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Revision as of 02:14, 28 September 2017
THIS PAGE IS STILL UNDER CONSTRUCTION!
Techniques are special combat moves that a Character can preform. They can cause damage like a normal attack but often are used to give an enemy a Conditions or effect them in some other way. For example they can immobilize an enemy or cause them to be distracted for a time. Techniques can also be used to assist ally characters by providing buffs to their stats.
The techniques below are separated out by each Advance Class they are associated with. First however is the 'Combat Techniques' these are generic techniques that any character can preform at level 1 and beyond. The rules for using a Technique are explained in the 'Using Technique' section.
There are also certain Feats that can be taken to improve the use and power of Techniques.
Using Techniques
Each Technique is associated with one of the Character's 6 main Abilities. Techniques for a specific class are always tide a single main Ability. This ability provides the modifier for that technique. Whenever using that technique and it states to use the modifier it is referring to the ability modifier.
A Technique may require an opposing check. To the target this is a Saving Throw. Meaning that the target may have a chance to avoid the technique or at the very least have it effect them less. Usually this means half damage or no damage. An opposing check is preformed by the victim of the technique and is an Ability Check. The DC of that check is determined by the user of the technique. It is 10 + Technique Level + Modifier + Misc Mods.
Combat/Advance Combat Techniques require Full Round actions while other techniques usually take a standard action unless specified otherwise.
A Character can only preform a certain number of Class specific techniques (that means any techniques other then Combat/Advanced Combat Techniques) a day. To determine the number of times in between full rest that a Character can preform a technique you will need to review the Advance Class page. The class determines how many unique techniques can be learned as well as how many can be used per day. There may be a time when a Character can learn more unique techniques then there are available. That just means that the Character can use that many.
To use a Technique a Player merrily needs to declare that they are about too use the Technique. The Technique must be already learned by the Character. The Player and the target (usually played by the GM) then makes the necessary rolls when applicable. Usually the Target just makes a Saving Throw against the DC of the technique.
Combat, Advance Techniques
All combat techniques are considered Level 0 techniques. And each Character has access to all of them. To roll for a Combat Technique a Character uses a D20 and adds there Combat Technique Offense score or CTO for short. The DC is the targets Combat Technique Defense or CTD. If the target doesn't have a CTD then the roll is simply to check if its a 1 which would imply instant failure. However most things that do not have a CTD are not considered a valid target for a Combat Technique.
Advanced Combat Techniques require the Advance Combat Technique Feat to learn. Each time this Feat is taken the Character can learn 1 new Advance Combat Technique. Some Classes allow the Character too learn Advance Combat Techniques in place of learning a new Level 0 Technique from there class.
To read more about Combat and actions that can be done in Combat please go here.
Combat Techniques
- Push
- As a full round action a Character can physically push an opponent 5ft back from them. Or if done in conjunction with an Overrun can move threw the target and possibly knock them prone. The Technique uses the Strength ability score. If the target fails the check by more then 5 and it is used with Overrun then the target is knocked prone. If the target passes the Saving throw then they are not pushed backed and if it was used with Overrun the Character stops moving. The improved version of the Technique is the Throw.
- Use Cases: This can useful to push a melee character back from you. Taking a 5ft step in the declaration of the end of a Character's turn, or it is a Move action. The Character may only then be able to attack with a single bonus attack using the 'Bonus Attack' simple action if they have a weapon that supports that.
Disarm:
- You can attempt to disarm your opponent in place of a melee attack. This action is always considered a disadvantage. If you do not have the Improved Disarm feat, or a similar ability, attempting to disarm a foe provokes a free melee attack from the target of your maneuver if the maneuver is a failure. Attempting to disarm a foe while unarmed is considered an additional disadvantage penalty. If the item is held by two hands then that also accounts as an additional disadvantage.
- If your attack is successful, your target drops one item it is carrying of your choice (even if the item is wielded with two hands). If your Disarm technique critically fails, you drop the weapon that you were using to attempt the disarm.
Grapple:
- As a standard action, you can attempt to grapple a foe, hindering his combat options. If you do not have Improved Grapple, grab, or a similar ability, attempting to grapple a foe provokes a free melee attack from the target of your maneuver if the maneuver is a failure. Humanoid creatures without two free hands attempting to grapple a foe take a disadvantage penalty on the Combat Technique roll. If successful, both you and the target gain the grappled condition. If you successfully grapple a creature that is not adjacent to you, move that creature to an adjacent open space (if no space is available, your grapple fails). Although both creatures have the grappled condition, you can, as the creature that initiated the grapple, release the grapple as a free action, removing the condition from both you and the target. If you do not release the grapple, you must continue to make a check each round, as a standard action, to maintain the hold. If your target does not break the grapple, you get a advantage circumstance bonus on grapple checks made against the same target in subsequent rounds. Once you are grappling an opponent, a successful check allows you to continue grappling the foe, and also allows you to perform one of the following actions (as part of the standard action spent to maintain the grapple).
- Move
- You can move both yourself and your target up to half your speed. At the end of your movement, you can place your target in any square adjacent to you. If you attempt to place your foe in a hazardous location, such as in a wall of fire or over a pit, the target receives a free attempt to break your grapple with a +4 bonus.
- Damage
- You can inflict damage to your target equal to your unarmed strike, a natural attack, or an attack made with armor spikes or a light or one-handed weapon. This damage can be either lethal or nonlethal.
- Pin
- You can give your opponent the pinned condition (see Conditions). Despite pinning your opponent, you still only have the grappled condition, but you lose your Dexterity bonus to AC.
