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Martial Exploits - Trip, Disarm, and Sunder
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<blockquote data-quote="ren1999" data-source="post: 5485569" data-attributes="member: 85179"><p>I'm working on a Warrior Wizard multi-class that is using the Disarm, Sunder and Trip rules discussed here. Here is what I have so far. </p><p></p><p> <strong>Parry Defense</strong></p><p> requires 1st level, Athletics Skill, Strong Attack;</p><p> trigger at-will action;</p><p> stackable +1 to ac and reflex,</p><p> +1 at 11th and 21st class level;</p><p> <strong>Armor Proficiency</strong></p><p> requires 2nd level, Athletics Skill, Parry Defense;</p><p> permanent utility;</p><p> each armor type counts as one learned power;</p><p> reduce armor penalty -1,</p><p> -1 at 11th and 21st class level;</p><p> <strong>Dodge Defense</strong></p><p> requires 3rd level, Athletics Skill, Parry Defense, Armor Proficiency;</p><p> trigger at-will action;</p><p> stackable +1 to ac and reflex,</p><p> +1 at 11th and 21st class level;</p><p> <strong>Lost in the Crowd</strong></p><p> requires 4th level, Athletics Skill;</p><p> trigger at-will action;</p><p> stackable -1 to attacker’s attack as the caster gets close,</p><p> add -1 to attacker’s attack at 11th and 21st level;</p><p> <strong>Keep Distance</strong></p><p> requires 5th level, Athletics Skill;</p><p> trigger at-will action;</p><p> stackable -1 to attacker’s attack as the caster keeps at a distance,</p><p> add -1 to attacker’s attack at 11th and 21st level;</p><p> <strong>Fast Runner</strong></p><p> requires Athletics Skill;</p><p> permanent utility;</p><p> +1 to casters speed,</p><p> +1 at 11th and 21st level;</p><p> </p><p> <strong>Strong Attack</strong></p><p> requires 1st level, Athletics Skill;</p><p> standard melee attack;</p><p> strength versus armor class;</p><p> +1 adjacent target at 11th and 21st level;</p><p> <strong>Weapon Proficiency</strong></p><p> requires 2nd level, Athletics Skill;</p><p> permanent utility;</p><p> each weapon counts as one learned power;</p><p> +1 attack bonus with the weapon,</p><p> +1 attack bonus at 11th and 21st level;</p><p> <strong>Feint Attack</strong></p><p> requires 3rd level, Athletics Skill, Strong Attack, Weapons Proficiency;</p><p> standard melee minor action;</p><p> check Bluff Skill +1 versus target’s Insight Skill;</p><p> hit: target grants combat advantage +2;</p><p> +1 to Feint Attack Bluff Skill check at 11th and 21st level;</p><p> <strong>Precision Attack</strong></p><p> requires 4th level, Athletics Skill, Strong Attack, Weapons Proficiency, Feint Attack;</p><p> standard encounter action;</p><p> dexterity versus reflex;</p><p> +1[w]damage, +1[w] damage at 11th and 21st level;</p><p> <strong>Called Shot</strong></p><p> requires 5th level, Athletics Skill, Strong Attack, Weapon Proficiency, Feint Attack, Precision Attack;</p><p> the caster chooses the head, legs or arms as a target;</p><p> -5 attack penalty targeting the head hit: target blinded till the end of target’s next turn;</p><p> -4 the legs hit: target slowed;</p><p> -3 the arms hit: target attacks at -2; +1 attack bonus at 11th and 21st level;</p><p> <strong>Trip Target</strong></p><p> requires 6th level, Athletics Skill;<strong></strong></p><p><strong> <em>While your enemy attempts to regain his guard, you swing for his feet.</em></strong></p><p><strong> </strong>At-Will<strong> * </strong>Martial, WeaponStandard Action<strong> _ </strong>Melee<strong> weapon</strong></p><p><strong> </strong>Target:<strong> One creature suffering from the unbalanced condition</strong></p><p><strong> </strong>Attack:<strong> Strength vs. Reflex</strong></p><p><strong> </strong>Hit:<strong> The target falls prone.</strong></p><p> <strong>Disarm Weapon</strong></p><p> requires 7th level, Athletics Skill;</p><p> You attempt to disarm your foe’s weapon.</p><p> at-will standard action melee attack</p><p> target one foe’s weapon</p><p> strength or dexterity versus fortitude or reflex</p><p> hit disarms one targeted weapon which falls 1d4 squares away.</p><p> <strong>Sunder Weapon</strong></p><p> requires 8th level, Athletics Skill;</p><p> You attempt to damage your foe’s weapon.</p><p> at-will standard action melee attack</p><p> target one foe’s weapon</p><p> strength versus reflex</p><p> hit reduces weapon attack and damage -1/maximum -3 and reduces the weapon value by 10%/maximum -30% value</p><p> The power level of your magical weapon or your class level must be greater than the power level of the magical weapon you are trying to sunder.</p><p> <strong>Pummel Target</strong> (minor; encounter) melee attack </p><p> requires 9th level, Athletics Skill;</p><p> versus reflex. Hit: target dazed; hit >5: target knocked prone; hit >10: target unconscious</p><p> <strong>Off-Hand Weapon</strong></p><p> requires 10th level, Athletics Skill;</p><p> <strong>Ranged Attack</strong></p><p> <strong>Unarmed Combat</strong></p><p> <strong>Shield Bash</strong></p><p> Immobilize Target</p><p> minor action coupled with Strong Attack</p><p> Mark Target</p><p> Knock Prone</p><p> Restrain Target</p><p> Slow Target</p><p> Weaken Target</p><p> Blind Target</p><p> Daze Stun Target</p><p> Deafen Target</p><p> Grab Target</p><p> Shift Target</p><p> Shift Self</p><p> </p><p> </p></blockquote><p></p>
