Combat Techniques: Difference between revisions

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<br>'''REQUIRES: '''Combat school with an associated weapon of hands
<br>'''REQUIRES: '''Combat school with an associated weapon of hands
<br>This feat increases your punch damage by one die size (d4->d6->d8->d10->d12->each d12 is replaced with 3d6). The first time you perform this attack in each combat, the target is flat-footed until they next act. If the target of this attack is already flat-footed, and your attack beats their Fortitude Defense, they are stunned for 1 round. This attack follows the same restrictions as [[Stunning Fist]] – you can only use it on your own species, unless you have 2nd Degree Mastery of the Deft Touch school.
<br>This feat increases your punch damage by one die size (d4->d6->d8->d10->d12->each d12 is replaced with 3d6). The first time you perform this attack in each combat, the target is flat-footed until they next act. If the target of this attack is already flat-footed, and your attack beats their Fortitude Defense, they are stunned for 1 round. This attack follows the same restrictions as [[Stunning Fist]] – you can only use it on your own species, unless you have 2nd Degree Mastery of the Deft Touch school.
===Heel Kick===
You bring your heel straight down on your opponent. If he is standing, this attack is inflicted on his foot, but if he is prone, the attack can be inflicted on any part of his body, making it especially deadly.
<br>'''REQUIRES: '''Combat school with an associated weapon of feet
<br>You increase your feet damage by one die size (d4->d6->d8->d10->d12->each d12 is replaced with 3d6). If the target of this attack is prone, you increase your feet damage by three die sizes (d4->d10, d6->d12, d8->3d6, d10->4d6, d12->5d6). You may only perform this maneuver once per round.


===Jump Kick===
===Jump Kick===

Revision as of 22:12, 18 January 2023

The Combat Techniques mechanic is unlocked by one of the following methods:

  • Martial Arts I feat
  • 1st Degree in any combat school
  • Weapon Focus feat
  • Armored Defense talent
  • Endurance skill training

A character may only have a number of combat techniques readied for use equal to their Intelligence Modifier + Wisdom Modifier + 1 (minimum 1), plus an additional technique readied at level 7 and every 6 levels thereafter. Changing readied combat techniques can be done by practicing for five minutes.

Stances and Stance Enhancements

Stances do not count against the number of combat techniques a character can ready. A stance is a special way of standing developed by practitioners of various fighting styles to enhance the goals of that style. As long as a character is not flat-footed, he may gain the benefits of his stance, but characters that are proficient in more than one stance may not gain the benefits of multiple stances. These characters are more versatile, however, as they can change stances from round to round to gain different benefits and to throw off their opponents. Once per round, as a free action, a character may adopt or change his stance during his action. Stances remain active until you spend a swift action to change them, combat ends, or you fall unconscious.

Some stances also have Stance Enhancements which boost or alter the effects of a given combat stance. Stance Enhancements must be readied as a combat technique and activate immediately upon entering the corresponding stance.

Armor Optimization

By taking care to minimize the exposure of weak points in your armor, you improve it’s ability to protect you.
REQUIRES: Armor Proficiency (Light), Armor Proficiency (Medium)
You increase the bonuses your armor provides to your Fortitude and Reflex Defenses by 2. In order you maintain this extra protection, your movements become determined and ponderous, lowering your speed by 2 squares.

Assault Gunner

Rather than walking your fire across targets to maximize accuracy, you try to direct your attacks to the vital areas of your opponents to maximize effectiveness.
REQUIRES: Weapon Focus (Rifles) or Weapon Focus (Heavy) While under the effect of this Stance, you deal one more die of damage with all your attacks with autofire-only weapons and with weapons set to autofire. All attack rolls you make suffer a -2 penalty as you forfeit traditional means of improving accuracy for the chance to deal extra damage. Pistols and Simple Weapons cannot benefit from this stance.

Back Kick

The Back Kick gives you the ability to kick an opponent behind you, which is a very useful tool for deterring multiple attackers.
REQUIRES: Martial Arts I or 1st Degree of any combat school that has feet as an associated weapon
As long as you have not been denied your Dexterity bonus to Reflex defense, you cannot be flanked.

