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Physical Attacks

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Physical Attacks - Page 2 Empty Re: Physical Attacks

Post  Colonel Ketchup Wed Dec 03, 2008 8:16 pm

Physical Attacks - Page 2 Abilities_UnarmedAttacksPhysical Attacks - Page 2 Abilities_FightingStyles

WRESTLING
   Description: You have learned the art of wrestling, which uses various holds to subdue an opponent in place of blunt attacks.
   Requires: Fists of Fury
   Mechanic: The wrestling style gives access to the following three abilities;
      Clothesline: If an opponent is moving at you and attacking in the same turn, they must make a Defense check against your Attack or lose all attacks in that turn.
      Pin: You gain a +4 bonus on all Attack rolls to physically restrain an opponent.
   Reverse: You gain a +4 bonus on all Defense rolls to escape being physically restrained.
~@~


Last edited by Ketchup on Sat Dec 27, 2008 1:05 am; edited 2 times in total
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Post  Colonel Ketchup Wed Dec 03, 2008 8:17 pm

Physical Attacks - Page 2 Abilities_WeaponBased

ZWEIHANDER
   Description: You know how to wield a zweihander in combat. The sheer size of this massive blade is enough to knock away your foes on impact.
   Mechanic: +6 on all Attack rolls made with the zweihander. Upon making a successful attack with this weapon, the opponent must make a Defense check against your Attack, or be knocked away, effectively losing their next turn. The zweihander cannot be combined with any other physical attacks during the same turn. The zweihander can only be used if your opponent is within reach.
~@~


Last edited by Ketchup on Fri Dec 26, 2008 5:44 pm; edited 2 times in total
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Post  Captain Peanut Butter Sun Dec 21, 2008 3:29 am


Physical Attacks - Page 2 Abilities_WeaponBased

DOUBLE ARROW
   Description: You know how to fire two arrows at the same time.
   Requires: Bow and Arrow
   Mechanic: You gain a second attack with the Bow and Arrow ability. Both attacks must be used against the same opponent. This ability must be combined with Bow and Arrow, but is otherwise automatic.

~@~



Last edited by Peanut Butter on Fri Dec 26, 2008 4:31 pm; edited 1 time in total
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Post  Captain Peanut Butter Sun Dec 21, 2008 3:32 am



Physical Attacks - Page 2 Abilities_WeaponBased

SNIPER‘S EYE
   Description: You have excellent aim.
   Requires: Any ranged physical attack.
   Mechanic: Every time you take this ability, you gain a +1 bonus on all Attack rolls with the weapon selected. Bonuses for different weapons are tracked separately. This ability must be combined with the weapon in question, but is otherwise automatic.

~@~




Last edited by Captain Peanut Butter on Sat Mar 13, 2010 11:19 pm; edited 6 times in total
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Post  Captain Peanut Butter Sun Dec 21, 2008 3:49 am

Physical Attacks - Page 2 Abilities_WeaponBasedPhysical Attacks - Page 2 Abilities_FightingStyles

ARCHERY
   Description: You have mastered archery, gaining access to three useful moves.
   Requires: Bow and Arrow, Sniper's Eye
   Mechanic: The archery style gives access to the following three abilities;
      Running Shot: You may now move and fire your bow at the same time.
      Deadly Aim: You only have to roll an 18 with the Bow and Arrow to potentially slay an opponent instantly.
      Olympian Archer: You gain a +8 bonus on Attack rolls with the Bow and Arrow instead of the usual +6.
~@~

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Post  Captain Peanut Butter Fri Jan 09, 2009 11:22 pm

Physical Attacks - Page 2 Abilities_WeaponBasedPhysical Attacks - Page 2 Abilities_FightingStyles

GLADIATOR
   Description: You are trained in gladiatorial combat.
   Requires: Long Sword, Short Sword, Shield
   Mechanic: The gladiator style gives access to the following three abilities;
      Sword and Shield: Your bonus to Attack rolls with the Longsword increases to +6, while your bonus to Attack rolls with the Short Sword increases to +4.
      Shield Bash: You may combine Long Sword, Short Sword, and Shield in the same turn.
      Phalanx: You, and any ally that has access to the Shield ability, gain an additional +1 bonus to Defense rolls for each such ally.

