Storyteller01
First Post
Some ideas I have so far for this idea, using examples for the 'Masters of Arms' book. It's just the basics; I haven't added mechanics to it yet. Your feedback nis appreciated.
Close Quarters Shot: You don't draw AoO's from shooting in melee.
Stab and Shoot: A two part combo for the bayonet. If the first attack hits, the second attack (which must be shooting) automayically hits for double damage.
Flexible Grip: You can use the weapon as a great club instead of a double weapon. This means no stabbing maneuvers and possibly damaging your rifle.
Impact Hit: A two part combo. If the first hits, the second becomes an opposed strength check. If you win, you get to move your opponent 5 ft in any direction
Ringing their Bell: Another two part, this one for the rifle butt. If the first hits the second is resolved with a fort save. If the opponent fails, they're dazed for 1d4 rounds.
Thrust: Yet another two part combo. Sac your second hit to give the first bonuses to hit and damage.
Stab and Twist: If the first attack hits the second automatically does 1d6 damage (no str bonus). The wound bleeds as per the wounding ability.
NOTE: The maneuver I compared this to actually resolved as replcing the damage with 1d6 Con damage with no save! I felt that this was more appropriate.
Aiming: You spend multiple attacks aiming one shot. If the last succeeds, resolve the attack as if all attempts had hit.
Close Quarters Shot: You don't draw AoO's from shooting in melee.
Stab and Shoot: A two part combo for the bayonet. If the first attack hits, the second attack (which must be shooting) automayically hits for double damage.
Flexible Grip: You can use the weapon as a great club instead of a double weapon. This means no stabbing maneuvers and possibly damaging your rifle.
Impact Hit: A two part combo. If the first hits, the second becomes an opposed strength check. If you win, you get to move your opponent 5 ft in any direction
Ringing their Bell: Another two part, this one for the rifle butt. If the first hits the second is resolved with a fort save. If the opponent fails, they're dazed for 1d4 rounds.
Thrust: Yet another two part combo. Sac your second hit to give the first bonuses to hit and damage.
Stab and Twist: If the first attack hits the second automatically does 1d6 damage (no str bonus). The wound bleeds as per the wounding ability.
NOTE: The maneuver I compared this to actually resolved as replcing the damage with 1d6 Con damage with no save! I felt that this was more appropriate.
Aiming: You spend multiple attacks aiming one shot. If the last succeeds, resolve the attack as if all attempts had hit.