Difference between revisions of "Ogre:CharacterCodex:Skills:Combat"

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(Add Feats : Melee - Rank Fighting)
(Move attack skill to Combat, Attack Aptitude; Move some combat feats to Combat Awareness skill)
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=Combat=
 
=Combat=
This is your aptitude when fighting an opponent. This represents your ability to hit someone and to receive hit from your opponent.
+
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==
 
==Combat Awareness==
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===Feats===
 
===Feats===
 +
 +
====Avoid line of fire====
 +
: 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====
 +
: 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====
 
====Calm Head====
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: '''Expert:''' You suffer penalty from 3 less fear category.
 
: '''Expert:''' You suffer penalty from 3 less fear category.
 
: '''Master:''' You suffer penalty 4 one less fear category.
 
: '''Master:''' You suffer penalty 4 one less fear category.
 +
 +
====Combat Reflexes====
 +
: With this feat, you may also make attacks of opportunity while flat-footed.
 +
 +
====Down and Dirty====
 +
: 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====
 +
: 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====
 +
: 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====
 
====High Spirit====
 
: For each total success, you gain a +2 morale bonus for your encounter.
 
: For each total success, you gain a +2 morale bonus for your encounter.
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: '''Expert:''' For each total success, you gain a +4 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.
 
: '''Master:''' For each total success, you gain a +5 morale bonus for your encounter.
 +
 +
====Opportunist====
 +
: 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.
 +
 
====Passive Defense====
 
====Passive Defense====
 
: You receive a +1 bonus to your Resistance against offensive maneuver even while not using your Combat Awareness skill as a reaction.
 
: You receive a +1 bonus to your Resistance against offensive maneuver even while not using your Combat Awareness skill as a reaction.
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: '''Expert:''' You receive a +4 insight bonus to your Resistance.
 
: '''Expert:''' You receive a +4 insight bonus to your Resistance.
 
: '''Master:''' You receive a +8 insight bonus to your Resistance.
 
: '''Master:''' You receive a +8 insight bonus to your Resistance.
 +
 +
====Prone Attack====
 +
: 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==
 
==Health==
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: '''Expert:''' Your stun duration is reduced by 2 initiative category.
 
: '''Expert:''' Your stun duration is reduced by 2 initiative category.
 
: '''Master:''' You receive 2 less stun severity from blows.
 
: '''Master:''' You receive 2 less stun severity from blows.
 
 
==Melee==
 
{| border="1" cellpadding="5" cellspacing="0" style="text-align: left"
 
!Ability
 
|Strength
 
|-
 
!Action
 
|Standard
 
|-
 
!Armor Penalty
 
|Combat
 
|-
 
!Untrained
 
|Yes
 
|-
 
!Concentration
 
|No
 
|}
 
 
'''Proficiency:''' Axes, Blades, Brawl, Maces, Polearms, Grapple
 
 
'''Description:''' This skill represents your ability to attack a creature with a weapon or with your bare hand.
 
 
Brawl: Attacking unarmed provokes an attack of opportunity from your opponent if he is armed. The attack of opportunity comes before your attack. An unarmed attack does not provoke attacks of opportunity from other foes nor does it provoke an attack of opportunity from an unarmed foe.
 
An unarmed character can't take attacks of opportunity unless it has the Improved Unarmed Strike feat.
 
 
'''Check:''' The DC of your attack is the Defense of your opponent. If you beat your opponent Defense, you hit the opponent and cause him damage depending of your weapon.
 
 
'''Total Success:''' For each rank of Total Success, you can add another dice of damage.
 
 
'''Total Failure:''' You provoke an action of opportunity from your opponent. Your opponent has a bonus equal to the rank of Total Failure for his action.
 
 
'''Try Again:''' Yes, you can fight until you die.
 
 
===Feats===
 
 
 
====Avoid line of fire====
 
: 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 targetting one opponent.
 
: '''Master:''' Benefits from this feat apply to all opponent that you threaten.
 
 
====Awesome Blow====
 
: '''Requisite:''' Power Attack
 
: When using a power attack on a creature at least two size smaller than yours, you can try to make simultaneously a Bull Rush Move Attack on your target. 
 