~@~
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Post  Captain Peanut Butter Mon Jan 12, 2009 7:57 pm

Physical Attacks - Page 2 Abilities_WeaponBasedPhysical Attacks - Page 2 Abilities_FightingStyles

DARKBLADE
   Description: By mixing your impressive sword skills with fell magic, you have mastered a deadly style used by fiendish warriors to vanquish their enemies.
   Requires: Great Sword, Death Attack, 10th level.
   Mechanic: The Darkblade style gives access to the following three abilities;
      Coup de Grace: While combined with your Great Sword ability, you may use Death Attack even against opponents that would normally be immune. All such opponents receive a +4 bonus on Resistance checks to resist the ability. If you have completed the Assassin ability path, the bonus such opponents receive is reduced to +2. If you have completed the Assassin ability path and also have the Instant Death ability, this bonus is negated.
      Demon Slash: Your Great Sword ability can be used on a number of opponents equal to your Magic modifier, along with any ability it is currently combined with. The opponents selected must be close enough to attack each other with weapons that require you to be in reach of your opponent. This ability can be used at a range, as long as you can see your opponent.
      Cutting Cruelty: If you slay an opponent with your Great Sword, or any ability it is combined with, all allies of the slain opponent take a -2 penalty on Defense checks for the remainder of combat.

~@~


Last edited by Peanut Butter on Mon Jan 12, 2009 8:12 pm; edited 1 time in total
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Post  Captain Peanut Butter Mon Jan 12, 2009 8:01 pm

Physical Attacks - Page 2 Abilities_WeaponBased

RAZOR EDGE
   Description: Your weapon has a particularly sharp edge.
   Requires: Any Weapon-Based physical attack.
   Mechanic: +2 on all Attack rolls with the required ability chosen. Using this ability is automatic.

~@~


Last edited by Captain Peanut Butter on Sat Dec 19, 2009 8:55 pm; edited 1 time in total
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Post  Captain Peanut Butter Tue Feb 24, 2009 3:47 am

Physical Attacks - Page 2 Abilities_WeaponBasedPhysical Attacks - Page 2 Abilities_FightingStyles

TEMPEST STAFF
   Description: By combining the essence of body and mind, the warrior monk Tal Kadorin developed a style of staff fighting that is one part physical, one part magical, and wholly effective against armies of foes.
   Requires: Fists of Fury, Awareness, Strong Attack, Sixth Sense, Staff, Eldritch Attack, must complete the Martial Artist ability path with Staff, 5th Level
   Mechanic: The Tempest Staff style grants access to the following three abilities;
      Rain Staff: When using the extra Staff attacks granted by the Martial Artist ability path, you may actually summon the staves as separate weapons, directing where they go at the beginning of your turn, even attacking multiple opponents in an area.
      Thunder Staff: You may sacrifice all extra Staff attacks granted by the Martial Artist ability path in a turn to gain a +1 bonus on Attack rolls with the Staff for each extra attack you would have been granted.
      Lightning Staff: When combined with the Staff, the bonus on Magic checks with Eldritch Attack increases to +6.

~@~
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Post  Captain Peanut Butter Tue Feb 24, 2009 4:44 am

Physical Attacks - Page 2 Abilities_WeaponBasedPhysical Attacks - Page 2 Abilities_FightingStyles

KAEL-DOR
   Description: The sacred sword style of the khamele race, Kael-Dor is named after the legendary sentinel Kael and literally translates as “Kael’s Technique”. Drawing upon the inner goodness of its user, it makes them stronger in defense of virtuous goals.
   Requires: Rapier, any damage dealing magical attack, 5th level, must be a Khamele or directly taught by one who knows the style.
   Mechanic: The Kael-Dor style gives access to the following three abilities;
      Guardian of the Innocent: When defending a noncombant (may include characters currently unable to fight) from someone attempting to harm them, you gain a cumulative +1 bonus on Attack and Magic rolls each round you engage the evildoer.
      Ray of Hope: You gain a +4 bonus on Magic rolls with Light Attack or the magical attack used as a required ability for this style when in defense of a good creature or opposing an evil one.
      Aura of Righteousness: Evil creatures in your presence suffer a -2 penalty on Attack and Magic rolls against you as they are awed by an aura of holy light emanating from your body.

