Martial Skills: Expertise and Abilities

[29MAY09] skills_f.htm

EXPERTISE (weapon): During initial training (i.e. character creation) warriors may gain Expertise in specific weapon skills (Base STR/DEX-10, DF5[+1/d6-2]), for 1 CC-point each. When a combat roll is also a success for the Expertise(weapon) skill, they gain an immediate extra attack with that weapon. In addition, for each 10% in any Expertise, one appropriate special ability may be chosen:

Blind-Fight

Combat skill-rolls at x1/2 when fighting unseen opponents (in dark/invisibility etc). [Normal: x1/10th] (Rqd: - )

Combat Parries

Forego 1/2 next attack chance to gain an extra parry. (Also allows multiple open hand/kata weapon parries to stack against one attack). Aka Combat Expertise. [Normal: Forego next attack entirely]. (Rqd: Int 13+)

Trip Feat

No Attack-Of-Opportunity provoked when trying to Trip. Aka Improved Trip (Rqd: Combat Parries)

Disarm Feat

No Attack-Of-Opportunity provoked when trying to Disarm. Aka Improved Disarm. (Rqd: Combat Parries)

Feint Feat

No Attack-Of-Opportunity provoked when trying to Feint. Aka Improved Feint. (Rqd: Combat Parries)

Whirlwind Attack

As a full attack action, give up other attacks to gain one attack versus each opponent within reach. (Rqd: Dex 13, Int 13, Combat Expertise, Dodge, Mobility, Spring Attack, Open Hand Expertise)

Combat Reflexes

Can make extra attacks-of-opportunity per round equal to Dex bonus [Normal: One AOOP per round]. (Rqd: - )

Dodging Feat

Dodge at least 1hp of damage from one designated opponent per round, whenever dodging is possible. Those fighting like Monks (i.e. only if unarmoured, unarmed/kata weapons, unslowed by equipment) also disadvantage that opponent (attack x1/2). Aka Dodge (3.x), Butterfly Effect. (Rqd: Dex 13+)

Mobility

AOOPs against you when moving through threatened areas are at a disadvantage (x1/2). (Rqd: Dodging Feat)

Spring Attack

May perform melee attacks part-way through movement. Aka Flying Feet. (Rqd: Mobility, Open Hand Expertise).

Endurance

Gain extra save (CONx5) against Fatigue; and also avoid Fatigue from sleeping in Light/Medium armour (as 3.0). [Normal: Sleeping in armour causes Fatigue, automatically if Medium/Heavy, CONx5 allowed if Light.] (Rqd: - )

Die-Hard

Until below -9hp you can opt to remain conscious and do not bleed unless you perform a standard/strenuous action. (Hit locations, except head, will still be disabled). (Rqd: Endurance)

Lightning Reactions

Bonus to Initiative of +4. Aka Improved Initiative, Quickness. (Rqd: - )

Shield Bash

Can attack with a shield at full skill. [Normal: Shield attacks are at x1/2]. Aka Improved Shield Bash. (Rqd: - )

Unarmed Strike

Unarmed (Fist/Brawl/Open Hand) attacks count as armed, i.e. provoke no Aoop. Monks 'Open Hand' attacks also do more damage (d6) and can parry effectively (6AP). [Normal: d3, 0ap, and provoke Aoop when attacking armed opponent]. Aka Improved Unarmed Strike, Flying Fists. (Rqd: - )

Grapple Feat

Grapple attacks count as armed, i.e. provoke no Aoop. [Normal: Provoke Aoop when attacking armed opponent]. Aka Improved Grapple. (Rqd: Dex 13+, Unarmed Strike)

Deflect Arrows

Can attempt to parry missile weapons with Fist/Open Hand (or Kata weapon). (Normal limits still apply regarding the number of parries per round). [Normal: Thrown missiles can normally only be parried with a shield, and Projected missiles cannot be parried at all (but shields give some cover).] (Rqd: Dex 13+, Unarmed Strike)

Snatch Arrows

As Deflect Arrows but missile is caught, and may be thrown back immediately. (Rqd: Dex 15+, Deflect Arrows)

