[BETA] Combat Techniques

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[BETA] Combat Techniques

Postby Vaal » Tue May 31, 2016 11:04 am

Techniques
Techniques are martial maneuvers. Some of these are combat basics that any character can reliably be expected to have picked up along the way. Others are the result of more rigorous training, often with a specific type of weapon or fighting style.

All characters start the game capable of using the Basic Techniques. Combatants and Rogues learn new techniques for free as the progress in level. Some Spirit Docents, Bards and Priests have the option to gain a small number of techniques as part of their Path. Finally, any character can learn new techniques through the New Technique feat.

Fatigue Points
All non-basic techniques cost a certain number of Fatigue Points (FP). These points represent the stamina and clear head necessary to recognize correct openings, timing and as well as carry out the motions necessary to pull of a technique. Every character starts play with a number of FP equal to their Constitution or Intelligence (whichever is higher) score. A character's class may grant them a number of additional FP per level.

Certain feats, spells and class abilities may also alter a character's FP.


Reading Technique Entries

[WD] – Weapon Dice. Weapon Dice a shorthand for the type of dice you roll for your weapon's damage (see Weapons Table). Many techniques deal multiple weapon dice of damage, especially at higher levels. In these cases, the number of Weapon Dice you roll is denoted before the [WD] (eg; 2[WD] means you roll your Weapon Dice twice and add the results).

Damage will often also prompt you to add one or more ability modifiers to your Weapon Dice. This will be denoted in the format of [WD + Strength modifier]. If you are prompted to roll multiple Weapon Dice and add an ability modifier, multiple the ability modifier by that number as well (eg; 2[WD + Strength modifier] means you deal damage equal to 2[WD] plus twice your Strength modifier).

Occasionally, a weapon might have multiple dice as it weapon dice (2d4, 2d6, etc). In those cases, you would roll that many dice for each [WD] you roll (eg; 2[WD] for a weapon that does 2d4 damage is 4d4.
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Bob and Weave
[Short Blade, Unarmed, Mace - Light]
FP Cost:
3
Action: Standard Action

Make a single melee attack at your highest BaB.

On a hit, deal 1[WD + Strength modifier] to the target and you gain a +2 dodge bonus to AC and Reflex Saves until the start of your next turn.

You may take a 5-foot step either before or after the attack.

At level 9, the damage increases to 2[WD + Strength modifier] and the dodge bonus increases to +4.

At level 18, the damage increases to 4[WD + Strength modifier] and the dodge bonus increases to +6.

---------------

Deadly Arc
[Long Blade, Axe, Mace, Hammer]
FP Cost:
3
Action: Full Round Action

Make a single melee attack at your highest BaB against up to three creatures without your reach.

On a hit, deal 1[WD + Strength modifier] damage.

At 9th level, You may target up to five creatures and the damage increases to 2[WD + Strength modifier].

At 18th level, You may target all creatures within reach, and the damage increases to 4[WD + Strength modifier].

--------------

Knockabout
[Mace, Hammer, Unarmed]
FP Cost:
3
Action: Standard Action

Make a single melee attack roll at your highest BaB.

On a hit, deal 1[WD + STR modifier] damage and push the target 5ft.

At 9th level, the damage increases to 2[WD + STR modifier] and you may use this technique in place of a Basic Strike, or as one or more of your attacks in an All-Out Attack, using the appropriate attack bonus. You must declare you are using this technique before rolling the attack.

At 18th level, the damage increases to 4[WD + STR modifier] and you may reposition the target up to a number of squares equal to your STR modifier.

Special: If you are wielding two weapons, you may make one additional attack with your off-hand while performing this technique, with the appropriate penalties.
--------------

Bring Them Down
[Flexible, Unarmed - Trip]
FP Cost:
3
Action: Attack

Make a single melee attack roll against the target at your highest BaB.

On a hit, deal 1[WD + STR modifier damage] and you may immediately use the Trip Basic Technique on the target with a +2 bonus to your CMB.

At 9th level, the damage increases to 2[WD + STR modifier] and you may use this technique in place of a Basic Strike, or as one or more of your attacks in an All-Out Attack, using the appropriate attack bonus. You must declare you are using this technique before rolling the attack.

At 18th level, the damage increases to 4[WD + STR modifier] and the CMB bonus increases to +4

Special: If you are wielding two weapons, you may make one additional attack with your off-hand while performing this technique, with the appropriate penalties.
--------------

Open the Veins
[Short Blade, Long Blade, Axe - Slashing]
FP Cost:
3
Action: Standard Action

Make a single melee attack roll against the target at your highest BaB.

On a hit, deal 1[WD] damage in Wound Points and the target gains the bleeding condition for 1d4.points per round (Fortitude save ends).

At 9th level, the damage increases to 2[WD] and the bleed damage increases to 2d4.

At 18th level, the damage increases to 4[WD] and the bleed damage increases to 4d4.

--------------

Close Quarters Shot
[Small Arms, Thrown, Crossbow - Light]
FP Cost:
3
Action: Standard Action

Make a ranged attack against an adjacent target. This attack does not provoke an attack of opportunity.

On a hit, deal 1[WD] damage.


At 9th level, the damage increases to 2[WD] and you may use this technique in place of a Basic Strike, or as one or more of your attacks in an All-Out Attack, using the appropriate attack bonus. You must declare you are using this technique before rolling the attack.

At 18th level, the damage increases to 4[WD]

Special: If you are wielding two weapons, you may make one additional attack with your off-hand while performing this technique, with the appropriate penalties.
--------------

Ranged Pin
[Bow, Crossbow, Thrown, Flexible, Sling]
FP Cost:
3
Action: Standard Action

Make a single ranged attack at your highest BaB against a target within your weapon's first range increment, or a melee attack at your highest BaB against a target within your reach if you are using a Flexible weapon.

