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Punch, Kick, Trip, Pummel Bash for Fighters
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<blockquote data-quote="ren1999" data-source="post: 5500823" data-attributes="member: 85179"><p>Please tell me what you Dungeon Masters would allow and not allow with these Martial Exploits. How can I improve them? Are they too weak or too powerful?</p><p></p><p><strong></strong></p><p><strong></strong></p><p><strong>Punch Target</strong></p><p> requires 1st level, Athletics Skill, a free hand;</p><p> minor encounter;</p><p> 1 adjacent target;</p><p> dexterity versus reflex;</p><p> on a hit, 1d0+1 damage with elbow or fist, and target dazed,</p><p> +1 damage at 11th and 21st level;</p><p> <strong>Kick Target</strong></p><p> requires 2nd level, Athletics Skill;</p><p> minor encounter;</p><p> 1 adjacent target;</p><p> dexterity versus reflex;</p><p> on a hit, 1d0+1 damage with knee or foot and target pushed 1 square,</p><p> on a hit of 5 or greater, pushed 1 square and falls prone,</p><p> +1 damage and +1 square at 11th and 21st level;</p><p> <strong>Trip Target</strong></p><p> requires 3rd level, Athletics Skill;<strong></strong></p><p><strong> </strong>minor encounter;<strong></strong></p><p><strong> </strong>1 adjacent target;</p><p> dexterity versus reflex;</p><p> on a hit, target unbalanced, grants combat advantage +2;on a hit of 5 or greater, target falls prone;</p><p> <strong>Pummel Target</strong></p><p> requires 4th level, Athletics Skill, a weapon handle;</p><p> minor encounter;</p><p> 1 adjacent target;</p><p> dexterity versus reflex;</p><p> on a hit, 1d4 damage and target stunned,</p><p> on a hit of 5 or greater, target knocked prone,</p><p> +1d4 damage at 11th and 21st level;</p><p> <strong>Shield Bash</strong></p><p> requires 5th level, Athletics Skill, a shield;</p><p> minor encounter; </p><p> 1 adjacent target;</p><p> dexterity versus reflex;</p><p> on a hit, 1d4 damage and target stunned and pushed 1 square,</p><p> on a hit of 5 or greater, target knocked prone and pushed 1,</p><p> +1d4 damage and +1 square at 11th and 21st level;</p></blockquote><p></p>
[QUOTE="ren1999, post: 5500823, member: 85179"] Please tell me what you Dungeon Masters would allow and not allow with these Martial Exploits. How can I improve them? Are they too weak or too powerful? [B][/B] [B] [/B] [B]Punch Target[/B] requires 1st level, Athletics Skill, a free hand; minor encounter; 1 adjacent target; dexterity versus reflex; on a hit, 1d0+1 damage with elbow or fist, and target dazed, +1 damage at 11th and 21st level; [B]Kick Target[/B] requires 2nd level, Athletics Skill; minor encounter; 1 adjacent target; dexterity versus reflex; on a hit, 1d0+1 damage with knee or foot and target pushed 1 square, on a hit of 5 or greater, pushed 1 square and falls prone, +1 damage and +1 square at 11th and 21st level; [B]Trip Target[/B] requires 3rd level, Athletics Skill;[B] [/B]minor encounter;[B] [/B]1 adjacent target; dexterity versus reflex; on a hit, target unbalanced, grants combat advantage +2;on a hit of 5 or greater, target falls prone;[B][/B] [B]Pummel Target[/B] requires 4th level, Athletics Skill, a weapon handle; minor encounter; 1 adjacent target; dexterity versus reflex; on a hit, 1d4 damage and target stunned, on a hit of 5 or greater, target knocked prone, +1d4 damage at 11th and 21st level;[B][/B] [B]Shield Bash[/B] requires 5th level, Athletics Skill, a shield; minor encounter; 1 adjacent target; dexterity versus reflex; on a hit, 1d4 damage and target stunned and pushed 1 square, on a hit of 5 or greater, target knocked prone and pushed 1, +1d4 damage and +1 square at 11th and 21st level; [/QUOTE]
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