Fighting Style: Natural Weapons: Difference between revisions
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| Rank 1 || Sharp Claws || Gain +1 Armor Piercing with Natural Weapons. | | Rank 1 || Sharp Claws || Gain +1 Armor Piercing with Natural Weapons. | ||
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| Rank 2 || Rend || Make a normal melee attack. If the attack deals at least 1 lethal, the target immediately takes 2d10 dice from bleeding. The target continues to take 2d10 damage each round for Rank rounds until the bleed has dissipated or been halted. Bleeding may be halted by magical healing bringing the target to full health, or by a successful Medicine check to bind the wound. This may not be combined with other Maneuvers such as those from other Fighting Styles and a second bleed may not be applied while the target is already bleeding. | | Rank 2 || Rend || Make a normal melee attack. If the attack deals at least 1 lethal, the target immediately takes 2d10 dice from bleeding. The target continues to take 2d10 damage each round for Rank rounds until the bleed has dissipated or been halted. Bleeding may be halted by magical healing bringing the target to full health, or by a successful Medicine check to bind the wound. This may not be combined with other Maneuvers such as those from other Fighting Styles and a second bleed may not be applied while the target is already bleeding. If all initial damage is negated by Ward, the Bleed is not applied. If a Ward is created after the Bleed is applied, the Ward will not prevent the existing Bleed from continuing to cause damage. | ||
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| Rank 3 || Rake || Take a wide swipe hitting 2 targets in melee range. Both attack rolls suffer a -2 penalty. At Rank 5 Rake may strike a third target with a -4 penalty to the roll. | | Rank 3 || Rake || Take a wide swipe hitting 2 targets in melee range. Both attack rolls suffer a -2 penalty. At Rank 5 Rake may strike a third target with a -4 penalty to the roll. |
Revision as of 11:54, 14 March 2017
Req. Natural Weapons
Rank 1 | Sharp Claws | Gain +1 Armor Piercing with Natural Weapons. |
Rank 2 | Rend | Make a normal melee attack. If the attack deals at least 1 lethal, the target immediately takes 2d10 dice from bleeding. The target continues to take 2d10 damage each round for Rank rounds until the bleed has dissipated or been halted. Bleeding may be halted by magical healing bringing the target to full health, or by a successful Medicine check to bind the wound. This may not be combined with other Maneuvers such as those from other Fighting Styles and a second bleed may not be applied while the target is already bleeding. If all initial damage is negated by Ward, the Bleed is not applied. If a Ward is created after the Bleed is applied, the Ward will not prevent the existing Bleed from continuing to cause damage. |
Rank 3 | Rake | Take a wide swipe hitting 2 targets in melee range. Both attack rolls suffer a -2 penalty. At Rank 5 Rake may strike a third target with a -4 penalty to the roll. |
Rank 4 | Cripple |
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Rank 5 | Ravage | You leap onto the target ravaging them with a series of deadly slashes. Make an opposed Grapple check (Natural Weapons vs. target's Escape Artist, Acrobatics, or Unarmed Combat roll). On a failure you attack with a standard melee attack. On a success you leap onto the target:
On the following round, you may automatically make another opposed Grapple check before your attack. On a success Ravage continues to either keep the target prone or Ignore Dodge. |