Techniques

From FuturePath
Revision as of 05:59, 5 January 2016 by 70.125.142.17 (talk)
Jump to navigation Jump to search

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 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.

  • 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 CMD 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
  • Grapple
  • Overrun
  • Sunder
  • Trip
  • Feint
  • Charge

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

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

Shield Splicer Techniques

Swindler's Techniques

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