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paths:warrior_path [2025/08/21 03:25] reonpaths:warrior_path [2025/08/21 03:46] (current) – [Shikigami Style] reon
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 As a Full Round Action, You can move at twice your base Move Speed in a straight line and make a full attack (or flurry of blows) at the end of your move as part of the Full Round Action. You get a +2 charge bonus on the attack rolls and must move at least 10ft. This cannot be combined with other charge abilities. As a Full Round Action, You can move at twice your base Move Speed in a straight line and make a full attack (or flurry of blows) at the end of your move as part of the Full Round Action. You get a +2 charge bonus on the attack rolls and must move at least 10ft. This cannot be combined with other charge abilities.
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-===== Shikigami Style ===== 
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-==== Shikigami Style ==== 
-  * **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 
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-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 ==== 
-  * **Requirements:** Shikigami Style, [[chargen:common_terms#core_stats|CST]] 5, 20 EXP 
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-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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-In addition, your improvised weapons deal damage as if they were two size categories larger than its actual size, instead of one. 
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-==== Shikigami Manipulation ==== 
-  * **Requirements:** Shikigami Mimicry, [[chargen:common_terms#core_stats|CST]] 8, 25 EXP 
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-Whilst using Shikigami Style, you may spend 1 [[game_systems:tactic_pool|TP]] to grant your improvised weapon additional effects for a 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. 
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-^ 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 Rampage ==== 
-  * **Requirements:** Shikigami Mimicry, [[chargen:common_terms#core_stats|CST]] 11, 20 EXP 
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-You may retrieve any suitable object around you and wield it as a weapon as a Free Action, as long as you can reach it. 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 a hardness of equal to or less than your [[chargen:common_terms#core_stats|CST]]. 
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