: Both attacks suffer from the Power attack penalty and both attacks suffer an additional -4 penalty. Your attack take one more initiative category.
 
: '''Specialist:''' You do not suffer an additional -4 penalty to both your attacks.
 
: '''Expert:''' Your attack Awesome Blow do not take one more initiative category.
 
: '''Master:''' You can make an Awesome Blow against an opponent one size smaller than yours.
 
 
====Bleeding Wound====
 
: On a total success, you can replace one dice of damage to make your opponent bleed by 1 point of damage.
 
: Bleeding is not cumulative. An opponent suffers only the worse bleeding effect and totally ignores other bleeding effects. Bleeding effects are cumulative only if they are done in the same strike, i.e. : with two total success, you could chose to replace both dice of damage to inflict a wound bleeding at a rate of 2 points of damage.
 
: '''Specialist:''' Bleeding cause 2 points of damage per replaced dice.
 
: '''Expert:''' Bleeding cause 4 points of damage per replaced dice.
 
: '''Master:''' Bleeding cause 8 points of damage per replaced dice.
 
 
====Butterfly Flank====
 
: Your skill with a blade 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.
 
 
====Charge, Headless====
 
: '''Requisite:''' Power Attack
 
: When you charge and use a Power Attack, you can take a penalty to your Defense instead to your attack roll.
 
 
====Charge, Improved====
 
: You gain the ability to charge in situations where others cannot. You may charge when having a speed penalty from difficult terrain or wounds. Depending on the circumstance, you may still need to make appropriate checks to successfully move over the terrain.
 
: '''Specialist:''' You do not suffer the -2 penalty to defense while charging.
 
: '''Expert:''' Your bonus to attack roll is increased to +4 when charging.
 
: '''Master:''' Your bonus to attack roll is increased to +8 when charging.
 
 
====Charge, Power Attack====
 
: '''Requisite:''' Power Attack
 
: When you attack an opponent with a charge and a Power Attack, each penalty you take for enhancing your damage is double or triple for a two-handed weapon.
 
 
====Cleave====
 
: '''Requisite:''' Power Attack
 
: If you deal a creature enough damage to make it drop (typically by dropping it to below 0 Constitution or killing it), you get an opportunity melee attack against another creature within reach. You cannot take a 5-foot step before making this extra attack. The extra attack is with the same weapon as the attack that dropped the previous creature and suffers normal penalty for changing targets.
 
: '''Specialist:''' You do not suffer any penalty for changing target while making a cleave attack.
 
: '''Expert:''' You can take a 5-foot step before making the cleave attack but suffer a -4 penalty while doing so.
 
: '''Master:''' You do not suffer any penalty for taking a 5-foot step before making your cleave attack.
 
 
====Cleave, Sundering====
 
: '''Requisite:''' Improved Sunder, Cleave
 
: When you destroyed a foe's weapon or shield with a successful sunder attempt, you gain an additional sundering attack against any foe at your reach as an opportunity action. You cannot take a 5-foot step before making this extra attack. The extra attack is with the same weapon as the attack that destroyed the previous item and suffers normal penalty for changing targets..
 
: '''Specialist:''' You do not suffer any penalty for changing target while making a cleave attack.
 
: '''Expert:''' You can take a 5-foot step before making the cleave attack but suffer a -4 penalty while doing so.
 
: '''Master:''' You do not suffer any penalty for taking a 5-foot step before making your cleave attack.
 
 
====Combat Precision====
 
: You can sacrifice power for accuracy. When making an attack, you may choose to subtract a number from your damage rolls that does not exceed your Melee skill rank and add the same number to your Melee attack roll.
 
 
====Combat Reflexes====
 
: With this feat, you may also make attacks of opportunity while flat-footed.
 
 
====Crippling strike====
 
: On a total success, you can replace one dice of damage to make your opponent cripple. The crippling wound make each movement square count as double.
 
: Crippling effects are not cumulative. An opponent suffers only the worse crippling effect and totally ignores other crippling effects. Crippling effects are cumulative only if they are done in the same strike, i.e.: with two total successes, you could choose to replace both dice of damage to cripple your opponent for a x3 multiplier.
 