- Tie Up
- If you have your target pinned, otherwise restrained, or unconscious, you can use rope to tie him/her up. This works like a pin effect, but the DC to escape the bonds is equal to 20 + your Combat Technique Bonus (instead of your CTD). The ropes do not need to make a check every round to maintain the pin. If you are grappling the target, you can attempt to tie him up in ropes, but doing so requires a Combat Technique check at with two disadvantage penalty dice. If the DC to escape from these bindings is higher than 20 + the target's CTO, the target cannot escape from the bonds, even with a natural 20 on the check. An exception is with a Character who has the Escape Artist skill trained and with ranks in it. This character would be able to add there Escape Artist ranks to try to escape from the ropes.
- If You Are Grappled
- If you are grappled, you can attempt to break the grapple as a standard action by making a Combat Technique check (DC equal to your opponent's CTD) or Escape Artist check (with a DC equal to your opponent's CTD). If you succeed, you break the grapple and can act normally. Alternatively, if you succeed by 5 or more, you can, if you choose, become the grappler, grappling the other creature (meaning that the other creature cannot freely release the grapple without making a Combat Technique check, while you can). Instead of attempting to break or reverse the grapple, you can take any action that doesn’t require two hands to perform, such as use a technique or make an attack or full attack with a light or one-handed weapon against any creature within your reach, including the creature that is grappling you. See the grappled condition for additional details. If you are pinned, your actions are very limited. See the pinned condition in Conditions for additional details.
- Multiple Creatures
- Multiple creatures can attempt to grapple one target. The creature that first initiates the grapple is the only one that makes a check, with an advantage bonus for each creature that assists in the grapple (using the Aid Another action). Multiple creatures can also assist another creature in breaking free from a grapple, with each creature that assists (using the Aid Another action) granting an advantage bonus on the grappled creature's Combat Technique check.
Overrun:
- As a standard action, or as part of a charge, you can attempt to overrun your target, moving through its square. You can only overrun an opponent who is no more than one size category larger than you. If you do not have the Improved Overrun feat, or a similar ability, initiating an overrun provokes a free melee attack from the target of your maneuver if the maneuver is a failure. If your overrun attempt fails, you stop in the space directly in front of the opponent, or the nearest open space in front of the creature if there are other creatures occupying that space.
- When you attempt to overrun a target, it can choose to avoid you, allowing you to pass through its square without requiring an attack. If your target does not avoid you, make a Combat Technique check as normal. If your maneuver is successful, you move through the target's space. If your attack exceeds your opponent's CTD by 5 or more, you move through the target's space and the target is knocked prone. If the target has more than two legs, add +2 to the DC of the Combat Technique attack roll for each additional leg it has.
Trip:
- You can attempt to trip your opponent in place of a melee attack. You can only trip an opponent who is no more than one size category larger than you. If you do not have the Improved Trip feat, or a similar ability, initiating a trip provokes a free melee attack from the target of your maneuver if the maneuver is a failure.
- If your attack exceeds the target's CTD, the target is knocked prone. If your attack critically fails, you are knocked prone instead. If the target has more than two legs, add +2 to the DC of the Combat Technique attack roll for each additional leg it has. Some creatures—such as oozes, creatures without legs, and flying creatures—cannot be tripped.
Feint:
- NOTE: Feint doesn't use a Character's CTO/CTD. And thus it may seam to not be a technique. However this is the most logical location for it and besides the not using the CTO/CTA for rolls all other rules associated with Combat Techniques apply.
- Feinting is a standard action. To feint, make a Bluff skill check. The DC of this check is equal to 10 + your opponent's Wisdom modifier. If your opponent is trained in Sense Motive, the DC is instead equal to 10 + your opponent's Sense Motive bonus, if higher. If successful, the next attack you make against the target does not allow him to use his Dexterity bonus to AC (if any). This attack must be made on or before your next turn.
- Against a creature lacking an Intelligence score, it's impossible to Feint.
Charge:
- Charging is a special full-round action that allows you to move up to twice your speed and attack during the action. Charging, however, carries tight restrictions on how you can move. This is very good for doing melee attacks on targets that are attempting to run away.
- Movement During a Charge
- You must move at least 10 feet (2 squares) and may move up to double your speed in a straight line directly toward the designated opponent. If you move a distance equal to your speed or less, you can also draw a weapon during a charge attack if your Advantage Die is at least 1d6.
- You must have a clear path toward the opponent, and nothing can hinder your movement (such as difficult terrain or obstacles). You must move to the closest space from which you can attack the opponent. If this space is occupied or otherwise blocked, you can't charge. If any line from your starting space to the ending space passes through a square that blocks movement, slows movement, or contains a creature (even an ally), you can't charge. Helpless creatures don't stop a charge.
- If you don't have line of sight to the opponent at the start of your turn, you can't charge that opponent.
- You can't take a 5-foot step in the same round as a charge or any other free action except for Speak.
- Attacking on a Charge
- After moving, you may make a single melee attack. You get am advantage bonus on the accuracy roll and take a –2 penalty to your AC until the start of your next turn.
- A charging character gets an advantage bonus on CTO rolls made to bull rush an opponent.
- Even if you have extra attacks, from 'Extra Attack' special or multiple weapons, you only get to make one attack during a charge.
- Lances and Charge Attacks: A lance deals double damage if employed by a mounted character in a charge.
- Swinging Charge from Ropes or Vines
- As a full-round action, you can swing using a rope, vine, or similar aid within reach toward an opponent and make a single melee attack. You must move at least 20 feet (4 squares) and you must start on elevation that is higher than that of your opponent.
- This action is otherwise treated as a charge attack.
Advanced Combat Techniques
These are combat techniques that any player can learn using the Advanced Combat Technique Feat. These feats are also available for the Helix Warrior.