[QUOTE="ren1999, post: 5485569, member: 85179"] I'm working on a Warrior Wizard multi-class that is using the Disarm, Sunder and Trip rules discussed here. Here is what I have so far. [B]Parry Defense[/B] requires 1st level, Athletics Skill, Strong Attack; trigger at-will action; stackable +1 to ac and reflex, +1 at 11th and 21st class level; [B]Armor Proficiency[/B] requires 2nd level, Athletics Skill, Parry Defense; permanent utility; each armor type counts as one learned power; reduce armor penalty -1, -1 at 11th and 21st class level; [B]Dodge Defense[/B] requires 3rd level, Athletics Skill, Parry Defense, Armor Proficiency; trigger at-will action; stackable +1 to ac and reflex, +1 at 11th and 21st class level; [B]Lost in the Crowd[/B] requires 4th level, Athletics Skill; trigger at-will action; stackable -1 to attacker’s attack as the caster gets close, add -1 to attacker’s attack at 11th and 21st level; [B]Keep Distance[/B] requires 5th level, Athletics Skill; trigger at-will action; stackable -1 to attacker’s attack as the caster keeps at a distance, add -1 to attacker’s attack at 11th and 21st level; [B]Fast Runner[/B] requires Athletics Skill; permanent utility; +1 to casters speed, +1 at 11th and 21st level; [B]Strong Attack[/B] requires 1st level, Athletics Skill; standard melee attack; strength versus armor class; +1 adjacent target at 11th and 21st level; [B]Weapon Proficiency[/B] requires 2nd level, Athletics Skill; permanent utility; each weapon counts as one learned power; +1 attack bonus with the weapon, +1 attack bonus at 11th and 21st level; [B]Feint Attack[/B] requires 3rd level, Athletics Skill, Strong Attack, Weapons Proficiency; standard melee minor action; check Bluff Skill +1 versus target’s Insight Skill; hit: target grants combat advantage +2; +1 to Feint Attack Bluff Skill check at 11th and 21st level; [B]Precision Attack[/B] requires 4th level, Athletics Skill, Strong Attack, Weapons Proficiency, Feint Attack; standard encounter action; dexterity versus reflex; +1[w]damage, +1[w] damage at 11th and 21st level; [B]Called Shot[/B] requires 5th level, Athletics Skill, Strong Attack, Weapon Proficiency, Feint Attack, Precision Attack; the caster chooses the head, legs or arms as a target; -5 attack penalty targeting the head hit: target blinded till the end of target’s next turn; -4 the legs hit: target slowed; -3 the arms hit: target attacks at -2; +1 attack bonus at 11th and 21st level; [B]Trip Target[/B] requires 6th level, Athletics Skill;[B] [I]While your enemy attempts to regain his guard, you swing for his feet.[/I] [/B]At-Will[B] * [/B]Martial, WeaponStandard Action[B] _ [/B]Melee[B] weapon [/B]Target:[B] One creature suffering from the unbalanced condition [/B]Attack:[B] Strength vs. Reflex [/B]Hit:[B] The target falls prone.[/B][B][/B] [B]Disarm Weapon[/B] requires 7th level, Athletics Skill; You attempt to disarm your foe’s weapon. at-will standard action melee attack target one foe’s weapon strength or dexterity versus fortitude or reflex hit disarms one targeted weapon which falls 1d4 squares away. [B]Sunder Weapon[/B] requires 8th level, Athletics Skill; You attempt to damage your foe’s weapon. at-will standard action melee attack target one foe’s weapon strength versus reflex hit reduces weapon attack and damage -1/maximum -3 and reduces the weapon value by 10%/maximum -30% value The power level of your magical weapon or your class level must be greater than the power level of the magical weapon you are trying to sunder. [B]Pummel Target[/B] (minor; encounter) melee attack requires 9th level, Athletics Skill; versus reflex. Hit: target dazed; hit >5: target knocked prone; hit >10: target unconscious [B]Off-Hand Weapon[/B] requires 10th level, Athletics Skill; [B]Ranged Attack[/B] [B]Unarmed Combat[/B] [B]Shield Bash[/B] Immobilize Target minor action coupled with Strong Attack Mark Target Knock Prone Restrain Target Slow Target Weaken Target Blind Target Daze Stun Target Deafen Target Grab Target Shift Target Shift Self [B][/B] [B] [/B] [/QUOTE]
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