: '''Specialist:''' The crippling wound makes each movement square count as triple.
 
: '''Expert:''' The crippling wound makes the opponent lose 1 level of maneuverability and each movement square count as triple.
 
: '''Master:''' The crippling wound makes the opponent lose 2 level of maneuverability each movement square count as triple.
 
 
====Disrupting Attack====
 
: You are exceptionally good at distracting creatures. Any creature that needs to make a Concentration check as a result of your attack does so with a -1 penalty.
 
: '''Specialist:''' Penalty to Concentration check is increased to -2.
 
: '''Expert:''' Penalty to Concentration check is increased to -4.
 
: '''Master:''' Penalty to Concentration check is increased to -8.
 
 
====Down and Dirty====
 
: 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====
 
: 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====
 
: 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.
 
 
====Hold the line====
 
: Requisite: Combat Reflexes
 
: You may make an attack of opportunity against an opponent who charges you when he enters an area you threaten. Your attack of opportunity happens immediately before the charge attack is resolved.
 
: '''Specialist:''' You deal x2 damage with your opportunity attack and x3 damage for a weapon that can be set to receive a charge.
 
: '''Expert:''' You deal x3 damage with your opportunity attack and x4 damage for a weapon that can be set to receive a charge.
 
: '''Master:''' You deal x4 damage with your opportunity attack and x5 damage for a weapon that can be set to receive a charge.
 
 
====Improvised melee weapon====
 
: When using an improvised weapon, the weapon deals damage as if it was one size category bigger.
 
: '''Specialist:''' The imporvised weapon deals damage as if it was 2 size category bigger.
 
: '''Expert:''' The imporvised weapon deals damage as if it was 3 size category bigger.
 
: '''Master:''' The imporvised weapon deals damage as if it was 4 size category bigger.
 
 
====Increase wounds====
 
: Choose one weapon for which you are already proficient. You gain a +2 bonus on all damage rolls you make using the selected weapon.
 
: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new weapon proficiency.
 
: '''Specialist:''' Choose one weapon for which you are already a specialist. You gain a +4 bonus on all damage rolls you make using the selected weapon.
 
: '''Expert:''' Choose one weapon for which you are already an expert. You gain a +8 bonus on all damage rolls you make using the selected weapon.
 
: '''Master:''' Choose one weapon for which you are already a master. You gain a +16 bonus on all damage rolls you make using the selected weapon.
 
 
====Opportunist====
 
: 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.
 
 
====Painful wounds====
 
: On a total success, you can replace one dice of damage to give pain to your opponent so that it received a -1 pain penalty for every action he takes.
 
: Pain penalties are not cumulative. An opponent suffers only the worse pain effect and totally ignores other pain effects. Pain penalties are cumulative only if they are done in the same strike, i.e. : with two a total success, you could chose to replace both dice of damage to inflict a -2 pain penalty.
 
: You can only give pain to living creatures with discernible anatomies-undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack.
 
: '''Specialist:''' Pain penalty is now -2.
 
: '''Expert:''' Pain penalty is now -4.
 
: '''Master:''' Pain penalty is now -8.
 
 
====Parrying, Improved====
 
: When using a parrying maneuver, you receive an additional +1 dodge bonus.
 
: '''Specialist:''' When using a parrying maneuver, you receive an additional +2 dodge bonus.
 
: '''Expert:''' When using a parrying maneuver, you receive an additional +4 dodge bonus.
 
: '''Master:''' When using a parrying maneuver, you receive an additional +8 dodge bonus.
 
 
====Power Attack====
 
: When making an attack, you may choose to subtract a number from your attack rolls that does not exceed your Melee skill rank and add the same number to your melee damage rolls. The penalty on attacks and bonus on damage apply only for this attack.
 