Throw:
- You can attempt to throw a foe as a standard action. You can only throw an opponent that is no larger than you (size category wise). A throw technique attempts to grab and toss another character to a new location without doing any harm. If you do not have the Improved Advanced Combat Techniques feat or a similar ability, attempting to throw a foe provokes a free melee attack from the target of your maneuver if the maneuver is a failure. If your attack is successful, you may move your target 5 feet to a new location. For every 5 by which your attack exceeds your opponent’s CTD, you can move the target an additional 5 feet.
- You cannot move a creature into a square that is occupied by a solid object or obstacle.
Pin:
- You can attempt to directly Pin a foe as a full around action. You can only directly Pin an opponent that is no larger then one size category. This technique is similar to grapple except it goes directly into a pin state giving the opponent the Pinned condition immediately. This move provokes a free melee attack from the target of your maneuver if the maneuver is a failure. Unless the attacker has Improved Advanced Combat Techniques feat or similar ability.
Combination Melee Attack:
- You can attempt a weapon free melee attack as a full round action. This technique allows the player to roll twice for an accuracy check for a Melee Attack using only physical combat and then take the highest roll. If a hit is confirmed the damage dice follows the same rules as a single melee punch noted in Melee & Martial Arts Combat except it is 1 damage dice higher.
Melee Kick:
- You can attempt a kicking attack move as a full round action. The same rules noted in the Melee & Martial Arts Combat apply except that if the CTO role is 5 or higher then the opponent CTD the attack also auto trips the enemy.
- Note that the enemy may have a bonus again trip moves. This bonus is added on top of the +5 and the roll must beat the CTD + 5 + extra trip bonus.
Dimensional Tricks
These are Techniques that are treated like Talents for the Dimension Knight. There are 4 main categories. Prime, Unity, Divergent, Nature. The Prime tricks are accessable by any Knight. However there are some Tricks that are specific to just a particular Order.
The Tricks are not restricted by level and each have there own explanation on how often they may be used.
Prime
Bend SpaceTime: Using there advanced gifts the Dimension Knight can bend Spacetime slightly to help get gain accuracy. The Player rolls twice for whatever dice rolls are associated with the combat action and then takes the highest roll. If the Dimension Knight can attack multiple times in that round this only counts for the first action.
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- Bend SpaceTime
- Using there advanced gifts the Dimension Knight can bend Spacetime slightly to help get gain accuracy. The Player rolls twice for whatever dice rolls are associated with the combat action and then takes the highest roll. If the Dimension Knight can attack multiple times in that round this only counts for the first action.
- The Dimension Knight can only do this 1 + 1 every 5 levels of Dimension Knight per day. So at level 10 they can do this 3 times.
- Dimensional Jump
- A Dimension Knight can preform a jump as a simple action up to 30ft + 5ft per Dimension Knight level. This 'jump' instantly teleports the Character to the location which doesn't have to be in line of site. Once a Character has 5 or more Dimension Knight levels they can take along additional people as long as they are touching her. At 10th level the Dimension Knight can even take large and in motion objects such as a vehicle as long as its touching and the Dimension Knight no longer needs to go with.
- The Dimension Knight can only do this 1 + 1 every 5 levels of Dimension Knight per combat encounter. So at level 10 they can do this 3 times.
- Disruption
- The Dimension Knight can disrupt space to make it unstable or dangerous for FTL (Faster Then Light) travel. This can cause spaceships that fly through this disruption to fall out of stability and slow down to sub-light speeds until the engines can be repaired. This also can cause certain types of power systems that depend on gravity or anti-matter to fail to run or not run at max efficiency. In combat this is a full round action. The Knight can generate a 15ft radius field of disrupted space for 1d6 turns. People within that space will be unable to use anything evolving force fields or anti-gravity. And any Psionic Talents or techniques will have to roll a Wisdom check against a DC15 or be unable to preform. All other Characters will have to take a Wisdom check of DC12 + 1/2 Divergent Knight's lvl round up. If failed they gain the condition Nauseated for one round. This is a Mind Affecting talent.
- The Dimension Knight can only preform this 1/4 Knight's lvl round up. Only a full rest can the Knight recover the uses again.
- Warp Bubble
- This generates a protective bubble around a target for 1d6 turns. Nothing can come in or out of the bubble. The person will experience no time passing by and the bubble cannot be moved. This requires Full Round action however at 10th Dimension Knight level this can be done as a Simple Action. No roll is necessary.
- The Dimension Knight can only do this 1 + 1 every 5 levels of Dimension Knight per day. So at level 10 they can do this 3 times.
- Travel Safely
- Dimension Knight can peer into a gate with a Perception check against a DC15 to determine what conditions await her on the other side. Determine if its safe or not. With a successful survival check when traveling through a Gate the Knight can actually change the course of the Gate slightly to avoid danger. How far can be determined by how far the survival check beat the DC and up to the GM. This doesn't change the location as much as it causes the gate to move by 5ft or 20ft or so. If it would require shifting it by miles then this is considered impossible.
- This can be done as many times as the Dimension Knight has time for in a day.
- Blink
- This allows a Knight to simply disappear from reality. They can super rapidly blink in and out to gain 50% concealment for 1d4 + Wisdom rounds. Making all targets have to take disadvantage when attacking. The Nature Knight can also choose to simply disappear for 1d4 + Wisdom rounds. To them no time has changed and thus any effects on them act as if no time has passed. At level 10 this changes to 1d6 + Wisdom rounds and targets take double disadvantage.
- The Dimension Knight can only do this 1 + 1 every 5 levels of Dimension Knight per day. So at level 10 they can do this 3 times.
- Warped Wall
- This allows a Dimension Knight to shape a wall that is 5ft by 5ft for every 1 Wisdom Mod of warped spacetime. Anything that goes in comes right back out again almost instantly in the same direction it went in. It is like looking into a warped mirror but you do not see yourself until you are already in it. The wall can only last 1 turn and it requires a Simple action to do.