On a hit, deal 1[WD] damage and the target becomes immobilized until the start of your next turn.


At 9th level, the damage increases to 2[WD] and the target becomes restrained (Reflex save ends) instead.

At 18th level, the damage increases to 4[WD] and the target becomes entangled (Reflex save ends) instead.

--------------

Snipe
[Bow, Crossbow, Long Arms]
FP Cost:
3
Action: Full Round Action

Make a ranged attack roll against one target at your highest BaB with a +2 technique bonus.

On a hit, deal 2[WD] damage plus precision damage equal to twice your DEX or INT modifier.


At 9th level, the technique bonus increases to +4 and the damage increases to 4[WD] and four times your DEX or INT modifier.

At 18th level, the technique bonus increases to +6 and the damage increases to 6[WD] and six times your DEX or INT modifier.

Special: Any feats or class abilities that only with within a certain range or within your weapon's first range increment work up to your weapon's maximum range with this technique.
--------------

Corps-a-Corps
[Long Blade, Ax, Hammer, Mace, Polearm – One-Handed, Two-Handed]
FP Cost:
3
Action: Standard Action

Make a melee attack against one target at your highest BaB.

On a hit, deal 1[WD + STR modifier] damage and make a CMB vs CMD roll against the target. If you succeed, the target cannot make attacks of opportunity against any other creatures besides yourself until the start of your next turn.


At 9th level, the damage increases to 2[WD + STR modifier] and you gain a +2 technique bonus to CMB for the opposed roll.

At 18th level, the damage increases to 4[WD + STR modifier] and you gain a +4 technique bonus to CMB for the opposed roll.

--------------

Hold At Bay
[Flexible, Polearm - Reach]
FP Cost:
3
Action: Standard Action, or Reaction (trigger: a creature charges you)

Make a melee attack roll against a target within your reach but not adjacent to you at your highest BaB.

On a hit, deal 1[WD + STR modifier] damage and if the target moves into an adjacent square before the start of your next turn, you may automatically make a melee attack roll against them at your highest BaB + 2. On a hit, the target's movement ends and they are pushed 5ft.


At 9th level, the damage increases to 2[WD + STR modifier] and the bonus to the automatic attack increases to +4

At 18th level, the damage increases to 4[WD + STR modifier] and the bonus to the automatic attack increases to + 6

--------------

Flurry of Blows
[Unarmed, Short Blade, Mace, Hammer, Flexible, Thrown - Light]
FP Cost:
3
Action: Standard Action

Make two melee or ranged attacks against one target at your highest BaB.

On each hit, deal 1[WD] damage.


At 9th level, the damage increases to 2[WD] and you may use this technique in place of a Basic Strike, or as one or more of your attacks in an All-Out Attack, using the appropriate attack bonus. You must declare you are using this technique before rolling the attack.

At 18th level, make three attacks the damage increases to 4[WD].

Special: If you are wielding two weapons, you may make one additional attack with your off-hand while performing this technique, with the appropriate penalties.
--------------

Trick Loading
[Small Arms, Long Arms, Crossbow]
FP Cost:
3
Action: Standard Action

Make a ranged attack against one target at your highest BaB.

On a hit, deal 1[WD] damage and reload one unit of ammunition for your weapon.

At 9th level, the damage increases to 2[WD] and you may use this technique in place of a Basic Strike, or as one or more of your attacks in an All-Out Attack, using the appropriate attack bonus. You must declare you are using this technique before rolling the attack.

At 18th level, the damage increases to 4[WD] and you may fully reload your weapon.

Special: If you are wielding two weapons, you may make one additional attack with your off-hand while performing this technique, with the appropriate penalties.
--------------

Mobile Gunner
[Long Arms, Small Arms, Crossbow, Sling]
FP Cost:
3
Action: Full Round Action

Make a ranged attack at your highest BaB with a +2 technique bonus to the roll, then move up to twice your base speed.

On a hit, dead 1[WD] damage.


At 9th level, the technique bonus increases to +4 and the damage increases to 2[WD]

At 18th level, the technique bonus increases to +6 and the damage increases to 4[WD]
Vaal
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Re: [BETA] Combat Techniques

Postby AVR » Tue Jun 14, 2016 3:56 am

From the thread on the old forums:

One more!

Rallying Assault
[Universal - Melee]
FP Cost: 3
Action: Standard Action

Make a melee attack at your highest BaB against a single target.

On a hit, deal 1[WD + STR modifier] and all conscious allies within line of sight of you regain hit points equal to your charisma modifier + character level.

On a miss, all conscious allies within line of sight of you regain hit points equal to your CHA modifier.

At 9th level, the damage increases to 2[WD + STR modifier] and the regained hit points are equal to twice your CHA modifier plus character level.

At 18th level, the damage increases to 4[WD + STR modifier] and the regained hit points are equal to four times your CHA modifier plus character level.

Special: You may only use this technique once per turn.

It was suggested that this needed a range - 15' was Vaal's preference.


Corps-a-Corps needs a line specifying that it works so long as you're adjacent to avoid weirdness, and Lunge needs you to stay in place to avoid losing the threatened space for the same reason.

For overbearing assault the free attack should be an immediate action, I think.

Anyway, typos.

Weapon Dice a shorthand
Weapon Dice are a shorthand

multiple the ability
multiply the ability

as it weapon dice
as its weapon dice

three attacks the damage
three attacks and the damage

dead 1[WD]
deal 1[WD]

You weapon does not
Your weapon does not

1[W]
1[WD]

1[WD + STR modifier damage
1[WD + STR modifier] damage

1[WD ]
1[WD]
AVR
 
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