[BETA] Basic Techniques

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[BETA] Basic Techniques

Postby Vaal » Tue May 31, 2016 10:54 am

Basic Techniques
All characters can use basic techniques and related actions and they do not cost Focus Points to execute. Many other techniques may require a character to use a Basic Technique as part of their usage and if the character is unable to use a Basic Technique for some reason, they are unable to use that technique.

Basic Strike
Action: Standard Action

Effect: Make a single attack at your highest BAB. On a hit, deal 1WD* to the target.



All-Out Attack
Action: Full Round Action

Effect: You may make as many attacks as allowed by your BAB. You may move up to 5ft before or after each attack up to your maximum base speed. The 5ft movement between attacks does not provoke attacks of opportunity.



Grab
Action: Use the Grab action either in place of Basic Strike, or as one or more of your attacks in an All-Out Attack. You must declare you are using Grab before rolling the attack.

Effect: Make a melee touch attack. This attack provokes an attack of opportunity. If you succeed, the target gains the grabbed condition.



Grapple
Action: Use the Grapple action either in place of Basic Strike, or as one or more of your attacks in an All-Out Attack. You must declare you are using Grapple before rolling the attack.

Effect: Roll CMB** vs the target's CMD. If you succeed, the target gains the grappled condition. You can only use this action against creatures you have under the grabbed condition.

Special: The target of a grapple attempt gains a +2 to CMD for every size category they are above their attacker. A creature cannot attempt to grapple a creature more than two size categories larger than them.



Drag
Action: Move-Equivalent Action

Effect: Move up to half your speed and re-position one creature you have grabbed or grappled so that they remain adjacent to you.



Trip
Action: Use the Trip action either in place of Basic Strike, or as one or more of your attacks in an All-Out Attack. You must declare you are using Trip before rolling the attack.

Effect: Roll CMB vs the target's CMD. If you succeed, the target falls prone in their square.

Special: The target of a trip attempt gains a +2 to CMD for every size category they are above their attacker. A creature cannot attempt to trip a creature more than two size categories larger than them.



Push
Action: Use the Push action either in place of Basic Strike, or as one or more of your attacks in an All-Out Attack. You must declare you are using Push before rolling the attack.

Effect: Roll CMB vs the target's CMD. If you succeed, the target is repositioned 5ft away from you. For every 5 points by which you bet the target's CMD, you may push them an additional 5ft.

Special: The target of a push attempt gains a +2 to CMD for every size category they are above their attacker. A creature cannot attempt to push a creature more than two size categories larger than them.



Reposition
Action: Use the Reposition action either in place of Basic Strike, or as one or more of your attacks in an All-Out Attack. You must declare you are using Reposition before rolling the attack.

Effect: Roll CMB vs the target's CMD. If you succeed, the target is re-positioned 5ft in any direction as long as they remain within your reach. For every 5 points by which you bet the target's CMD, you may repositon them an additional 5ft.

Special: The target of a repositon attempt gains a +2 to CMD for every size category they are above their attacker. A creature cannot attempt to repositon a creature more than two size categories larger than them.



Disarm
Action: Use the Disarm action either in place of Basic Strike, or as one or more of your attacks in an All-Out Attack. You must declare you are using Disarm before rolling the attack.

Effect: Roll CMB vs the target's CMD. If you succeed, one weapon the target is holding falls to the ground at their feet. If you beat the target's roll by five or more, you may have the weapon fall one additional square away from them for each 5 points by which you excede their roll.

Special: The target of a disarm attempt gains a +2 to CMD for every size category they are above or below their attacker.


Sunder
Action: Use the Sunder action either in place of Basic Strike, or as one or more of your attacks in an All-Out Attack. You must declare you are using Sunder before rolling the attack.

Effect: Roll CMB vs the target's CMD. If you succeed, deal 1WD to one weapon they are holding plus an additional 1WD for every 5 points by which you exceed their roll.



Feint
Action: Move-Equivalent Action

Effect: Make a Misdirection check vs your opponent's Sense Motive. If you succeed, the target is flat-footed against your next attack provided you make one before the start of your next turn.



Charge
Action: Full Round Action

Effect: Move at least 20ft up to your speed and make a Basic Strike at a +2 bonus. If you Push as your Basic Strike, the target is moved +5ft away from you.



Total Defense
Action: Full Round Action

Effect: You make no attacks this round and may move half your speed. Until the start of your next turn, you gain +4 to your AC.

*WD - Weapon Dice, the basic damage die or dice a weapon does as listed in the weapon's entry. Techniques specify xWD for damage where 'x' is the number of times you roll your weapon dice to determine damage.

**CMB and CMD: Combat Maneuver Bonus/Defense. As detailed in the Pathfinder SRD here
Vaal
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