: If you attack with a two-handed weapon, or with a one-handed weapon wielded in two hands, instead add twice the number subtracted from your attack rolls. You can't add the bonus from Power Attack to the damage dealt with a light weapon (except with unarmed strikes or natural weapon attacks), even though the penalty on attack rolls still applies. (Normally, you treat a double weapon as a one-handed weapon and a light weapon. If you choose to use a double weapon like a two-handed weapon, attacking with only one end of it in a round, you treat it as a two-handed weapon.)
 
 
====Prone Attack====
 
: 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.
 
 
====Quick Draw====
 
: You can draw a weapon as an immediate action instead of as a short action. You can draw a hidden weapon (see the Sleight of Hand skill) as a short action.
 
: '''Specialist:''' If you draw a light weapon and make a melee attack with it in the same action (melee attack at one initiative slower), you can surprise your opponent and catch him flat-footed if you can beat its Wit with a Melee check. This feat works only once per combat. You cannot use this attack when you draw a hidden weapon.
 
: '''Expert:''' You can draw a hidden weapon (see the Sleight of Hand skill) as an immediate action.
 
: '''Master:''' You can catch your opponent flat-footed even when drawing a hidden weapon.
 
 
====Rank Fighting====
 
: You are trained to strike past friends using reach weapons. You can reduce by 1 category the cover provided by a friend in-between you and your opponent when striking with a reach weapon.
 
: '''Specialist:''' You can reduce by 2 cover categories the cover provided by a friend.
 
: '''Expert:''' You can reduce by 3 cover categories the cover provided by a friend.
 
: '''Master:''' You can reduce by 3 cover categories the cover provided by a friend.
 
 
====Reckless Offense====
 
: You can shift your focus from defense to offense. You can take a penalty of –2 to your Defense and add a +1 bonus on your Melee attack roll. You cannot have a bonus higher than your Melee skills ranks.
 
 
====Stunning Attack====
 
: On a total success, you can replace one dice of damage to daze your opponent for a Short action instead of rolling damage.
 
: Stunning duration are not cumulative, they overlap. Stunning durations are cumulative only if they are done in the same strike, i.e.: with two total successes, you could choose to replace both dice of damage to stun your opponent for a Standard action. With three you could extend the duration to a Long Action.
 
: You can stun only living creatures with discernible anatomies-undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack.
 
: '''Specialist:''' When replacing a damage dice, instead of increasing the duration of the stunning attack, you can increase it's severity by one.
 
: '''Expert:''' You daze the enemy for a Standard action.
 
: '''Master:''' You stun the enemy instead of dazing him.
 
 
====Subdual====
 
: You are skilled in making nonlethal attacks. When using a weapon that does normal damage for a nonlethal attack, you are not subject to the normal -4 penalty to hit.
 
 
====Sunder, Improved====
 
: When you strike at an object held or carried by an opponent, you do not provoke an attack of opportunity.
 
: '''Specialist:''' You receive a +2 bonus to damage against items.
 
: '''Expert:''' You receive a +4 bonus to damage against items.
 
: '''Master:''' You receive a +8 bonus to damage against items.
 
 
====Swarmfighting====
 
: When you have an ally with the swarmfighting feat that threatens the same opponent, you gain a +1 bonus to hit for each ally with this feat that attacks the opponent.
 
: '''Specialist:''' You gain +1 swarmfighting bonus from ally even if they do not have the swarmfighting feat.
 
: '''Expert:''' Your bonus is increased to +2 per ally with the swarmfighting feat.
 
: '''Master:''' Your bonus is increased to +2 per ally with or without the swarmfighting feat.
 
 
====Unarmed Strike====
 
: You are considered to be armed even when unarmed. That is, you do not provoke attacks or opportunity from armed opponents when you attack them while unarmed with either Brawl or Grapple.
 
: '''Specialist:''' Your unarmed strikes can deal lethal or nonlethal damage, at your option.
 
: '''Expert:''' You are considered one size larger when dealing damage with unarmed attack.
 
: '''Master:''' You are considered two sizes larger when dealing damage with unarmed attack.
 
 
====Weapon Finesse====
 
: With a light weapon, you may use your Dexterity modifier instead of your Strength modifier on attack rolls.
 
: '''Specialist:''' You can use your Dexterity modifier with one-handed weapon.
 
