# List of Kelus Combat Techniques ~~NOTOC~~ ## Known Centering 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 ^ Discipline Points Gained ^ Breakthrough Points gained ^ | Stag | Scathing Stag | When hitting over an opponents Total AC | +10 DP | +1 BP | | Stag | Radiant Stag | When hitting over an opponents Total AC, whilst gaining extra damage from a Vis skill | +15 DP | +1 BP | | Cat | Curious Cat | At the end of your turn, for every opponent within 5ft of you | +15 DP | +1 BP | | Cat | Graceful Cat | For every 45ft moved within a single turn | +20 DP | +1 BP | | Bear | Reaching Bear | Each time an enemy enters your reach weapons effective range, (must be triggered by the opponent) | +15 DP | +1 BP | | Bear | Armored Bear | When hit, if the hit roll value is less than your AC | +10 DP | +1 BP | | Wolf | Splinter Wolf | For every 3 attacks you make against targets | +30 DP | +1 BP | | Wolf | Caustic Wolf | At the end of your turn, if an enemy has two unique conditions that you've applied | +30 DP | +1 BP | | Ram | Dominant Ram | Each time you hit over a hostile targets Total AC whilst attacking with advantage | +10 DP | +1 BP | | Ram | Furious Ram | Each time you deal critical damage with a weapon | +35 DP | +1 BP | | Ox | Distant Ox | Each time you damage a target from at least 100ft away | +15 DP | +1 BP | | Ox | Plated Ox | When hit, if the hit roll value is higher than your AC but less than your Total AC | +12 DP | +1 BP | * * * ## Known Techniques 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. ^ Discipline ^ Technique Name ^ Technique Type ^ Technique Content ^ Time Cost ^ DP Cost ^ BP to Learn ^ BP Gained ^ | Stag | Elegant Parry | Defensive Technique | ++ Effect | You swing your blade around, attempting to parry an incoming attack. Add half of your strength modifier to your Temp AC for that attack. ++ | ++ R | (Reaction) ++ | ?DP | ?BP | 5 BP | | Stag | Emerging Strike | Offensive Technique | ++ Effect | After making an attack with a firearm from at least half-cover, You are able to dash towards one opponent within 10ft of you and make two sword attacks. ++ | ++ BA | (Bonus Action) ++ | ?DP | ?BP | 5 BP | | Stag | Brazen Shot | Defensive Technique | ++ Effect | After sustaining damage from an opponent within 10ft of you, you swing your Firearm around (Dropping your blade if it requires two hands to wield) and take a single shot. This attack has no range penalty if you are outside of your weapons effective reach. ++ | ++ R | (Reaction) ++ | ?DP | ?BP | 5 BP | | Stag | Piercing Lunge | Offensive Technique | ++ Effect | You lunge forwards, making three attacks with your sword. On a successful hit your swords non-elemental damage becomes piercing damage. On a critical hit you also deal one stack of bleed.++ | ++ AT | (Attack Action) ++ | ?DP | ? BP | 5 BP | | Stag | Crushing Redirect | Defensive Technique | ++ Effect | When under attack from a Ram Weapon within 5ft of you, you make a contested strength check. On a success you manage to parry the attack causing them to miss and allowing you to move up to 10ft without provoking an attack of opportunity. ++ | ++ R | (Reaction) ++ | ?DP | ?BP | 5 BP | | Stag | Flowing Fire | Offensive Technique | ++ Effect | You charge across the battlefield, shooting as you go. For every 10ft of movement expended make a Firearm attack at disadvantage. (to a cap of 50ft) ++ | ++ BA | (Bonus Action) ++ | ?DP | ?BP | 5 BP | | Stag | Shattering Strike | Offensive Technique | ++ Effect | You make 3 attacks against a target, dealing half damage if made from outside of melee range but reducing your targets Temp AC by 2 on a successful hit. ++ | ++ AT | (Attack Action) ++ | ?DP | ?BP | 5 BP | | Stag | Spinning Cleave | Offensive Technique | ++ Effect | You swing your blade overhead in a well-practiced motion, making a single attack targeting the head (at disadvantage). On a successful hit, double the damage twice instead of once. On a failure you leave yourself open to an attack of opportunity. ++ | ++ AT | (Attack Action) ++ | ?DP | ?BP | 5 BP | | Stag | Stance Slicer | Offensive Technique | ++ Effect | You make 5 attacks against a single target within 5ft of you, On a successful hit these attacks deal no damage but reduce the number of discipline points your opponent has by 2. ++ | ++ AT | (Attack Action) ++ | ?DP | ?BP | 5 BP | | Stag | Swordsman's Spite | Defensive Technique | ++ Effect | When taking damage from a target wielding a sword within 5ft of you, make a contested Strength check, on a success you disarm their blade. The blade lands up to 10ft from its wielder (DM’s discretion). ++ | ++ R | (Reaction) ++ | ?DP | ?BP | 5 BP | | Stag | Blade Bind | Offensive Technique | ++ Effect | You clash your blade against an opponent’s, making a contested Strength check against a target within 5ft. On a success the target is fully engaged with you, they are unable to attack any other target whilst engaged. If the target attempts to move away from you before the start of your next turn, you can make 3 successive blade attacks. ++ | ++ AT | (Attack Action) ++ | ?DP | ?