Ogre:CharacterCodex:Skills:Combat

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Combat[edit]

This is your aptitude to act well in combat by avoiding stress, knowing your enemies, avoiding deadly blows and adapting to many combat situation.

Combat Awareness[edit]

Ability Intelligence
Action See below
Armor Penalty None
Untrained Yes
Concentration No

Description: A combat is not something to take lightly. If you are not aware of all your opponents, you may panic and have difficulty defending yourself. This skill allow you to stay calm in combat and evaluate your opponent.

Check: Staying calm

The DC of this skill depends on the challenge rating of the encounter. A failure means you are under a fear effect for the encounter. Any bonuses against fear are added to this skill roll.

Challenge rating DC Fear level (penalty)
Effortless 5 Shaken (-1)
Easy 5 Shaken (-1)
Moderate 10 Scared (-2)
Challenging 15 Frightened (-4)
Very Difficult 20 Panic (-8)
Overpowering 25 Horrified (-16)
Impossible 30 Terrorized (-32)

If you are not directly involved in a melee and depending on your role in the fight, you may receive bonus to your Combat Awareness check. If there is a new situation in the fight that makes you lose some bonus, you must make a new check with the new modifier. You do not need to make a new check if the new situation actually improves your bonus.

Situation Bonus
Out of melee, offensive +2
Out of melee, defensive +4
Out of melee, not fighting +8

Offensive: You are not directly in the melee, but you can attack opponent from distance with range weapon.

Defensive: You do not attack opponent. You may be giving directive to help other fighter.

Not fighting: You are near the fight, but do not actually participate in the combat in any way. You may be lock-picking a door while your ally protect you from a horde of Goblins.

Evaluating opponent

You can also try to determine the difficulty of an encounter with a successful check DC 15.

Total Success: Staying calm: You received a +1 morale bonus for the encounter per total success.

Total Failure: Staying calm: You suffer from one more fear category per 5 rank of total failure. Evaluating opponent: You under evaluate your opponent by 1 challenge category per 5 ranks of total failure.

Action: Staying calm: When entering combat, this skill is an Instantaneous reaction. If you try to regain focus on the fight, this is a Standard action. Evaluating opponent: This is not an action

Try Again: Staying calm: Yes, as a Standard action you can try to refocus on the fight in order to remove your fear penalty. Evaluating opponent: Not in the same encounter.

Feats[edit]

Avoid line of fire[edit]

When fighting you are used to kept out of the way of friendly archer or gunner. For a single ally, you provide one less cover category to a single opponent targeted by a range attack.
Specialist: You provide two less cover category to a single ally.
Expert: Benefits from this feat apply to all ally targeting one opponent.
Master: Benefits from this feat apply to all opponent that you threaten.

Butterfly Flank[edit]

Your skill with your weapon distracts and intimidates your opponent, catching them off balance and unaware. Instead of flanking an opponent only when directly opposed to an opponent, your opponent is flanked if an ally is on the opposite side or any adjacent square to the opposite square. Even if three allies can possibly flanked the opponent, only one ally that you must choose will receive the flank bonus. You always have the flank bonus.
Specialist: As long as you and an ally threaten the same opponent, but are not adjacent to one another, your opponent is considered flanked to you and a single ally that you choose.
Expert: As long as you and an ally threaten the same opponent, your opponent is considered flanked to you and a single ally that you choose.
Master: All your allies threatening the same opponent as you can flank that opponent.

Calm Head[edit]

Even if you fail your combat awareness checks to avoid being scared in a fight. You suffer penalty from 1 less fear category.
Specialist: You suffer penalty from 2 less fear category.
Expert: You suffer penalty from 3 less fear category.
Master: You suffer penalty 4 one less fear category.

Combat Reflexes[edit]

With this feat, you may also make attacks of opportunity while flat-footed.

Down and Dirty[edit]

You are the master of the cheap shot against fallen foes. You may take an attack of opportunity against an opponent who falls or is dropped in your threatened area. This does not apply to opponents whom you have just tripped or knocked down.

Elusive Target[edit]

You use your opponents as a shield against snipers. When an opponent provide you cover from a range attack by another opponent, you increase the cover provided by that opponent by 1 category.
Specialist: Cover is increased by 2 categories.
Expert: Cover is increased by 3 categories.
Master: Cover is increased by 4 categories.

Flanking, Improved[edit]

When flanking an opponent, you received an additional +1 bonus to your attack roll.
Specialist: When flanking an opponent, you received an additional +2 bonus to your attack roll.
Expert: When flanking an opponent, you received an additional +4 bonus to your attack roll.
Master: When flanking an opponent, you received an additional +8 bonus to your attack roll.

High Spirit[edit]

For each total success, you gain a +2 morale bonus for your encounter.
Specialist: For each total success, you gain a +3 morale bonus for your encounter.
Expert: For each total success, you gain a +4 morale bonus for your encounter.
Master: For each total success, you gain a +5 morale bonus for your encounter.

Opportunist[edit]

When making an attack of opportunity, your attack is considered one initiative category quicker reducing your penalty to your current attack.
Specialist: Your attack of opportunity is considered two initiative categories quicker.
Expert: Your attack of opportunity is considered three initiative categories quicker.
Master: Your attack of opportunity is considered four initiative categories quicker.

Prone Attack[edit]

You can make an attack from the prone position and suffer no penalty to your attack roll.
Specialist: If your attack roll is successful, you may regain your feet as an immediate reaction.

Health[edit]

Ability Constitution
Action Not an action
Armor Penalty None
Untrained Yes
Concentration No

Description: Health is your ability to avoid being seriously wounded, ignore pain and surviving through combat. Each rank of health gives you a certain amount of hit point depending on your race. When you are hit, damage is taken to your hit point instead of your constitution. When your hit points reach 0, the remaining hits affect your constitution. Your rank of Health is the number of hit points you regain after a good night of sleep. Note: The health skill is either part of the Combat aptitude or the Martial Art aptitude, but not both. You choose in which category it is on character creation.

Feats[edit]

Fast Healer[edit]

You recover hit points 2 times faster than you normally would.
Specialist: Your healing rate is 3 times faster.
Expert: Your healing rate is 4 times faster.
Master: Your healing rate is 5 times faster.

Pain resistant[edit]

You can ignore a -1 penalty because of pain.
Specialist: You can ignore a -2 penalty because of pain.
Expert: You can ignore a -3 penalty because of pain.
Master: You can ignore a -4 penalty because of pain.

Slow bleeder[edit]

Your take 1 less hit points when bleeding.
Specialist: Your take 2 less hit points when bleeding.
Expert: Your take 3 less hit points when bleeding.
Master: Your take 4 less hit points when bleeding.

Thick Skull[edit]

Your stun duration is reduced by 1 initiative category.
Specialist: You receive 1 less stun severity from blows.
Expert: Your stun duration is reduced by 2 initiative category.
Master: You receive 2 less stun severity from blows.