Ogre:CharacterCodex:Skills:CombatOffensive

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Combat, Offensive maneuver[edit]

This represents your ability to make special attack maneuver against an opponent. You may feint him, move him around or disarm him.

Disarm[edit]

Ability Dexterity
Action Standard
Armor Penalty Combat
Untrained Yes
Concentration No

Description: Disarming an opponent is a two step attack. You must first pin the opponent weapon, then disarm your opponent. Pinning consist at locking your opponent weapon with your own resulting in both opponent being unable to use their weapon. When pin, your only attack possible with your weapon is a disarm check against the pinning opponent Wits to break free from the pin. Once you have pin you opponent, you may disarm him by knocking the opponent's weapon out of his hands and to the ground within 5 feet. If you succeed disarming your opponent while unarmed, you end up with the weapon in your hand. When attempting to pin your opponent, you cause an attack of opportunity from your opponent, but not while disarming an opponent. If the defender's attack of opportunity deals any damage, your disarm attempt suffer a penalty equal to the damage you have received.

Check: To pin a weapon you, make a Disarm check against the Wit resistance of your target. To disarm the weapon, you make a second Disarm Check against the Wit resistance of your target.

Quick disarm: You can try a disarm attempt at the same time as a pin attacks, but this incurs a penalty of -8, but the action is resolved in one action and check.

You can use a disarm attack to snatch an item worn by the target. If you want to have the item in your hand, the disarm attack must be made as an unarmed attack. If the item is poorly secured or otherwise easy to snatch or cut away the attacker gets a +4 bonus. This otherwise functions identically to a disarm attempt, as noted above.

Feats[edit]

Disarm, Improved[edit]

You do not provoke an attack of opportunity when you attempt to pin an opponent.
Specialist: If you succeed in disarming an opponent and you have a free hand, you can grab the weapon yourself instead of letting it fall.
Expert: If you can grab the opponent weapon, you can take an opportunity attack with it.
Master: If you can grab the opponent weapon, you can take an opportunity attack with it catching your opponent flat-footed for this attack.

Disarm, Precise[edit]

You can choose on which square the weapon fall.
Specialist: You can send the weapon flying 10 feet away on a precise square.
Expert: You can send the weapon flying 20 feet away on a precise square.
Master: You can send the weapon flying 40 feet away on a precise square.

Disarm, Ranged[edit]

You can disarm an opponent with a range weapon. The range increment is much shorter when using this feat: it is 1/4 of your normal range increment with a minimum of 5 feet. You do not need to pin the opponent weapon before making a ranged disarm.
Specialist: Your range increment for this feat is 1/2 of your normal range increment.
Expert: Your range increment for this feat is 3/4 of your normal range increment.
Master: Your range increment for this feat is the same as your normal range increment.

Disarm, Resistance[edit]

When defending against a pin or disarm attack, you receive a +1 bonus to your Wits resistance.
Specialist: You receive a +2 bonus to your Wits resistance against pin or disarm attack.
Expert: You receive a +4 bonus to your Wits resistance against pin or disarm attack.
Master: You receive a +8 bonus to your Wits resistance against pin or disarm attack.

Pin Clothe[edit]

You can stop an opponent from moving by pinning a bit of its clothing to a nearby surface with a ranged attack. The target must be within 5 feet of a wall, tree, or other surface in which a thrown weapon or projectile can be stuck and must be wearing some sort of clothing, armor, or another accoutrement. Doing so is very hard and you suffer a -8 penalty.
The opponent must spend a standard action to remove the missile and resume moving.
Specialist: You suffer a -4 penalty.
Expert: You suffer a -2 penalty.
Master: You suffer a -1 penalty.

Pin Shield[edit]

On a successful pin attack against opponents Wit, you can pin the opponent shield. The opponent loses all shield cover. This is useful if you can attack with a second weapon or if you have another ally ready to attack your opponent. Recovering from a pin shield is a melee attack or shield check made against your Wit.

Feint[edit]

Ability Intelligence
Action Standard
Armor Penalty Combat
Untrained Yes
Concentration No

Description: You can mislead an opponent in melee combat so that it can't dodge your next attack or offensive combat maneuver effectively. Check: Make a Feint check against the Wits resistance of your target. If your check is successful, your target is caught flat-footed for your attack. Feinting against a non-humanoid is difficult because it's harder to read a strange creature's body language; you take a -4 penalty on your Feint check. Against a creature of animal Intelligence (1 or 2) it's even harder; you take a -8 penalty. Against a non-intelligent creature, it's impossible.

Total Success: You received a +1 circumstance bonus to your attack against your opponent per Total Success.

Total Failure: Same as the attack.

