arkanis
2008-05-02, 04:31 PM
Bull Rush
Targets are pushed back 5ft. + additional 5 ft. per 10 points you exceed the target's STR check. If the target matches your STR check or exceeds it by 9 or less then neither of you budge. If your target exceeds your STR check by 10 or more, then you are pushed back 5ft.
When pushed back a character needs a Balance check DC 10 + feet they were pushed back. If they succeed they remain standing but otherwise they fall prone. For every 10ft. a creature is pushed back they take 1d6 falling damage. Tumble checks and Slowfall or any ability which protects from falling damage can reduce this falling damage (not distance) as normal.
Conditions
HALF-BLIND/DEAF
These incur all the normal numerical penalties of Blindness and Deafness, but they are halved (round down). Half-blind/deaf can make Spot/Listen checks at a -10 penalty.
Disarm Other Items
Disarming an item on a person (but not wielded) requires a Sleight of Hand check DC = target's touch AC + item's size modifier (instead of target's) instead of opposed attacks. Attached items require a STR check equal to the Break DC of the item it’s attached to (leather strap, cloth wrap, belt, etc.). Worn items (clothing, armor, etc.) can’t be disarmed in 1 action, but multiple SoH checks equal to the number of rounds it normally takes to remove the armor, successfully “disarms” the armor (see Donning Armor).
Sunder Other Items
A character can make an attack against a target (using size modifier of the targeted object instead of the creature and ignoring natural armor. If they hit, the character deals damage directly to the selected armor, shield, or other piece of worn equipment. For every 5 points (after calculating reduction from hardness) of damage dealt, the piece of equipment takes a -1 penalty depending on what it is:
Weapon/Shield: Attack and damage rolls and Fort and Ref saves made by object.
Armor/Shield: AC, max dex, armor check penalties, and increases spell failure by 5% per -1.
Magic Item: Every -1 is an accumulative 10% chance that the item won't function each round.
Area effects damage all a character's equipment as well, although the character's equipment is all granted a Damage Reduction/- and Universal Energy Resistance equal to the character's level (unless specifically targeted).
Grapple
LATCH
Characters may make a Climb check instead of Grapple check to latch onto opponents larger than them (DC = Target’s TAC+5). You gain a +4 bonus to AC and attack rolls against your target while latched on them, but otherwise you are treated as grappling although you cannot pin them. Should your target try to grapple you, you must make an Grapple or Escape Artist checks normally.
FAST GRAPPLE
You can instantly pin and ungrappled target by taking a -10 on your grapple check (-20 if you attempt to pick them up, see below).
FOES AS WEAPONS
You can pick up pinned foes and use them as weapons by making your grapple check to pin at a -10 penalty. If you succeed, you pick up the opponent and use them as an improvised weapon of appropriate size. While doing this you act as if not in grapple though you must keep the victim “pinned” every round. Every time you attack with your victim you deal the damage to both the victim and target.
Reflex Saves
DIVE FOR COVER
You may dive for any cover within half your Jumping range as an immediate action and gain the benefits of that cover immediately (see Cover) but also become prone.
PROTECT ANOTHER
You can lunge in front of another creature within half your Jumping range as an immediate action granting them cover according to your sizes (1/2 if same size). You automatically fail your Ref save for the effect. If the effect is an attack and it misses the target’s new AC (but still hits your helpless AC), you’re hit instead, but otherwise the target is hit or both are missed.
Targets are pushed back 5ft. + additional 5 ft. per 10 points you exceed the target's STR check. If the target matches your STR check or exceeds it by 9 or less then neither of you budge. If your target exceeds your STR check by 10 or more, then you are pushed back 5ft.
When pushed back a character needs a Balance check DC 10 + feet they were pushed back. If they succeed they remain standing but otherwise they fall prone. For every 10ft. a creature is pushed back they take 1d6 falling damage. Tumble checks and Slowfall or any ability which protects from falling damage can reduce this falling damage (not distance) as normal.
Conditions
HALF-BLIND/DEAF
These incur all the normal numerical penalties of Blindness and Deafness, but they are halved (round down). Half-blind/deaf can make Spot/Listen checks at a -10 penalty.
Disarm Other Items
Disarming an item on a person (but not wielded) requires a Sleight of Hand check DC = target's touch AC + item's size modifier (instead of target's) instead of opposed attacks. Attached items require a STR check equal to the Break DC of the item it’s attached to (leather strap, cloth wrap, belt, etc.). Worn items (clothing, armor, etc.) can’t be disarmed in 1 action, but multiple SoH checks equal to the number of rounds it normally takes to remove the armor, successfully “disarms” the armor (see Donning Armor).
Sunder Other Items
A character can make an attack against a target (using size modifier of the targeted object instead of the creature and ignoring natural armor. If they hit, the character deals damage directly to the selected armor, shield, or other piece of worn equipment. For every 5 points (after calculating reduction from hardness) of damage dealt, the piece of equipment takes a -1 penalty depending on what it is:
Weapon/Shield: Attack and damage rolls and Fort and Ref saves made by object.
Armor/Shield: AC, max dex, armor check penalties, and increases spell failure by 5% per -1.
Magic Item: Every -1 is an accumulative 10% chance that the item won't function each round.
Area effects damage all a character's equipment as well, although the character's equipment is all granted a Damage Reduction/- and Universal Energy Resistance equal to the character's level (unless specifically targeted).
Grapple
LATCH
Characters may make a Climb check instead of Grapple check to latch onto opponents larger than them (DC = Target’s TAC+5). You gain a +4 bonus to AC and attack rolls against your target while latched on them, but otherwise you are treated as grappling although you cannot pin them. Should your target try to grapple you, you must make an Grapple or Escape Artist checks normally.
FAST GRAPPLE
You can instantly pin and ungrappled target by taking a -10 on your grapple check (-20 if you attempt to pick them up, see below).
FOES AS WEAPONS
You can pick up pinned foes and use them as weapons by making your grapple check to pin at a -10 penalty. If you succeed, you pick up the opponent and use them as an improvised weapon of appropriate size. While doing this you act as if not in grapple though you must keep the victim “pinned” every round. Every time you attack with your victim you deal the damage to both the victim and target.
Reflex Saves
DIVE FOR COVER
You may dive for any cover within half your Jumping range as an immediate action and gain the benefits of that cover immediately (see Cover) but also become prone.
PROTECT ANOTHER
You can lunge in front of another creature within half your Jumping range as an immediate action granting them cover according to your sizes (1/2 if same size). You automatically fail your Ref save for the effect. If the effect is an attack and it misses the target’s new AC (but still hits your helpless AC), you’re hit instead, but otherwise the target is hit or both are missed.