: '''Expert:''' You can use your Dexterity modifier with two-handed weapon.
 
 
====Whirlwind Attack====
 
: '''Requisite:''' Cleave
 
: Your attack becomes a long action, but now you can make one melee attack with against each opponent within reach. Doing so incurs a cumulative penalty for each target change. For example, your second attack suffer a -4 penalty and your third attack suffer a -8 penalty.
 
: '''Specialist:''' Your penalty is not cumulative. Your second attacks and all others attack after suffers from a -4 penalty.
 
: '''Expert:''' You do not suffer penalty for changing target while making a whirlwind attack.
 
: '''Master:''' Your whirlwind attack is a standard action.
 
 
 
==Range==
 
{| border="1" cellpadding="5" cellspacing="0" style="text-align: left"
 
!Ability
 
|Dexterity
 
|-
 
!Action
 
|Standard; See below
 
|-
 
!Armor Penalty
 
|Combat
 
|-
 
!Untrained
 
|Yes
 
|-
 
!Concentration
 
|No
 
|}
 
 
'''Proficiency:''' Thrown Weapon, Bow, Crossbow, Guns, Rifle
 
 
'''Description:''' This skill represents your ability to aim with a thrown or a missile weapon.
 
 
'''Check:''' The DC of your attack is the Defense of your opponent. If you beat your opponent Defense, you hit the opponent and cause him damage depending of your weapon.
 
 
'''Range increment:''' With a ranged weapon, you can shoot or throw at any target without penalty when in the first range increment. For each additional range increment you have a cumulative -2 range penalty.
 
 
'''Shooting or Throwing into a Melee:''' If you shoot or throw a ranged weapon at a target engaged in melee with a friendly character, you take a –4 penalty on your attack roll. Two characters are engaged in melee if they are enemies of each other and either threatens the other. (An unconscious or otherwise immobilized character is not considered engaged unless he is actually being attacked.) If your target (or the part of your target you’re aiming at, if it’s a big target) is at least 10 feet away from the nearest friendly character, you can avoid the –4 penalty, even if the creature you’re aiming at is engaged in melee with a friendly character.
 
 
When shooting into a melee, often your ally provided cover to your opponent. A medium ally provide half-cover to an opponent if you ally is in your line of fire.
 
 
'''Total Success:''' For each rank of Total Success, you can add another dice of damage.
 
 
'''Total Failure:''' You might have hit one of your allies. Take your nearest ally from your opponent. If your ally a Defense resistance of less than 10 + rank of Total Failure, you hit him and resolved damage normally.
 
 
'''Action:''' Making a range combat roll is a standard action. This do not include drawing/loading your weapon which is generally a short action.
 
 
'''Try Again:''' Yes, you can fight until you die.
 
 
===Feats===
 
 
====Bleeding Wound====
 
: On a total success, you can replace one dice of damage to make your opponent bleed by 1 point of damage. Each time your opponent take a standard action or longer or use a fast action, it receive bleeding damage.
 
: Bleeding is not cumulative. An opponent suffers only the worse bleeding effect and totally ignores other bleeding effects. Bleeding effects are cumulative only if they are done in the same strike, i.e. : with two total success, you could chose to replace both dice of damage to inflict a wound bleeding at a rate of 2 points of damage.
 
: You can bleed only living creatures with discernible anatomies-undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack.
 
: '''Specialist:''' Bleeding cause 2 points of damage per replaced dice.
 
: '''Expert:''' Bleeding cause 4 points of damage per replaced dice.
 
: '''Master:''' Bleeding cause 8 points of damage per replaced dice.
 
 
====Charge, Improved====
 
: You gain the ability to charge in situations where others cannot. You may charge when having a speed penalty from difficult terrain or wounds. Depending on the circumstance, you may still need to make appropriate checks to successfully move over the terrain.
 
: Charge maneuver can only be used with thrown weapon.
 
: '''Specialist:''' You do not suffer the -2 penalty to defense while charging.
 
: '''Expert:''' Your bonus to attack roll is increased to +4 when charging.
 
: '''Master:''' Your bonus to attack roll is increased to +8 when charging.
 