~@~
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Post  Captain Peanut Butter Wed Feb 25, 2009 3:50 am

Physical Attacks - Page 2 Abilities_WeaponBasedPhysical Attacks - Page 2 Abilities_FightingStyles

KAZE-RYU
   Description: A sword style from the eastern continent of Meido, Kaze-Ryu, or “Dragon of the Wind”, is known only to a few, as the empire destroyed most of its practitioners during a darker dynasty long past. Those few who have mastered it claim that the style draws power from the latent ki of the wind itself, and that speed is the key to its techniques.
   Requires: Katana, Wind Attack, Wind Walk, 5th level, must hail from or have learned this style from someone in the continent of Meido.
   Mechanic: The Kaze-Ryu style gives access to the following three abilities;
      Kaze-Ken: You may add 1/2 your Swiftness modifier, rounded down, to all Attack rolls with the Katana. This ability takes 1 turn to activate, during which you may take no other actions.
      Kaze-Toku: You may add 1/2 your Swiftness modifier, rounded down, to all Defense rolls with the Katana. This ability takes 1 turn to activate, during which you may take no other actions.
      Kaze-Reiki: You may create a moderate, localized wind around yourself, granting yourself the benefits of Wind Walk without harming others as if by Wind Attack. Using this ability is automatic.

~@~
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Post  Captain Peanut Butter Sun Mar 01, 2009 8:29 pm

EVIL FURY
   Description: You draw strength from the power of evil itself.
   Mechanic: +4 on all Attack and Magic rolls while defending an evil creature or opposing a good one. You may not combine this ability with Righteous Anger.

~@~


Last edited by Captain Peanut Butter on Sun Mar 01, 2009 8:36 pm; edited 1 time in total
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Post  Captain Peanut Butter Sun Mar 01, 2009 8:31 pm

RIGHTEOUS ANGER
   Description: You draw strength from the power of good itself.
   Mechanic: +4 on all Attack and Magic rolls while defending a good creature or opposing an evil one. You may not combine this ability with Evil Fury.

~@~
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Post  Captain Peanut Butter Mon Mar 16, 2009 4:39 am

Physical Attacks - Page 2 Abilities_WeaponBasedPhysical Attacks - Page 2 Abilities_FightingStyles

GREATRAZOR
   Description: You wield the great sword as though it is no heavier than its lighter cousins. This allows you to focus on delivering devastating strikes with the large blade.
   Requires: Great Sword, Strong Attack, Razor Edge
   Mechanic: The Greatrazor fighting style grants access to the following three abilities;
      Dauntless Strike: Whenever you make use of Strong Attack in conjunction with the Great Sword you add half again the penalty to Defense to Attack (-2 Defense becomes +3 Attack.)
      Keen Edge: You are better able to deliver lethal strikes with the Great Sword. On a natural 19 or higher opponents must succeed on a Defense check versus your Attack or be slain instantly.
      Titan's Grip: You are now capable of combining attacks with the Great Sword and one other physical attack per round.

~@~
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Post  Captain Peanut Butter Fri Apr 03, 2009 4:04 pm

Physical Attacks - Page 2 Abilities_UnarmedAttacksPhysical Attacks - Page 2 Abilities_FightingStyles

BUG ZAPPER
   Description: You grapple enemies and shock the life out of them.
   Requires: Fists of Fury, Wrestling, Lightning Attack
   Mechanic: When you successfully use the Pin sub-ability of the Wrestling fighting style on an opponent, you deal a number of points of damage equal to your Magic modifier to them automatically on each turn they are unable to escape your pin. This damage is considered Lightning-based; anyone with Energy Immunity (Lightning) is immune to the damage. The Bug Zapper cannot be combined with any physical or magical attack in the same turn. The Bug Zapper can only be used if your opponent is within reach.

