Fighting Style: Natural Weapons
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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 Rank dice from bleeding. At the beginning of each subsequent round the target takes one less damage until the bleed has dissipated. Bleeding may be halted by magical healing bringing the target to full health, or by a successful Medicine check with a number of successes equal to the number of dice assigned for the next tick. (ex. Malatar bleeds for 2d10 damage before Yunone makes an attempt to bind his wound. Because he would receive 1d10 bleeding damage next round she only needs 1 success) 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 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 | When landing a successful Rend, the target suffers a -3 Speed penalty for the duration of the bleed. When landing a successful Rake, all targets dealt at least 1 lethal damage will suffer an immediate 2d10 bleed. |
Rank 5 | Ravage | You pin the target down 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 rendering them Flat Footed for your attack. On the following round, you may automatically make another opposed Grapple check before your attack. On a success they continue to remain Flat Footed to your attacks. |