 
====Combat Precision====
 
: You can sacrifice power for accuracy. When making an attack, you may choose to subtract a number from your damage rolls that does not exceed your Melee skill rank and add the same number to your Melee attack roll.
 
 
====Combat Shooting====
 
: You can use ranged attack while in melee without incurring attacks of opportunity from a specific opponent.
 
: '''Specialist:''' You do not incurs attack of opportunity from 2 specific opponents when using range attack in melee.
 
: '''Expert:''' You do not incurs attack of opportunity from 4 specific opponents when using range attack in melee.
 
: '''Master:''' You do not incurs attack of opportunity when using range attack in melee.
 
 
====Concealment, Improved====
 
: When providing concealment to an ally, your ally received 1 better concealment category.
 
: '''Specialist:''' Your ally received 2 better concealment categories.
 
: '''Expert:''' Your ally received 3 better concealment categories.
 
: '''Master:''' Your ally received 4 better concealment categories.
 
 
====Crippling strike====
 
: On a total success, you can replace one dice of damage to make your opponent cripple. The crippling wound make each movement square count as double.
 
: Crippling effects are not cumulative. An opponent suffers only the worse crippling effect and totally ignores other crippling effects. Crippling effects are cumulative only if they are done in the same strike, i.e.: with two total successes, you could choose to replace both dice of damage to cripple your opponent for a -6 penalty to movement.
 
: '''Specialist:''' The crippling wound makes each movement square count as triple.
 
: '''Expert:''' The crippling wound makes the opponent lose 1 level of maneuverability and each movement square count as triple.
 
: '''Master:''' The crippling wound makes the opponent lose 2 level of maneuverability and each movement square count as triple.
 
 
====Disrupting Attack====
 
: You are exceptionally good at distracting creatures. Any creature that needs to make a Concentration check as a result of your attack does so with a -1 penalty.
 
: '''Specialist:''' Penalty to Concentration check is increased to -2.
 
: '''Expert:''' Penalty to Concentration check is increased to -4.
 
: '''Master:''' Penalty to Concentration check is increased to -8.
 
 
====Far Shot====
 
: Requisite: Point Blank Shot
 
: When you use a projectile weapon, such as a bow, its range increment increases by one-half (multiply by 1-1/2). When you use a thrown weapon, its range increment is doubled.
 
: '''Specialist:''' When you use a projectile weapon, such as a bow, its range increment increases by x2. When you use a thrown weapon, its range increment increases by x3.
 
: '''Expert:''' When you use a projectile weapon, such as a bow, its range increment increases by x3. When you use a thrown weapon, its range increment increases by x4.
 
: '''Master:''' When you use a projectile weapon, such as a bow, its range increment increases by x4. When you use a thrown weapon, its range increment increases by x5.
 
 
====Improvised thrown weapon====
 
: When using an improvised weapon, the weapon deals damage as if it was one size category bigger.
 
: '''Specialist:''' The imporvised weapon deals damage as if it was 2 size category bigger.
 
: '''Expert:''' The imporvised weapon deals damage as if it was 3 size category bigger.
 
: '''Master:''' The imporvised weapon deals damage as if it was 4 size category bigger.
 
 
====Increase Wound====
 
: Choose one weapon for which you are already proficient. You gain a +2 bonus on all damage rolls you make using the selected weapon.
 
: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new weapon proficiency.
 
: '''Specialist:''' Choose one weapon for which you are already a specialist. You gain a +4 bonus on all damage rolls you make using the selected weapon.
 
: '''Expert:''' Choose one weapon for which you are already an expert. You gain a +8 bonus on all damage rolls you make using the selected weapon.
 
: '''Master:''' Choose one weapon for which you are already a master. You gain a +16 bonus on all damage rolls you make using the selected weapon.
 
 
====Multi Shot====
 
: '''Requisite:''' Point Blank Shot
 
: As a long action, you may fire two missiles at a single opponent with a -4 penalty if your weapon allows multi shot. Both missiles use the same attack roll to determine success and deal damage normally.
 
: Damage reduction and other resistances apply separately against each missile fired.
 
