Open Grammarsalad opened 4 years ago
Power Attack
A Power Attack allows the warrior to strike more powerful blows, albeit at the expense of accuracy. At any time, the character can take a -2 penalty to melee attack rolls and gains a +2 bonus to melee damage rolls (+4 damage rolls with a 2 handed weapon).
Requirement: none
Revision Notes: I changed this to something like the Power Attack Feat in 3.x. We need something like this feat for lower level warriors, and this fits the bill.
Original Description: A Power Attack allows the warrior to strike blows so forceful that they stun an opponent for 2 rounds if the opponent fails a Save vs. Death at a -4 penalty. The ability lasts for 2 rounds.
Critical Strike A high-level warrior's intimate knowledge of vital spots on opponents allows him/her to, once per day, concentrate all of the attacks in one round to strike a vital area every time. With this ability, every attack roll made in the next round is a natural 20, a critical hit. Requires: Power Attack
Smite With the Smite ability, the warrior gains the ability to strike a mighty blow, knocking an opponent back for a considerable distance and stunning the opponent for 1 round. All attacks made in the first round are critical hits. The ability lasts for 2 rounds. Large creatures such as a dragons or giants will not be knocked back or stunned. Requires: Power Attack, Critical Strike
Deathblow The Deathblow ability allows the warrior to blow through the defenses of any lesser creature. For the next 2 rounds, any creature of 10th level or lower is instantly killed when struck by the warrior.
Greater Deathblow Like Deathblow, this ability allows the warrior to vanquish lesser foes with a single blow. For the next 2 rounds, any creature of 12th level or lower is instantly killed when struck by the warrior. Requires: Deathblow
Whirlwind Attack This ability allows the warrior to unleash a flurry of super-fast blows. The ability sets one's number of attacks per round to 10, but one's THAC0 and damage suffer a 4 point penalty. The Whirlwind Attack lasts for one round.
Greater Whirlwind Attack A more powerful version of the Whirlwind Attack, Greater Whirlwind gives the warrior the same bonuses without penalties. Their number of attacks per round are set to 10 for one round.
War Cry With a War Cry, the warrior emits a powerful and frightening yell that will panic all opponents in a 30-ft. radius if they don't make their Save vs. Spell.
Hardiness Calling upon hidden reserves of strength during times of danger, a warrior can use the Hardiness ability to gain 40% resistance to all forms of physical damage. The ability lasts for 1 round for every 2 levels of the warrior. This ability does not stack with Defensive Stance.
Resist Magic This ability allows the warrior to temporarily tap a great inner strength and fight off the effects of malevolent magic. For 4 rounds, the warrior's Magic Resistance is set to 50%. This is not cumulative with other forms of Magic Resistance, so if the warrior already has 50% Magic Resistance or greater, the ability is useless.
Tracking With an intimate knowledge of his/her surroundings and the creatures that live within them, a ranger can use the Tracking ability to give him/herself a general idea of what creatures are in an area and which direction they are. Red arrows at the edge of the screen will point in the general direction of the creatures in the area.
Converts HLA system into a Feats & Abilities System whereby characters select HLAs from Level 1.
New Caster HLAs
Bonus (Level 1-9th) Spell: must be able to cast spell of said level, and must have taken previous version (i.e. bonus lev 1 spell for bonus lev 2 spell, etc.)
Spell Research: Condensed into a single HLA: Uses Select spell that gives the spell to the caster new spells (including HLA spells at super high levels)
Scribe Scroll (lev 1 for wiz, 3 for others)
Brew Potion (req lev 3)
New Druid/Shaman HLAs
New Ranger HLAs
Set Natural Snare: Additional Use of Set nat snares (or a use if not revised ranger)
(Improved) Set Natural Snare: an especially good Set Natural Snare ability (which replaces revised ranger Set Snare if present)
New Thief HLAs
Crowbar Method: 'Knock' Spell opens locks without check x times/day
Intimidate: Creatures of lower level must save or be -1 hit/saves. Contingency, character need not use the ability.
Set Snares: An additional use of set snares
Set Special Snare: Bounty Hunter only. Gives extra bonus SSS ability (requires set snares)
Use Poison: Assassin only. Extra use of Poison Weapon (and/or req. alchemy skill if Proficiencies installed)