Ogre:CharacterCodex:Skills:Deadly

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Deadly[edit]

Your training in assassination allows you to strike vital spot and use poison correctly.

Demolition[edit]

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

Check: Setting a simple explosive to blow up at a certain spot doesn't require a check, but connecting and setting a detonator does. Also, placing an explosive for maximum effect against a structure calls for a check, as does disarming an explosive device. Set Detonator: Most explosives require a detonator to go off. Connecting a detonator to an explosive requires a Demolitions check depending on the strength of an explosive as shown on table below. Failure means that the explosive fails to go off as planned. Disarm Explosive Device: Disarming an explosive that has been set to go off requires a Demolitions check with the same DC as setting a detonator. If the character fails the check, he or she does not disarm the explosive.

Explosive Category Demolition DC
Improvised 10
Simple 15
Moderate 20
Complex 25
Powerful 30
Devastating 35
Destructive 40
Mass Destruction 50
Anhihilation 60

Place Explosive Device: Carefully placing an explosive against a fixed structure (a stationary, unattended inanimate object) can maximize the damage dealt by exploiting vulnerabilities in the structure's construction. If you beat the explosive DC while placing it, the explosive will deal double damage to the structure. On a failure, the explosive deal normal damage.

Total Success: Place Explosive Device: Your explosive deals another x2 damage to the structure.

Total Failure: Set Detonator: Total Failure means the explosive goes off as the detonator is being installed. The explosion attacks with a bonus equal to your rotf. Disarm Explosive Device: Total Failure means the explosive goes off. The explosion attacks with a bonus equal to your rotf. Place Explosive Device: The structure increased its hardness by 1 point per rotf against your explosive.

Action: Setting a detonator is usually a full-round action. Placing an explosive device takes 1 minute or more, depending on the scope of the job.

Feats[edit]

Difficult Disarm[edit]

When setting a detonator, you can make it more difficult to disarm. The explosive you set is considered one category higher for the purpose of disarming it.
Specialist: The explosive you set is considered two categories higher for the purpose of disarming it.
Expert: The explosive you set is considered three categories higher for the purpose of disarming it.
Master: The explosive you set is considered four categories higher for the purpose of disarming it.

Dangerous disarm[edit]

Disarming your explosive might be dangerous. Someone who attempt to disarm your detonator receives a -2 penalty to it’s disarm check giving him more chance to have a total failure.
Specialist: Disarm attempts suffer a -4 penalty.
Expert: Disarm attempts suffer a -8 penalty.
Master: Disarm attempts suffer a -16 penalty.


Sneak Attack[edit]

Ability Dexterity
Action One initiative category slower
Armor Penalty Combat
Untrained No
Concentration No

Description: If you can catch an opponent when he is unable to defend himself effectively from your attack, you can strike a vital spot for extra damage.

Ranged attacks can count as sneak attacks only if the target is within 1/4 of the weapon range increment.

With a sap (blackjack) or an unarmed strike, you can make a sneak attack that deals nonlethal damage instead of lethal damage. You cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual -4 penalty.

You can sneak attack only living creatures with discernible anatomies-undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. You must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. You cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach.

Check: If you beat your opponent Fortitude resistance with a Sneak Attack check, you can add an extra Total Success to your attack.

Total Success: Add another Total Success to your main attack.

Total Failure: You have spoiled your previous attack. The damage the opponent received is decrease by 1 hit point per rotf.

Feats[edit]

Foul Sneaking[edit]

You can sneak attack stymied creatures. In addition to normal sneak attack opportunities, you can sneak attack a target that is dazzled, entangled, or nauseated.

Hampering Strike[edit]

You can sneak attack opponents with such precision that your blows hamper them. You can replace one of your extra Total Success to make 1 points of Dexterity damage to your opponent.
Specialist: Damage is increased to 1d4.
Expert: Damage is increased to 1d6.
Master: Damage is increased to 2d6.

Strike Down[edit]

You can take advantage of a prone opponent's weakness. You may use Sneak Attack when attacking a prone target.

Killing Strike[edit]

You can sneak attack opponents with such precision that your blows strike vitals area. You can replace one of your extra Total Success to make 1 points of Constitution damage to your opponent.
Specialist: Damage is increased to 1d4.
Expert: Damage is increased to 1d6.
Master: Damage is increased to 2d6.

Sneak Opportunist[edit]

You have trained extensively in attacking openings in your opponent’s defenses. When you make an attack of opportunity, you may make a sneak attack. Your attack is still one initiative category slower , incurring more penalty than a simple attack to your current action. You cannot finish an action and add a sneak attack unless it was already declared.

Sniper[edit]

You can make a sneak attack with a range weapon when the target is in the first range increment.
Specialist: You can make a sneak attack with a range weapon when the target is in the second range increment.
Expert: You can make a sneak attack with a range weapon when the target is in the third range increment.
Master: You can make a sneak attack with a range weapon when the target is in the fourth range increment.

Weakening Strike[edit]

You can sneak attack opponents with such precision that your blows weaken them. You can replace one of your extra Total Success to make 1 points of Strength damage to your opponent.
Specialist: Damage is increased to 1d4.
Expert: Damage is increased to 1d6.
Master: Damage is increased to 2d6.


Use Poison[edit]

Ability Intelligence
Action See below
Armor Penalty None
Untrained Yes; see below
Concentration Yes

Proficiency: Type of Poison

Description: You know to properly prepare and handle poison.

Check: To extract poison correctly or handling it properly, you need to do a Use Poison check with the DC specified by the poison.

Total Success: When handling the poison, the Poison will received a +1 bonus to attack per rank of Total Success.

Total Failure: You poison yourself while preparing or handling the poison. You suffer a poison attack with a bonus of +1 per rank of total failure for the initial attack only. Recurring attack do not received this bonus.

Action: Handling poison: Standard. Extracting: Extracting poison takes different time depending on the poison. Untrained: You can only handle poison.

Feats[edit]

Dangerous Poison[edit]

The poison you have prepared received a +1 bonus to its attack roll.
Specialist: The poison you have prepared received a +2 bonus to its attack roll.
Expert: The poison you have prepared received a +4 bonus to its attack roll.
Master: The poison you have prepared received a +8 bonus to its attack roll.

Safe Poison[edit]

The DC to handle the poison you have prepared is reduced by 1.
Specialist: The DC to handle the poison you have prepared is reduced by 2.
Expert: The DC to handle the poison you have prepared is reduced by 4.
Master: The DC to handle the poison you have prepared is reduced by 8.

Strong Effect[edit]

The poison you have prepared have a +1 bonus to ability damage.
Specialist: The poison you have prepared have a +2 bonus to ability damage.
Expert: The poison you have prepared have a +4 bonus to ability damage.
Master: The poison you have prepared have a +8 bonus to ability damage.