• No se han encontrado resultados

Vigas Prefabricadas

In document C C (página 45-49)

5.14 REQUISITOS SEGÚN LA TIPOLOGÍA ESTRUCTURAL

5.14.1.2 Vigas Prefabricadas

You learn to take the best advantage of melee weapons, focusing your fighting skills on engaging the enemy up- close rather than at a distance.

Prerequisite: Int 12+, BAB +0, Knowledge (tactics) 1

rank

Activation: 1 action

against a specific target or against several targets he threatens. This special attack depends on the type of melee weapon used, but because some ranks provide different special attacks, the chracter must choose which special attack he wants to use. Some ranks provide permanent bonuses.

If a character is wielding two different types of melee weapons, he cannot gain the benefit of two different special attacks, he must choose which special attack is used.

When ranks 5 and 6 are attained, the character must choose one of two different effects for each rank.

Save: Varies with rank and melee weapon used Rank 1: This power has the following

statistics:

•  Stunning Fist: If character is

fighting in melee unarmed: he performs one melee attack, against a single target he threatens. The target must then make a Fortitude save (DC 10 + character’s Wis mod + 1/2 Character level) or is dazed for 1 action. This power can be used a number of times per encounter equal to 1 + Wisdom modifier (minimum of 1). Using this special attack removes one usage from other special attacks granted by this power (to a minimum of 0 special attacks).

•  Precise Strike: If character is

fighting in melee with a light melee weapon: he performs one melee attack, against a single target he threatens. This attack has its critical threat range increased by 2. This power can be used a number of times per encounter equal to 1 + Dexterity modifier (minimum of 1). Using this special attack removes one usage from other special attacks granted by this power (to a minimum of 0 special attacks).

•  Power Strike: If character is

fighting in melee with a heavy melee weapon: he performs one melee attack, against a single target he threatens. For this attack, add a bonus to damage equal to this power’s rank. This power can be used a number of times per encounter equal to 1 + Strength modifier (minimum of 1). Using this special attack removes one usage from other special attacks granted by this power (to a minimum of 0 special attacks).

•  Spinning Strike: If character is fighting in melee with a two- handed melee weapon: he performs on melee attack, against each target he threatens. Roll for each target separately. This power can be used a number of times per encounter equal to 1 + Dexterity modifier

(minimum of 1). Using this special attack removes one usage from other special attacks granted by this power (to a minimum of 0 special

attacks).

Rank 2: This rank does not increase the power’s statistics. Instead, it increases the melee damage the character deals, with a melee attack, by 1. It also increases the character’s Defense by 1 when he is engaging an enemy in melee. This is a permanent bonus.

Rank 3: This power has the following statistics:

•  Improved Grab: If character is fighting in melee unarmed: he

performs one melee attack, against a single target he threatens. If he deals damage, the character can immediately initiate a grapple against the target, without provoking AoO. This power can be used a number of times per encounter equal to 1 + Wisdom modifier (minimum of 1). Using this special attack removes one usage from other special attacks granted by this power (to a minimum of 0 special attacks).

•  Quick Strike: If character is

fighting in melee with a light melee weapon: he performs one melee attack, against a single target he threatens. If he deals damage, he gains a second free attack (in the same action) that if it hits deals 50% of normal damage. This power can be used a number of times per encounter equal to 1 + Dexterity modifier (minimum of 1). Using this special attack removes one usage from other special attacks granted by this power (to a minimum of 0 special attacks).

•  Knockback: If character is

fighting in melee with a heavy melee weapon: he performs on melee attack, against a single target he threatens. If he deals damage, the target must make a Fortitude save (DC 10 + character’s Str mod to melee damage + 1/2 Character level) or is knockback 5 ft. For each additional 5 points the target failed the save, he is pushed back another 5 ft. If the target cannot be moved (because he is stuck to the ground or against a wall,

for example) he takes 1d6 points of damage for each 5 ft it would have moved due to this special attack. This power can be used a number of times per encounter equal to 1 + Strength modifier (minimum of 1). Using this special attack removes one usage from other

special attacks granted by this power (to a minimum of 0 special attacks).

•  Extended Reach: If character is fighting in

performs one melee attack, against a single target he threatens. For this attack, the character threatened area is increased by 5 ft. This power can be used a number of times per encounter equal to 1 + Dexterity modifier (minimum of 1). Using this special attack removes one usage from other special attacks granted by this power (to a minimum of 0 special attacks).

Rank 4: This rank does not increase the power’s statistics. Instead, when the character is engaging an enemy in melee, he can attempt to swap positions with his target (provided the target can move to the character’s space without restriction). To do so, he must make a free touch attack against the target. If he hits, he deals no damage but gains a free grapple check. If he wins this grapple, he switches place with the target. This can only be done against targets of the same size, and only a number of times per encounter equal to 1 + Int modifier (minimum of 1).

He must spend one free action to use this special attack, but he can use it during the turn of another creature (if he does so, he loses his free action until the end of his next round). He must decide to do so before any attack roll against him is resolved. If he succeeds on using it, the first attack roll made against him is instead made against the target of this special attack and further attacks must take into account the 5 ft he moved with this ability and the character’s new position.

Rank 5: This power gains one of the following upgrades: Extra Special Attacks:

•  The character gains 1 extra usage of all special attacks granted by this power. In addition, the character can choose to spend 3 uses of one special attack (thus also removing 3 uses of other special attacks) to gain one extra melee attack action that turn. He must spend 1 free action in order to use this ability.

Advanced Martial Artist:

•  Character gains a bonus to Initiative equal to Intelligence modifier and adds Intelligence modifier to Defense but not Flat- Footed Defense. Any situation that negates Dexterity bonus to Defense also negates the Intelligence bonus to defense. This is a permanent bonus.

Rank 6: This power gains one of the following upgrades: Advanced Rank 1 Attacks:

•  Stunning Fist now stuns the target that fails the save (stunned targets drop their weapons).

•  Precise Strike critical threat range bonus increases to 4.

•  Power Strike now adds ×2 this power’s rank as a bonus damage. •  Spinning Strike now makes adds x2 Str mod to damage instead of x1 (x3 depending on the feat)

Advanced Rank 3 Attacks:

•  Targets caught by Improved Grab can now be thrown away. To

do this, the character must spend 1 action and make a grapple check against the grappled opponent. If he wins, he can send him flying 10 ft in a chosen direction. For each 5 points the character beats the target’s grapple check, he adds 5 ft to this distance. If the target cannot be moved (because he is stuck to the ground or against a wall, for example) he takes 1d6 points of damage for each 5 ft it would have

moved due to this special attack.

•  The extra attack from Quick Strike now deals 100% normal damage instead of 50%.

•  Increase the save DC of Knockback by 4.

•  When the character uses Extended Reach, he adds his Dexterity modifier to attack and damage rolls. In addition, he increases the critical threat range of the Extended Reach attack by 2.

In document C C (página 45-49)