- The Dimension Knight can only do this 1 + 1 every 5 levels of Dimension Knight per combat encounter. So at level 10 they can do this 3 times.
- Warped Shield
- This allows the Dimension Knight to cloth themselves in a shield of warped spacetime. This requires a Full Round action. However for 1 + 1d4 rounds afterward the Knight has +2 AC against Ranged Weapons. At Character Level 10 it becomes +3 AC and at Character Level 20 it becomes +4 AC.
- The Dimension Knight can only do this 1 + 1 every 5 levels of Dimension Knight per day. So at level 10 they can do this 3 times.
Unity
- The Cosmos's Judgement
- The Knight can use their ability to warp spacetime to produce terrible amounts of damage onto a target. he attack is a Touch Attack and the damage is: 4d10 + 1d10 per Extra Attack + Wisdom Mod gravity damage (negate any and all DR). (The 1d10 per Extra Attack is for whenever a Character gains the Extra Attack ability from there Core Class. Each Extra Attack counts towards an additional 1d10 damage in the Cosmo's Judgment)
- If the target is another Knight then the Knight can preform a Survival Check as a saving throw against the DC of 5 + Knight Level + Str Mod to only receive half damage. T
- The Dimension Knight can only do this 1 + 1 every 5 levels of Dimension Knight per day. So at level 10 they can do this 3 times.
Divergent
- Invisible Grip
- This is a powerful invisible force that wraps around a target and grapples them. This talent acts like the Grapple Technique. The Technique ability is Wisdom. The Save DC is 10 + Wisdom Mod + 1/2 Divergent Knight level. The range is 30ft + 5ft per Dimension Knight level.
- If caught in the bubble the target is considered grappled and must make a strength check every turn to get out of it. Each round the Divergent Knight must spend a full round action concentrating on keeping the bubble. For each turn the target is in the bubble the Divergent Knight can do damage equal to 1d10 + Strength Mod. At level 10 this goes up to 2d10 + Strength Mod.
- Shatter Dimension
- Divergent Knight can with a Full Round action cause a sudden a deadly shock of sub-space energy that creates a small temporary rift into nothingness. Like a micro black hole that latest for less then a micro second the devastation it wrecks within a 30ft radius is intense. A Dexterity saving through of DC20 reduces the damage too half. The range is 30ft + 5ft per Strength Mod. The Damage is: 1d8 per Strength Mod max 7. (negate any and all DR)
- The Dimension Knight can only do this 1 + 1 every 5 levels of Dimension Knight per day. So at level 10 they can do this 3 times.
Nature
- Time Shift (Requirement must be at least a level 4 Knight)
- With a Touch Attack the Dimension Knight can 'push' a target self back in time. The Person doesn't travel time from the perspective of the Knight or any other combatant. However there body shifts back in time. The Dimension Knight can choose how far to push them back with the limit being there Wisdom Mod number of turns. The target stays still in a Warp Bubble for the number of turns they travel back into. So if the Dimension Knight wants to send a target's body back 2 rounds they preform a Touch attack and if successful for the next two rounds the Target is stuck in a Warp Bubble. Then on the 3rd round the Bubble collapse and the body of the target is now in whatever condition they where in 2 rounds before.
- This can be preformed on both ally and enemy targets. This can even work on a dead ally to revive them back to whatever state they where in. So long as they have not been dead for longer then the amount of time the Knight can push them back too. If not in combat it is 3 seconds for ever 1 Wisdom Mob.
- The Dimension Knight can only do this 1 + 1 every 5 levels of Dimension Knight per day. So at level 10 they can do this 3 times.
- Slow Down Time
- As as simple action the Nature Knight preforms a Wisdom check of DC15. If successful the Knight speeds up time for just themselves over so slightly giving themselves an Extra Attack to use to attack with there melee weapon. This effect lasts for 1 + 1d4 turns.
- The Dimension Knight can only do this 1 + 1 every 5 levels of Dimension Knight per day. So at level 10 they can do this 3 times.
- Hurdle Thru Chaos
- With a Full Round action a Dimension Knight can concentrate on a target and attempt to preform a Touch Attack against it. If successful they can 'hurdle' them through multiple Dimensions of mind numbing chaos beyond description. The target disappears and doesn't reappear until the start of there next turn. The damage is considered a Mind Effecting Pscionic power that deals 3d6 + 2d6 per each Extra Attack. The target must do a Wisdom save DC15 or else be Frightened. If they failed by 10 or more then they are Cowering.
- The Dimension Knight can only do this 1 + 1 every 5 levels of Dimension Knight per day. So at level 10 they can do this 3 times.
Electro-Mancer Techniques
These Techniques are primary used by the Electro-Mancer Advanced Class. These Techniques are associated with a Character's Intelligence ability.
Level 0:
- Magnetic Left
- Allows a Electro-Mancer the ability to lift light weight objects (5bls + 5bls odd level of Electro-Mancer) up to 10ft in front of them.
- Sense Electronics
- When used this ability allows the Electro-Mancer heightened senses of the electromagnetic field. Anything the produces an electromagnetic field can be more easily sensed and located. The range is roughly 30ft and the Character gets a +10 to perception for 20 minutes.
- GM Note: Almost all things produce at least some electromagnetic disturbance. The only things immune to the perception bonus would be specially shielded equipment. Most technology and biology will still be sensed by a Electro-Mancers temporarily heightened senses.
- Electric Drain
- An Electro-Mancer can drain the power of an electronic device. If the device is battery powered it will not work again until charged. If the device has an active power source then the device will function normally once the Electro-Mancer stops. The Electro-Mancer has to be able to touch the device's internal components in order to preform this action.
