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Disarming in 4E
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<blockquote data-quote="MichaelSomething" data-source="post: 5297593" data-attributes="member: 51168"><p><span style="font-size: 12px">Level 7 Encounter Exploit </span></p><p>(any Martial Class may select this encounter power instead of an encounter power from their class)</p><p></p><p>Disarming Attack Martial Attack 7</p><p>Using your skill in weaponry, you skillfully separate your enemy from their weapon.</p><p></p><p>Encounter * Martial, Weapon</p><p>Standard Action Melee Weapon</p><p>Target: One creature</p><p>Attack: Strength or Dexterity vs. AC</p><p></p><p>Hit: 1W + Strength or Dexterity modifier damage. Also, roll a d4 and consult the following table to determine an additional effect. </p><p>1-The target is dazed until the end of your next turn (since they are spending time recovering their weapon)</p><p>2-The target is weakened until the end of your next turn (since losing their weapon has decreased their offensive power until they can adapt)</p><p>3-The target takes a -2 penalty to AC until the end of their next turn (since they used their weapon for defensive purposes as well) </p><p>4-the target takes an additional 1W damage (sometimes it just hurts) </p><p></p><p>Special: When you select this power, pick either Strength or Dexterity as the ability score you use for this attack.</p><p>Special: Your Dungeon Master may select one of the random effects to apply instead of having you roll for the effect. Your Dungeon Master may also rule that this attack cannot work against certain enemies (like an animals who only uses their claw for attacking)</p><p></p><p><span style="font-size: 12px"> Level 17 Encounter Exploit </span></p><p>(any Martial Class may select this encounter power instead of an encounter power from their class)</p><p></p><p>Incredible Disarming Attack Martial Attack 17</p><p>This is disarming attack, taken up to 11.</p><p></p><p>Encounter * Martial, Weapon</p><p>Standard Action Melee Weapon</p><p>Target: One creature</p><p>Attack: Strength or Dexterity vs. AC</p><p></p><p>Hit: 2W + Strength or Dexterity modifier damage. Also, roll a d4 and consult the following table to determine an additional effect. </p><p>1-The target is dazed until the end of your next turn (since they are spending time recovering their weapon)</p><p>2-The target is weakened (save ends) (since losing their weapon has decreased their offensive power until they can adapt)</p><p>3-The target takes a -2 penalty to AC (save ends) (since they used their weapon for defensive purposes as well) </p><p>4-the target takes an additional 2W damage (sometimes it just hurts) </p><p></p><p>Special: When you select this power, pick either Strength or Dexterity as the ability score you use for this attack.</p><p>Special: Your Dungeon Master may select one of the random effects to apply instead of having you roll for the effect. Your Dungeon Master may also rule that this attack cannot work against certain enemies (like an animals who only uses their claw for attacking)</p><p></p><p></p><p>Will that work for the OP?</p></blockquote><p></p>
[QUOTE="MichaelSomething, post: 5297593, member: 51168"] [SIZE=3]Level 7 Encounter Exploit [/SIZE] (any Martial Class may select this encounter power instead of an encounter power from their class) Disarming Attack Martial Attack 7 Using your skill in weaponry, you skillfully separate your enemy from their weapon. Encounter * Martial, Weapon Standard Action Melee Weapon Target: One creature Attack: Strength or Dexterity vs. AC Hit: 1W + Strength or Dexterity modifier damage. Also, roll a d4 and consult the following table to determine an additional effect. 1-The target is dazed until the end of your next turn (since they are spending time recovering their weapon) 2-The target is weakened until the end of your next turn (since losing their weapon has decreased their offensive power until they can adapt) 3-The target takes a -2 penalty to AC until the end of their next turn (since they used their weapon for defensive purposes as well) 4-the target takes an additional 1W damage (sometimes it just hurts) Special: When you select this power, pick either Strength or Dexterity as the ability score you use for this attack. Special: Your Dungeon Master may select one of the random effects to apply instead of having you roll for the effect. Your Dungeon Master may also rule that this attack cannot work against certain enemies (like an animals who only uses their claw for attacking) [SIZE=3] Level 17 Encounter Exploit [/SIZE] (any Martial Class may select this encounter power instead of an encounter power from their class) Incredible Disarming Attack Martial Attack 17 This is disarming attack, taken up to 11. Encounter * Martial, Weapon Standard Action Melee Weapon Target: One creature Attack: Strength or Dexterity vs. AC Hit: 2W + Strength or Dexterity modifier damage. Also, roll a d4 and consult the following table to determine an additional effect. 1-The target is dazed until the end of your next turn (since they are spending time recovering their weapon) 2-The target is weakened (save ends) (since losing their weapon has decreased their offensive power until they can adapt) 3-The target takes a -2 penalty to AC (save ends) (since they used their weapon for defensive purposes as well) 4-the target takes an additional 2W damage (sometimes it just hurts) Special: When you select this power, pick either Strength or Dexterity as the ability score you use for this attack. Special: Your Dungeon Master may select one of the random effects to apply instead of having you roll for the effect. Your Dungeon Master may also rule that this attack cannot work against certain enemies (like an animals who only uses their claw for attacking) Will that work for the OP? [/QUOTE]
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