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.

Table: Prime

Bend SpaceTime: Using there advanced gifts the Dimension Knight can bend Spacetime slightly to help get gain accuracy.

Dimensional Jump: A Dimension Knight can preform a jump as a simple action up to 30ft + 5ft per Dimension Knight level.

Disruption: The Dimension Knight can disrupt space to make it unstable or dangerous for FTL (Faster Then Light) travel.

Warp Bubble: This generates a protective bubble around a target for 1d6 turns.

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.

Blink: This allows a Knight to simply disappear from reality.

Warped Wall: This allows a Dimension Knight to shape a wall that is 5ft by 5ft for every 1 Wisdom Mod of warped spacetime.

Warped Shield: This allows the Dimension Knight to cloth themselves in a shield of warped spacetime.

Bend SpaceTime: Using there advanced gifts the Dimension Knight can bend Spacetime slightly to help get gain accuracy.

Table: Unity

The Cosmos's Judgement: The Knight can use their ability to warp spacetime to produce terrible amounts of damage onto a target.

Table: Divergent

Invisible Grip: This is a powerful invisible force that wraps around a target and grapples them.

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.

Table: 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.

Slow Down Time: As as simple action the Nature Knight preforms a Wisdom check of DC15.

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.

Table: Level Zero Techniques

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.

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.

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.

Power Surge: The opposite of a Electric Drain the Electro-Mancer can induce higher then recommended amounts of voltage into an electronic device.

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.

Electrified Trap: An Electro-Mancer can use a random conductive material as a small weaponized trap.

Table: Level One Techniques

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.

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.

Table: Level Two Techniques

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.

Thunder Wave: This allows an Electro-Mancer the ability to project a sudden concentration of magnetic force toward an enemy or group of enemies.

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.

Table: Level Three Techniques

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.

Thunder Strike: The Electro-Mancer jesters at the target and a thunder bolt shots out an hits the target.

Stunning Blast: An Electro-Mancer attempts to stun a target with a short blast of high voltage energy.

Table: Level Four Techniques

Energize Body: An Electro-Mancer embues the target, which can be himself, with focused energy in a special way to improve specific abilities.

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.

Table: Level Four Techniques

Amped Electro Shield: This is a different version of the Electro Shield. The shield is now larger and can change shape.

Arc Bolt: The Electro-Mancer merrily points at a target and a bolt of lightening springs from his hand.

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

Table: Level Zero Helix Warrior Techniques

Detect Danger: For the next 4 hours the Helix Warrior has an extra +2 to Perception when confronted with a Perception check against a hidden enemy. However this takes 20 minutes of meditation to use 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.

Inner Stamina: The Helix Warrior will hang onto life with every last breath.

Table: Level One Helix Warrior Techniques

Combo Punch: The Helix Warrior can provide a powerful and damaging combo of punches that adds extra damage to a normal attack.

Internal Fire: The Helix Warrior positions themselves in a stance and state of mind specifically suited for Staff combat.

Niten Ichi Stance: The Helix Warrior positions themselves in a stance and state of mind specifically suited for Staff combat.

Running Kick: The Helix Warrior charges at the enemy and with a feat of acrobatics does a flying kick into the enemy.

The Correct Mind: The Helix Warrior meditates on the battle field, the enemy, there movements and motivations seeing all the subtleties of the fight. Thru this she gains 1 + 1 Per Extra Attack/Damage the Character towards accuracy checks, saving throws, and damage for 1d4 + Wisdom Mod Rounds.

Table: Level Two Helix Warrior Techniques

Combo Kick: The Helix Warrior attempts to add a kick to a flurry of punches that can possible trip up the target.

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.

Table: Level Three Helix Warrior Techniques

Empty Fist: The Helix Warrior focuses on being defensive and reactive.

Deadly Strike: A series of aggressive strikes that heavily damages the target but leaves the Helix Warriors defenses down

Shield Splicer Techniques

This is the list of Techniques for the Shield Splicer. 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.

Table: Level Zero Shield Splicer Techniques

Sixth Sense: The Shield Splicer sends out small shield particulars into the air that float harmless around him. Any movement or sounds that pass through that air is sent directly into there minds and felt as a sixth sense to the Shield Splicer.

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.

Integrated Senses: The Shield Splicer can layer the ground around him in an invisible thin layer of shield particles. The Shield splicer becomes aware of anything that moves in this space.

Shape Shield: This allows a Shield Splicer to shape a small (1ft by 1ft) nearly invisible shield with no effect.

Shield Bullet: The Shield Splice forms and shoots a small amount of shield out in a straight line toward a target.

Force Push: The Shield Splice shots out a direct wave of shield energy to knock an opponent over.

Table: Level One Shield Splicer Techniques

Force Wall: A force wall that can be up to 15ft by 5ft long. The Force wall can be shaped by the Shield Splicer upon casting.

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. It overs over the target which can be the Shield Splicer himself or any other target within 60ft.

Imbue Weapon: The Shield Splicer can Imbue any target weapon with a high frequency vibrating shield that provides an extra kick to weapon damage. This shield lasts for 1d4 + 1 turns. And does 1d6 extra kinetic damage.

Mass Push: The Shield Splice forms and shoots energy ball that when it explodes causes all within a 15ft radius to have to roll a Dexterity check or be pushed back 5ft and knocked prone. This acts like the 'Force Push' Technique except with an area of effect.

Concussive Blast: The Shield Splice forms and shoots energy ball that when it explodes causes all within a 15ft radius to have to roll a Constitution check against the Technique's DC or become Stunned for 1 round.

Table: Level Two Shield Splicer Techniques

Cloak: This can only effect the Shield Splicer and provides him 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: The Shield Splice forms a small shield roughly the shape of his fist and shots it directly at a target.

Boost Shield: This is a Technique that brings back some HP to the shield used by the 'Self Shielded' or 'Selfless Shield' Talent. This brings 5HP + (1HP per Shield Splicer Level).

Shield Snare: The Shield Splicer touches the floor and projects a 30ft circle where nearly invisible pockets of energy are generated to act as a temporary trap.

Force Smash: A nearly invisible hardened block of shield smashing into a target by a swift motion of the Shield Splicer.

Table: Level Three Shield Splicer Techniques

Shattered Ground: The Shield Splice touches the ground and projects a 30ft circle of nearly invisible pockets of energy much like the 'Shield Snare' ability. In fact they can overlap.

Improved Imbue Weapon: The Shield Splice as learned more about putting there shields onto melee weapons and have improved there craft.

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'.

Hold Person: Considered a ranged Grapple. This is much like Force Trip or Force Push. It substitutes Strength of Constitution. The 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'. Must have a free hand.

Spliced Bullet: The Shield Splicer has improved there Shield Bullet technique and now it produces a shower of bullets that do area of effect damage with limited range.

Table: Level Four Shield Splicer Techniques

Raining Force: The Shield Splice spends a round concentrating on putting tiny inactive shield particles in the air. On the next turn or on any round after that the Shield Splicer can activate the particles as a Free action to preform different tasks.

Force Crush: he Shield Splicer envelops a shield around an enemy and uses it to crush the enemy to bits.

Directed Overload: The shield splicer focuses a massive amount of shield energy and concentrates it at a single target.

Table: Level Five Shield Splicer Techniques

Mash Smash: Acts like 'Force Smash'. Except the range is 120ft and it is an area of effect Technique with an area of 30ft.

Force Infused Tackle: The Shield Splice warps a spiked chain and hurdles it toward the target.

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.