Battle Dancer

REQUIRES: Musician or Trained in Acrobatics
While under the effect of this stance, you can move at full speed while using the Tumble aspect of the Acrobatics skill. Due to your constant movement and dodging, it's very difficult to bring any but the lightest weapons to bear, so you take a -2 penalty to any attack that isn't made with an unarmed strike or light melee weapon.

Pole Dancer

STANCE ENHANCEMENT: Battle Dancer
No, not like that, you perv. While you are in the Battle Dancer stance you can use any weapon that is your size or larger which has a shaft (spear, quarterstaff, electrostaff, electropole, static pike, force pike, shockstaff, etc) as if it was a light melee weapon.

Cantina Shootout

With a panache and brashness that belies your true skill, you are a truly terrifying opponent in a close-range shootout.
REQUIRES: Weapon Focus (Pistols) or Weapon Focus (Rifles)
While you are in this stance, you gain a +1 bonus on all ranged attack rolls made against targets within 10 squares of you and a +1 bonus to Reflex Defense against ranged attacks made by opponents within 10 squares of you. Because you are so focused on the opponents near you, however, you double all range-related penalties to attack rolls and, if applicable, damage rolls.

Centered Stance

You’re trained to endure great punishment, overcoming injuries through sheer willpower.
REQUIRES: Endurance skill, Martial Arts I, or 1st degree training in any combat school
While under the effect of this Stance, you gain a number of temporary HP equal to your Will Defense – 10. Any damage you take comes out of these temporary hit points first. These hit points are lost when you leave this stance. You can only gain this benefit once per encounter.

Circle Kick

By spinning your entire body, you increase the damage from your feet attacks.
REQUIRES: Martial Arts I, or 1st Degree of any combat school that has feet as an associated weapon
While under the effect of this Stance, unarmed attacks made with your feet have their damage increased by one die size (d4->d6->d8->d10->d12->each d12 is replaced with 3d6).

Duelist

You concentrate on combat with one enemy, becoming less aware of the rest of the fight.
While you are in this stance, you gain a +3 bonus to Reflex Defense and +1 to all attack rolls against one target, chosen when you initiate this maneuver. Against all other opponents, you take a -3 penalty to Reflex Defense and attack rolls.

Forward Stance

You make aggressive, diving motions, investing your entire body into every attack.
REQUIRES: Charging Fire or Powerful Charge
While under the effects of this Stance, any attack you make at the end of a charge has its critical threat range increase by 1 (usually to 19 or 20 instead of just 20) and you gain an additional +2 bonus on the attack. If this attack is a a melee attack and miss, you fall prone. If this attack is a ranged attack and you miss, then determine where the attack hits using the thrown weapon scatter rules and reroll the attack to resolve it.

Inverted Stance

You’re trained to fight as fluidly in a handstand as on your feet, performing a whirling mix of strikes and kicks. This stance is commonly seen among practitioners of the School of the Dance.
REQUIRES: Trained in Acrobatics, Martial Arts I
While under the effects of this Stance, each time you successfully hit an opponent with a melee attack your current initiative count is increased by 1 (this does not apply until the next turn). While in this stance, you may not take any movement actions other than a move action to move 1 square and Jump checks.

Non-Combatant

Militaries across the galaxy recognize the benefit of letting medics from either side move about unaccosted. Even those who don’t often understand that they’re much more useful alive than dead.
REQUIRES: Trained in Treat Injury or GM Permission (such as for utility drones that do not appear harmless)
While under the effect of this stance, you can force an opponent to reroll a successful attack against you once per turn. Your status as a non-combatant limits your options, though, keeping you from wielding or brandishing a weapon while you are in this stance.

One Shot-One Kill

You wait for the perfect shot, taking care to make a clean kill the first time.
REQUIRES: Precise Shot, Weapon Focus (ranged weapon)
While under the effect of this Stance, any ranged attack effected by the Aim action is a Critical Hit on a roll of 19 or 20. If the roll is 19, it is not an automatic hit if it would not have hit under normal circumstances. Unfortunately, your increased precision is extremely susceptible to obstruction, doubling any penalties from cover or improved cover.

