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Post by Nygil, Nickolie on Apr 18, 2012 13:45:25 GMT -5
One or two then, we will start when the last of us arrives, but I will aim for oneish, early people just get more planning time.
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Post by Naelwyn on Apr 18, 2012 13:56:56 GMT -5
My intent then is to pack up all of my D&D things and just not go home.
Will probably buy food somewhere.
If there is a plan to play MtG before everyone arrives, someone mind bringing an extra deck for me? Mine isn't all that.. well.. good.
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Post by Nygil, Nickolie on Apr 19, 2012 1:03:12 GMT -5
I can do that, if i remember tomorrow.
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Post by Naelwyn on Apr 19, 2012 10:52:03 GMT -5
Well, I'm here, in the computer lab.
I've done a full pass of the building, didn't see anyone. Plenty of rooms taken up by single-person study sessions, which is an annoyance and a half.
Please let me know when you get here/andor get a room and I'll come look for you. Otherwise waiting here and watching the board.
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Post by arhino on Apr 19, 2012 12:14:14 GMT -5
Am bored and tired. Will bail if nobody else shows up by 1:30
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Post by arhino on Apr 19, 2012 22:18:30 GMT -5
Got to say, glad I didn't miss this one ;D. When St. Koolu, St. Crunkulese and I finish the gospel of Hawkeye I'll be sure to post it!
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Post by Naelwyn on Apr 19, 2012 23:04:49 GMT -5
That... Well... Happened.
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Post by Nygil, Nickolie on Apr 23, 2012 18:56:11 GMT -5
Front Focused: Gain +4 AC to your Front arc, but -1 to sides and back.
Weary: Gain +1 AC to to sides and back, but -1 to front.
Cheap Shot: When attacking a foe from behind you may take a -2 penalty to hit to treat them as flatfooted for one round.
Improved Parry: [Req Combat Expertise] As a move action you can ready a parry, and do not take the normal -2 penalty to parry attacks in your front arc. You may parry attacks made on your side arcs, but at a -4 penalty. (This means you can ready to parry’s as a full round action.)
Two Weapon Parry: [Req Two-Weapon Fighting, Improved Parry] When making a Parry attempt you may attack with each weapon taking the higher total.
Greater Parry: [Req Improved Parry, BaB +7] You may Parry attacks from your side arcs at a -2 penalty, and back arc at a -4 penalty.
Team Parry: [Req Improved Parry, BaB +4] You may Parry attacks made on your allies, as long as they are with in your front, or side arcs. (You still take the normal side arc penalties. You may use reach weapons for this.)
Dismounting Attack: [Req Power Attack] When attacking a mounted foe you may take a -2 to hit in order to knock them off their mount and prone behind it unless they can make a ride Check DC 20 + the amount you power attack for.
Grand Leap: [Req Mounted Combat, Power Attack] If you charge on a mount, and make a Jump check DC 15, you may dismount, leap over your target, land at their back arc and make your charge attack. (flanking with the mount and likely at the foes back arc) If you fail the jump check make a ride check DC 20 or fall prone off your mount and take 2d6 damage, if you pass the ride check you make a normal attack. (no charge bonus)
Improved Demoralize: [Req Intimidate 5] When using Intimidate to demoralize a foe in combat the effect lasts until end of combat, and they make a normal will save vs the effect.
Never Out Numbered: [Req Intimidate 8, Improved Demoralize] You may attempt to demoralize all foes with in 60ft of you as a full round action.
Improved Taunt: [Req Bluff 5]You no longer provoke while taunting and do not take a -4 penalty.
Open Taunt: [Req Improved Taunt, Bluff 8] You may Taunt all foes within 60ft as a full round action.
Vicious Taunt: [Req Improved Taunt, Improved Demoralize] When you Taunt a foe, they are also demoralized and do not gain a bonus to hit you.
Watch Your Back:[Req Front Focused, Spot 5, Listen 5] Once Per round while not flat-footed, you or an ally of your choice (who you can see) can turn to face an attacker at their back arc.
Crippler: You are treated as scoring 5 more damage on all called shots for the sake of damage threshold, this does not deal more damage. All DC's from your called shots are 2 higher.
Leg Breaker: You gain +2 to hit and damage when making called shots on a foes legs. Additionally any crit or threshold damage effect scored, is applied to both legs and takes twice as long to heal.
Low Blow: You may make a called shot 'Groin' against any humanoid foe, as below.
Groin To hit: +dex and +4 Bonus: This attack deals normal damage and the target is sickened for one round per five points of damage. Special: On a Crit, or strike that deals 10 or more damage the target is Nasuated for one round. If they take 20 or more damage they are instead stunned for one round, and sickened for 10 rounds.
Knuckle Crusher: You gain +2 to hit and damage when making called shots on a foes arms. Additionally any crit or threshold effects also disarm the foe, and take twice as long to heal.
Italian Kung fu: If you are flanking a foe you gain +4 to hit while making called shots instead of the normal +2, if they are grappled you gain +6 instead of +4.
Go for the Throat: When making a called shot against the 'head/neck' you gain +2 to hit and damage and they must make a fort save DC [damage] or be unable to speak for 2d6 rounds.
Dirty Fighter: When making a called shot against a foes eyes you gain +2 to hit and damage, as well as all DC's for your threshold effects are increased by 2.
Boundless Endurance:[Req Endurance] You are treated as one step higher on the damaged chart (Fresh, Wounded, Mortally Wounded, Dieing), this replaces the effects of Diehard.
Matrial Arts Master:[Req Combat Expertise and Improved Unarmed Strike] When making an unarmed called shot against a foes legs you may make a free trip attempt. When making an unarmed called shot against a foes arms you may make a free disarm attempt.
Heavy Drinker: Gain a +2 resistance bonus to all ingested drugs and poisons, you always recover as fast as possible from failed saves.
Purple Haze: While under the effects of Booze all foes gain a 20% miss chance as your vision blurs, but your movements make you such a strange target that called shots can not be made, and you gain a +4 Dodge bonus to AC and allows the PC to ignore a broken limb for rounds equal to con.
Quick Sober Up: When ever struck in combat the PC may make a fort save DC 15, if they pass the save they throw up violently on an adjacent target. The target must make a fort save DC 11+the PC's con mod or be sickened for 1d4 rounds. This effect also cures the PC's of all effects of Booze.
Mauler: [Req Improved Bullrush, Improved Grapple] If you hit with a charging Grapple attempt you make a free bull rush against your foe, but must move with him, and at the end of the movement you both fall prone taking 1d6 points of damage per 5ft moved.
Chokehold: [Req Improved Grapple] At the start of the turn of a foe you have pinned, they must make a fort save DC your strength check, if they fail this save they are Dazed for one round, and Fatigued for 10 rounds. (this can stack to exhausted, or unconscious)
Catch Sword: [Req Improved Unarmed Strike, Improved Parry, Improved Disarm] If you successfully parry a melee attack with your unarmed strike you may as an AoO make a free Disarm attempt against the weapon used in the parried attack, if successful, you may then attack with that weapon.
Spinning Spear: [Req Weapon Focus Reach Weapon] While wielding a reach weapon, as a full round action that provokes you may make anyone with in your reach make a Balance Check DC Attack Roll, or be knocked prone.
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