Combatant's Martial Memory

Combatant Technique Cluster

Collection: Martial Technique Collection
Grade: Red 1
Number of Stages: 1
Requirements: Nothing
Found in: Assassin's Guild Library
Completion Status: Divine complete.

Small Success

Stage 1

  • Lvl 1 (5pts): Muscle Memory; You gain a Muscle Memory dice. This dice is a [1d4]. For every side of the Muscle Memory dice you must assign an offensive combat active from another technique. The actives chosen do not need to be unique per side. Actives can only be assigned or swaped out during a long rest. After making the first successful attack with an action, bonus action, or reaction you may chose to roll the Muscle Memory dice, starting a Muscle Memory chain. Roll the dice, if the outcome has yet to be rolled in the Muscle Memory chain you may make the attack associated with that dices side and roll again. Otherwise, the Muscle Memory chain ends. During the Muscle Memory chain attacks made may not use other chaining methods. {MM}
  • Lvl 2 (8pts): +1 Dexterity score. (Up to 20)
  • Lvl 3 (8pts): +5 Comprehension. (Up to 250)
  • Lvl 4 (8pts): +1 Strength Score. (Up to 20)
  • Lvl 5 (8pts): +5 Comprehension. (Up to 250)
  • Lvl 6 (8pts): +1 Dexterity score. (Up to 20)
  • Lvl 7 (8pts): +5 Comprehension. (Up to 250)
  • Lvl 8 (8pts): +1 Strength Score. (Up to 20)
  • Lvl 9 (8pts): +5 Comprehension. (Up to 250)
  • Lvl 10 (8pts): Attack’s with {MM} deal an extra [2] bludgeoning damage.

Large Success

Stage 1

  • Lvl 1 (10pts): Attack’s with {MM} deal [3] bludgeoning damage.
  • Lvl 2 (10pts): +1 Dexterity score. (Up to 25)
  • Lvl 3 (10pts): +5 Comprehension. (Up to 300)
  • Lvl 4 (10pts): +1 Strength Score. (Up to 25)
  • Lvl 5 (10pts): +5 Comprehension. (Up to 300)
  • Lvl 6 (10pts): +1 Dexterity score. (Up to 25)
  • Lvl 7 (10pts): +5 Comprehension. (Up to 300)
  • Lvl 8 (10pts): +1 Strength Score. (Up to 25)
  • Lvl 9 (10pts): +5 Comprehension. (Up to 300)
  • Lvl 10 (10pts): Attack’s with {MM} deal [4] bludgeoning damage.

Small Perfection

Stage 1

  • Lvl 1 (12pts): Attack’s with {MM} deal [5] bludgeoning damage.
  • Lvl 2 (12pts): +1 Dexterity score. (Up to 30)
  • Lvl 3 (12pts): +5 Comprehension. (Up to 350)
  • Lvl 4 (12pts): +1 Strength Score. (Up to 30)
  • Lvl 5 (12pts): +5 Comprehension. (Up to 350)
  • Lvl 6 (12pts): +1 Dexterity score. (Up to 30)
  • Lvl 7 (12pts): +5 Comprehension. (Up to 350)
  • Lvl 8 (12pts): +1 Strength Score. (Up to 30)
  • Lvl 9 (12pts): +5 Comprehension. (Up to 350)
  • Lvl 10 (12pts): Attack’s with {MM} deal [6] bludgeoning damage.

Great Perfection

Stage 1

  • Lvl 1 (15pts): {MM} Dice is now [1d6].
  • Lvl 2 (15pts): +1 Dexterity score. (Up to 40)
  • Lvl 3 (15pts): +5 Comprehension. (Up to 400)
  • Lvl 4 (15pts): +1 Strength Score. (Up to 40)
  • Lvl 5 (15pts): +5 Comprehension. (Up to 400)
  • Lvl 6 (15pts): +1 Dexterity score. (Up to 40)
  • Lvl 7 (15pts): +5 Comprehension. (Up to 400)
  • Lvl 8 (15pts): +1 Strength Score. (Up to 40)
  • Lvl 9 (15pts): +5 Comprehension. (Up to 400)
  • Lvl 10 (15pts): Attack’s with {MM} deal [7] bludgeoning damage.

Obscure

Stage 1

  • Lvl 1 (30pts): Attack’s with {MM} deal [8] bludgeoning damage.
  • Lvl 2 (30pts): +1 Dexterity score. (Up to 50)
  • Lvl 3 (30pts): +5 Comprehension. (Up to 450)
  • Lvl 4 (30pts): +1 Strength Score. (Up to 50)
  • Lvl 5 (30pts): +5 Comprehension. (Up to 450)
  • Lvl 6 (30pts): +1 Dexterity score. (Up to 50)
  • Lvl 7 (30pts): +5 Comprehension. (Up to 450)
  • Lvl 8 (30pts): +1 Strength Score. (Up to 50)
  • Lvl 9 (30pts): +5 Comprehension. (Up to 450)
  • Lvl 10 (30pts): Attack’s with {MM} deal [9] bludgeoning damage.

Divine

Stage 1

  • Lvl 1 (60pts): {MM}'s Dice is now [1d8].
  • Lvl 2 (60pts): +1 Dexterity score. (Up to 60)
  • Lvl 3 (60pts): +5 Comprehension. (Up to 500)
  • Lvl 4 (60pts): +1 Strength Score. (Up to 60)
  • Lvl 5 (60pts): +5 Comprehension. (Up to 500)
  • Lvl 6 (60pts): +1 Dexterity score. (Up to 60)
  • Lvl 7 (60pts): +5 Comprehension. (Up to 500)
  • Lvl 8 (60pts): +1 Strength Score. (Up to 60)
  • Lvl 9 (60pts): +5 Comprehension. (Up to 500)
  • Lvl 10 (60pts): You can re-roll the Muscle Memory dice once per chain if the result should have ended the chain.