D20 Mechanic: Techniques

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Techniques are used by the Karateka class.

Techniques

Terminology

Attack action
This term is used for a technique that is used as an attack. Normally, an attack requires a standard action, or is made as one attack amongst more in a full-round action (which requires a high enough base attack bonus to warrant multiple attacks).
Technique check
Karateka are more adept at close-quarter fighting involving stunts such as tripping, bull rushing, and grappling. As such, whenever you would be required to make an opposed Strength check, you instead make a Technique check, which is equal to your Strength, Dexterity, or Constitution bonus (a choice made at first level as a karateka) plus one-half your karateka level.

Technique Descriptions

BLOCK
Action: Immediate action (see text)
Range: Personal
Target: One attack
Duration: Instantanous
Saving Throw: None
You use a part of your body to intercept an incoming melee attack.
To use this technique, you must not have lost your Dexterity bonus to AC due to a status condition; you must be wielding a martial arts weapon; and you must be aware of the attack and able to clearly perceive it with a primary targeting sense.
Make an attack roll against the attacker's attack roll. If you roll higher and exceed a DC 15, the attack is blocked and you suffer no damage. If the attack was a critical hit, you must roll higher and exceed a DC 25 to successfully stop the attack.
This ability requires an immediate action. If you have a high enough attack bonus to grant you multiple attacks, you can use this technique multiple times in a round, up to the number of attacks you have, with the remaining blocks expending no actions; each block you make after the first is made at the base attack bonus of your remaining attacks (so a second block in a round is made using your second attack's base attack bonus, and so forth).
You cannot use this technique to avoid touch attacks.
You cannot use this technique when flanked.

 

HAMEDO
Action: Attack of Opportunity
Range: Touch
Target: One creature
Duration: Instantanous
Saving Throw: None
You sense an incoming attack, and strike before your opponent can.
To use this technique, you must not have lost your Dexterity bonus to AC due to a status condition; you must be wielding a martial arts weapon; and you must be aware of the attack and able to clearly perceive it with a primary targeting sense.
If a creature makes an attack against you, you may make an Initiative check against their attack roll. If you succeed, you may make an attack of opportunity against the creature prior to the attack's resolution (that is, if you manage to drop the creature, their attack does not occur).

 

PUSH
Action: Attack action
Range: Touch
Target: One creature
Duration: Instantanous
Saving Throw: None
You violently push a creature away.
This technique requires a three-step process.
Step 1 - Touch: You must make a melee touch attack against your opponent.
Step 2 - Strength: If the melee touch attack succeeds, make a technique check opposed by your opponent's Strength check. A combatant gets a +4 bonus for every size category he is larger than Medium or a -4 penalty for every size category he is smaller than Medium. The defender gets a +4 bonus on his check if he has more than two legs or is otherwise more stable than a normal humanoid.
Step 3 - Push: If you win the opposed check, you push your opponent back 5 feet in a straight line. If you beat your opponent's check by at least 5, you may opt for your opponent to fall prone in their new square. For every 10 points by which you beat your opponent's check in step 2, you may push your opponent an additional 5 feet.

 

SWEEP
Action: Attack action
Range: Touch
Target: One creature
Duration: Instantanous
Saving Throw: None
You sweep a creature's leg, causing them to fall prone.
Make a melee touch attack against your target.
If you hit, make a technique check opposed by the defender’s Dexterity or Strength check (whichever ability score has the higher modifier). A combatant gets a +4 bonus for every size category he is larger than Medium or a -4 penalty for every size category he is smaller than Medium. The defender gets a +4 bonus on his check if he has more than two legs or is otherwise more stable than a normal humanoid.
If you win the opposed check, the defender falls prone.

 

THROW
Action: Attack action
Range: Touch
Target: One creature
Duration: Instantanous
Saving Throw: None
You grab a creature and throw it.
This technique requires a three-step process.
Step 1 - Close: You must close with the target and enter its square. This provokes an attack of opportunity from the target. If the attack of opportunity deals damage to you, this technique automatically fails.
Step 2 - Grab: You perform a melee touch attack to grab your target and start the throw. If you miss, you cannot throw your target.
Step 3 - Throw: If the melee touch attack succeeds, you and your target make an opposed Grapple check. If you win, you throw the target 5 feet in whatever direction you choose, inflicting your unarmed damage to your target and knocking him prone.
You can only throw creatures up to one size category larger than you.