: 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.
 
: '''Specialist:''' You have a -2 penalty for both attack. Your range increment for this feat is 1/2 of your normal range increment.
 
: '''Expert:''' You have a -1 penalty for both attacks. Your range increment for this feat is 3/4 of your normal range increment.
 
: '''Master:''' You have no penalty for both attack and your range increment is the same as your normal range increment.
 
 
====Opportunist====
 
: 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.
 
 
====Painful wounds====
 
: On a total success, you can replace one dice of damage to give pain to your opponent so that it received a -1 pain penalty for every action he takes.
 
: Pain penalties are not cumulative. An opponent suffers only the worse pain effect and totally ignores other pain effects. Pain penalties are cumulative only if they are done in the same strike, i.e.: with two a total success, you could chose to replace both dice of damage to inflict a -2 pain penalty.
 
: You can only give pain to living creatures with discernible anatomies-undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack.
 
: '''Specialist:''' Pain penalty is now -2.
 
: '''Expert:''' Pain penalty is now -4.
 
: '''Master:''' Pain penalty is now -8.
 
 
====Point Blank Shot====
 
: You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 1/4 of your range increment with a minimum of 5 feet.
 
: '''Specialist:''' Range for Point Blank Shot is 1/2 of your range increment.
 
: '''Expert:''' Range for Point Blank Shot is 3/4 of your range increment.
 
: '''Master:''' Range for Point Blank Shot is the same as your range increment.
 
 
====Precise Shot====
 
: '''Requisite:''' Point Blank Shot
 
: You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard -4 penalty on your attack roll.
 
: '''Specialist:''' When you shoot or throw ranged weapons at a grappling opponent, you automatically strike at the opponent you have chosen.
 
: '''Expert:''' Your shot are so precise that you can reduce by 1 category the cover or concealment of a target.
 
: '''Master:''' Your shot are so precise that you can reduce by 2 category the cover or concealment of a target.
 
 
====Quick Draw====
 
: You can draw a thrown weapon as an immediate action instead of as a short action. You can draw a hidden weapon (see the Sleight of Hand skill) as a short action.
 
: '''Specialist:''' If you draw a light thrown weapon and make an attack with it in the same action (range attack at one initiative slower), you can surprise your opponent and catch him flat-footed if you can beat its Wit with a Melee check. This feat works only once per combat. You cannot use this attack when you draw a hidden weapon.
 
: '''Expert:''' You can draw a hidden weapon (see the Sleight of Hand skill) as an immediate action.
 
: '''Master:''' You can catch your opponent flat-footed even when drawing a hidden weapon.
 
 
====Ranged Sunder====
 
: '''Requisite:''' Precise Shot
 
: When attacking objects, you deal full damage.
 
: The range increment is much shorter when using a sunder maneuver: it is 1/4 of your normal range increment with a minimum of 5 feet.
 
: '''Specialist:''' Your range increment for this maneuver is 1/2 of your normal range increment.
 
: '''Expert:''' Your range increment for this maneuver is 3/4 of your normal range increment.
 
: '''Master:''' Your range increment is the same as your normal range increment for this maneuver.
 
 
====Rapid Reload====
 
: Reloading your weapon take you 1 less initiative category.
 
: '''Specialist:''' Reloading your weapon take you 2 less initiative category.
 
: '''Expert:''' Reloading your weapon take you 3 less initiative category.
 
: '''Master:''' Reloading your weapon take you 4 less initiative category.
 
 
====Rapid Shot====
 
: '''Requisite:''' Point Blank Shot
 
: As a long action, you can make two attacks on different target with a ranged weapon. Both your attack suffer a -8 penalty.
 
: '''Specialist:''' Your attacks suffer a -4 penalty.
 
: '''Expert:''' Your attacks suffer a -2 penalty.
 
: '''Master:''' Your attacks suffer a -1 penalty.
 
 
====Spread Shot====
 
: '''Requisite:''' Point Blank Shot
 
: If your weapon allows spread shot as a long action, you may spread fire in an area to hit multiple opponents. All attacks use the same attack roll with a -4 penalty to determine success and deal damage normally to each target hit by the 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.
 