~@~


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Post  Captain Peanut Butter Fri Apr 03, 2009 4:11 pm

Physical Attacks - Page 2 Abilities_UnarmedAttacksPhysical Attacks - Page 2 Abilities_FightingStyles

IMPROVED PIN
   Description: You are an expert at restraining others.
   Requires: Fists of Fury, Wrestling
   Mechanic: When you make an Attack check to use the Pin sub-ability of the wrestling fighting style, your opponent may not apply any bonus from armor-related or shield-based abilities to their Defense against you. Improved Pin must be combined with the Pin sub-ability to use, but is otherwise automatic.

~@~


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Post  Captain Peanut Butter Tue May 12, 2009 4:57 pm

Physical Attacks - Page 2 Abilities_Teamwork

GROUP ATTACK
   Description: Your group attacks as a single, unstoppable force.
   Mechanic: You gain a +1 bonus on all Attack rolls for each ally that possesses this same ability while you fight alongside one another. This bonus is cumulative. Using this ability is automatic.

~@~


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Post  Captain Peanut Butter Fri Jun 05, 2009 6:37 am

Physical Attacks - Page 2 Abilities_WeaponBasedPhysical Attacks - Page 2 Abilities_FightingStyles

WANDBINDER
   Description: You have pushed your Twin Wand Style to the next level, learning how to shape your wand blades into additional forms by combining them with the essence of three of the most reliable swords known to man; the daggers, longswords, and the almighty greatsword.
   Requires: Wand in two ability slots, any magical attack ability, Twin Wand Style
   Mechanic: The wandbinder style gives access to the following three abilities;
      Wandknives: Your bonus on Attack rolls with the wand blades decreases to +2 each, but you may use your blades at a range as long as you can see your opponent. You may not combine two wand forms in the same turn; you must decide which form the wand blades are in at the beginning of your turn.
      Wandsabers: Your bonus on Attack rolls with the wand blades increases to +4 each. You may not combine two wand forms in the same turn; you must decide which form the wand blades are in at the beginning of your turn.
      Wandrazor: Your bonus on Attack rolls with the wand blade increases to +6, but you may only use one wand blade per turn. You may not combine two wand forms in the same turn; you must decide which form the wand blades are in at the beginning of your turn.

~@~
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Post  Captain Peanut Butter Fri Jun 05, 2009 7:06 am

Physical Attacks - Page 2 Abilities_WeaponBasedPhysical Attacks - Page 2 Abilities_FightingStyles

BEASTFIGHTING
   Description: You fight tooth and nail to win.
   Requires: Bite, Claws
   Mechanic: The beastfighting style gives access to the following three abilities;
      Devour: If you roll 20 when making an attack with the bite, your opponent takes a -4 penalty on all Attack checks until the Heal Hit Points ability is used on them.
      Rend: Your bonus on Attack rolls with the Claws increases to +6.
      Pounce: You may now use Bite and Claws in the same turn.

~@~


Last edited by Captain Peanut Butter on Wed Jan 13, 2010 8:12 am; edited 2 times in total
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Post  Captain Peanut Butter Fri Jun 05, 2009 7:24 am

Physical Attacks - Page 2 Abilities_WeaponBasedPhysical Attacks - Page 2 Abilities_FightingStyles

JOUSTING
   Description: You have pursued the knightly art of jousting. Not a style for the faint of heart, the jouster charges into every battle, lance at the ready, but is ultimately one of the fastest, strongest, and bravest opponents you could ever hope to face.
   Requires: Lance, Heavy Armor, Mount
   Mechanic: The jousting style gives access to the following three abilities;
      Knightly Charge: 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 +12 for the purposes of dealing damage.
      Well-Saddled: You gain a +4 bonus on Defense checks to avoid being unhorsed.
      Full Tilt: When you make a successful attack with the Lance, 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.

