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. 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 it is usually an Ability Check. The DC of that check is determined by the user of the Technique. It is normally 10 + Advantage Die + Technique Level + Ability Modifier + Misc Mods. This means that, if there is an opposing check for the Technique, the user of the Technique must roll there Advantage Die to find the DC for the Opposing check.
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. Usually the class has a Table that shows the number of different Techniques and number of uses of each level of Technique. 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. Sometimes the Technique will require both too roll.
Combat Techniques
All Combat and Advanced Combat Techniques are considered Level 0 Techniques. The Ability associated with a Combat Technique is usually Strength. But some may specify a different Ability, the second most common being Dexterity. The target of the attack must roll an Ability Saving throw against whatever Ability the Combat Technique is associated with. Again this is usually Strength. The DC is: 10 + Advantage Die + Ability Modifier + Misc Mods.
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.
Push: As a full round action a Character can physically push an opponent 5ft back from them.
Disarm: You can attempt to disarm your opponent in place of a melee attack.
Grapple: As a standard action, you can attempt to grapple a foe, hindering his combat options.
Overrun: As a standard action, or as part of a push, you can attempt to overrun your target, moving through its square.
Trip: You can attempt to trip your opponent in place of a melee attack.
Feint: Fake out your opponent making them drop there guard for one round.
Charge: Charging is a special full-round action that allows you to move up to twice your speed and do a melee attack during the same action.
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.
Combination Melee Attack: You can attempt a weapon free combination melee attack as a full round action.
Melee Kick: You can attempt to do a swiping kick attack as a Full Round attack action.
Tackle: The Character attempts to run into the enemy target knocking them down and instantly entering a Grappled state.
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.
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Bend SpaceTime: Using there advanced gifts the Dimension Knight can bend Spacetime slightly to help get gain accuracy. |
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Dimensional Jump: A Dimension Knight can preform a jump as a simple action up to 30ft + 5ft per Dimension Knight level. |
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Disruption: The Dimension Knight can disrupt space to make it unstable or dangerous for FTL (Faster Then Light) travel. |
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Warp Bubble: This generates a protective bubble around a target for 1d6 turns. |
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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. |
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Blink: This allows a Knight to simply disappear from reality. |
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Warped Wall: This allows a Dimension Knight to shape a wall that is 5ft by 5ft for every 1 Wisdom Mod of warped spacetime. |
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Warped Shield: This allows the Dimension Knight to cloth themselves in a shield of warped spacetime. |
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Bend SpaceTime: Using there advanced gifts the Dimension Knight can bend Spacetime slightly to help get gain accuracy. |
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The Cosmos's Judgement: The Knight can use their ability to warp spacetime to produce terrible amounts of damage onto a target. |
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Invisible Grip: This is a powerful invisible force that wraps around a target and grapples them. |
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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. |
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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. |
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Slow Down Time: As as simple action the Nature Knight preforms a Wisdom check of DC15. |
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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. |
Electro-Mancer Techniques
These Techniques are primary used by the Electro-Mancer Advanced Class. These Techniques are associated with a Character's Intelligence ability unless specified otherwise. Level Zero Techniques cannot be Expanded into higher level Techniques or effected by the Technique, Master Feat.
Magnetic Left: Allows a Electro-Mancer the ability to lift light weight objects (5lbs + 5lbs per odd level of Electro-Mancer) up to 10ft + (5ft per Int Mod) in front of them. |
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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. |
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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. |
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Power Surge: The opposite of a Electric Drain the Electro-Mancer can induce higher then recommended amounts of voltage into an electronic device. |
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Adsorb Power: If the Electro Mancer can access the large power source such as a 'Huge' or bigger generator or a Spaceship and so on they can consume a portion of the actively generated power to empower themselves. |
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Electrified Trap: An Electro-Mancer can use a random conductive material as a small weaponized trap. |
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Electric Nade: An Electro-Mancer can form a small ball of electricity into his hands and throw it at the enemy. |
Shocking Grasp: The Electro-Mancer reaches out with sparks flying from there hand. This acts like a Touch Attack. This causes a shock in the target and deals 1d6 + Int Mod Electric Damage. Every 4 character levels this adds another 1d6. |
Static Shock: The Electro-Mancer attacks the target with a shock that attempts to paralyze the opponent. The range is Touch. The opponent rolls a Constitution Check against the Technique. If the check fails the opponent is Entangled for 1d4 turns. |
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Static Armor: 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. |
Grounded Body: The Electro-Mancer can ground himself. This provides 2 + 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 10th Electro-Mancer level it is 2d6. |
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 Electro-Mancer lvl + Int Mod and can last for 1d4 turns. |
Amped Power Surge: The Technique has a range of 10ft + 5ft per Int Mod. It now can also do damage. 1d8 + Int Mod per Attack/Extra Damage. This only works on electronics such as robots or biology that has Cybernetic implants. This ignores DR. |
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Thunder Wave: This allows an Electro-Mancer the ability to project a sudden concentration of magnetic force toward an enemy or group of enemies. |
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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 against the Technique DC for half damage. The damage is 1d10 per Attack/Extra Damage. (This means 1d10 for every Extra Attack or Extra Damage the Character has, to determine this review the Character's Core Class and Level.) |
Amp Up: The Electro-Mancer can target himself or an ally and provide a +2 to either Strength or Dexterity for 1d4 + Int Mod number of rounds. |
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Thunder Ball: The Electro-Mancer concentrates a large ball of electric energy in his hands and then can choose to lunch it at an opponent. |
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. |
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Thunder Strike: The Electro-Mancer jesters at the target and a thunder bolt shots out an hits the target. |
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Stunning Blast: An Electro-Mancer attempts to stun a target with a short blast of high voltage energy. |
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Energize Body: An Electro-Mancer embues the target, which can be himself, with focused energy in a special way to improve specific abilities. |
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Lightening Blade: The Electro-Mancer summons electricity to a free hand and shapes it into a blade. |
Amped Imbue Weapon: An Electro-Mancer is able to at range add Electrical Damage to an allies weapon. The range is 60ft. The effect is now adds the following too any melee weapon. +2AP, 1d8 Electric Damage, +2 Accuracy. |
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Amped Electro Shield: This is a different version of the Electro Shield. The shield is now larger and can change shape. |
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Arc Bolt: The Electro-Mancer merrily points at a target and a bolt of lightening springs from his hand. |
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Electrified Defense: An Electro-Mancer can form a powerful force of energy around himself making attacking him a dangerous decision. |
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.