: '''Specialist:''' You have a -2 penalty for your attack. Your range increment for this feat is 1/2 of your normal range increment.
 
: '''Expert:''' You have a -1 penalty for your attack. Your range increment for this feat is 3/4 of your normal range increment.
 
: '''Master:''' You have no penalty for your attack and your range increment is the same as your normal range increment.
 
 
====Stunning Attack====
 
: On a total success, you can replace one dice of damage to daze your opponent for a Short action instead of rolling damage.
 
: Stunning duration are not cumulative, they overlap. Stunning durations are cumulative only if they are done in the same strike, i.e.: with two total successes, you could chose to replace both dice of damage to stun your opponent for a Standard action. With three you could extend the duration to a Long Action.
 
: You can stun only living creatures with discernible anatomies-undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack.
 
: '''Specialist:''' When replacing a damage dice, instead of increasing the duration of the stunning attack, you can increase it's severity by one.
 
: '''Expert:''' You daze the enemy for a Standard action.
 
: '''Master:''' You stun the enemy instead of dazing him.
 
 
====Threaten====
 
: When you have a thrown weapon in hand or a loaded missile weapon, you threaten all enemies in a cone in front of you. The size of the cone is the first range increment or 30' whichever is smaller.
 
: '''Specialist:''' The size of the cone is the second range increment or 60' whichever is smaller.
 
: '''Expert:''' The size of the cone is the third range increment or 120' whichever is smaller.
 
: '''Master:''' The size of the cone is the fourth range increment or 250' whichever is smaller.
 
 
====Throw Anything====
 
: '''Requisite:''' Point Blank Shot, Precise Shot
 
: You can throw a light melee weapon as if it were a ranged weapon. The range increment of weapons used with this feat is 10 feet.
 
: '''Specialist:''' You can throw a one-handed melee weapon.
 
: The range increment of weapons used with this feat is 15 feet.
 
: '''Expert:''' You can throw a two-handed melee weapon.
 
: The range increment of weapons used with this feat is 20 feet.
 
: '''Master:''' The range increment of weapons used with this feat is 25 feet.
 
 
 
==Tactical==
 
{| border="1" cellpadding="5" cellspacing="0" style="text-align: left"
 
!Ability
 
|Intelligence
 
|-
 
!Action
 
|Standard
 
|-
 
!Armor Penalty
 
|None
 
|-
 
!Untrained
 
|Yes
 
|-
 
!Concentration
 
|No
 
|}
 
 
'''Description:''' This is your ability to used tactical weapon such as siege weapon, or computerized heavy canon or missile.
 
 
'''Check:''' The DC of your attack is the Defense of your opponent. If you beat your opponent Defense, you hit the opponent and cause him damage depending of your weapon.
 
 
'''Total Success:''' For each rank of Total Success, you can add another dice of damage.
 
 
'''Total Failure:''' You provoke an action of opportunity from your opponent. Your opponent has a bonus equal to the rank of Total Failure for his action.
 
 
'''Try Again:''' Yes, you can fight until you die.
 
 
  Add most melee and range feats
 

Revision as of 00:01, 6 January 2007


Combat

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

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 have 3 uses: stay calm in combat, evaluate your opponent and defend against offensive combat maneuver from an 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.

Defending

You can use combat awareness as a reaction to avoid being caught by a combat maneuver. You must be aware of your opponent when Combat Awareness is used in this way. Each Rank in your Combat Awareness skill increase your Resistance by one.

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 Defending: Defending is a Short Reaction.

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. Defending: Not for the same attack.

Feats

Avoid line of fire

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

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

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

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

Down and Dirty

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

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

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

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

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.

Passive Defense

You receive a +1 bonus to your Resistance against offensive maneuver even while not using your Combat Awareness skill as a reaction.
Specialist: You receive a +2 insight bonus to your Resistance.
Expert: You receive a +4 insight bonus to your Resistance.
Master: You receive a +8 insight bonus to your Resistance.

Prone Attack

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

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

Fast Healer

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

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

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

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.