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paths:mastery_path:shikigami_style [2024/08/30 19:32] elfinlockspaths:mastery_path:shikigami_style [2025/01/17 21:24] (current) elfinlocks
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 ===== Shikigami Style ===== ===== Shikigami Style =====
-  * **Requirements:** [[chargen:universal_talents#catch_off_guard|Catch Off Guard]] or [[chargen:universal_talents#throw_anything|Throw Anything]], [[priority:prowess|BaB]] 1, 10 EXP+  * **Requirements:** [[chargen:universal_talents#catch_off_guard|Catch Off Guard]] or [[chargen:universal_talents#throw_anything|Throw Anything]], [[chargen:common_terms#core_stats|CST]] 2, 10 EXP
  
 While in this style, you deal damage with improvised weapons as if they were one size category larger than their actual size. Whenever you make a Strike with an improvised weapon against a creature that hasn’t seen you make a Strike using an improvised weapon or that is otherwise ignorant of your skill with improvised weapons, the creature is flat-footed against you for that Strike. While in this style, you deal damage with improvised weapons as if they were one size category larger than their actual size. Whenever you make a Strike with an improvised weapon against a creature that hasn’t seen you make a Strike using an improvised weapon or that is otherwise ignorant of your skill with improvised weapons, the creature is flat-footed against you for that Strike.
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 ===== Shikigami Mimicry ===== ===== Shikigami Mimicry =====
-  * **Requirements:** Shikigami Style, [[priority:prowess|BaB]] 3, 20 EXP+  * **Requirements:** Shikigami Style, [[chargen:common_terms#core_stats|CST]] 5, 20 EXP
  
 Whilst using Shikigami Style, you may spend 2 [[game_systems:tactic_pool|TP]] to grant an improvised weapon an appropriate [[equipment:weapons:weapontraits|Weapon Trait]]. The improvised weapon is treated as possessing this trait until the end of combat. At BaB 8, you may spend 2 additional [[game_systems:tactic_pool|TP]] to grant the item a second trait, if desired. Traits may not conflict or overlap with one another, and the Game Master has the final say on what improvised weapons may possess what traits. Whilst using Shikigami Style, you may spend 2 [[game_systems:tactic_pool|TP]] to grant an improvised weapon an appropriate [[equipment:weapons:weapontraits|Weapon Trait]]. The improvised weapon is treated as possessing this trait until the end of combat. At BaB 8, you may spend 2 additional [[game_systems:tactic_pool|TP]] to grant the item a second trait, if desired. Traits may not conflict or overlap with one another, and the Game Master has the final say on what improvised weapons may possess what traits.
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-===== Shikigami Rampage ===== +===== Shikigami Manipulation ===== 
-  * **Requirements:** Shikigami Mimicry, [[priority:prowess|BaB]] 730 EXP+  * **Requirements:** Shikigami Mimicry, [[chargen:common_terms#core_stats|CST]] 825 EXP
  
-You may retrieve any suitable object around you and wield it as a weapon as a Free Action. Whenever you critically strike with an improvised weapon, you may destroy the object on impact, inflicting an additional 3d6 damage to your target, as long as the object possesses hardness of equal to or less than your [[priority:prowess|BaB]].+Whilst using Shikigami Style, you may spend 1 [[game_systems:tactic_pool|TP]] to grant your improvised weapon additional effects for number of minutes equal to your Secondary Attribute modifier, as shown below. By spending 1 [[game_systems:tactic_pool|TP]], you gain all of the listed effects which you qualify for, for that weapon. 
 + 
 + 
 +^ CST Requirement  ^ Effect                                                                                                                      ^ 
 +| 5                | Your improvised weapons are considered to be magic weapons, for the purpose of overcoming damage reduction.                 | 
 +| 7                | Your improvised weapons are considered to be made of silver and cold iron, for the purpose of overcoming damage reduction. 
 +| 10               | Your improvised weapons are also treated as chaotic for the purpose of overcoming damage reduction.                         | 
 +| 12               | Your improvised weapons are treated as adamantine for the purpose of overcoming damage reduction and bypassing hardness.    |
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-===== Shikigami Manipulation ===== +===== Shikigami Rampage ===== 
-  * **Requirements:** Shikigami Mimicry, [[priority:prowess|BaB]] 525 EXP+  * **Requirements:** Shikigami Mimicry, [[chargen:common_terms#core_stats|CST]] 1120 EXP
  
-You may spend 1 TP to grant your improvised weapon additional effects for number of minutes equal to your Secondary Attribute modifier, as shown belowBy spending 1 TP, you gain all of the listed effects which you qualify forfor that weapon. +You may retrieve any suitable object around you and wield it as a weapon as Free Action, as long as you can reach itWhenever you critically strike with an improvised weapon, you may destroy the object on impactinflicting an additional 3d6 damage to your target, as long as the object possesses a hardness of equal to or less than your [[chargen:common_terms#core_stats|CST]].
- +
-{{tablelayout?rowsHeaderSource=Auto}} +
-^ Base Attack Requirement  ^ Effect                                                                                                                         ^ +
-| 5                        | Your improvised weapons are considered to be magic weapons, for the purpose of overcoming damage reduction.                       | +
-| 7                        | Your improvised weapons are considered to be made of silver and cold ironfor the purpose of overcoming damage reduction.        | +
-| 10                       | Your improvised weapons are also treated as chaotic for the purpose of overcoming damage reduction.                        | +
-| 12                       | Your improvised weapons are treated as adamantine for the purpose of overcoming damage reduction and bypassing hardness |+
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