008 8:04 pm

THROWING ARM PROFICIENCY
   Description: Being proficient with grasping random weapons, you can throw them better.
   Requires: Throwing Arm
   Mechanic: This reduces the penalty of the Throwing Arm skill to 0. Using this ability is automatic.
~@~
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Post  Colonel Ketchup Wed Dec 03, 2008 8:06 pm

Physical Attacks Abilities_UnarmedAttacks

TRIP ATTACK
   Description: Your attack knocks your opponent off their feet.
   Mechanic: When you execute this ability, the opponent must make a Defense check against your Attack, or fall prone, losing 1 turn and taking a -4 penalty on Defense checks on the turn they are stunned. This ability may be combined with one physical or attack per turn. This ability can only be used if your opponent is within reach.
~@~


Last edited by Ketchup on Sat Dec 27, 2008 1:07 am; edited 2 times in total
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Post  Colonel Ketchup Wed Dec 03, 2008 8:07 pm

Physical Attacks Abilities_WeaponBasedPhysical Attacks Abilities_FightingStyles

TWIN WAND STYLE
   Description: You have mastered a difficult fighting style that wields a pair of wands simultaneously as deadly, magically-charged blades.
   Requires: Wand in two ability slots, any magical attack ability
   Mechanic: The twin wand style gives access to the following three abilities;
      Two As One: You may combine two wand attacks in the same turn, effectively giving you an extra attack each turn while using a wand. While dual-wielding wands, you may not use any other physical attack, but may combine each wand with one magical attack per turn as normal.
      Wand Blades: You can transform each of your wands into short shorts. In addition to the normal benefits of the wand, these wand blades behave in all ways as if you had the Short Sword ability, with the exception that the only physical attack they can be combined with in a single turn is each other.
      Empowered Spell: While wielding two wands in combat, your bonus on magical attacks with each wand increases to +3.
~@~


Last edited by Ketchup on Sat Dec 27, 2008 1:06 am; edited 3 times in total
Colonel Ketchup
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Post  Colonel Ketchup Wed Dec 03, 2008 8:08 pm

Physical Attacks Abilities_FightingStyles

VAMPIRE HUNTER
   Description: You have learned the strengths and weaknesses of the undead, and use that knowledge against them.
   Requires: Death Attack Immunity, Light Attack
   Mechanic: The vampire hunter style gives access to the following three abilities;
      Dust to Dust: You gain a +4 bonus on Magic checks using Light Attack.
      Hallowed Soul: You are permanently affected as if by Seal Soul; you cannot be turned into an undead creature. Additionally, you gain a +2 bonus on Resistance checks against any magical attack directed by an undead creature against you.
      Deathwatch: You gain a second Resistance check against illusion or concealment-based abilities used by an undead creature against you, such as Silence, Stealth, or World of Illusion, should you fail the first.
~@~


Last edited by Ketchup on Sat Dec 27, 2008 1:06 am; edited 2 times in total
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Post  Colonel Ketchup Wed Dec 03, 2008 8:09 pm

Physical Attacks Abilities_WeaponBased

WAND
   Description: You channel your spells through a wand, making them more powerful.
   Mechanic: When you execute a magical attack, utility power, or magical healing ability, you gain a +2 on all Magic checks made using that ability. This ability can be combined with one magical attack per turn, but not with any physical attacks in the same turn.
~@~


Last edited by Ketchup on Fri Dec 26, 2008 5:14 pm; edited 1 time in total
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Post  Colonel Ketchup Wed Dec 03, 2008 8:11 pm

Physical Attacks Abilities_WeaponBased

WARHAMMER
   Description: A favoured weapon of the dwarves, this heavy, blunt mace-like weapon has bone-crushing force.
   Mechanic: +6 on all attack rolls with the warhammer. If your initial Attack succeeds, the opponent must make a Defense check against your Attack or take a -2 penalty to Defense and Swiftness until they are healed in-game. A dwarven character can take Warhammer in place of Great Sword as a racial required ability, if desired. This ability cannot be combined with any other weapon-based physical attacks in a turn, but can be combined with magical attacks. The warhammer can only be used if your opponent is within reach.
~@~


Last edited by Ketchup on Fri Dec 26, 2008 5:14 pm; edited 1 time in total
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Post  Colonel Ketchup Wed Dec 03, 2008 8:12 pm

Physical Attacks Abilities_WeaponBased

WHIP
   Description: You know how to wield a whip in combat. The whip can be tangled around an opponent's leg, rendering them immobile until they break free.
   Mechanic: +6 on all Attack rolls made with the whip. If you forgo dealing damage with the whip during a successful attack, you can instead tangle around an opponent's leg, forcing the opponent to make a successful Defense check versus your Attack or lose their next turn and all subsequent turns until they make a successful Defense check. You cannot make physical attacks during any turn in which you hold an opponent immobile in this manner. The whip cannot by combined with any other physical attacks during the same turn. The whip can only be used if your opponent is within reach.
~@~


Last edited by Ketchup on Fri Dec 26, 2008 5:15 pm; edited 1 time in total
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Post  Colonel Ketchup Wed Dec 03, 2008 8:13 pm

Physical Attacks Abilities_WeaponBased

WIND RAZOR
   Description: This is a dual bladed weapon that looks like an aerodynamic "S"-shaped blade with a grip in the center of the weapon.
   Mechanic: Attack +4 on melee attacks with the Wind Razor . The Wind Razor can not be combined with any other physical attacks. Special: If the Throwing Arm proficiency skill is acquired the weapon will acquire a +6 single ranged attack.
~@~


Last edited by Ketchup on Fri Dec 26, 2008 5:16 pm; edited 1 time in total
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Post  Colonel Ketchup Wed Dec 03, 2008 8:14 pm

Physical Attacks Abilities_WeaponBased

RETURNING WIND RAZOR
   Description: Being proficient with grasping random weapons, you can throw them better.
   Requires: Wind Razor, Throwing Arm, Throwing Arm Proficiency
   Mechanic: When you throw your wind razor using the Throwing Arm ability, it returns to you on the beginning of the next turn following the turn in which you threw it. This ability can only be used in combination with the Wind Razor physical attack, its combinable physical attack abilities, and one magical attack per turn, but is otherwise automatic.
~@~


Last edited by Ketchup on Fri Dec 26, 2008 5:17 pm; edited 2 times in total
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