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Combat Disciplines

Melee combat disciplines


6 XP
Way of The Fist
You deal 9 extra damage with any fist-based attack.
6 XP
Defensive Stance
When assuming this stance, you get to roll to 2D6 each time a melee attack is made against you.
If you roll doubles, the attack fails. Also, the only attack you can do while in this mode are basic
attacks and spell casting. Synergy: if you have Defensive Stance and Shield Defender,
chance to block instead of 1/3
12 XP
Pain Strike
Enemy struck by this special attack take 1 damage only. But the target must make a FORT
(fortitude) check (DL7) if the target fails, he or she cannot do an attack action or move action for
one round.
12 XP
Power Attack
You do a very strong melee attack that does 50% extra damage than it normally would and if the
targets size is equal to or less than your STR (Strength), they must make a REF (reflex) check
where the DL is equal to your STR (Strength), and if they fail then they are knocked prone.
However, if you miss with a Power Attack, you gain the Overextended Condition, which means,
the next attack made against you auto-hits. A DL 7 REF (reflex) checks can prevent this
Overextended Condition. This ability has a 1 round cool down.
12 XP
Flurry
You spend your attack action to do 3 basic attacks all in one turn. After doing this, you must
succeed on a DL 7 VIT check or become fatigued.
6 XP
Vengeance From The Ground
As you stand up from the ground, you can make a free basic attack or power attack against a
character within range.
12 XP
Riposte
If an enemys melee attack misses you, you get one extra attack action on your next turn. This
extra attack action can only be used to do a basic attack or a precision attack against the enemy
that missed you.
12 XP
Master Grappler
Whenever you successfully start a grapple with an enemy, you get one extra attack action on
your next turn that can only be used to do a precision attack against the entity that you just
started grappling with, and the attack automatically hits.
6 XP
The Flow of Combat
You get +1 to DEX (dexterity) when making a melee attack or attempting to block or dodge
enemies melee attack.
6 XP
Unrivaled Focus
You spend an entire round studying an opponents moves, strategies, and weaknesses. During
this time, you can take no other actions except to dodge enemy attacks of course. On your next
turn, if you attack the character that you were studying and focus on the target you get a +3 to
your DEX (dexterity) for that attack.
18 XP
Clash

Choose and opponent who is within melee range of you. Add up your STR (Strength), DEX
(dexterity), and HEA (health) and then times the sum by 1D6 your opponent does the same.
Whoever gets the higher result wins the clash. The winner can choose to out-right kill the loser,
or merely incapacitate the loser.
12 XP
Improved Precision Attacks
You can add your REF (reflex) to all precision attack you make.
18XP
Improved Disarm
You get to roll 2D6 for the multiplier instead of 1D6 when making a disarm check.
6 XP
Ground Smash
With this discipline you can do this without breaking your weapon. Once you hit the ground,
opponents whose size are equal to or less than your STR (Strength) around you fall on the
ground. Your opponents must take one full round to get up. This deals no damage.
12 XP
Shield Defender
Allows you to carry a shield and a melee weapon every time you are attacked you gain a 1/3
chance to block it, as long as you can see the blow coming. Synergy: if you have Shield
Defender and Defensive Stance, chance to block instead of 1/3
18 XP
Dual Wield
Allows you to wield two weapons in combat giving you 2 attacks one with each weapon.
12 XP
Wide Swing a.k.a. Cleave
With this discipline you can hit multiple opponents. This ability has a 1 round cool down.
6 XP
Strain Attack
You can sacrifice up to 3 Life Points. For each one that you sacrifice, you get +1 bonus to DEX
(dexterity) to hit with a melee attack.
12 XP
Execution
While using a weapon that deals slashing damage, you can attempt to instantly kill an enemy that
is in the prone position.
18 XP
Spell Sword
This gives you 2 attacks one melee and one magic attack this also lets you wild a melee weapon
and a magic staff.
12 XP
Flying kick
You kick the enemy over and over in the air without touching the ground. Does 4 damage per
kick for as many as you want to try. Each kick adds up against you for landing on your feet
instead of fall prone.
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Archery Disciplines

