Post by Head Moderator on May 6, 2015 3:15:19 GMT -5
combat maneuvers + attack
spells + attack too unless it absolutely makes no sense. what does the write up say? something like making a bad guy depressed so he cries and doesn't attack (hold) you would not get an attack, but if your hold is actually hurting them, then you would.
also remember what all you can do in one round - you can do one skill, one class bonus if applicable, one profession bonus if applicable, one loot item
so you could do a skill that gives an extra 1d, a class bonus for combat that gives you a 1d, fighter bonus for +3 dmg, and if you had a loot item that say makes someone's wound not be self healed. you also have enchantments on weapons, which you can use one enchantment on a weapon that is a one-time enchantment.
it is one skill per engagement, this is why someone who reflects, then gets it reflected back, can then evade or even reflect it back if they have it... because each attack back and forth is an engagement.
Combat Finger Sleeves 5,000gp per Sleeve
Combatants can get a finger tattooed with intricate, tightly woven sigils which allows them to boost their power. Each time you upgrade your tattoo to the next level, you gain more power. You must start with Sleeve I, and work your way up, tattooing another finger on the same hand each time. Sleeve V also includes tattooing of your wrist. Each Sleeve is 5,000gp. This tattoo takes up your body modification slot or your hand slot, when you upgrade you simply state which level of the upgrade you have. You gain the new ability along with any others you've already gained when you upgrade. You may not also have Arcane Finger Sleeves with Combat Finger Sleeves.
Finger Sleeve I: This allows a combatant to write an extra combat maneuver per gemstone rank.
Finger Sleeve II: This gives a combatant +5 DMG to damage in combat.
Finger Sleeve III: This grants you a +2 to your DC for your combat maneuvers.
Finger Sleeve IV: This allows a combatant to write 2 extra combat maneuvers per gemstone rank.
Finger Sleeve V: This finger and wrist tattoo allows a combatant to use an extra combat maneuver during combat.\
Unlearning Maneuvers
You may unlearn as many CM's over the lifetime of your character as the Quickness (QCK) points you have. So if you have 10 points in QCK, you can unlearn 10 maneuvers. Send all CM changes to the Systems Mod.
using more than one enchant that is 1/combat at a time. no
Knight : Bonus - "Knight's Armor" Gain knightly heavy armor (banded mail) that has +32 defense (DEF) without having to purchase anything. Only take Medium armor penalty of -5 to Initiative Rolls. QCK penalty still applies. They also gain "Pillar of Strength" which allows them to choose to boost themselves and all allies with a +2 Strike, +2 Saves, or +2 Checks during combat. You must choose which one you are going to boost and it cannot be changed during the same combat.
Free Skills: You may choose one free combat or knight skill.
[Knights are armored fighters that follow a certain code of honor. For holy knights, see Paladin in the Devout Class.]
Shaman : Bonus - "Shaman's Staff" A shaman's magic and power lies in his staff. It is his staff through which he channels the rapturous and often dangerous divine energies required for his spells. A staff is considered as a simple weapon made out of wood, bone or any other material that occurs in nature. A shaman has Magical Affinity as long as they have access to their staff. This is considered a weapon (quarterstaff) and is a free weapon you gain when you take this profession. A shaman who uses their staff is also allowed to write 2 extra spells per gemstone rank, usually carved into the staff itself.
Automatic Skills: Magical Affinity, Animal Spirit Guide
[Shamans are divine spellcasters who draw their spells from the spirit world. ]
spells + attack too unless it absolutely makes no sense. what does the write up say? something like making a bad guy depressed so he cries and doesn't attack (hold) you would not get an attack, but if your hold is actually hurting them, then you would.
also remember what all you can do in one round - you can do one skill, one class bonus if applicable, one profession bonus if applicable, one loot item
so you could do a skill that gives an extra 1d, a class bonus for combat that gives you a 1d, fighter bonus for +3 dmg, and if you had a loot item that say makes someone's wound not be self healed. you also have enchantments on weapons, which you can use one enchantment on a weapon that is a one-time enchantment.
it is one skill per engagement, this is why someone who reflects, then gets it reflected back, can then evade or even reflect it back if they have it... because each attack back and forth is an engagement.
Combat Finger Sleeves 5,000gp per Sleeve
Combatants can get a finger tattooed with intricate, tightly woven sigils which allows them to boost their power. Each time you upgrade your tattoo to the next level, you gain more power. You must start with Sleeve I, and work your way up, tattooing another finger on the same hand each time. Sleeve V also includes tattooing of your wrist. Each Sleeve is 5,000gp. This tattoo takes up your body modification slot or your hand slot, when you upgrade you simply state which level of the upgrade you have. You gain the new ability along with any others you've already gained when you upgrade. You may not also have Arcane Finger Sleeves with Combat Finger Sleeves.
Finger Sleeve I: This allows a combatant to write an extra combat maneuver per gemstone rank.
Finger Sleeve II: This gives a combatant +5 DMG to damage in combat.
Finger Sleeve III: This grants you a +2 to your DC for your combat maneuvers.
Finger Sleeve IV: This allows a combatant to write 2 extra combat maneuvers per gemstone rank.
Finger Sleeve V: This finger and wrist tattoo allows a combatant to use an extra combat maneuver during combat.\
Unlearning Maneuvers
You may unlearn as many CM's over the lifetime of your character as the Quickness (QCK) points you have. So if you have 10 points in QCK, you can unlearn 10 maneuvers. Send all CM changes to the Systems Mod.
using more than one enchant that is 1/combat at a time. no
Knight : Bonus - "Knight's Armor" Gain knightly heavy armor (banded mail) that has +32 defense (DEF) without having to purchase anything. Only take Medium armor penalty of -5 to Initiative Rolls. QCK penalty still applies. They also gain "Pillar of Strength" which allows them to choose to boost themselves and all allies with a +2 Strike, +2 Saves, or +2 Checks during combat. You must choose which one you are going to boost and it cannot be changed during the same combat.
Free Skills: You may choose one free combat or knight skill.
[Knights are armored fighters that follow a certain code of honor. For holy knights, see Paladin in the Devout Class.]
Shaman : Bonus - "Shaman's Staff" A shaman's magic and power lies in his staff. It is his staff through which he channels the rapturous and often dangerous divine energies required for his spells. A staff is considered as a simple weapon made out of wood, bone or any other material that occurs in nature. A shaman has Magical Affinity as long as they have access to their staff. This is considered a weapon (quarterstaff) and is a free weapon you gain when you take this profession. A shaman who uses their staff is also allowed to write 2 extra spells per gemstone rank, usually carved into the staff itself.
Automatic Skills: Magical Affinity, Animal Spirit Guide
[Shamans are divine spellcasters who draw their spells from the spirit world. ]