DungeonMaester
First Post
Weapon use (WIS; TRAINED ONLY)
Parry, thrust, strike, block, and so on. This skill allows you to use weapons for more then just striking your enemies. This skill allows you to master a weapon of your choice by understanding proper technique and studying your enemy to fight them rather then rushing in head long.
Skill check Action Required Difficulty check Effect
Block Ready Action Equal to your AC +2 block bonus to ac on 1 attack
Thrust Bab +6/+1* 10+Attack Bonus +2 on one damage roll
Parry Immediate Action equal to your AC Enemies’s miss provokes AoO
Counter Immediate Action 10+Attack Bonus One attack on enemy who hits you
Feinting** Full Round action 10+Attack Bonus -4 enemies attacks/1 standard action
Gap Strike Standard action Enemy AC+10 Next attack on one enemy is touch
Description
Block: By reading your self for a attack, you can better defend your self. Using a Hold action and making a DC equal to that of your current armor class, you use your weapon as a shield to ward a single attack. This bonus is unnamed, and adds to your touch armor class.
Thrust: With a sudden jolt of speed and power you strike deals more damage. This requires a Base attack bonus of +6/+1. The first attack is used for gaining momentum in the swing, while the second is used for the attack its self. *Monks can use their Flurry of blows rather then a Base attack bonus of +6/+1
Parry: Learning how to deflect attacks to leave the enemy open, and then use this opportunity to strike. Reading a action, you make a DC equal to your AC. You use this as a immediate action when a attack declared on your character that misses. You bat away the attack leaving your enemy open to a AoO, but does not provoke a AoO
Counter: Being willing to take a hit enables a opportune moment where the opponent is left wide open to strike. Readying a action to use, make a DC equal to 10+ your attack bonus. (Highest attack bonus) On a successful check, declare a enemy you wish to use it on. If that enemy hits you, then you can make a attack against him at a +4 to hit. This happens in a manner of seconds, and does not provoke a AoO.
Feinting: You preform a demonstration of your abilities with a weapon, making it hard for enemies to read you to get a good attack. As a full round action, make a DC of 10+ your highest Attack Bonus. All attacks made on you in till your next turn suffer a -4 penitly to the attack roll. On your next turn, you suffer from being fatigued in till the turn after and can only take a single standard action. **Feinting Provokes a AoO.
Gap Strike: Fighting a enemy gives you a good idea where the weakness in his armor is, allowing you to strike them more effectively. As a standard action, you can make a DC equal to a single target’s normal AC+10. Doing so allows your next attack against them at their touch AC rather then there normal AC.
This idea is to add flavor to combat with out having to burn up feat slots. These are the top of my list, although I had thought of a ton of things to do with this, but none of them have been tired yet. So balanace is till a issue.
A few side notes:
1) When you take this it applies to a single type of weapon.
2) You can take this skill multiple times, adding a new weapon each time.
3) This can only be taken with melee weapons that you are proficient with.
4) As the above, you can take this kill with natural attacks, slams or unarmed stikes.
5) None of these provoke a AoO execpt where noted.
---Rusty
Parry, thrust, strike, block, and so on. This skill allows you to use weapons for more then just striking your enemies. This skill allows you to master a weapon of your choice by understanding proper technique and studying your enemy to fight them rather then rushing in head long.
Skill check Action Required Difficulty check Effect
Block Ready Action Equal to your AC +2 block bonus to ac on 1 attack
Thrust Bab +6/+1* 10+Attack Bonus +2 on one damage roll
Parry Immediate Action equal to your AC Enemies’s miss provokes AoO
Counter Immediate Action 10+Attack Bonus One attack on enemy who hits you
Feinting** Full Round action 10+Attack Bonus -4 enemies attacks/1 standard action
Gap Strike Standard action Enemy AC+10 Next attack on one enemy is touch
Description
Block: By reading your self for a attack, you can better defend your self. Using a Hold action and making a DC equal to that of your current armor class, you use your weapon as a shield to ward a single attack. This bonus is unnamed, and adds to your touch armor class.
Thrust: With a sudden jolt of speed and power you strike deals more damage. This requires a Base attack bonus of +6/+1. The first attack is used for gaining momentum in the swing, while the second is used for the attack its self. *Monks can use their Flurry of blows rather then a Base attack bonus of +6/+1
Parry: Learning how to deflect attacks to leave the enemy open, and then use this opportunity to strike. Reading a action, you make a DC equal to your AC. You use this as a immediate action when a attack declared on your character that misses. You bat away the attack leaving your enemy open to a AoO, but does not provoke a AoO
Counter: Being willing to take a hit enables a opportune moment where the opponent is left wide open to strike. Readying a action to use, make a DC equal to 10+ your attack bonus. (Highest attack bonus) On a successful check, declare a enemy you wish to use it on. If that enemy hits you, then you can make a attack against him at a +4 to hit. This happens in a manner of seconds, and does not provoke a AoO.
Feinting: You preform a demonstration of your abilities with a weapon, making it hard for enemies to read you to get a good attack. As a full round action, make a DC of 10+ your highest Attack Bonus. All attacks made on you in till your next turn suffer a -4 penitly to the attack roll. On your next turn, you suffer from being fatigued in till the turn after and can only take a single standard action. **Feinting Provokes a AoO.
Gap Strike: Fighting a enemy gives you a good idea where the weakness in his armor is, allowing you to strike them more effectively. As a standard action, you can make a DC equal to a single target’s normal AC+10. Doing so allows your next attack against them at their touch AC rather then there normal AC.
This idea is to add flavor to combat with out having to burn up feat slots. These are the top of my list, although I had thought of a ton of things to do with this, but none of them have been tired yet. So balanace is till a issue.
A few side notes:
1) When you take this it applies to a single type of weapon.
2) You can take this skill multiple times, adding a new weapon each time.
3) This can only be taken with melee weapons that you are proficient with.
4) As the above, you can take this kill with natural attacks, slams or unarmed stikes.
5) None of these provoke a AoO execpt where noted.
---Rusty