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==Techniques== You may freely pick the Techniques that you know from the following list; they are not restricted by level. You can change the Techniques that you know every time you level up, or whenever you have an appropriate period of time for retraining or a chance for a montage. ===Bash=== 1 Resolve<br> ''Counter-attack'' (you may use this when an enemy misses you with a melee attack)<br> You may make an immediate melee basic attack in retaliaton; it deals no damage, but on a success the enemy is shoved back and forced to pop free, no longer engaging you. If you are wielding a shield, gain +1 on the attack roll.<br> ''Adventurer Feat'': When you use Bash, you do not need to target the enemy who triggered the counter-attack.<br> ''Champion Feat'': You deal half-damage on a hit, rather than no damage.<br> ''Epic Feat'': Once per day, your Bash also stuns the enemy for 1 round on a hit.<br> ===Battle Order=== 1 Resolve<br> ''Standard Action''<br> A single ally who can hear your command may immediately make a basic melee or ranged attack against a single enemy, gaining a bonus to the damage roll equal to your Charisma bonus.<br> ===Challenging Shout=== 1 Resolve<br> ''Quick Action''<br> Choose one Engaged enemy; if they attack another ally in the next round, you may make an Opportunity Attack against them. If you are no longer Engaged with them when they do so, you may make a Move first to try to reach them, requiring Disengagement or suffering Opportunity Attacks as normal.<br> ''Adventurer Feat'': You may add your Charisma to the attack roll on the Opportunity Attack.<br> ''Champion Feat'': You may target Nearby enemies with Challenging Shout.<br> ===Cleaving Blow=== 1 Resolve<br> ''Attack Augment''<br> If you hit with your attack, deal half the damage inflicted to the target to another enemy who is Engaged with you. The effects of additional Techniques applied to the attack are not carried over to the second enemy.<br> ''Adventurer Feat'': If your attack reduces the target to 0 hit points or below, you deal full rather than half damage to the additional target.<br> ''Champion Feat'': You may deal half the damage inflicted to the target on two other Engaged enemies rather than one.<br> ===Crippling Strike=== 1 Resolve<br> ''Attack Augment''<br> If you hit with your attack, the enemy suffers Weakness (save ends).<br> ===Crushing Blow=== 2 Resolve<br> ''Attack Augment''<br> If you hit with your attack, you deal only half damage but the enemy is Stunned for one round. If you are wielding a mace or hammer, gain +1 on the attack roll.<br> ''Adventurer Feat'': You deal full damage with Crushing Blow.<br> ''Champion Feat'': On an even attack roll that hits, the enemy is also Vulnerable for one round.<br> ''Epic Feat'': Any Resistance (Physical) the enemy may possess is reduced by 4 against Crushing Blow.<br> ===Defiance=== 1 Resolve<br> ''Move Action''<br> May only be used a number of times per battle equal to your Constitution bonus<br> You may immediately spend a Recovery.<br> ''Adventurer Feat'': Gain +1 MD for a turn after using Defiance.<br> ===Defensive Stance=== 1 Resolve<br> ''Quick Action''<br> You gain a +1 bonus to AC and PD for one round.<br> ''Adventurer Feat'': While benefitting from Defensive Stance, any counter-attacks you make gain a +1 bonus to their attack roll.<br> ''Champion Feat'': While benefitting from Defensive Stance, you may make a single counter-attack each turn for no cost in Resolve.<br> ===Drive Back=== 1 Resolve<br> ''Attack Augment''<br> If your attack hits, the targeted enemy is forced to pop free and is no longer engaging you or any other ally that they were engaging. If you are wielding a spear, gain +1 on the attack roll.<br> ''Adventurer Feat'': If the enemy does not then move away from you in their turn, you may make an Opportunity Attack against them at the end of their turn.<br> ===Fight On=== 2 Resolve<br> ''Standard Action''<br> May only be used a number of times per battle equal to your Charisma bonus<br> With inspiring words, commanding authority or scolding anger, you target one Nearby ally who is on 0 hit points or below. They may immediately spend a Recovery and regain consciousness.<br> ''Adventurer Feat'': The targeted ally also gains a bonus to their AC equal to your Charisma modifier for one round.<br> ''Champion Feat'': The targeted ally may make an immediate saving throw against a single ongoing Condition still affecting them.