Techniques
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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 condition or effect them in some other way besides damage. 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 there 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 0 and beyond.
Combat 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.
To read more about Combat and actions that can be done in Combat please go here.
Bull Rush:
- You can make a bull rush as a standard action or as part of a charge, in place of the melee attack. You can only bull rush an opponent who is no more than one size category larger than you. A bull rush attempts to push an opponent straight back without doing any harm. If you do not have the Improved Bull Rush feat, or a similar ability, initiating a bull rush provokes an attack of opportunity from the target of your maneuver.
- If your attack is successful, your target is pushed back 5 feet. For every 5 by which your attack exceeds your opponent's CTD you can push the target back an additional 5 feet. You can move with the target if you wish but you must have the available movement to do so. If your attack fails, your movement ends in front of the target.
- An enemy being moved by a bull rush does not provoke an attack of opportunity because of the movement unless you possess the Greater Bull Rush feat. You cannot bull rush a creature into a square that is occupied by a solid object or obstacle. If there is another creature in the way of your bull rush, you must immediately make a combat maneuver check to bull rush that creature. You take a –4 penalty on this check for each creature being pushed beyond the first. If you are successful, you can continue to push the creatures a distance equal to the lesser result. For example, if a fighter bull rushes a goblin for a total of 15 feet, but there is another goblin 5 feet behind the first, he must make another combat maneuver check against the second goblin after having pushed the first 5 feet. If his check reveals that he can push the second goblin a total of 20 feet, he can continue to push both goblins another 10 feet (since the first goblin will have moved a total of 15 feet).
Disarm:
- You can attempt to disarm your opponent in place of a melee attack. If you do not have the Improved Disarm feat, or a similar ability, attempting to disarm a foe provokes an attack of opportunity from the target of your maneuver. Attempting to disarm a foe while unarmed imposes a –4 penalty on the attack.
- 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 attack exceeds the CTD of the target by 10 or more, the target drops the items it is carrying in both hands (maximum two items if the target has more than two hands). If your attack fails by 10 or more, you drop the weapon that you were using to attempt the disarm.
Grapple:
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 an attack of opportunity from the target of your technique. 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 maneuver 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 maneuver attack roll for each additional leg it has.
Sunder:
- You can attempt to sunder an item held or worn by your opponent as part of the standard action. If you do not have the Improved Sunder feat, or a similar ability, attempting to sunder an item provokes an attack of opportunity from the target of your maneuver.
- If your attack is successful, you deal damage to the item normally. Damage that exceeds the object's Hardness is subtracted from its hit points. If an object has equal to or less than half its total hit points remaining, it gains the broken condition. If the damage you deal would reduce the object to less than 0 hit points, you can choose to destroy it. If you do not choose to destroy it, the object is left with only 1 hit point and the broken condition.
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 an attack of opportunity from the target of your maneuver.
- If your attack exceeds the target's CTD, the target is knocked prone. If your attack fails by 10 or more, you are knocked prone instead. If the target has more than two legs, add +2 to the DC of the combat maneuver 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 affinity bonus + 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 melee 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.
- When feinting against a creature of animal Intelligence (1 or 2), you take a –8 penalty. Against a creature lacking an Intelligence score, it's impossible. Feinting in combat does not provoke attacks of opportunity.
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.
- Movement During a Charge
- You must move before your attack, not after. You must move at least 10 feet (2 squares) and may move up to double your speed 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 affinity bonus is at least +1.
- 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.
- If you are able to take only a standard action on your turn, you can still charge, but you are only allowed to move up to your speed (instead of up to double your speed) and you cannot draw a weapon unless you possess the Quick Draw feat. You can't use this option unless you are restricted to taking only a standard action on your turn.
- Attacking on a Charge
- After moving, you may make a single melee attack. You get a +2 bonus on the accuracy roll and take a –2 penalty to your AC until the start of your next turn.
- A charging character gets a +2 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.
- Weapons Readied against a Charge: Spears, tridents, and other weapons with the brace feature deal double damage when readied (set) and used against a charging character.
- 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 equal or higher than that of your opponent. Your movement provokes attacks of opportunity as normal.
- This action is otherwise treated as a charge attack.
Electro-Mancer Techniques
Level 0:
- Magnetic Left:
- Sense Electronics
- Electric Drain
- Power Surge
Level 1:
- Shocking Grasp
- Static Shock
- Static Armor
- Grounded Body
- Imbue Weapon
Level 2:
- Electro Shield
- Improved Power Surge
- Thunder Wave
- Electric Burst
Level 3:
- Thunder Ball
- Speed Of Light
- Thunder Strike
Level 4:
- Energize Body
- Lightening Blade
Level 5:
- Improved Electro Shield
- Lightening Bolt
Field Officer Techniques
Level 0:
Level 1:
Level 2:
Level 3:
- 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.
- A Field Officer cannot use this ability on himself.
- Commanding Presence
- At 8th level and beyond, a Field Officer can use an attack action and his commanding presence to enable an ally or weaken a single foe’s resolve.
Enabling an ally requires an attack action and a successful Diplomacy check (DC 20). If the check succeeds, the 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.
- Weakening a foe’s resolve requires an attack action and a successful Intimidate check (DC = target’s level check) . If the check succeeds, the target is shaken for a number of rounds equal to 1d6 + one-half the Field Officer’s class level + the Field Officer’s Charisma modifier. The target must be within sight and hearing distance of the Field Officer and must be able to understand him. A target that resists the Field Officer’s attempt to weaken its resolve is immune to the Field Officer’s use of this ability for 24 hours.
- Action Trust
- At 10th level, the Field Officer’s mere presence inspires, safeguards, and motivates his allies.
- As a free action, a Field Officer may spend one of his action points to modify an ally’s attack roll, skill check, ability check, level check, or saving throw result by +2d6 (applying a bonus of +2 to +12).
- The ally to be affected must be within sight and hearing distance of the Field Officer to gain the benefits of the Field Officer’s spent action point. A Field Officer may use this ability once per round, and not on himself (he gains the normal benefits for spending an action point on himself).
- Any character may transfer some or all of her action points to the Field Officer as a free action. The Field Officer must consent to the transfer, and these action points become the Field Officer’s to spend as he sees fit.
Helix Warrior Techniques
Level 0:
Level 1:
Level 2:
Level 3:
Shield Splicer Techniques
Level 0:
Level 1:
Level 2:
Level 3:
Level 4:
Level 5:
Swindler's Techniques
Level 0:
Level 1:
Level 2:
Level 3:
- Fortune’s Favour
Starting at 4th level, the Swindler learns to subtly manipulate the fortunes of his adversaries, making him harder to strike in combat. He can spend an action point to gain a +2 luck bonus to Defense against all attacks for 1 round. The Swindler must use this ability on his turn, and the bonus lasts until just before the Swindler’s next turn. A Swindler uses this ability instead of Dodge on his turn.
The luck bonus to Defense increases to +4 at 7th level and +6 at 10th level.
- Warp Probability
At 5th level, the Swindler can affect another creature’s attack roll, skill check, ability check, level check, or saving throw. As a free action during another creature’s turn, the Swindler can spend an action point to alter the target’s d20 roll result. The Swindler must be within 30 feet of the target, must be able to see the target, and must declare that he’s spending the action point before the the result of the target’s roll is revealed. The Swindler’s action-point die result counts either as a bonus or penalty to the target’s roll, at the Swindler’s discretion.
At 8th level, the range of this ability increases to 60 feet