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korodel:kelustechniques [2020/12/12 20:33]
imm [Known Centering Techniques]
korodel:kelustechniques [2021/01/02 18:28] (current)
dugging Refactoring
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-## Known Centering Techniques +[[korodel:techniques:kelus:combat:full_list|List of Kelus Combat ​Techniques]]
- +
-Centering ​techniques ​are the basis of all technique usage, they allow you to cultivate Discipline Points by preforming certain actions or completing certain criteria in combat. All techniques require Discipline Points to use, so having a decent Centering Technique is essential to walking the path of a duelist. +
- +
-^ Discipline ^ Name ^ Condition ^ DP Gained ^ BP gained ^ +
-Stag | Scathing Stag | When hitting over an opponents Total AC | +10 Discipline Points | +1 Breakthrough Points | +
-| Stag | Radiant Stag | When hitting over an opponents Total AC, whilst gaining extra damage from a Vis skill | +15 Discipline Points | +1 Breakthrough Points | +
-| Cat | Curious Cat | At the end of your turn, for every opponent within 5ft of you | +15 Discipline Points | +1 Breakthrough Points | +
-| Cat | Graceful Cat | For every 45ft moved within a single turn | +20 Discipline Points | +1 Breakthrough Points | +
-| Bear | Reaching Bear | Each time an enemy enters your reach weapons effective range, (must be triggered by the opponent) | +15 Discipline Points | +1 Breakthrough Points | +
-| Bear | Armored Bear | When hit, if the hit roll value is less than your AC | +10 Discipline Points | +1 Breakthrough Points | +
-| Wolf | Splinter Wolf | For every 3 attacks you make against targets | +30 Discipline Points | +1 Breakthrough Points | +
-| Wolf | Caustic Wolf | At the end of your turn, if an enemy has two unique conditions that you've applied | +30 Discipline Points | +1 Breakthrough Points | +
-| Ram | Dominant Ram | Each time you hit over a hostile targets Total AC whilst attacking with advantage | +10 Discipline Points | +1 Breakthrough Points | +
-| Ram | Furious Ram | Each time you deal critical damage with a weapon | +35 Discipline Points | +1 Breakthrough Points | +
-| Ox | Distant Ox | Each time you damage a target from at least 100ft away | +15 Discipline Points | +1 Breakthrough Points | +
-| Ox | Plated Ox | When hit, if the hit roll value is higher than your AC but less than your Total AC | +12 Discipline Points | +1 Breakthrough Points | +
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-## Known Techniques +
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-Techniques require Discipline Points to pull off and Breakthrough Points to learn. They allow you to modulate combat, wielding your attacks in different ways to produce a far more interesting assault. +
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-^ Discipline ^  Technique Name ^ Technique Type ^ Technique Content ^ Time Cost ^ DP Cost ^ BP to Learn ^ BP Gained ^  +
-| Cat | Rapid Claw Strike | Offensive Technique | Try to hit a target within your claws range. On a success roll it's attack damage, for every attack dealt to the target deal that damage again increasing by 1 each time but reducing the initial hit roll by 1 as well. Roll 1d6 for how many times you attack. | Attack Action | 20 DP |  20 BP | 5 BP| +
-| Cat | Raising Blow | Defensive Technique | Make a single claw attack whilst prone. On a success you can choose to double your claws physical damage or deal no damage and instead pull off your opponent to end the prone condition without expending half of your movement. | Attack Action | 20 DP | 30 BP | 5 BP | +
-| Cat | Parrying Flip | Defensive Technique | Pick a target, when they next attack attempt to dodge their attack by flipping 5ft in any direction to get out of their reach. Roll an acrobatics check, if it is higher than the attacking hit roll you succeed in flipping. Cannot be used on the same target more than once in a turn sequence. Does not insight attack of opportunity. | Bonus Action | 30 DP | 30 BP | 5 BP | +
-| Wolf | Thread Song | Offensive Technique | Thread weapons gain a bonus 5ft reach and gain 2d6 damage until the end of your next turn (Not stackable) |Bonus Action | 30 DP | 30 BP | 5 BP | +
-| Wolf | Hindering Heel | Defensive Technique | Target the heel to attempt to slow a target. ​ Roll a perception check, if it is greater than the targets dexterity saving throw you lose the disadvantage of targeting a specific body part. On a successful hit, the target gains a stack of hindered. | Bonus Action | 20 DP | 30  BP | 5 BP | +
-| Wolf | Counter Needle | Defensive Technique | When being hit, throw a hidden weapon at the attacker. Subtract the hidden weapons damage from the incoming damage. The hidden weapon deals no damage to the opponent | Reaction | 30 DP | 30 BP |  5 BP | +
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-## Hybrid ​Techniques+