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| paths:specialist_path [2023/05/22 17:30] – elfinlocks | paths:specialist_path [2024/08/29 00:59] (current) – [Miscellaneous Talents] elfinlocks | ||
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| - | ====== Path of the Specialist ====== | + | ====== Path of the Specialist ====== |
| - | Some take up arms for glory, wealth, or revenge. Others do battle to prove themselves, to protect others, or because they know nothing else. Still others learn the ways of weaponcraft to hone their bodies in battle and prove their mettle in the forge of war. Lords of the battlefield, | + | <WRAP center 50%> |
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| + | </ | ||
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| + | //Some take up arms for glory, wealth, or revenge. Others do battle to prove themselves, to protect others, or because they know nothing else. Still others learn the ways of weaponcraft to hone their bodies in battle and prove their mettle in the forge of war. Lords of the battlefield, | ||
| ===== Key Skills ===== | ===== Key Skills ===== | ||
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| Upon selecting the Path of the Specialist, you gain the following Key Skills: | Upon selecting the Path of the Specialist, you gain the following Key Skills: | ||
| - | * Athletics | + | * [[priority: |
| - | * Knowledge (Nature) | + | * [[priority: |
| - | * Knowledge (Dungeoneering) | + | * [[priority: |
| - | * Perception | + | * [[priority: |
| - | * Profession | + | * [[priority: |
| + | |||
| + | ---- | ||
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| ===== Weapon Training ===== | ===== Weapon Training ===== | ||
| - | * **Requirements: | + | * **Requirements: |
| - | You become increasingly adept at using your chosen weapon group to make openings in an opponent’s defense. When you buy this Talent, you may choose a specific weapon group. By spending 1 TP as a Free Action, you gain a +1 bonus to attack and weapon damage rolls with weapons of your chosen group for a number of rounds equal to your Secondary Attribute modifier. | + | You become increasingly adept at using your chosen weapon group to make openings in an opponent’s defense. When you buy this Talent, you may choose a specific weapon group (light martial, simple one-handed, exotic two-handed, natural, etc). By spending 1 TP as a Free Action, you gain a +1 bonus to attack and weapon damage rolls with weapons of your chosen group for a number of rounds equal to your Secondary Attribute modifier. |
| For every additional 4 points of BaB you possess, this bonus increases by 1, to a maximum of +5 to attack and weapon damage rolls at BaB 20. You may purchase this ability multiple times - each time you do, select a new weapon group. The EXP cost of this Talent doubles every time you select it (for example, your second weapon group costs 20 EXP, your third costs 40 EXP, your fifth costs 80 EXP, etc). | For every additional 4 points of BaB you possess, this bonus increases by 1, to a maximum of +5 to attack and weapon damage rolls at BaB 20. You may purchase this ability multiple times - each time you do, select a new weapon group. The EXP cost of this Talent doubles every time you select it (for example, your second weapon group costs 20 EXP, your third costs 40 EXP, your fifth costs 80 EXP, etc). | ||
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| ==== Cut From The Air ==== | ==== Cut From The Air ==== | ||
| - | * **Requirements: | + | * **Requirements: |
| When a ranged attack is made against you or a target adjacent to you, you can spend 1 TP to cut the weapon (or ammunition) out of the air, deflecting the attack so the target takes no damage. As an attack of opportunity, | When a ranged attack is made against you or a target adjacent to you, you can spend 1 TP to cut the weapon (or ammunition) out of the air, deflecting the attack so the target takes no damage. As an attack of opportunity, | ||
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| ==== Smash From The Air ==== | ==== Smash From The Air ==== | ||
| - | * **Requirements: | + | * **Requirements: |
| You may now use Cut From The Air against unusually massive ranged weapons (such as boulders or ballista bolts), as well as ranged attacks generated by spell effects, such as rays. Spells which do not require attack rolls may not be deflected. | You may now use Cut From The Air against unusually massive ranged weapons (such as boulders or ballista bolts), as well as ranged attacks generated by spell effects, such as rays. Spells which do not require attack rolls may not be deflected. | ||
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| ==== Spellcut ==== | ==== Spellcut ==== | ||
| - | * **Requirements: | + | * **Requirements: |
| By spending 5 TP as an Immediate Action, you may use your BaB in place of your total saving throw bonus for a spell, spell-like ability, or supernatural ability that either allows a Reflex save or is not a melee attack and targets only you. | By spending 5 TP as an Immediate Action, you may use your BaB in place of your total saving throw bonus for a spell, spell-like ability, or supernatural ability that either allows a Reflex save or is not a melee attack and targets only you. | ||
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| ==== Cornering Swings ==== | ==== Cornering Swings ==== | ||
| - | * **Requirements: | + | * **Requirements: |
| When you make a full attack with an appropriate melee weapon, you can force creatures to treat squares adjacent to you as difficult terrain until the beginning of your next turn. | When you make a full attack with an appropriate melee weapon, you can force creatures to treat squares adjacent to you as difficult terrain until the beginning of your next turn. | ||