- Power Surge
- The opposite of a Electric Drain the Electro-Mancer can induce higher then recommended amounts of voltage into an electronic device. The damage is considered extremely minor but enough to stop the device from working until repaired. The Electro-Mancer has to be able to touch the device's internal components. The system must also not have any type of backups. Most robots and cybernetic implants, and ship equipment have redundant systems to protect against surges.
- Electric Ball
- An Electro-Mancer can form a small ball of electricity into his hands and throw it at the enemy. The accuracy check and range is based on rules for throwing an item. The damage is 1d8 electric damage, 3rd level it is 2d6, 6th level it is 2d8 and at 9th level it is 2d10. No modifiers. Preforming this technique is considered a full round action. If the target is within 5ft it is considered a touch attack instead of a ranged.
Level 1:
- Shocking Grasp
- A touch attack. The Electro-Mancer reaches out with sparks flying from there hand. This causes a shock in the target that deals 1d6 + Intelligence Mode. Ever 4 character levels this adds another 1d6.
- Static Shock
- A touch attack. The Electro-Mancer attacks the target with a shock that attempts to paralyze the opponent. The opponent rolls a Constitution Check against the technique. If the check fails the opponent is Entangled for 1d4 turns.
- Static Armor
- A full round action. The Electro-Mancer can imbue himself or an ally with a field of electricity that helps shield from damage by using electromagnetic forces to repel attacks. At level 1 this provides a +2 to AC for up to 1 hour. At level 7 this provides +4 to AC for up to 4 hours.
- Grounded Body
- A full round action. The Electro-Mancer can ground himself. This provides 10 + Int Mod of DR against Electric based attacks for 1 hour per level.
- Imbue Weapon
- The Electro-Mancer can imbue any weapon with electricity. For 1d4 + Int Mod of rounds the weapon has an added 1d6 Electric Based damage added to its damage dice. At level 5 this goes up to 2d6 and at level 10 it goes up to 3d6.
Level 2:
- Electro Shield
- The Electro-Mancer can produce a 5ft by 5ft wall where damage is partially absorbed when going through it in one direction. The wall has a DR of 0 + Electro-Mancer lvl + Int Mod and can last for 1d4 turns.
- Improved Power Surge
- This is now considered a ranged touch attack. It has a range of 10ft. It now can also do damage. 1d8 + Int Mod. At level 6 2d8, lvl 9 3d8. This only works on electronics such as robots or biology that has Cybernetic implants.
- Thunder Wave
- This allows an Electro-Mancer the ability to project a sudden concentration of magnetic force toward an enemy or group of enemies. The magnetic field shoots out in every direction acting similar to a grenade. The effect is a similar to a Bull Rush Combat Technique on all who are caught in its wave. A Successful Dexterity Check again the technique can allow the target too ignore its effects but still takes damage. The damage is 2d8 + Int Mod. The effect is that the target is pushed back 5ft and is considered prone. The Area Type is Circle and the Range Increment is (2)10ft. The Range Increment goes up by 1 at level 6 and again at level 9.
- Electric Burst
- The Electro-Mancer concentrates on the target and suddenly they are hit by a massive burst of electricity. The opponent can roll a Constitution check for half damage. The damage is 1d10 and at level 6 2d10 and at level 9 3d10.
Level 3:
- Thunder Ball
- This is a full round action. The Electro-Mancer concentrates a large ball of electric energy in his hands and then lunches it at an opponent. The Electro-Mancer does not need to target the opponent right away. Instead taking only a Standard Action the Electro-Mancer can hold the ball in a free hand. At 7th level the Electro-Mancer can take another turn to produce a second ball of electricity in another free hand. The Electro-Mancer can hurl a Thunder Ball the way a Character would toss a grenade. If the Electro-Mancer has an 'Extra-Attack' special then he can throw both balls in a single turn. The damage is 3d6 + Int Mod. Anything adjacent to the target (friend or foe) will take 1/2 damage. At 10th level this damage goes up to 5d6 + Int Mod.
- Speed Of Light
- The Electro-Mancer can infuse his muscles or any other Electro-Mancer's muscles with extra power. For 1d6 + Int Mod turns the target has triple speed and a +2 moderate bonus to Dexterity.
- Thunder Strike
- The Electro-Mancer jesters at the target and a thunder bolt shots out an hits the target. The opponent can take a Dexterity check to attempt to avoid the direction of the jester to completely avoid damage. The damage is 2d8 + Int Mod. An extra 1d8 for every other level after 5th level.
Level 4:
- Energize Body
- The Electro-Mancer can target himself or any other ally and simply needs to touch the person. The target gets +2 moderate bonus to all accuracy, ability, and skill checks. This also makes the target temporarily immune to the follow conditions. Dazed, Exhausted, Fatigued, Nauseated, Shaken. This effect latest for 1d4 + Int Mod turns.
- Lightening Blade
- The Electro-Mancer summons electricity to a free hand and shapes it into a blade. This blade can do 1d8 + Int Mod damage and negates DR. This also latest for 1d6 + Int Mod turns. At 10th level the Electro-Mancer can consume the blade for a free lower level technique if the blade hasn't be used for more turns then the Characters Ind Mod.
Level 5:
- Improved Electro Shield
- This is a different version of the Electro Shield. The shield is now larger and can change shape. The shield has a DR of 7 + Int mod and is 5ft + 5ft for ever 2 levels of Electro-Mancer. The wall also can do damage to any Character walking through it in the wrong direction. The damage can be halved with a successful Constitution check. The damage is 1d8.
- Lightening Bolt
- The Electro-Mancer merrily points at a target and a bolt of lightening springs from his hand. This lighten can bounce of the target and onto any adjacent enemy targets within 5ft. (This means that there can be a 5ft empty square in between them. Simply a 5ft reach) The lightening can hit up to an additional 3 enemy targets. Each time doing 1/2 the damage as the previous target. The initial damage is 4d10 + Int Mod. Each victim of the Lightening bolt can attempt a Dexterity check to jump out of range. If target is successful the lightening bolt may still attempt to hit another target that is within 5ft reach. If there are no other targets then this stops.