<br> ===Heroic Effort=== 2 Resolve<br> ''Special''<br> May only be used a number of times per battle equal to your Constitution bonus<br> You can only use Heroic Effort when you are on 0 hit points or below at the beginning of your turn. You may immediately spend a Recovery and regain consciousness.<br> ===Heroic Strike=== 1 Resolve<br> ''Attack Augment''<br> Against a foe that is Large or Huge, your critical range is extended by 1.<br> ===Inspire=== 1 Resolve<br> ''Quick Action''<br> A number of Nearby allies equal to your Charisma bonus gain a +1 to attack rolls for one round.<br> ===Parry=== 1 Resolve<br> ''Counter-attack'' (you may use this when an enemy misses you with a melee attack)<br> Your parry throws the enemy off-balance; the next attack against them within 1 round benefits from a +2 bonus. You also gain a +5 bonus to Disengage that enemy during your next turn.<br> ''Adventurer Feat'': When you use Parry, you do not need to target the enemy who triggered the counter-attack.<br> ''Champion Feat'': Once per round, if neither you nor the enemy are Engaged with any other characters, then when you Parry you may also make yourself and your enemy make a single move in the direction of your choice.<br> ''Epic Feat'': Once per round, an enemy who you Parry also gains the Vulnerable Condition until the end of their next turn.<br> ===Pierce=== 1 Resolve<br> ''Attack Augment''<br> Your attack targets PD rather than AC. If you are wielding a single-handed axe or sword, gain +1 on the attack roll.<br> ''Adventurer Feat'': If you critically hit while using Pierce, the enemy is also Hampered for one round.<br> ===Pin the Foe=== 1 Resolve<br> ''Attack Augment''<br> If your attack hits, the target becomes Stuck for 1 round. If you are wielding a spear, gain +1 on the attack roll.<br> ===Riposte=== 1 Resolve<br> ''Counter-attack'' (you may use this when an enemy misses you with a melee attack)<br> You counter with a riposte; you may make a basic melee attack against your attacker, dealing half damage on a hit.<br> ''Adventurer Feat'': Your riposte deals full damage on a hit and half damage on a miss.<br> ''Champion Feat'': On an even attack roll that hits, your riposte also Weakens the enemy for one round.<br> ''Epic Feat'': You may use Riposte even if the enemy hits you with a melee attack.<br> ===Stand Firm=== 1 Resolve<br> ''Move Action''<br> May only be used a number of times per battle equal to your Charisma bonus<br> Your commanding shout inspires a single Nearby ally on 1 or more hit points to stand firm against the foe. They may immediately spend a Recovery.<br> ===Sundering Blow=== 2 Resolve<br> ''Attack Augment''<br> You may only use Sundering Blow when the Escalation Die is an even number. Choose a weapon or shield that the enemy is currently wielding. If your attack successfully hits, it deals only half damage but shatters or sunders the weapon or shield, rendering it useless. Magic weapons and shields can make a normal save to avoid being sundered, and are easily repaired with a quick rest; mundane armaments that are sundered require an appropriate Background check or the use of a minor mending incantation to fix. If you are wielding a greatweapon, gain +1 on the attack roll.<br> ''Adventurer Feat'': Instead of sundering a weapon or shield, you may choose to disarm the foe of it; this does not damage the item, but also places it at most a Move away from the enemy, where it can be retrieved and picked up again (magic items still get a normal save). Disarming offers a +1 to hit with any single-handed weapon rather than a greatweapon.<br> ''Champion Feat'': Sundering Strike deals full damage on a hit.<br> ''Epic Feat'': The save for magic items to resist being sundered becomes hard.<br> ===Toppling Strike=== 1 Resolve<br> ''Attack Augment''<br> Whether with a hooking swing or a strike of overwhelming force, if you hit your target they are knocked down. A knocked down enemy must spend a Move action standing up before they can undertake any other kind of movement. Being knocked down may cause other difficulties as well. If you are wielding a polearm, gain +1 on the attack roll.<br> ===Vanguard Assault=== 1 Resolve<br> ''Special''<br> This Technique can only be used at the very beginning of a battle. The Vanguard is moved to the top of the Initiative chain, reaching an Initiative score equal to the highest rolled +1. <br> [[Acrozatarim |Back to main page]]
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