Stunning Fist

Knockout attack effects ignore armour. Target must save (CONx5 @+/-1 per rolled damage above/below 10) or be stunned for 1 round (no actions except Defence). [Normal: Knockout depends on damage which gets through armour.] (Rqd: Dex 13+, Wis 13+, Unarmed Strike, Open Hand Expertise)

Leadership

Attracts a loyal cohort and/or followers. The cohort will be a henchman/companion, initially of level no more than half the Level + Cha Bonus of the leader character (and must be of lower level in any event); they can be of any race/profession the character seeks, but special creatures/types may require special effort to obtain. Followers will normally be of 0th/1st level (any rising higher than half the leader's level will leave his/her employ, unless CHAx5 made), and up to twice the Level + Cha Bonus of their leader in number (or half that if of a different race). They can normally be attracted automatically, with no special effort or expense, and will arrive with their own equipment (minimal and mundane). A cohort will normally expect at least a half-share of any treasures gained, plus living expenses; followers will expect pay and upkeep of equipment, in addition to food & board. (Rqd: - )

Mounted Combat

Use melee skills fully while mounted. [Normal: Limited to Ride skill%]. Aka Horsemanship. (Rqd: Ride 30%+)

Mounted Archery

Use missile skills fully while mounted. [Normal: Limited to Ride skill%]. (Rqd: Mounted Combat)

Ride-by Attack

May perform melee attacks part-way through move when performing a mounted charge. (Rqd: Mounted Combat)

Spirited Charge

Double damage with any melee weapon when performing a mounted charge (or triple with lance). [Normal: Only lance damage is doubled when charging.] (Rqd: Ride-by Attack)

Trample

Mounted overrun may not be optionally avoided by the target [Normal: Target can opt to move aside automatically.] (Rqd: Mounted Combat)

Crack Shot

Shoot into melee without hitting friends. [Normal: Shots hit random target]. Aka Precise Shot. (Rqd: - )

Point-Blank Shot

Damage +1 with ranged weapons within 30ft. (Rqd: - )

Far Shot

Ranges +50% for projected missiles and +100% for thrown missiles. (Rqd: Point-blank Shot)

Rapid Shot

Extra shot per round with any ranged weapon. Aka Quick Shot. (Rqd: Dex 13+, Point-blank Shot)

Running Shot

May perform missile attacks part-way through movement. Aka Shot on the Run. (Rqd: Mobility, Point-blank Shot, Missile Expertise)

Marksmanship

Ignore less than total cover/concealment. Aka Improved Precise Shot. (Rqd: Dex 19+, Point Blank Shot, Crack Shot, Missile Expertise)

Multi-Shot

Can shoot 2+ arrows at a time (and/or other trick shots, at GM discretion). Aka Manyshot, Trick Shot. (Rqd: Dex 17+, Point Blank Shot, Rapid Shot, Missile Expertise)

Power Attack

Melee attack at x1/2 to gain damage bonus of +1 per full 10% lost. (Rqd: Str 13+)

Cleave

Extra attack if opponent felled, on another target within reach, up to once per round. (Rqd: Power Attack )

Great Cleave

Extra attack if opponent felled, on another target within reach, any number of times per round. (Rqd: Cleave )

Bull Rush Feat

No Attack-Of-Opportunity provoked when trying to Knockback. [Normal: Provoke Aoop; STR*vSIZ or target knocked-back 1ft per STR* over SIZ. (*STR+SIZ if charging)]. Aka Improved Bull Rush, Knockback, Overbear. (Rqd: Power Attack)

Overrun Feat

No Attack-Of-Opportunity provoked when trying to Overrun (charge past/through opponent). [Normal: Must charge; Provokes Aoop; Target may step aside, else STR+SIZ v STR+SIZ or loser is knocked down (Ride roll avoids fall if mounted).] Aka Improved Overrun. (Rqd: Power Attack )

Sunder Feat

No Attack-Of-Opportunity provoked when trying to Sunder (break opponents weapon). [Normal: Attack with Slash/Crush weapon; Provokes Aoop; Target can dodge (Defence or DEXx1) but not parry, else damage is done to their weapon.] Aka Improved Sunder. (Rqd: Power Attack )