Feats[edit]

Chink in the armor[edit]

As a standard action, you may study the armor of an opponent to find a weak spot. You must beat your opponent Wits with a Feint check. On a successful check, you have found a weak spot. On a failure, you did not find anything. This check is made only once in combat.
If you found a weak spot, you can make a feint attack to try to hit the weak spot for the whole combat duration. Your opponent Defense is increased by the same amount as his damage resistance from his armor. If you hit the opponent, you ignore the damage resistance of the armor when rolling damage.
This feat can only be used against artificial armor. You cannot use this skill to bypass natural armor or damage resistance given by spell or feat.
Specialist: Your attack to bypass an armor is not a feint attack, it is a normal attack.
Expert: Your opponent Defense is not increased by the same amount as his damage resistance from his armor.
Master: Studying an opponent is an instantaneous action.

Lure[edit]

You can lure an opponent into making an attack of opportunity against you. If the opponent attacks you and misses, you can attack back this opponent as an opportunity action.
Specialist: When luring an opponent, you receive a +1 dodge bonus to your Defense and a +1 bonus to your attack of opportunity.
Expert: When luring an opponent, you receive a +2 dodge bonus to your Defense and a +2 bonus to your attack of opportunity.
Master: When luring an opponent, you receive a +4 dodge bonus to your Defense and a +4 bonus to your attack of opportunity.

Feint action[edit]

You mislead your opponent on your next action on a successful feint checks. This allow you to make a non-combat action without creating an attack of opportunity for your opponent.
Specialist: You can feint your movement, thus avoiding creating an attack of opportunity for your opponent while moving out of a threatening square.

Feint, Resistance[edit]

When defending against a feint attack, you receive a +1 bonus to your Wits resistance.
Specialist: You receive a +2 bonus to your Wits resistance against feint attack.
Expert: You receive a +4 bonus to your Wits resistance against feint attack.
Master: You receive a +8 bonus to your Wits resistance against feint attack.

Feign weakness[edit]

If you make a successful Feint check against your opponent's Judgment, you lure the foe into attempting an attack of opportunity because he thinks you are unarmed. But you are armed, and you can make your attack against your draw-out foe that is caught flat-footed, before he takes his attack of opportunity.

Move Attack[edit]

Ability Strength
Action Standard
Armor Penalty Combat
Untrained Yes
Concentration No

Proficiency: Trip, Bull Rush, Overrun, Switch

Description: You can attempt to make your opponent move in a certain position that might be advantageous for you. You can trip your opponent so it ends prone. You can bull rush an opponent making him step back 5 feet. You can try to overrun an opponent by passing through its square. And you can try to switch position with an opponent.

All Move Attack provoke an attack of opportunity from your opponent. If you are hit, damage you received is also a penalty to your skill check. Check: Make a Move Attack check against the target Stability. If you are successful, your opponent moves according to the chosen action.

See Combat: Offensive Maneuver section for more details.

Total Success: Bull rush: You can push your opponent back another 5 feet per total success.

Total Failure: You fall prone.

Feats[edit]

Bull Rush, Directed[edit]

When making a successful Bull Rush as a part of a charge, each square you push your foe back, you may also push that foe one square to the left or right.

Bull Rush, Domino[edit]

When you succeed a bull rush and you push a foe in the same square as another foe, you can make a bull rush attack on the second foe too.

Bull Rush, Improved[edit]

When you perform a bull rush you do not provoke an attack of opportunity from the defender.
The opponent is push back by 10 feet.
Specialist: The opponent is push back by 15 feet.
Expert: The opponent is push back by 20 feet.
Master: The opponent is push back by 25 feet.

Overrun, Improved[edit]

When you perform an overrun you do not provoke an attack of opportunity from the defender.
Specialist: When you perform an overrun, your opponent cannot choose to avoid you.
Expert: On a successful overrun, your opponent automatically ends prone giving you an attack of opportunity against that opponent.

Switch, Improved[edit]

When you perform a switch you do not provoke an attack of opportunity from the defender.

Trip, Cause Overreach[edit]

Requisite: Improved Trip
When you provoke an attack of opportunity from a foe by moving out of a threatened square, if the foe misses you, you can make a trip attempt against this foe as an attack of opportunity.

Trip, Improved[edit]

You do not provoke an attack of opportunity when you attempt to trip an opponent.
Specialist: On a successful Trip you gain an attack of opportunity against that opponent.

Unmovable[edit]

When defending against a move attack, you receive a +1 bonus to your Stability resistance.
Specialist: You receive a +2 bonus to your Stability resistance against move attack.
Expert: You receive a +4 bonus to your Stability resistance against move attack.
Master: You receive a +8 bonus to your Stability resistance against move attack.