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Combat Proposal, Thrice's Techniques 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.

Technique
Type: Professional, Openable: No, Stat at Purchase: N/A, DP Ratio: N/A, Purchase Price: 300 gp.

A character may learn one technique per three levels of experience. Once learned, a character cannot unlearn a technique without paying 50 xp. A character may relearn a technique he or she has unlearned, but must pay the full cost of learning the technique again.



Technique List


Archery: The character's effective range when using a bow or crossbow is increased by 50'.

Armor Care: Chain mail and plate mail worn by the character have their quality ratings increased by 5. This technique may be taken twice.

Charge: The character may advance upon a target and immediately make an attack without a second move penalty. Follow-up attacks are not allowed unless a character possesses the Improved Charge technique.

Cleave: If a target is dropped by one the character's attacks, he or she may continue to make follow-up attacks on anyone at melee

Cheap Shot: A character may to have all of his or her attacks in a given round deal -1 damage. Doing so gives the attacks a +10 bonus to CA. This technique may be taken an additional time for every 10 character levels, rounded down.

Coup de Grace: The character may forgo all follow-up attacks on his turn. Doing so grants the first attack +10 CA. If successful, the attack automatically deals maximum damage, but cannot deal a critical injury.

Crush Armor: When the character strikes an armored opponent with a melee attack, he or she may ignore 1 point of DR for that attack.

Deadly Blow: The damage threshold for major and minor critical injuries on the character's attacks is reduced by 1. This technique may be taken twice.

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

Defensive Training: The character's armor and shield penalties are halved.

Divert: At any time in a round before moving, the character may change the target of a melee attack to any target at melee range.

Dual-Wield: The character's follow-up penalties are reduced by 5. When using this technique, follow-up attacks are considered to alternate between the character’s two weapons, thereby preventing the use of a shield. In order to use Dual-Wield techniques, characters must possess Ambidexterity, and be wielding two one-handed weapons for which they possess Weapon Specialization. This technique may be taken an additional time for every 10 character levels, rounded down.

Feint: The character may take a -10 penalty to CA on his or her first attack in a round to give all follow-up attacks that round a +10 bonus to CA.

Forceful Projectile: The character may add his or her strength bonus to damage to bow or crossbow attacks.

Heavy Swings: The character's Crushing Blow ratio is reduced by 10 (to a minimum of 20). The character's follow-up attacks receive an additional -10 penalty. This technique may be taken twice.

Heavy Unarmed Style: The character's Crushing Blow ratio on Martial Arts attacks is reduced by 20 (to a minimum of 20). The character's follow-up attacks receive an additional -10 penalty.

Impale: The character may set a pole-arm to meet the advance of an opponent. The character receives a free attack when the opponent advances 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.

Improved Charge: The character may make follow-up attacks when using the Charge technique.

Improved Riposte: The character's counterattack when using the Riposte technique receives no CA penalty. (External penalties still apply as normal.)

Knock Over: The character may elect to attempt to render an opponent prone with an attack. Doing so incurs a CA penalty equal to the Crushing Blow ratio of the weapon used, and prevents any follow-up attacks. If the attack is successful, the target must save vs. Agil/2 or be rendered prone.

Pierce Armor: When the character strikes an armored opponent with a missile attack, he or she may ignore 1 point of DR for that attack.

Riposte: Once per round, the character may attempt to make a counterattack if an opponent's attack misses him or her. This attack is a free attack, and has a CA penalty equal to the weapon's follow-up penalty unless the character possesses the Improved Riposte technique. 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.

Sure Footing: If rendered prone, the character may return to his or her feet as a free action on his or her turn.

Sure Grip: The character never drops his or her weapon in combat.

Two-Handed Parry: The character's Caution ratio when using Two-Handed weapons is decreased by 1. This technique may be taken twice.

Unarmed Mastery: The character's Martial Arts attacks deal BC8 base damage.

Wild Blow: A character may to have all of his or her attacks in a given round deal +1 damage. Doing so gives the attacks a -10 penalty to CA. This technique may be taken an additional time for every 10 character levels, rounded down.

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