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Kelus Combat Techniques


Discipline Star

Discipline Star

The Discipline Star of Kelus, it represents the affiliations between the different banners.

The Six Disciplines

The City of Kelus houses six Banner Houses, each of which represents a different discipline. These six disciplines represent different mindsets one can uphold and as such have a strong influence over those who follow them. Choosing which discipline to follow is an incredibly important choice for a Kelus citizen, it builds the foundation for self-perception and guides them on the path to living as close to a perfect life as they can.

Initially there were only three disciplines; The Stags, The Bears and The Cats. These three banners existed during the ancient times, whilst the first continent was still at war with the demons. At this time succession through murder was still rife and the houses often conflicted due to their mindsets. However, after a union between The Stag and The Bear banner lords of the time, the aggressive mindset of the city calmed and the outlook between the different banners become more of a healthy, competitive one.

This time of peace eventually gave way to the emergence of three more disciplines; The Wolf, The Ox and The Rams. These disciplines were somewhat of a hybrid between the three originals but were soon able to hold their ground against them, eventually leading them to be recognized as separate pathways and accepted among the banner houses of the city.

The Pure Disciplines

The Stags

Represented by the colour red, stags represent pure strength. The stag mindset is very headstrong, confident and prideful. They carry themselves with an air of power and passion. Despite this, they are one of the more reserved disciplines, strongly valuing respect and their social image.

Stag fighting styles center around the combination of Guns and Swords, specializing in the sift between long and close range.

The Bears

Represented by the colour blue, bears represent pure constitution. The bear mindset is very enduring, sturdy and patient. They carry themselves with an air of intense self-control. It is incredibly difficult to anger a bear and they strongly value tolerance and a patience towards others.

Bear fighting styles center around reach weaponry, specializing in keeping enemies at spears reach and outlasting them in combat.

The Cats

Represented by the colour green , cats represent pure dexterity. The cat mindset is very curious, energetic and social. They carry themselves with an open and somewhat flamboyant attitude and are rarely seen alone, preferring the company of anyone and everyone. Cat's have boundless amounts of energy and use it to full effect to out maneuver opponents.

Cat fighting styles center around Hooks and Claws, specializing in rapid multi-attacks and disarming, tearing into their opponents before they have a chance to react.

The Hybrid Diciplines

The Wolves

Represented by the colour purple, wolves represent both strength and dexterity. The wolf mindset is the most mysterious of all, valuing mental prowess and perception over brute strength. Wolves are very subtle and one of the most spiritual disciplines, being the only one to utilize meditation in their training. They tend to keep to small constant groups and are otherwise one of the least social disciplines.

Wolf fighting styles center around Hidden Weaponry and Thread Weaponry, specializing in unseen or silent attacks and are always predicting their opponents next move.

The Rams

Represented by the colour orange, rams represent both strength and constitution. The ram mindset is very straightforwards, preferring to cut to the chase. While often times they can be quite blunt, they are one of the most genuine disciplines and the least likely to lie. They are perhaps the second most social discipline, enjoying the company of anyone who can entertain them.

Ram fighting styles center around Great weapons, specializing in slow but hard hitting attacks. Their fighting style can sometimes be seen as reckless or self-endangering but in their mind, if they land a hit first then the opponent wont be hitting them back anyway.

The Ox's

Represented by the colour yellow, ox's represent both constitution and dexterity. When it comes to an ox's mindset their is only ever really one common theme, what they think in their head, stays in their head. They are the least social discipline, valuing independence and solitude. Like the bears, they have a sturdy sense of patience, but value individual growth significantly more than social image.

Ox fighting styles center around Bows and Shields, specializing in balancing the two large pieces of equipment to become a long range, defensive unit.


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 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

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 You swing your blade around, attempting to parry an incoming attack. Add half of your strength modifier to your Temp AC for that attack. Reaction ?DP ?BP 5 BP
Stag Emerging Strike Offensive Technique 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. Bonus Action ?DP ?BP 5 BP
Stag Brazen Shot Defensive Technique 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. Reaction ?DP ?BP 5 BP
Piercing Lunge Offensive Technique 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. Attack Action ?DP ? BP 5 BP
Crushing Redirect Defensive Technique 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. Reaction ?DP ?BP 5 BP
Stag Flowing Fire Offensive Technique 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) Bonus Action ?DP ?BP 5 BP
Stag Shattering Strike Offensive Technique 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. Attack Action ?DP ?BP 5 BP
Stag Spinning Cleave Offensive Technique 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. Attack Action ?DP ?BP 5 BP
Stag Stance Slicer Offensive Technique 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. Attack Action ?DP ?BP 5 BP
Stag Swordsman's Spite Defensive Technique 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). Reaction ?DP ?BP 5 BP
Stag Blade Bind Offensive Technique 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. Attack Action ?DP ?BP 5 BP
Bear Skewer Offensive Technique 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. Bonus Action 30 DP 30 BP 5 BP
Bear Piercing Momentum Offensive Technique 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. Reaction 20 DP 15 BP 5 BP
Bear Hindering Halt Offensive Technique 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. Reaction 30 DP 30 BP 5 BP
Bear Purging Swing Defensive Technique 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. Reaction 20 DP 30 BP 5 BP
Bear Shattering Arc Offensive Technique 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. Attack Action 30 DP 30 BP 5 BP
Bear Purging Swing Defensive Technique 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. Reaction 30 DP 50 BP 5 BP
Bear Fleeting Denial Offensive Technique When making an attack of opportunity against an opponent moving more than 5ft away, you knock them prone on hit. Reaction 30 DP 30 BP 5 BP
Bear Deflect Projectile Defensive Technique 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. Reaction 30 DP 30 BP 5 BP
Bear Keen Strike Offensive Technique 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. Attack Action ?DP ? BP 5 BP
Bear Bullying Charge Defensive Technique 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. Bonus Action ?DP ?BP 5 BP
Bear Toppling Swipe Offensive Technique 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. Attack Action ?DP ? BP 5 BP
Bear Dizzying Crack Offensive Technique 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. Attack Action ?DP ?BP 5 BP
Bear Broken Flow Offensive Technique 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. Attack Action ?DP ?BP 5 BP
Bear Whirling Onslaught Offensive Technique 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. Attack Action ?DP ?BP 5 BP
Bear Slowing Strike Offensive Technique You make four attack rolls against a creature within range. On a successful hit deal your weapons damage and inflict a stack of Hindered. Attack Action ?DP ?BP 5 BP
B ear Poised Retreat Defensive Technique 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.) Bonus Action 15 DP 30 BP 5 BP
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

Hybrid Techniques