~@~
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Post  Captain Peanut Butter Mon Nov 02, 2009 9:02 pm

Physical Attacks - Page 2 Abilities_UnarmedAttacksPhysical Attacks - Page 2 Abilities_FightingStyles

IMPROVED FISTS OF FURY
   Description: Your consistent training in hand-to-hand combat has made your unarmed strikes a deadly weapon.
   Requires: Fists of Fury, 5th level
   Mechanic: You gain a bonus on all Attack rolls with Fists Of Fury equal to 1 multiplied by the number of extra attacks Fists Of Fury would normally grant you in a turn (for example, if your Attack modifier is 16, you gain a +4 bonus on all such Attack rolls). This ability must be combined with Fists Of Fury but is otherwise automatic.

~@~
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Post  Captain Peanut Butter Wed Nov 04, 2009 4:06 pm

Physical Attacks - Page 2 Abilities_UnarmedAttacksPhysical Attacks - Page 2 Abilities_FightingStylesPhysical Attacks - Page 2 Abilities_FireBased

FISTS OF FIRE
   Description: When you get fired up, you really get fired up!
   Requires: Fists of Fury,Fire Attack, Contingency to combine Fire Attack and Fists Of Fury.
   Mechanic: Whenever you combine Fire Attack with Fists Of Fury, each successful attack with Fire Attack deals double (+100%) damage instead of +50%. This ability must be combined with its prerequisite abilities but is otherwise automatic.

~@~
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Post  Captain Peanut Butter Wed Nov 04, 2009 4:25 pm

Physical Attacks - Page 2 Abilities_UnarmedAttacksPhysical Attacks - Page 2 Abilities_FightingStylesPhysical Attacks - Page 2 Abilities_Ranged

KI BLAST
   Description: Gathering your latent energy, you can strike into the air …and hit targets several yards away!
   Requires: Fists of Fury, Telekinesis, 5th level
   Mechanic: You gain a +4 on all Attack rolls with Fists Of Fury when combined with Telekinesis. Additionally, you may now use Fists Of Fury at a range without regard for the duration inherent in Telekinesis as long as you can see your opponent. Using this ability requires it to be combined with its prerequisite abilities, but is otherwise automatic.

~@~
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Post  Captain Peanut Butter Thu Nov 05, 2009 9:24 pm

KI FOCUS
   Description: You are truly one with your weapon of choice.
   Requires: Must complete the Martial Artist path for weapon applied to.
   Mechanic: In addition to the extra attacks granted by Fists Of Fury, you may apply any additional ability that would enhance Fists Of Fury, such as Brass Knuckles, to the weapon with which you completed the path. If you complete the Martial Artist path with another weapon, you may apply the benefits of this ability to it as well. Using this ability is automatic.

~@~
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Post  Captain Peanut Butter Wed Nov 11, 2009 3:03 am

Physical Attacks - Page 2 Abilities_UnarmedAttacksPhysical Attacks - Page 2 Abilities_FightingStyles

SCIBOREAN DANCEFIGHTING
   Description: The racial martial art of the Ororyu is every bit as exotic as the creatures that use it; a series of lightning fast dance moves that not only make practitioners maddeningly hard to hit but gets them fired up with the beat to make them as dangerous as they are agile.
   Requires: Must complete Dancer path, must be an Ororyu or be directly taught by one who knows this style.
   Mechanic: The Sciborean Dancefighting style gives access to the following three abilities;
      Sword Dance: During your first actual turn in combat (not counting the turn you roll Swiftness checks to determine turn order), make an additional Swiftness check. If you beat the total of the Swiftness check that determined your turn order, you gain a bonus equal to the difference between the rolls on all Attack rolls that turn. You may make one such check each turn, with the same rules applying. Using this ability is automatic.
      Flash Dance: On any turn in which you take no actions but to defend yourself, you automatically gain a bonus equal to your Swiftness modifier on all Defense checks.
   Dancer’s Beat: The numerical bonus you gain on any sound-based ability increases by 2.

~@~
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Post  Captain Peanut Butter Sun Nov 15, 2009 6:42 am

Physical Attacks - Page 2 Abilities_WeaponBased

CONDUCTIVITY
   Description: Electric surges arc across your knuckles with every swing.
   Requires: Fists of Fury, Brass Knuckles, Lightning Attack
   Mechanic: All successful attacks with Fists Of Fury deal +50% damage when you choose to use this ability, which can be activated or dismissed automatically. The damage is considered lightning-based when this ability is used.