Quick Draw

Draw weapon as a Free Action. [Normal: Drawing a weapon is a Move action, but combinable with a normal Move if weapon skill 30%+]. Aka Fast Draw. (Rqd: - )

Rapid Reload

Reloading specified type of crossbow is faster (Hand/Light/Medium: 1 standard action; Heavy: 1 round; Repeater: 1 standard action per bolt or 3 rounds fully). [Normal: Hand/Light/Medium: 1 round; Heavy: 2 rounds; Repeater: 1 round per bolt or 5 rounds fully.] (Rqd: - )

Running Feat

Can run faster than normal, if not in combat or encumbered (Move x5) [Normal: x4]. Aka Run. (Rqd: - )

Toughness

Gain +1 Hit Point. (This feat can be gained multiple times). (Rqd: - )

Two-Weapon Ftg

Gain an extra attack with a secondary weapon (light/traditional secondary weapons only) at x1/2 skill (or full skill if open hand/fist or ambidextrous). [Normal: One attack per round only.] Aka 2W-Fighting. (Rqd: Dex 15+ )

Two-Wpn Defence

Gain an extra parry with a secondary weapon (light/traditional secondary weapons only), at full skill. [Normal: Only one parry per round is possible.] (Rqd: Two-weapon Fighting )

Improved 2W Ftg

Can attack at full skill with secondary weapon if light/traditional, or attack with a medium-sized secondary weapon at skill x1/2. (Rqd: Dex 17+ or Str 15+, Two-weapon Fighting, Melee Expertise)

Greater 2W Ftg

Can attack at full skill with even a medium-sized secondary weapon. (Rqd: Str 17+, Improved Two-weapon Ftg)

Weapon Finesse

Can use Dex bonus instead of Str bonus as damage modifier with any light weapons in melee. (Rqd: - )

Weapon Focus

Damage bonus of +1 with one specified weapon type (e.g. 'Sword' or 'Axe(2h)'). (Rqd: - )

Greater Wpn Focus

Damage bonus of +2 with one specified weapon type (e.g. 'Sword' or 'Axe(2h)'). (NB: Does not stack with Weapon Focus bonus, +2 damage is the total). (Rqd: Weapon Focus)

Berserk Rage

Can go berserk at any provokation: gain extra melee attack per round but cannot parry. Attack nearest enemy until rage ends (or any other target if no enemy). Rage ends when no enemy remain and Int or Wis x5 roll succeeds (check each round). Berserker becomes Fatigued when rage ends. (Rqd: Melee Expertise, Int & Wis 12 or less)

Righteous Fury

Damage bonus +1 versus a chosen enemy race (e.g. goblin, giant). (This may be selected multiple times, for other races or increased damage). (Melee Expertise or Ranger or Dwarf)

True Grit

Injured hit locations not disabled until -5hp or less. (Rqd: - )

Seize Initiative

Take one opponent's initiative result for yourself if you can make WISx5 (modified by their WIS); if taken, they are left with initiative 0. (Only once per combat, only works on an opponent initially in eye contact). (Rqd: - )

Eitherhanded

Use either hand equally well. Can change 'handedness' once per round. (Rqd: - )

Ambidextrous

Use both hands equally well and simultaneously. No disadvantage to off-hand. (Rqd: Dex 15+/Eitherhanded)

Fast Ride

Encourage mount to greater speed when galloping or equivalent, i.e. Move x5 [Normal x4]. (Rqd: Ride 30%+)

Dwarven Evasion

Twice-taller attackers automatically suffer disadvantage (x1/2). (Rqd: Melee Expertise and Dodge/Dwarf/Gnome)

Sense Ambush

Sense impending surprise attacks/traps, if INTx5 roll succeeds. Aka Alertness. (Rqd: - )

Counteraction

Can use Defence at full chance against surprise/backstab attacks automatically. [Normal: Defence is halved in such situations, unless a Listen/Sense x1/2 roll succeeds]. (Rqd: - )

Heroic Leap

Can leap and strike for double weapon damage. Requires a Full action and provokes AOOP. (Rqd: Running Feat )



Free Web Hosting