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 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 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 (reduced to 1d10 the following round). |
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:
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. |