~@~
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Post  Captain Peanut Butter Tue Nov 17, 2009 3:11 am

Physical Attacks - Page 2 Abilities_WeaponBasedPhysical Attacks - Page 2 Abilities_FightingStyles

RYOUKO
   Description: A hybrid style from the east, this martial art’s name literally translates as “Tiger and Dragon”. A name it lives up to, combining the deadly Katana and Shuriken.
   Requires: Katana, Shuriken, Flight
   Mechanic: The ryouko style gives access to the following three abilities;
      Raining Strike: You may now combine Katana and Shuriken in the same turn.
      Rain Before Lightning: If you attack with Shuriken first, your subsequent Katana attack gains a +4 bonus to Attack rolls.
   Rain Of Blood: You gain a +2 bonus on all Attack rolls with the Shuriken.

~@~
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Post  Miss Mustard Fri Jan 01, 2010 7:47 am

Physical Attacks - Page 2 Abilities_WeaponBasedPhysical Attacks - Page 2 Abilities_FightingStyles

HORNET STYLE
   Description: You have taken an often ignored weapon to a deadly new height, by combining it with none other than itself.
   Requires: Dagger in two ability slots, Throwing Arm
   Mechanic: The Hornet fighting style grants access to the following three abilities;
    Hornet's Nest: You may add a number of additional attacks with the Dagger equal to 1/4 your Attack modifier, rounded down. While using this ability, you may not use any other physical attack, but may combine each dagger with one magical attack per turn as normal. The extra attacks with the dagger can be any combination of melee and ranged.
    Deadly Sting: Your bonus to Attack rolls with the dagger increases to +4.
    Sting of the Swarm: Whenever you throw a dagger, you immediately pull a dagger to replace it. In effect, you cannot be disarmed with abilities such as Pick Pocket when it comes to the Dagger.

~@~


Last edited by Miss Mustard on Sun Aug 01, 2010 7:49 pm; edited 2 times in total
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Post  Miss Mustard Fri Jan 01, 2010 8:13 am

Physical Attacks - Page 2 Abilities_WeaponBasedPhysical Attacks - Page 2 Abilities_FightingStyles

REAPER'S WALK
   Description: Life and Death are balanced on the sharpened edge of a scythe. You know this better than anyone. You have mastered this fact.
   Requires: Scythe, Deadly Scythe, 5th level
   Mechanic: The Reaper's Walk fighting style grants access to the following three abilities;
    Reaper's Edge: Your scythe does +50% damage on a natural roll of 16 or above.
    Reaper's Cloak: You gain an additional +2 with all attacks with Scythe while under the effects of Silence or Stealth.
    Reaper's Boon: When you would normally be reduced to somewhere between 0 and -9 hit points, you heal a number of hit points equal to your Endurance modifier multiplied by 1/2 your level, rounded down (minimum 1). This ability will not allow you to exceed your normal hit point maximum, nor can it be used to revive you from being reduced to -10 hit points or more. This ability may only be used once per combat and is automatic.

~@~


Last edited by Miss Mustard on Sat Apr 03, 2010 8:19 pm; edited 1 time in total
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Post  Miss Mustard Sat Jan 02, 2010 9:39 pm

Physical Attacks - Page 2 Abilities_WeaponBased

DUAL WIELDER
   Description: You have learned how to wield two of the same weapon at the same time.
   Requires: Any non-ranged weapon-based physical attack in two ability slots
   Mechanic: You can now use both selected attacks in the same turn, effectively giving you a second attack with the chosen weapon. While dual-wielding weapons, you may not use any other physical attack, but may combine each weapon with one magical attack per turn as normal.

~@~


Last edited by Miss Mustard on Sat Apr 03, 2010 8:21 pm; edited 1 time in total
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Post  Miss Mustard Sun Jan 31, 2010 11:33 pm

IMPROVED STRONG ATTACK
   Description: You have learned how to squeeze all the power you can into your attacks.
   Requires: Strong Attack in two ability slots
   Mechanic: Whenever you make use of Strong Attack in conjunction with an attack, you add half again the penalty to Defense to Attack (-2 Defense becomes +3 Attack.)