12 XP
Multi Shot
With this discipline one can hit up to a maximum number of three opponents once. You cannot
do this in 2 rounds consecutively. You can apply one other discipline with this one.
6 XP
Pinning Shot
Stop the enemy for one round. And must spend a round taking the shot out so the opponent can
move again, you can do this shot as many times as you want. If the opponents armor coverage is
at least 5 and their armor mitigation value is equal to or higher than the QL of your weapon, then
this attack fails.
12 XP
Crippling Shot
The opponent must roll a 1d6 to see what part of the body is hit if they had one through six thats
roll a 1, 2, 3, 4, 5, 6 then they are completely unable to use that body part if you roll the same
number that part will still be crippled each part of the body must be given a number the parts are
head, body, left arm, right arm, right leg, left leg. If the head is hit the opponent cannot talk.
18 XP
Improved Precision Shot
When making a precision shot add QL of your weapon to your hit (so REF (reflex) and QL) to
figure out if you hit or not. If you hit it by passes armors damage reduction.
12 XP
Improved Power Shot
You do a shot that deals 50% extra damage than it would normally. The target, if struck, must
make a REF (reflex) or STR (Strength) check to prevent falling prone, where the DL is equal to
the QL of your weapon. Whenever you do this shot, successful or not, there is a 50/50 chance
that the weapon you are using becomes damaged (decreasing its QL by 1). This ability has a 1
round cooldown.
12 XP
Improved Disarming Shot
You get to roll 2D6 for the multiplier instead of 1D6 when making a disarm check.
18 XP
Challenging Shot
You must choose if the shot is a kill or unconscious shot. You will spend one full round
preparing the shot you add up your DEX (dexterity), PER (perception), and REF (reflex) then
times it by 1D6 your opponent will do the same. If the opponent wins then the opponent can
choose to throw your own projectile back at you. If this happens, you can make a DEX (dexterity)
check to dodge where the DL is equal to your opponents REF (reflex).
12 XP
Magic Shot
Applies magic to your shots. Pick An essence it is channeled through the arrow. Only 1 magic
essence can be channeled in this way at a time.
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Magic Disciplines
24 XP
Armageddon/Mage fury
You must choose if the spell is a kill or unconscious spell. Take all magic essences you know
and focus them through one form (needs to be one of these forms (bolt, beam, voice, cone, burst,
cloud, hand, vortex)) you add your WIS (wisdom), PRE (presence), and CON (conviction) together
and times it by 1d6. Then your opponent adds their PNT, VIT, and RSV together and times it by
1d6. If your result is lower than that of your opponents, your opponent is unharmed but you
must make 3 checks, one for FORT (fortitude), one for HEA (health), and one for CON
(conviction) and for each failed check you take 10 damage. Staves/wands/etc. cannot be used to
benefit the use of this ability.
36 XP
Double Casts
Cast two spells in a turn instead of one. When you do this you must make a DL 7 VIT check. Or
become fatigued. You must wait one turn before doing this again.
0 XP
Transmute
Required essences metal, stone. The metal now becomes the new metal you were try to get do
remember this is permanent and can only be done with ore not metal that has already been
smelted. If you want to change the frequency of Lunarite Metal you need the Metal essence and
the Sound essence.
30 XP
Soul Trap
(You must have the magic Death essence) you can take the soul of those just killed and turn them
into a soul gem. Without the need of outside items; all thats needed is the Death essence and this
ability. The types of soul gems are black for evil humanoid, white for good humanoid, purple for
all others. The soul gems can be used to pay the gods or genies for things and receive all
contracts made with genies can paid off with an amount of soul gems if you dont want to give
them what they asked for but they can request certain types and a reasonable amount of soul
gems.
30 XP
WIS Steal
Required essences time, electricity, required forms mind. The victim youre taking WIS from
must be badly wounded. Roll a 1D6 to determine if the victim lives or dies. If the dice is odd
the victim dies if the dice is even then the victim lives. Then roll 1D6 if the dice is 1-2 then
you gain 0 WIS permanently, if the dice is 3-4 then you gain 1 WIS permanently, if the dice is
5-6 then you gain 2 WIS permanently.
30 XP
HEA Steal
Required essences blood and flesh, required form body. The victim youre taking HEA from
must be badly wounded. Roll a 1D6 to determine if the victim lives or dies. If the dice is odd
the victim dies if the dice is even then the victim lives. Then roll 1D6 if the dice is 1-2 then
you gain 0 HEA permanently, if the dice is 3-4 then you gain 1 HEA permanently, if the dice
is 5-6 then you gain 2 HEA permanently.
30 XP
PRE Steal
Required essences Dream required form body and voice. The victim youre taking PRE from
must be badly wounded. Roll a 1D6 to determine if the victim lives or dies. If the dice is odd
the victim dies if the dice is even then the victim lives. Then roll 1D6 if the dice is 1-2 then
you gain 0 PRE permanently, if the dice is 3-4 then you gain 1 PRE permanently, if the dice is
5-6 then you gain 2 PRE permanently.
30 XP
REF Steal

