Fighting Style: Staves: Difference between revisions
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|Rank 3 | |Rank 3 | ||
||Double Parry | ||Double Parry | ||
||In place of a standard Parry Attack, the fighter may choose to Double Parry enabling them to parry one attack each from two separate targets before their next turn, even if they move at different initiatives. Double Parry may not be attempted in combination with | ||In place of a standard Parry Attack, the fighter may choose to Double Parry enabling them to parry one attack each from two separate targets before their next turn, even if they move at different initiatives. Double Parry may not be attempted in combination with Counter Strike. | ||
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|Rank 4 | |Rank 4 |
Revision as of 11:21, 6 July 2021
Requirements
- Melee (Crushing) 3
- Rank 1-5, 1 CC point per Rank or 3 GXP x Rank
Effects
Rank 1 | Staff Fighter | In the hands of an experienced wielder, staves gain +1 to their base weapon damage, increasing it from 2 to 3. This bonus increases to +2 at Rank 3.
A staff fighter has improved control of their chosen weapon. Each time a character makes an attack with a staff, she may elect to choose to keep the original non-lethal damage of the staff, or instead cause lethal damage. This choice must be made before the attack is rolled. |
Rank 2 | Parry Attack | While wielding a staff, a trained fighter passively gains +1 Parry. This increases to +2 at Rank 3, and +3 at Rank 5.
As a Standard Action you prepare to counter a melee attack within reach before your next action. When an incoming attack is declared, the staff fighter must attempt an attack roll vs. the attacker's unmodified attack roll. The staff fighter's roll gains a bonus equal to the amount of Parry she has. If the number of successes obtained by the staff fighter is greater than that of the attacker, the incoming attack is effectively negated and deals no damage. Attacks deflected in this way do not hit and trigger any Wards, reactive Armors, or other defenses. A successful Parry Attack immediately deals Non-Lethal Damage equal to the difference between the Parry Attack roll and the incoming attack. |
Rank 3 | Double Parry | In place of a standard Parry Attack, the fighter may choose to Double Parry enabling them to parry one attack each from two separate targets before their next turn, even if they move at different initiatives. Double Parry may not be attempted in combination with Counter Strike. |
Rank 4 | Intercept Attack | As a Full Round Action you prepare to counter a melee attack within movement range before your next action. This allows the character to reactively move, and then perform a Parry Attack or Double Parry. |
Rank 5 | Counter Strike | Character may ready a Parry Attack and perform a regular melee attack as a Full Action. |