Ready Stance

You’re skilled at striking first, preventing your opponents from completing their attacks.
REQUIRES: Skill Focus (Initiative), Martial Arts I
Opponents successfully hit by one or more of your unarmed attacks while you’re in this stance suffer a -2 penalty to all their attacks until the end of the current round.
SPECIAL: If you are trained in a combat school that has a melee weapon as an associated weapon that you selected, that weapon can apply this penalty as well.

Roll With It

You move and turn with impacts, improving your survivability and reducing the damage you take.
REQUIRES: A source of Damage Reduction
Your Damage Reduction gained from species abilities, classes, or equipment is doubled against one enemy (chosen when you assume this stance) as you concentrate on your defense against that foe. Consequently, your Damage Reduction is halved (rounded down) against all other enemies.

Thrasher

Upon initiating this brutal form, you become a terror in melee combat; a whirling mass of elbows, knees and vibroblades.
REQUIRES: Combat Reflexes
While in this stance, you gain a +2 bonus to all melee attack rolls and whenever an opponent makes a ranged attack while you are adjacent they provoke an Attack of Opportunity from you. Your focus on melee attacks makes you more susceptible to taking damage yourself, as your Reflex Defense suffers a -2 penalty. Additionally, you take a -2 penalty on all grapple checks as you tend to be precariously balanced and focused on direct attacks rather than trips or pins.

Tight Profile

By minimizing your physical profile and utilizing available cover while keeping potential attackers off-balance with a barrage of fire, you can keep yourself safer than might otherwise be possible.
REQUIRES: Dodge
While in this stance, your Reflex Defense against attacks from non-adjacent opponents gains a +2 bonus. Unfortunately, your focus on ranged enemies makes you less able to deal with those you are adjacent to, giving you a -2 penalty on attack rolls and Reflex Defense versus them.

Techniques

Techniques must be readied. Some techniques can have use frequency restrictions.

Some techniques also have Technique Enhancements which boost or alter the effects of a given combat technique, or build off of it in new ways. Technique Enhancements must be readied as a combat technique.

Armored Deflection

With a quick adjustment to your position, you place the maximum amount of protective gear between you and your attackers.
REQUIRES: Armor Proficiency (Light), Armor Proficiency (Medium)
As a swift action once per encounter, you can double your equipment bonus to Fortitude defense from your armor along with any Damage Reduction you might have from species abilities, classes, or equipment. This doubling lasts until the start of your next turn.

Axe Kick

An Axe Kick is a vicious kick in which you bring your leg up above your head, then bring your heel down on your target.
REQUIRES: Martial Arts I or 1st Degree of any combat school that has feet as an associated weapon
Your feet damage is increased by one die size (d4->d6->d8->d10->d12->each d12 is replaced with 3d6), and you add one-and-a-half times your Strength modifier to your damage. You may only use this technique once per round, but you may make additional, non-Axe Kick attacks, provided that you have the ability to make multiple attacks.

Block

You have mastered the basic art of intercepting incoming melee attacks.
REQUIRES: Martial Arts I or Weapon Focus (Simple) or Weapon Focus (Advanced Melee)
If you are hit in melee combat, you may make an attack roll of your own in an attempt to block the attack. If your attack roll is higher than that of the attack that hit you, the attack is treated as a miss. You may only use this ability against melee weapons if you are armed. This is a Reaction and counts as making an attack of opportunity.

Breathing Room

By taking a bit more time to catch your breath, you gain a buffer between you and a critical injury.
REQUIRES: Trained in Endurance
By taking an extra swift action when you use the Second Wind action, you gain a number of bonus hit points equal to your level. Any damage you take is deducted from these hit points first, and they go away at the start of your next turn.

Deceptive Attack

REQUIRES: Combat Trickery
Once per round when you attack a target that you have flat-footed via Combat Trickery, you add your Charisma modifier to the damage roll.

Dual Shot – Divided

Using your peripheral vision, you target two separate enemies and fire one of your weapons at each.
REQUIRES: Weapon Focus (Pistols), Dual Weapon Mastery I
Once per encounter as a standard action, you can make one attack with each of the ranged weapons you are wielding, to a maximum of two. Each of these attacks must have a different target, and they each take a -5 penalty on top of the normal penalties for fighting with two weapons.

