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korodel:techniques:kelus:combat:full_list [2021/01/06 21:22] dugging [Known Techniques] |
korodel:techniques:kelus:combat:full_list [2021/01/08 18:31] (current) dugging |
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| Bear | Skewer | Offensive Technique | ++ Effect | You shift your grip on your Reach Weapon, for the rest of your turn your reach with it is doubled but all damage dealt is halved. ++ | ++ BA | (Bonus Action) ++ | 30 DP | 30 BP | 5 BP | | | Bear | Skewer | Offensive Technique | ++ Effect | You shift your grip on your Reach Weapon, for the rest of your turn your reach with it is doubled but all damage dealt is halved. ++ | ++ BA | (Bonus Action) ++ | 30 DP | 30 BP | 5 BP | | ||
| Bear | Piercing Momentum | Offensive Technique | ++ Effect | When a creature attempts to enter the effective range of your reach weapon, you make a single spear attack. On a successful hit you deal half of your weapons damage and the target is knocked prone. ++ | ++ R | (Reaction) ++ | 20 DP | 15 BP | 5 BP | | | Bear | Piercing Momentum | Offensive Technique | ++ Effect | When a creature attempts to enter the effective range of your reach weapon, you make a single spear attack. On a successful hit you deal half of your weapons damage and the target is knocked prone. ++ | ++ R | (Reaction) ++ | 20 DP | 15 BP | 5 BP | | ||
- | | Bear | Hindering Halt | Offensive Technique | ++ Effect | When a creature attempts to enter the effective range of your reach weapon, you make a single spear attack. On a successful hit you deal half of your weapons damage and the target is knocked prone. ++ | ++ R | (Reaction) ++ | 30 DP | 30 BP | 5 BP | | + | | Bear | Hindering Halt | Offensive Technique | ++ Effect | When a creature attempts to enter the effective range of your reach weapon, you make 3 consecutive spear attacks. Each attack deals half damage but on a successful hit, you inflict a stack of hindered. ++ | ++ R | (Reaction) ++ | 30 DP | 30 BP | 5 BP | |
| Bear | Purging Swing | Defensive Technique | ++ Effect | When a creature attempts to enter your reach weapons effective range, you make a contested constitution check. On a success, you knock the creature up to 10ft away from you in any direction. ++ | ++ R | (Reaction) ++ | 20 DP | 30 BP | 5 BP | | | Bear | Purging Swing | Defensive Technique | ++ Effect | When a creature attempts to enter your reach weapons effective range, you make a contested constitution check. On a success, you knock the creature up to 10ft away from you in any direction. ++ | ++ R | (Reaction) ++ | 20 DP | 30 BP | 5 BP | | ||
| Bear | Shattering Arc | Offensive Technique | ++ Effect | You swing your reach weapon in a circle around you, making a single attack roll. Each creature within range of this attack that gets hit takes half-damage and their Temp AC reduces by 4. ++ | ++ AT | (Attack Action) ++ | 30 DP | 30 BP | 5 BP | | | Bear | Shattering Arc | Offensive Technique | ++ Effect | You swing your reach weapon in a circle around you, making a single attack roll. Each creature within range of this attack that gets hit takes half-damage and their Temp AC reduces by 4. ++ | ++ AT | (Attack Action) ++ | 30 DP | 30 BP | 5 BP | | ||
- | | Bear | Purging Swing | Defensive Technique | ++ Effect | You swing your reach weapon in a large arc forcing each creature within a radius equal to your reach to make a constitution saving throw Vs your attack roll. On a success they take your weapons physical damage and you knock creatures 15ft in the direction of your swing. On a failure they are only pushed 5ft and take no additional damage. ++ | ++ R | (Reaction) ++ | 30 DP | 50 BP | 5 BP | | + | | Bear | Arching Swing | Defensive Technique | ++ Effect | You swing your reach weapon in a large arc forcing each creature within a radius equal to your reach to make a constitution saving throw Vs your attack roll. On a success they take your weapons physical damage and you knock creatures 15ft in the direction of your swing. On a failure they are only pushed 5ft and take no additional damage. ++ | ++ R | (Reaction) ++ | 30 DP | 50 BP | 5 BP | |