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 | 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 | 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 | 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 | 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 | Keen Strike | Offensive Technique | ++ Effect | You work on your opponent, outlasting and better understanding how to defend yourself against them. You make four successive strikes against a single opponent, for each hit you land your Temporary AC increases by +2. ++ | ++ AT | (Attack Action) ++ | ?DP | ? BP | 5 BP | | Bear | Bullying Charge | Defensive Technique | ++ Effect | You gather your strength whilst surrounded and push free of your enemies. If 2 or more hostile creatures are within 5ft of you, pick a single direction and make a contested Constitution check against the nearest creature along that path. On a success, you charge up to your Constitution Mod in ft. dealing your success roll in bludgeoning damage to anything in your path. ++ | ++ BA | (Bonus Action) ++ | ?DP | ?BP | 5 BP | | Bear | Toppling Swipe | Offensive Technique | ++ Effect | You swipe your Reach weapon towards a creature, targeting the legs (at disadvantage), On a successful hit you deal your weapons damage and knock that creature prone. ++ | ++ AT | (Attack Action) ++ | ?DP | ? BP | 5 BP | | Bear | Dizzying Crack | Offensive Technique | ++ Effect | You make an attack roll against a creature, targeting the head (at disadvantage). You force the targeted creature to make a Con save VS your hit roll. On a successful hit you deal your weapons damage and they become disorientated until the end of the next turn. ++ | ++ AT | (Attack Action) ++ | ?DP | ?BP | 5 BP | | Bear | Broken Flow | Offensive Technique | ++ Effect | You make 3 attacks against a target within melee range. Each attack you land deals half damage but reduces your opponents discipline points by 2. ++ | ++ AT | (Attack Action) ++ | ?DP | ?BP | 5 BP | | Bear | Whirling Onslaught | Offensive Technique | ++ Effect | You weave your reach weapon around you in a series of deadly, flowing motions. You make a number of attacks equal to your Con mod (to a cap of 5) Inflicting Weakness on a successful hit to any creature, within your reach, around you. ++ | ++ AT | (Attack Action) ++ | ?DP | ?BP | 5 BP | | Bear | Slowing Strike | Offensive Technique | ++ Effect | You make four attack rolls against a creature within range. On a successful hit deal your weapons damage and inflict a stack of Hindered. ++ | ++ AT | (Attack Action) ++ | ?DP | ?BP | 5 BP | | Bear | Poised Retreat | Defensive Technique | ++ Effect | You point your reach weapon ahead of you at a single target, defending your retreat. Whilst moving away from this target, if they attempt to make an attack of opportunity, you instead strike first. On a successful hit roll you deal your weapons damage and knock your opponent 10ft backwards. (If the target is still within effective range of their primary weapon after this, they are still able to make their attack of opportunity.) ++ | ++ BA | (Bonus Action) ++ | 15 DP | 30 BP | 5 BP | | Cat | Rapid Claw Strike | Offensive Technique | ++ Effect | 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. ++ | ++ AT | (Attack Action) ++ | 20 DP | 20 BP | 5 BP | | Cat | Raising Blow | Defensive Technique | ++ Effect | 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. ++ | ++ AT | (Attack Action) ++ | 20 DP | 30 BP | 5 BP | | Cat | Parrying Flip | Defensive Technique | ++ Effect | 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. ++ | ++ BA | (Bonus Action) ++ | 30 DP | 30 BP | 5 BP | | Wolf | Thread Song | Offensive Technique | ++ Effect | Thread weapons gain a bonus 5ft reach and gain 2d6 damage until the end of your next turn (Not stackable) ++ | ++ BA | (Bonus Action) ++ | 30 DP | 30 BP | 5 BP | | Wolf | Hindering Heel | Defensive Technique | ++ Effect | 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. ++ | ++ BA | (Bonus Action) ++ | 20 DP | 30 BP | 5 BP | | Wolf | Counter Needle | Defensive Technique | ++ Effect | 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 ++ | ++ R | (Reaction) ++ | 30 DP | 30 BP | 5 BP | | Wolf | Thread Lock | Offensive Technique | ++ Effect | Using your Thread Weapon, attempt to constrain a single target. If your spare lock limit is not zero, roll to hit the target within your range, on a success you deal the normal damage and Thread Lock them. Create a Thread Lock DC by rolling Wisdom+Sleight of Hand. Hostiles gain the thread locked condition and your spare lock limit is reduced by 1. ++ | ++ AT | (Attack Action) ++ | 40 DP | 75 BP | 15 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 | 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 | WIP WIP WIP WIP WIP {{:korodel:kelus:wolf_discipline_star_techniques.png?nolink|}} ## Hybrid Techniques