Required essences Bone and Time, required form body. The victim youre taking REF from
must be badly wounded. Roll a 1D6 to determine if the victim lives or dies. If the dice is odd
the victim dies if the dice is even then the victim lives. Then roll 1D6 if the dice is 1-2 then
you gain 0 REF permanently, if the dice is 3-4 then you gain 1 REF permanently, if the dice is
5-6 then you gain 2 REF permanently.
30 XP
STR Steal
Required essences Bone, Flesh, and Blood, required form body. The victim youre taking STR
from must be badly wounded. Roll a 1D6 to determine if the victim lives or dies. If the dice is
odd the victim dies if the dice is even then the victim lives. Then roll 1D6 if the dice is 1-2
then you gain 0 STR permanently, if the dice is 3-4 then you gain 1 STR permanently, if the
dice is 5-6 then you gain 2 STR permanently.
30 XP
DEX Steal
Required essences Bone, Electricity, and Air, required form body. The victim youre taking
DEX from must be badly wounded. Roll a 1D6 to determine if the victim lives or dies. If the
dice is odd the victim dies if the dice is even then the victim lives. Then roll 1D6 if the dice is
1-2 then you gain 0 DEX permanently, if the dice is 3-4 then you gain 1 DEX permanently, if
the dice is 5-6 then you gain 2 DEX permanently.
30 XP
CON Steal
Required essences Dream, Electricity, and Blood, required form mind. The victim youre
taking CON from must be badly wounded. Roll a 1D6 to determine if the victim lives or dies.
If the dice is odd the victim dies if the dice is even then the victim lives. Then roll 1D6 if the
dice is 1-2 then you gain 0 CON permanently, if the dice is 3-4 then you gain 1 CON
permanently, if the dice is 5-6 then you gain 2 CON permanently.
30 XP
CHA Steal
Required essences Dream, Flesh, and Time, required form body. The victim youre taking
CHA from must be badly wounded. Roll a 1D6 to determine if the victim lives or dies. If the
dice is odd the victim dies if the dice is even then the victim lives. Then roll 1D6 if the dice is
1-2 then you gain 0 CHA permanently, if the dice is 3-4 then you gain 1 CHA permanently, if
the dice is 5-6 then you gain 2 CHA permanently.
30 XP
FORT Steal
Required essences Bone, Flesh, and Blood, required form Body. The victim youre taking
FORT from must be badly wounded. Roll a 1D6 to determine if the victim lives or dies. If the
dice is odd the victim dies if the dice is even then the victim lives. Then roll 1D6 if the dice is
1-2 then you gain 0 FORT permanently, if the dice is 3-4 then you gain 1 FORT permanently,
if the dice is 5-6 then you gain 2 FORT permanently.
30 XP
INT Steal
Required essences Dream, Electricity, and Time, required form mind. The victim youre
taking INT from must be badly wounded. Roll a 1D6 to determine if the victim lives or dies. If
the dice is odd the victim dies if the dice is even then the victim lives. Then roll 1D6 if the
dice is 1-2 then you gain 0 INT permanently, if the dice is 3-4 then you gain 1 INT
permanently, if the dice is 5-6 then you gain 2 INT permanently.
30 XP
LUCK Steal
Required essences Time, and Force, required form mind and body. The victim youre taking
LUCK from must be badly wounded. Roll a 1D6 to determine if the victim lives or dies. If the
dice is odd the victim dies if the dice is even then the victim lives. Then roll 1D6 if the dice is
1-2 then you gain 0 LUCK permanently, if the dice is 3-4 then you gain 1 LUCK permanently,

if the dice is 5-6 then you gain 2 LUCK permanently.


30 XP
PER Steal
Required essences Electricity, and Blood, required form body and mind. The victim youre
taking PER from must be badly wounded. Roll a 1D6 to determine if the victim lives or dies.
If the dice is odd the victim dies if the dice is even then the victim lives. Then roll 1D6 if the
dice is 1-2 then you gain 0 PER permanently, if the dice is 3-4 then you gain 1 PER
permanently, if the dice is 5-6 then you gain 2 PER permanently.
30 XP
Revive
Required essences death required form body. The person you are reviving must want to come
back to life if they dont you cant revive them. Then you lose 1 HEA (health) permanently once
they are back to life.
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