| Bear | Fleeting Denial | Offensive Technique | ++ Effect | When making an attack of opportunity against an opponent moving more than 5ft away, you knock them prone on hit. ++ | ++ R | (Reaction) ++ | 30 DP | 30 BP | 5 BP | | | Bear | Fleeting Denial | Offensive Technique | ++ Effect | When making an attack of opportunity against an opponent moving more than 5ft away, you knock them prone on hit. ++ | ++ R | (Reaction) ++ | 30 DP | 30 BP | 5 BP | | ||
| Bear | Deflect Projectile | Defensive Technique | ++ Effect | When targeted by an attack from a bow make a Constitution saving throw Vs their Hit roll. On a success you manage to spin your reach weapon fast enough to deflect the incoming missile. ++ | ++ R | (Reaction) ++ | 30 DP | 30 BP | 5 BP | | | Bear | Deflect Projectile | Defensive Technique | ++ Effect | When targeted by an attack from a bow make a Constitution saving throw Vs their Hit roll. On a success you manage to spin your reach weapon fast enough to deflect the incoming missile. ++ | ++ R | (Reaction) ++ | 30 DP | 30 BP | 5 BP | | ||
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| Wolf | Tearing Reel | Offensive Technique | ++ Effect | If you are the only entity thread locking an opponent, make a Sleight of Hand check against your opponents Strength saving throw. On a success you are able to move your opponent up to 10ft towards you. On a failure the opponent can choose to try to break out of the thread lock. ++ | ++ AT | (Attack Action) ++ | 20 DP | 50 BP | 10 BP | | | Wolf | Tearing Reel | Offensive Technique | ++ Effect | If you are the only entity thread locking an opponent, make a Sleight of Hand check against your opponents Strength saving throw. On a success you are able to move your opponent up to 10ft towards you. On a failure the opponent can choose to try to break out of the thread lock. ++ | ++ AT | (Attack Action) ++ | 20 DP | 50 BP | 10 BP | | ||
| Wolf | Thread Snare | Defensive Technique | ++ Effect | If your thread weapon's spare lock limit is not zero, select a 5ft region on the map within range of your thread. While you are within double your thread's range of the selected tile, you leave hidden thread on the tile. The spot DC is determained by a Sleight of Hand roll. If a target stands on the thread snare they must make a dexterity saving throw against your Perception. On a success, attack them with advantage and the snare breaks. Otherwise the snare breaks. If you leave the range or the pathway to the snare is blocked, the snare breaks. When the snare breaks, the lock limit allocated to the technique is returned. ++ | ++ A | (Action) ++ | 30 DP | 75 BP | 15 BP | | | Wolf | Thread Snare | Defensive Technique | ++ Effect | If your thread weapon's spare lock limit is not zero, select a 5ft region on the map within range of your thread. While you are within double your thread's range of the selected tile, you leave hidden thread on the tile. The spot DC is determained by a Sleight of Hand roll. If a target stands on the thread snare they must make a dexterity saving throw against your Perception. On a success, attack them with advantage and the snare breaks. Otherwise the snare breaks. If you leave the range or the pathway to the snare is blocked, the snare breaks. When the snare breaks, the lock limit allocated to the technique is returned. ++ | ++ A | (Action) ++ | 30 DP | 75 BP | 15 BP | | ||
- | | Wolf | Deflective Half-Star Throw | Defensive Technique | ++ Effect | When an Arrow, Knife of Hidden Weapon is thrown at you and the attacker is standing ++ | ++ R | (Reaction) ++ | 40 DP | 10 BP | 5 BP | | + | | Wolf | Deflective Half-Star Throw | Defensive Technique | ++ Effect | When an Arrow, Knife of Hidden Weapon is thrown at you and the attacker is standing in a cardinal direction to you. Roll a dexterity saving throw against the attackers hit roll. If its greater continue to throw it in the opposite cardinal direction. If there is an opponent within the weapons range in that direction, the hit roll gains +5 and they become the new target (stacks up to 3 times).) ++ | ++ R | (Reaction) ++ | 40 DP | 10 BP | 5 BP | |
</sortable> | </sortable> | ||