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Combat Proposal, Thrice's Styles Addendum


The Skills


Weapon Specialization
Type: Professional, Openable: No, Stat at Purchase: N/A, DP Ratio: N/A, Purchase Price: 500 gp.

A character may take Weapon Specialization for any single weapon, granting +10 CA when using such a weapon. The bonus does not extend to the use of similar weapons; Weapon Specialization - Cutlass would not grant any bonus when using a Falchion.

Advanced Fighting Style I
Type: Professional, Openable: No, Stat at Purchase: N/A, DP Ratio: N/A, Purchase Price: 500 gp.

A character must be at least level 5 and possess Weapon Specialization to purchase this skill. This skill may be bought more than once, but buying it again causes the character to lose all previously acquired Advanced Fighting Styles. A character with this skill gains access to the first fighting technique in one of the following styles: Barbarian, Duel-Wielder, Knight, Martial Artist, Mercenary, Pikeman, Ranger, or Swordsman.

Advanced Fighting Style II
Type: Professional, Openable: No, Stat at Purchase: N/A, DP Ratio: N/A, Purchase Price: 1000 gp.

A character must be at least level 10 to purchase this skill. A character with this skill gains access to the second fighting technique in a style for which they possess Advanced Fighting Style I.

Advanced Fighting Style III
Type: Professional, Openable: No, Stat at Purchase: N/A, DP Ratio: N/A, Purchase Price: 1500 gp.

A character must be at least level 15 to purchase this skill. A character with this skill gains access to the third fighting technique in a style for which they possess Advanced Fighting Style II.

Advanced Fighting Style IV
Type: Professional, Openable: No, Stat at Purchase: N/A, DP Ratio: N/A, Purchase Price: 2000 gp.

A character must be at least level 20 to purchase this skill. A character with this skill may, in consultation with the Magical Theory committee, create a fourth fighting technique in a style for which they possess Advanced Fighting Style III.


The Styles


Style: Barbarian

The barbarian style is for those who believe strength and individual skill will win the day in combat. It emphasizes aggressive power at the expense of finesse. In order to use barbarian techniques, characters must be wielding a BC8 or higher weapon for which they possess Weapon Specialization, and must not be wearing armor with more than DR1 or using a shield that grants more than +5 Def.

I. Charge: The character may make a headlong charge into combat, allowing an advance and an attack sequence in the same move.

II. Cleave: If a character's opponent is dropped in battle, he may continue his sequence of Follow-Up attacks on anyone at melee.

III. Wild Blow: The Barbarian focuses on dealing as much damage as possible, ignoring the niceties of combat. At the beginning of a round, he can take CA penalties in exchange for damage bonuses. For ever 10 CA sacrificed for the round, he does an additional one damage per hit (maximum -50 CA/+5 damage).

Style: Duel-Wielder

The Duel-Wielder fights with two weapons at once, gaining greater opportunities to attack while leaving themselves more vulnerable. In order to use Duel-Wielder techniques, characters must possess Ambidexterity, and be wielding two one-handed weapons for which they possess Weapon Specialization. This makes shield use impossible. The strength requirement of two weapons is equal to the combined strength requirement of the weapons -1.

Two Weapons Use I: For the first follow-up attack in a round that would be made at reduced CA, Duel-Wielders may ignore use their full CA. When using this technique, follow-up attacks are considered to alternate between the character’s two weapons.

Two Weapons Use II: For the second follow-up attack in a round that would be made at reduced CA, Duel-Wielders may ignore use their full CA. When using this technique, follow-up attacks are considered to alternate between the character’s two weapons.

Two Weapons Use III: For the third follow-up attack in a round that would be made at reduced CA, Duel-Wielders may ignore use their full CA. When using this technique, follow-up attacks are considered to alternate between the character’s two weapons.

Example: A character using the Two Weapons Use II technique, 80 Aggression, 110 CA, and two weapons with a -50 follow-up penalty would have the following attacks: 110 / 110 / 110 / 110. For comparison, the same character using a -50 weapon with Two Weapons Use would have the following attacks: 110 / 110 / 90 / 40.