~@~
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Post  Miss Mustard Sun Apr 18, 2010 12:56 am

SWIFT STRIKE
   Description: Your quick blows makes them both harder to avoid and hurt more.
   Mechanic: You gain a bonus to your Attack checks equal to 1/3 your Swiftness modifier. Using this ability is automatic.

~@~
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Post  Miss Mustard Sun Apr 18, 2010 12:57 am

IMPROVED SWIFT STRIKE
   Description: Your quick blows can be devastating.
   Requires: Swift Strike, 5th level
   Mechanic: You gain a bonus to your Attack checks equal to 1/2 your Swiftness modifier. Using this ability is automatic.

~@~


Last edited by Miss Mustard on Sun Apr 18, 2010 1:44 am; edited 1 time in total
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Post  Miss Mustard Sun Apr 18, 2010 1:00 am

Physical Attacks - Page 2 Abilities_WeaponBased

RING BLADE
   Description: You know how to wield a ring blade in combat. Its unique circular shape makes it good for throwing, but it makes it difficult to wield with other weapons.
   Mechanic: +6 on all Attack rolls made with the ring blade. The ring blade cannot be combined with any other physical attack during the same turn. The ring blade can be used at a range, as long as you can see your opponent.

~@~
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Post  Miss Mustard Sun Apr 18, 2010 1:03 am

Physical Attacks - Page 2 Abilities_WeaponBasedPhysical Attacks - Page 2 Abilities_FightingStyles

HURRICANE WALTZ
   Description: You weave together the deadly motion of your weapons and your fluid grace, striking with the full force of the largest and most powerful storm known.
   Requires: Ring Blade or Wind Razor, must have completed the Dancer ability path
   Mechanic: The Hurricane Waltz fighting style grants access to the following three abilities:
      Twisting Gale: Whenever you use your weapon at range, it attacks first one target then ricochets to another one. It only ricochets a number of times equal to 1/4 your character level rounded down plus 1. (A 4th level character would be able to ricochet his weapon 2 times, attacking a total of 3 times, while an 8th level character would be able to ricochet 3 times, attacking a total of 4.) The ricochets granted by Twisting Gale do not stack with extra attacks gained through the Martial Artist ability path. They are instead of the extra attacks granted by the Martial Artist ability path, but only for ranged attacks. Melee attacks are counted as normal.
      Storm Surge: The bonus granted by your chosen weapon increases by +2 whether being used in melee or at ranged.
      Eye’s Wall: While you wield your weapon, you are in constant motion. Thus you gain a bonus to your Defense rolls equal to the bonus granted in melee by your chosen weapon whilst wielding your chosen weapon.

~@~


Last edited by Miss Mustard on Mon Jun 28, 2010 1:41 am; edited 3 times in total
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Post  Miss Mustard Sun Apr 18, 2010 1:08 am

IMPROVED RAGE
   Description: You reach a greater depth of frenzy than you could have before and gain greater benefits because of it.
   Requires: Rage, 5th level
   Mechanic: When you execute this ability, you gain a +8 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 -4 penalty on Defense as you become more careless, leaving yourself open. The increase to Endurance gives you 16 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. These bonuses and penalties are instead of those from Rage, not in addition to those of Rage. Using this ability is otherwise automatic.

~@~
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Post  Captain Peanut Butter Fri Nov 19, 2010 2:01 pm



Physical Attacks - Page 2 Abilities_WeaponBased

TWO HANDED WEAPON
   Description: You wield a weapon that requires two hands to hold. While it requires all your effort to properly wield in battle, it also cuts harder than a single-handed counterpart.
   Requires: Any weapon-based physical attack.
   Mechanic: Your weapon is large enough that it requires two hands to hold, if it doesn't already. You may not combine it with any other weapon-based physical attack in the same turn but you gain a +4 bonus to Attack rolls with the weapon.
   Special: This ability may be taken multiple times. Each time you take it, the ability applies to a different weapon.

~@~
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