Dual Shot – Focused

You draw a bead with both of your weapons, squeezing off a shot with each at your target.
REQUIRES: Weapon Focus (Pistols), Dual Weapon Mastery I
Once per encounter as a standard action, you can make one attack with each of the ranged weapons you are wielding, to a maximum of two. Each of these attacks must have the same target, and they each take a -2 penalty on top of the normal penalties for fighting with two weapons.

Dual Strike

You make a series of attacks meant to bring each of your weapons into play.
REQUIRES: Weapon Focus (Simple or Advanced Melee), Dual Weapon Mastery I
You make one attack with each of the melee weapons you are wielding or each end of a double weapon, to a maximum of two. Each of these attacks take a -2 penalty on top of the normal penalties for fighting with two weapons.

Extended Burst

Digging in your heels and thrusting your shoulder into your weapon’s stock, you lay down a truly devastating amount of fire.
REQUIRES: Weapon Focus (Rifles) or Weapon Focus (Heavy)
As a full-round action, you can a Full Attack with an autofire-only weapon or a weapon set to autofire that you are wielding. For every attack you make this turn and until the start of your next turn, that weapon is considered braced. Pistols and Simple Weapons cannot benefit from this technique.

Fire Support

By concentrating your fire to impede your enemies’ movements, you can provide your squad with more than just a damage source.
REQUIRES: Weapon Focus (Simple, Pistols, Rifles, or Heavy)
While under the effect of this Stance, you deal one less die of damage with all your attacks. Any enemy that you successfully attack, whether through a direct attack or an area attack, is affected as though you had successfully used the Suppressing an Enemy aspect of the Aid Another action targeting them. This is only usable with ranged weapons.

Heart Punch

You strike your target right over the heart, an attack that inflicts a great deal of pain and shock.
REQUIRES: Combat school with an associated weapon of hands
This feat increases your punch damage by one die size (d4->d6->d8->d10->d12->each d12 is replaced with 3d6). The first time you perform this attack in each combat, the target is flat-footed until they next act. If the target of this attack is already flat-footed, and your attack beats their Fortitude Defense, they are stunned for 1 round. This attack follows the same restrictions as Stunning Fist – you can only use it on your own species, unless you have 2nd Degree Mastery of the Deft Touch school.

Heel Kick

You bring your heel straight down on your opponent. If he is standing, this attack is inflicted on his foot, but if he is prone, the attack can be inflicted on any part of his body, making it especially deadly.
REQUIRES: Combat school with an associated weapon of feet
You increase your feet damage by one die size (d4->d6->d8->d10->d12->each d12 is replaced with 3d6). If the target of this attack is prone, you increase your feet damage by three die sizes (d4->d10, d6->d12, d8->3d6, d10->4d6, d12->5d6). You may only perform this maneuver once per round.

Jump Kick

You can execute a deadly, beautiful jumping attack.
REQUIRES: Trained in Jump, Martial Arts I
You increase your feet damage by one die size (d4->d6->d8->d10->d12->each d12 is replaced with 3d6) and add +1 damage to your feet attacks with this technique. If you have the Skill Focus (Jump) feat, you add another +1 damage. You may only use this technique once per round, but you may make additional, non-Jump Kick attacks, provided that you have the ability to make multiple attacks.

Flying Kick

TECHNIQUE ENHANCEMENT: Jump Kick
You can make one of the most spectacular, and lethal, martial arts attacks.
REQUIRES: Martial Arts I or any combat school with an associated weapon of feet
This technique may only be used in conjunction with a charge. Your feet damage is increased by one die size (d4->d6->d8->d10->d12->each d12 is replaced with 3d6). You add one-half your level (minimum +1) additional damage to any feet attack made in conjunction with a charge (in addition to the normal +1/2 level damage). Furthermore, you add one-and-a-half times your Strength modifier to the damage from this attack (instead of just your Strength modifier). If you miss with this attack, you must make a Acrobatics check (DC 15), or be prone. If you succeed at this Acrobatics check, you are flat-footed until the start of your next action.