Style: Knight

Knights are masters of armored combat. They know how to move when burdened by plate mail, and they know how to use a shield to defend themselves and others. In order to use Knight techniques, a character must be using a weapon for which they possess Weapon Specialization, and must be wearing armor which grants at least DR2.

I. Armor Care – Knights know how to care for their equipment both on and off the battlefield. Any armor a Knight is wearing grants its full DR, but for purposes of armor damage and repair, the armor only absorbs 1 point of damage per hit.

II. Defender – Knights may elect to protect a single ally at melee range. The ally gains Defense equal to the Knight’s (including shield and magical item bonuses). If this increased defense would cause an attack to miss the ally, the attack instead strikes the Knight.

III. Second Skin – Knights are completely at ease moving in their defensive gear. All armor and shield penalties are halved when using this technique.

Style: Martial Artist

Martial-artists are experts in unarmed combat. In order to use martial-artist techniques, a character must possess Weapon Specialization in Martial Arts.

I. Sure Footing – If rendered prone, martial-artists may return to their feet as a free action on their turn.

II. Powerful Blow – Martial-Artists may elect to forgo follow-up attacks in a round in favor of a single, focused attack. This attack gets +10 CA and automatically deals maximum damage (no criticals).

III. Master Fighter – Martial-Artists using this technique deal BC8 base damage.

Style: Mercenary

Mercenaries may lack the rigorous training and expertise of other styles, but they make up for it by being willing to do what it takes to win, even if it means fighting dirty. In order to use mercenary techniques, characters must be using a weapon for which they possess Weapon-Specialization.

I. Cheap Shot – Mercenaries may take easy shots against opponents at the expense of efficacy. For every 5 levels they possess, characters using this technique may gain +5 CA to their attacks, although all attacks that gain this bonus get -1 damage. If a character elects to use this technique in a given round, all of their attacks are subject to the bonus and penalty.

II. Crush Armor – Mercenaries know how to fight to minimize the utility of their opponent’s armor. On any successful hit against an armored opponent, the opponent’s DR is reduced by 1.

III. Deadly Blow – Mercenaries do not hold back. When mercenaries use this technique, the critical injury damage threshold is 13 for minor critical injuries and 16 for major critical injuries.

Style: Pikeman

Pikemen are experts with pole-arms of all types. Pikemen take advantage of the increased reach of their preferred weapons to keep an opponent off-guard. In order to use pikeman techniques, characters must be using a pole-arm for which they have Weapon Specialization.

I. Trip – Pikemen may attempt to trip up a humanoid opponent upon a successful attack. If the opponent does not make a save vs. Agil/2, he or she is rendered prone. Pikemen may not make follow-up attacks when using this technique.

II. Impale – Once per round, pikemen may set their weapons to meet the advance of an opponent. The pikeman receives a free attack against a single opponent advancing to melee range. This attack does not impose follow-up penalties for attacks made later in the round, and follow-up penalties from earlier attacks do not apply to it.

III. Fend-Off – The Caution ratio on a pikeman’s weapon is 4:1.

Style: Ranger

Rangers are experts with all missile weapons. To use ranger techniques, characters must be using a ranged weapon for which they possess Weapon Specialization.

I. Ranged Attack: The effective range for any missile weapon a ranger uses is increased by 50’.

II. Pierce Armor: On any successful hit against an armored opponent, the opponent’s DR is reduced by 1.

III. Forceful Projectile: Rangers may add their strength bonuses to damage to any missile attack.

Style: Swordsman

Swordsmen are experts with blades, using the inherent grace and power of their chosen weapon in a deadly dance against their opponents. To use swordsmen techniques, characters must be fighting with a sword for which they possess Weapon Specialization.

I. Sure Grip: Swordsmen never accidentally drop their weapons in combat.

II. Feint: Swordsmen may draw their opponent off-guard with a false attack. Using the Feint technique eliminates a swordsman’s first attack in a round, but allows all follow-up attacks a +15 CA bonus.

III. Riposte: Swordsmen can take advantage of an opening in an opponent’s defenses. Once per round, if an opponent misses an attack against a swordsman, the swordsman may immediately counter-attack. This counter-attack does not impose follow-up penalties for attacks made later in the round, and follow-up penalties from earlier attacks do not apply to it.

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