Field Officer & Ambassador Techniques
These techniques are for both the Field Officer and the Ambassador advance classes. The Field Officer can also learn Advance Combat Techniques as level 0 techniques. However the Ambassador only gets the Techniques below. Some Techniques are Field Officer specific. Those are marked with a '**'. These marked Techniques are considered one level higher for the Ambassador.
Level 0:
- Leadership
- By providing supervision and guidance, a Field Officer can improve an ally’s chances of succeeding at a skill check. Instead of making a skill check to aid another, the Field Officer makes a Diplomacy check (DC 10). He cannot take 10 or take 20 on the check. Success grants a competence bonus on the ally’s skill check equal to the Field Officer’s Charisma bonus or Reputation bonus, whichever is greater. The ally must be within sight and hearing distance of the Field Officer and must be able to understand him. This cannot be done during combat. This cannot be done on oneself.
- Stead Fast
- Your leadership and guidance helps other focus on the tasks ahead. This removed the following conditions from your allies. Fatigued, Dazed, Shaken, Panicked for 1 day. However not from yourself. Also cannot be used in combat.
Level 1:
- Commanding Presence
- Field Officer can negate any one of the following harmful conditions affecting a single ally: cowering, dazed, fatigued, nauseated, panicked, shaken, or stunned. The ally to be affected must be within sight and hearing distance of the Field Officer and must be able to understand him. The Field Officer cannot use this ability on himself.
- Direct Allies**
- This requires a full round action. For 1d4 + Cha Mod turns any player within 30ft gains a moderate +2 to accuracy and AC when dealing with a target enemy. During this time the Field Officer cannot redirect his attention to another enemy. He may still preform techniques to any target, move, attack the target of this technique. If at anytime the Field Officer chooses to redirect the focus to another target and attack then this Technique stops even if its counter haven't finished.
- Invoke Enemy
- The Field Officer directs his attention to the enemy target in an attempt to distract it. The target may roll a Wisdom check to avoid. The DC is 10 + 1 (The technique level) + Field Officer Charisma Mod. If not successful the target is considered flat-footed for a turn.
Level 2:
- Weaken Resolve
- The Field Officer berates and insults the enemy group. The group must be an sentient species to be a valid target. The targets may roll a Wisdom check to avoid. The DC is 10 + 2 (The technique level) + Field Officer Charisma Mod. If the check fails the result is a moderate -2 moral loss to accuracy checks for 1d4 + Cha Mod turns.
- Imbue Strength
- The Field Officer can target an ally and give them encouragement. This provides a +2 to both the Strength and Dexterity ability scores of that Character for 1d4 + Cha Mod turns.
Level 3:
- Action Trust
- This negates the Field Officers turn. If used out of turn it negates the Field Officers next turn. This Technique can be used out of turn. It can be used to allow an ally to re-roll an attack roll, skill check, ability check, or saving throw.
- Deadly Gaze**
- The Field Office gives a steady harsh stare into an target eyes. Conveying the will to fight and desire for victory in a way words cannot do. This can be used to terrify and possibly panicked the target. The target can roll a Wisdom save with a DC of 10 + 3 (the technique lvl) + Cha Mod. If the check fails the target is Panicked for 1d4 turns. If it is is successful it is merrily Shaken for 1d4 turns.
Helix Warrior Techniques
Level 0:
- Detect Danger:
- If declared for the next 16 hours the Helix Warrior has an extra +2 to Perception when confronted with a Perception check against a hidden enemy for the purposes and determining the surprise round of combat. However this takes 20 minutes of meditation and the Character must not be Fatigued or Exhausted.
- Endure Pain:
- If declared a Helix Warrior can temporarily (20 minutes) negate a negative condition that she has because of pain.
- Endure Hunger:
- If declared a Helix Warrior can temporarily (4 hours) negate a negative condition that she has because of hunger.
- Internal Fire:
- The Helix Warrior can travel greater distances on foot over the stretch of a day. If given time to mediate for 20 minutes before going on the journey and if the Character is not Fatigued or Exhausted the Helix Warrior can travel twice the distance on foot then normal.
Level 1:
- Combo Punch
- Similar to the Combination Melee Attack Advance Combat Technique except this provides a bonus to accuracy and damage using the Characters Wisdom and this does not take a full round action. The Character can roll an additional time and roll an additional damage die for every Extra Attack special the Helix Warrior has. (This includes Extra Attacks provided by other classes).
- Staff Stance
- Usable only if the Character is using a staff like melee weapon. This grants the Character a moderate +2 circumstance bonus to AC against melee attacks as well as a moderate +2 to accuracy checks while using the staff. This also gives a -2 to AC against ranged attacks. This lasts until the end of combat or the character is grapples, knocked prone, or is given any negative conditions. The Helix Warrior can only been in one stance at a time and can leave a stance as a free action.
- Double Hand Stance
- Usable only if the Character is using two melee weapons at once. This grants the Character a moderate +2 circumstance bonus to AC against melee attacks as well as a moderate +2 to accuracy checks while using the two weapons at once. This also gives a -2 to AC against ranged attacks. This lasts until the end of combat or the character is grappled, knocked prone, or is given any negative conditions. The Helix Warrior can only been in one stance at a time and can leave a stance as a free action.
- Running Kick
- This is similar in nature too a Charge. But allows the Helix Warrior the ability to do damage equivalent too a weapon-less melee attack for that Character except one damage die level higher. If successful the target is knocked prone. This uses the rules for Charge but the CTO gets a miscellaneous bonus of the Helix Warrior's Wisdom Mod.
