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Weeaboo Fightan Magic

 

This is a page dedicated to ideas for fighters. Contained herein are maneuvers and mechanics that I'm considering (and perhaps that you might also consider). Gained by leveling up or by studying with a sword sage. W = the weapon's damage dice. W+X = the weapon's damage dice upgraded X times. Piercing: Any weapon that can pierce. Stabbing: any melee weapon that can pierce.



  1. Sword Beam: While you have no wounds and wielding a weapon that can slash, you may fire a sword beam, a projection of your slashing with great range. It adds +2 to the target's AC, has the range of a shortbow, and does the same damage as your melee weapon.
  2. Charge strike: While wielding a weapon piercing weapon, if you did not attack or dodge last round, you may make a powerful piercing strike. It adds nothing to the target's AC, and deals 2[W+1]
  3. Limit Break: If you took a wound last turn, you can attack for greater damage. This causes a melee attack to always hit and do 2[W].
  4. Flurry: You attack [Level] times, dealing [W-1] on hits.
  5. Parry: You block an attack from a melee weapon. When you roll to attack next turn, if the result is 5 greater than necessary, you disarm the opponent (flinging their weapon aside or literally dis-arming them)
  6. Reposition: You can leap 10 feet horizontally and ten feet in the air by jumping on another creature. As you do so, you can make an attack with a -3 penalty. Next turn you get a +3 bonus to attacking.
  7. Lance of St. George: As long as your knees are above an enemy's whole body and you are wielding a stabbing weapon, you can run him through. This automatically hits, and deals 2[W] damage and prevents it from moving for the rest of the battle.

2 comments:

  1. Does the Lance encourage dropping from above and impaling unsuspecting foes?

    ReplyDelete