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| ==== Devastating Assault ==== | ==== Devastating Assault ==== | ||
| - | * **Requirements: | + | * **Requirements: |
| As a full-round action, you can bat aside all of your foe’s defenses to ensure you make a single, especially effective melee attack. You make a single melee attack using a weapon with which you have Weapon Training against a single target, but make as many attack rolls as you could in a full-attack action using that weapon. You make the attack rolls in order, from highest bonus to lowest, as if you were making a full attack. If any of the attack rolls hit the target, your single attack is considered to have hit and you roll damage normally. | As a full-round action, you can bat aside all of your foe’s defenses to ensure you make a single, especially effective melee attack. You make a single melee attack using a weapon with which you have Weapon Training against a single target, but make as many attack rolls as you could in a full-attack action using that weapon. You make the attack rolls in order, from highest bonus to lowest, as if you were making a full attack. If any of the attack rolls hit the target, your single attack is considered to have hit and you roll damage normally. | ||
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| ==== Captain’s Throw ==== | ==== Captain’s Throw ==== | ||
| - | * **Requirements: | + | * **Requirements: |
| When you make a ranged attack with an appropriate thrown weapon, the weapon returns to your hand immediately after the attack is resolved. | When you make a ranged attack with an appropriate thrown weapon, the weapon returns to your hand immediately after the attack is resolved. | ||
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| </ | </ | ||
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| - | ==== Favored Combat Style ==== | + | ==== Weapon Master |
| + | |||
| + | * **Requirements: | ||
| - | * **Requirements: | + | You become progressively more dangerous with your chosen weapon group in two ways. Choose one Weapon Group which you have Weapon Training |
| - | Select one [[~:Combat Style]] from the following list. Once you have selected | + | Firstly, |
| - | Archery, Crossbow, Deceptive, Menacing, Mounted Combat, Natural Weapon, Thrown Weapon, Two-Handed Weapon, Dual Weapon, Sword and Board, or Underhanded. | + | Secondly, you may make devastating attacks with your weapon at the cost of accuracy. You may spend 2 TP as a Free Action to take a -1 penalty to all attack rolls made with a weapon of your Weapon Group for that turn to gain a +2 bonus to all damage rolls until the end of your turn. In addition, you increase in strength as your Prowess increases: for every 4 Prowess you possess, the penalty increases by 1, but grants 2 additional damage in return, to a maximum of a -5 penalty to attack rolls and a +10 bonus to damage rolls at 20 Prowess. |
| - | You gain one Talent from one of the listed Combat Styles, within your BaB bracket. You may buy this Talent up to five times - the EXP cost of this Talent increases by 10 for each purchase, to a maximum of 50 EXP for your fifth purchase. You may ignore all of the normal prerequisites for Talents listed in your Combat Style. | + | This bonus damage is halved for off-hand weapons and secondary (or tertiary) natural attacks. |
| </ | </ | ||
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| ==== Material Mastery ==== | ==== Material Mastery ==== | ||
| - | * **Requirements: | + | * **Requirements: |
| When you select this ability, choose which Weapon Group it applies to, if you possess multiple groups. Next, select a specific material as listed below - you may spend one extra TP when activating your Weapon Training to gain the listed ability for the same duration as your Weapon Training, as long as your wielded weapon is composed of the material in question. | When you select this ability, choose which Weapon Group it applies to, if you possess multiple groups. Next, select a specific material as listed below - you may spend one extra TP when activating your Weapon Training to gain the listed ability for the same duration as your Weapon Training, as long as your wielded weapon is composed of the material in question. | ||
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| * **Adamantium** - Your critical hits ignore the target’s DR, regardless of type. | * **Adamantium** - Your critical hits ignore the target’s DR, regardless of type. | ||
| * **Mithral** - Double your Weapon Training bonuses against any creature affected adversely by silver. This includes creatures with DR/silver or vulnerability to silver, or similar abilities. | * **Mithral** - Double your Weapon Training bonuses against any creature affected adversely by silver. This includes creatures with DR/silver or vulnerability to silver, or similar abilities. | ||
| - | * **Cold Iron** - When you successfully hit a creature which is benefitting from magic of any kind (such as enhancement or transmutation effects) with your weapon, roll a d20 and add your BaB. If the results of this roll meet or exceed the creature’s caster level, all magical effects on the creature are suppressed for a duration | + | * **Cold Iron** - When you successfully hit a creature which is benefitting from magic of any kind (such as enhancement or transmutation effects) with your weapon, roll a d20 and add your BaB. If the results of this roll meet or exceed the creature’s caster level, all magical effects on the creature are suppressed for a number of minutes |
| </ | </ | ||