- The Correct Mind:
- This requires a full round action. The Helix Warrior meditates for a turn on the situation. Seeing all the subtleties of the enemy and the surroundings to find an edge. The Helix Warrior gets a moderate +2 circumstance bonus to accuracy checks for 1d4 + Wisdom Mod rounds.
Level 2:
- Combo Kick
- This is similar to the Combo Punch. Except it now has the opportunity to trip the target if the roll beats the target CTD by more then 5.
- Blinding Strike
- This is a precise streak designed not to do damage but to cause the target to become Blinded for 1d4 + Str Mod rounds. The target can roll an oppose check where the DC is 10 + 2 (Technique level) + Helix Warrior's Dexterity Mod.
- Scorpion Style
- The Helix warrior uses nothing but her fists and kicks with this style. Here you have to watch out for the leg which can appear to come out of no where and hit for extra damage. This stance can only work if the Helix Warrior is not using a weapon. In this stance the Helix Warrior is immune to grapples and doing unarmed strike for a full around action gets an extra bonus attack action in the form of a kick.
Level 3:
- Empty Fist
- The Empty Fist technique provides the Helix Warrior with +4 AC until the start of next round. And any unarmed strike or Combat Technique, Advanced or otherwise used against the Helix Warrior that fails during this time allows for a free melee attack by the Helix Warrior. This negates any Feats that the attacker may have.
- Deadly Strike
- A series of aggressive strikes that leaves the Helix Warriors defenses down, -4 AC until next round, however deals massive damage if hit. Each strike does 1d6 + Str Mod and the number of stikes possible is 1 + Wisdom Mod, 7th level 2 + Wisdom Mod, 10th level 3 + Wisdom Mod. If the first strike lands all other hits are considered successful. If the first strike fails then continue to roll for each strike until one succeeds then all proceeding strikes after that are successful. The Helix Warrior is considered Fatigued after this. If done again then the Helix Warrior is considered Exhausted. The Helix Warrior can attempt this again however the Helix Warrior will collapse afterward being unable to fight until 8 hours of rest.
Shield Splicer Techniques
This is the list of Techniques for the Shield Splicer. The shield splicer can also learn Advanced Combat Techniques as Level 0 techniques.
Level 0:
- Sixth Sense
- For 20 minutes the shield splicer gains an advantage bonus to perception checks. This most be declared before a request from the GM to do a Perception check. A Player can use this and take 20 for an automatic 22 perception to the surroundings.
- Telekinetic
- The Shield Splicer can warp a small shield around any object no heavier then 5lbs and move it around a roughly 10ft reach of there person. This is increased by 5lbs and 5ft every odd level.
- Sense Fields
- The shield Splicer get a 'Sixth Sense' of force/energy fields from there surroundings. Anything like most invisibility cloaks, force fields, energy fields, electromagnetic fields will be 'seen' by the Shield Splicer within a 30ft radius. This increased to 60ft at 5th level. In order to use this ability the Shield Splicer most close his eyes and thus only 'see' these fields.
- Shape Shield
- This allows a Shield Splicer to shape a small (1ft by 1ft) nearly invisible shield with no effect. It slowly dissipates over a period of 1 hour per Shield Splicer level. If something disrupts the shield in any way a signal is raised in the Shield Splicer's mind informing him of the disturbance. The range on this is massive and can span many miles.
- Shield Bullet
- The Shield Splice forms and shoots a small amount of shield out in a straight line toward a target. This small concentration of force disipates quickly the further away it is from the shield splicer. The range is 30ft + 5ft per level. The damage is 1d8, 3rd level 2d6, 6th level 2d8, 9th level 2d10. No modifiers. The damage type is pure kinetic. This move requires a full round action.
Level 1:
- Force Push
- This is considered a ranged Bull Rush. The range of this is 10ft + (5ft x 1/2 Shield Splicer level). The CTO for this roll substitutes the Strength Modifier for the Constitution Modifier. The Shield Splicer doesn't need to move. All other rules for Bull Rush apply.
- Force Wall
- A force wall that can be up to 15ft by 5ft long. This shield has a DR of 2 + (1/2 Shield Splicer level) and can last 1d4 + 1 turns. The Force wall can be shaped by the Shield Splicer upon casting. Unlike the Shield Splicers special 'Shield Manipulator' ability this shield is fixed too its location and cannot be reshaped. Also enemies can move through the shield unharmed.
- Reflection
- A bright, highly reflective, shield is summoned. It is no larger then 1ft by 1ft and shines both visible light as well as multi over energy wave lengths. This shield stays in position for 1d4 turns. Confusing eyes as well as sensors. Any enemy has to roll a Wisdom check or get the Blinded condition for 1 turn. Also weather the check was successful or not all if an Enemy target is attempting to hit someone on the other side of this light they take a Major -4 to there accuracy roll for the duration the shield exists.
- Shield Imbue Weapon
- The Shield Splicer can Imbue any target weapon with a small shield that provides an extra kick to weapon damage. This shield lasts for 1d6 turns. And does 1d6 extra damage. At level 4 it does 2d6 and at level 8 it does 3d6.
Level 2:
- Cloak
- This provides the shield splicer with partial concealment. It lasts for 1d4 + (1/4 Splicer lvl). The cloak can be negated if a tracking device or other targeting assist is used to help enemy players see the Shield Splicer.
- Force Punch
- This is considered a Ranged attack and the target is not able to see it coming so they are considered Flat Footed. Following the rules for Melee/Martial Art Combat expect replace the Strength bonus with Constitution. The range of this is 5ft + (5ft Splicer lvl) Other then that it is the same as a normal punch.
- Boost Shield
- This is a technique that brings back some HP to the shield used by the 'Shield Manipulator' special ability. This brings 5HP + (1HP per Shield Splicer Level).
- Force Trip
- This is a ranged Trip technique. Just like Force Push the Strength is substituted for the Constitution Modifier. The range is 5ft + (5ft for every 1/4 Splicer lvl).
Level 3:
- Force Smash
- A nearly invisible hardened block of shield smashing into a target by a swift motion of the Shield Splicer. This does 1d8 + Conn Mod worth of damage. An additional 1d8 at 5th and 9th level. The range is 15ft + 5ft per Splicer level. The target can attempt to partially evade with a Dexterity Check. A successful check allows for only 1/2 damage and to avoid being knocked prone. A failure forces the target prone.
- Shield Crash
- By negating any of his own active shields the Shield Splicer can also force other shields within a 30ft + (10ft per Splicer lvl) to 'crash'. This includes ally shields. This stays in effect for 1d4 + Conn mod turns. If an enemy is a Shield Splicer or otherwise using a Shield Connected through Cybernetic implants that must roll a Constitution save of DC15 or be knocked out for 1d4 turns.
- Hold Person
- Considered a ranged Grapple. This is much like Force Trip or Force Push. It also substitutes Strength of Constitution when calculating the CTO. This moves range is 5ft + (5ft for every 1/4 Splicer lvl). And otherwise follows the same rules for Grapple. Except this cannot be turned into a 'Pin'.
- Improved Shield Bullet
- Like Shield Bullet this move requires a full round action and does purely kinetic damage. However instead this produces a shower of bullets that do area of effect damage with limited range. The range is 15ft + 5ft per 1/2 level. The damage is the same as Shield Bullet however now it has as a cone area of effect of 15ft. A Dexterity Save can be attempted by the targets for half damage.
Level 4:
- Force Crush
- The Shield Splicer envelops a shield around an enemy and uses it to crush the enemy to bits. The range is 10ft + (5ft per Splicer lvl) The damage is 2d10 + Conn Mod. At 10ft level it goes too 3d10 + Conn Mod. The enemy target can preform a Strength check to attempt to fight back against the shield. The DC is 10 + 4 (The Technique level) + Conn Mod. If successful the target only takes 1/2 damage.
- Directed Overload
- This takes a full round action. The shield splicer focuses a massive amount of shield and concentrates it at a single target. The Splicer has to roll a Constitution check. The damage is the check score. If the player rolls a 5 or below the attack does not damage. If the player rolls a 1 the Splicer passes out for 1d4 turns.
Level 5:
- Force Charge
- This is considered a full around action. This is a Shield Splicer version of the Charge Combat Technique. The two main differences is that the shield splicer doesn't need to move and that like Hold Person and Force Push this technique switches out the Strength Modifier for Constitution Modifier when calculating the CTO. The range is 10ft + (5ft per 1/2 Splicer lvl). The Splicer can also do damage and the damage is equivalent to a Force Push x 2.
- Splintered Shield
- The Shield Splicer concentrates shield particulates into a fine area and then lets go of it at the same time he energizes it with a massive amount of energy. The resulting nearly invisible explosion causes an area of effect of Type Circle, dimensions (3)15ft. The damage is 4d6 + Conn Mod. The targets can attempt to avoid the blast by doing a Dexterity Check against the Technique for 1/2 damage.
Swindler's Techniques
-- THIS IS A MAYBE! CURRENTLY NOT SURE IF I SHOULD GIVE THIS CLASS TECHNIQUES --
This is for the Swindler advance class.
Level 0:
- Determine Fate
- A Swindler can use this to determine exactly how difficult a particular challenge really is. This forced the GM to tell the Swindler, just the Swindler, the DC (Difficulty Check) for a particular action. This can only be used outside of combat.
- Cheaters Eye
- The Swindler gets an advantage to bluff and diplomacy checks for 1 hour.
- The Right Time
- For the remainder of the day any Take 10/20 actions or halved in time. So a Take 10 action takes only 5 minutes but still yields a 10 as if the Character roll'ed a 10.
- Warp Ahoy
- This reduces the percentile change of running into a problem while at Warp. This action can be taken even if the Swindler isn't flying. But he has to be aware that he is on a ship and at warp and can only do this once in between 8 hours of rest. The Swindler can also reverse this and make it a higher change that Warp will fail.
Level 1:
- Back Stab
- The target person gets an advantage roll when attacking a target from behind or flanking.
- Luckiest
- This provides an advantage dice to all Attack and Saving throws for the Swindler for 1 turn per 1/2 Swindler level. This is considered a full round action and can only target himself.
- Good Graces
- The Swindler can use this on any other target except for themselves. This grants an advantage to Saving throws from 1 turn per 1/2 Swindler level.
- Rewind
- The Swindler can use this Technique at any time even outside of there turn. This allows the Swindler to re-roll a dice or force an enemy to re-roll a dice. This can only be used once per day.
Level 2:
- Ill Will
- This forces a target to take disadvantages to attack rolls for 1 turn per 1/2 Swindler level. A Wisdom Saving throw reduces the number of turns by half.
- Bestow Luck
- A Swindler can target a friendly person as will as a free action and during that turn the Character can roll d20 twice and take the higher roll. This action can only be used once per combat.
- Double Take
- The Swindler can declare this technique as a free action and any d20 rolls the Swindler can roll a a d20 twice and take the higher roll. If used as a standard action the Swindler can target an foe and force them to roll twice and take the lower.
Level 3:
- Master of Fortune
- For the next 1 + Cha Mod turns the Swindler rolls d20's twice for all d20 checks.
- Distort Time
- If the out-comb of a round for the Swindler's team is not satisfactory for the Swindler then he can choose to redo his actions but only his actions. This does not effect the other team members even if there actions where previously effected by the Swindler. This can only be used once per Combat.