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trampler [2019/11/14 12:02]
kyle
trampler [2020/11/19 13:26] (current)
kyle
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 |{{fa>caret-right?24}} |[[#Press]] |Trap them under you. | |{{fa>caret-right?24}} |[[#Press]] |Trap them under you. |
 |{{fa>caret-right?24}} |[[#Wild Plow]] |Knock targets aside. | |{{fa>caret-right?24}} |[[#Wild Plow]] |Knock targets aside. |
-^[[#Enterprises]] ||Drill Yard \\ Trampler School \\ Squad | +^ ^^^
-^[[#Weaknesses]] ||Awkward \\ Handless |+
  
 ====== Trampler ====== ====== Trampler ======
  
 ^ ^^^ ^ ^^^
-^{{ra>fireball-sword?48|Offense}} ||{{fa>plus-circle?24&align=left}}**Stomp:** When you take an action to move, you can choose to run over a target standing in your path. This allows you to make a Melee attack against them. \\ \\ {{fa>plus-circle?24&align=left}}**Conditions:** When the trigger die is 10+, this weapon inflicts its wielder's choice of the DizzyNauseous, or Sore conditions to its target. \\ \\ {{fa>plus-circle?24&align=left}}**Runt Crusher:** Size-based failure chances against smaller targets with this weapon are reduced by 12 (minimum 0). \\ \\ {{fa>plus-circle?24&align=left}}**Backstab:** If you attack a target that cannot see you, you deal +2 damage. \\ \\ {{fa>plus-circle?24&align=left}}**Assassinate:** If you attack a creature of your own level or lower that wasn't expecting to be attacked, it instantly dies. Creatures that are higher-level than you are immune to assassination and your attack is resolved normally against them. Assassination strikes can fail just like normal strikes (due to concealment, size differences, etc). \\ \\ {{fa>plus-circle?24&align=left}}**Ignore Concealment:** This weapon ignores the normal failure chance from concealment (3 for partial, 6 for total). \\ \\ {{fa>minus-circle?24&align=left}}**No Space Sharing:** Although you can freely move through the spaces occupied by smaller targets in order to attack them, you cannot end your turn while sharing such a space with them (unless they are at least 2 size categories smaller than yourself in which case space sharing is possible anyway without this ability). \\ \\ {{fa>minus-circle?24&align=left}}**Action-Dependent:** You can only make Trample attacks as part of a movement action. If you have any abilities that allow you to make moves as free actions (such as Vanguard from the Steadfast class) you cannot trample anybody when using them. \\ \\ {{fa>minus-circle?24&align=left}}**Dual Nature:** Movement actions that include a trampling target are mechanically considered to be both movement and attack actions for things such as double attacks or the effects of the Dizzy/Nauseous conditions. \\ \\ {{fa>minus-circle?24&align=left}}**Single Target:** You can only attack a single target with this weapon per movement action taken, no matter how many targets you pass over. \\ \\ {{fa>minus-circle?24&align=left}}**Larger Impossible:** You cannot use this weapon effectively against any creature your own size or larger than you are. |+^{{ra>fireball-sword?48|Offense}} ||{{fa>plus-circle?24&align=left}}**Stomp:** When you take an action to move, you can choose to run over a target standing in your path. This allows you to make a Whelm attack against them. \\ \\ {{fa>plus-circle?24&align=left}}**Conditions:** When the trigger die is 10+, this weapon inflicts its wielder's choice of the BleedingCracked, or Vulnerable conditions to its target. \\ \\ {{fa>plus-circle?24&align=left}}**Runt Crusher:** Size-based failure chances against smaller targets with this weapon are reduced by 12 (minimum 0). \\ \\ {{fa>plus-circle?24&align=left}}**Backstab:** If you attack a target that cannot see you, you deal +2 damage. \\ \\ {{fa>plus-circle?24&align=left}}**Ignore Concealment:** This weapon ignores the normal failure chance from concealment (3 for partial, 6 for total). \\ \\ {{fa>minus-circle?24&align=left}}**No Space Sharing:** Although you can freely move through the spaces occupied by smaller targets in order to attack them, you cannot end your turn while sharing such a space with them (unless they are at least 2 size categories smaller than yourself in which case space sharing is possible anyway without this ability). \\ \\ {{fa>minus-circle?24&align=left}}**Action-Dependent:** You can only make Trample attacks as part of a movement action. If you have any abilities that allow you to make moves as free actions (such as Vanguard from the [[Steadfast]] archetype) you cannot trample anybody when using them. \\ \\ {{fa>minus-circle?24&align=left}}**Dual Nature:** Movement actions that include a trampling target are mechanically considered to be both movement and attack actions for things such as double attacks or the effects of the Dizzy/Nauseous conditions. \\ \\ {{fa>minus-circle?24&align=left}}**Single Target:** You can only attack a single target with this weapon per movement action taken, no matter how many targets you pass over. \\ \\ {{fa>minus-circle?24&align=left}}**Larger Impossible:** You cannot use this weapon effectively against any creature your own size or larger than you are. |
 ^ ^^^ ^ ^^^
  
 ^Condition ^^Explanation ^ ^Condition ^^Explanation ^
-|{{ra>ringing-bell?32&align=left}} ^Dizzy |{{fa>minus-circle?18&align=left}} Every time a movement action is taken, lose 1 Energy\\ \\ {{fa>minus-circle?18&align=left}} Cannot dash (travel further in exchange for Energy) during a movement action. \\ \\ {{fa>plus-circle?18&align=left}} Movement made for free (without spending any actions) is unaffected. | +|{{ra>cut-palm?32&align=left}} ^Bleeding |{{fa>minus-circle?18&align=left}} When rolling to remove condition at the end of the round, lose 1 Flesh if result is 1-4 and lose nothing if result is 5-8Rolling to remove as an action during the round does not cause damage regardless of trigger die result. | 
-|{{ra>turd?32&align=left}} ^Nauseous |{{fa>minus-circle?18&align=left}} All weapon attacks cost 1 Energy in addition to any normal costs they may have\\ \\ {{fa>minus-circle?18&align=left}} Cannot double attack during a round. \\ \\ {{fa>plus-circle?18&align=left}} Weapon attacks made for free (without spending any actions) are unaffected. | +|{{ra>cracked-helm?32&align=left}} ^Cracked |{{fa>minus-circle?18&align=left}} Maximum Flesh is reduced to 4. Lose any excess Flesh when gaining the conditionRegain any Flesh lost to the condition when it is removed. When inflicted by a weapon attack, Cracked is applied to the subject immediately after damage is dealt. | 
-|{{ra>player-pain?32&align=left}} ^Sore |{{fa>minus-circle?18&align=left}} Do not automatically regain lost Attention at the beginning of each round. |+|{{ra>falling?32&align=left}} ^Vulnerable |{{fa>minus-circle?18&align=left}} All incoming weapon attacks deal +2 damage. |
  
 ====== Full Throttle ====== ====== Full Throttle ======
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 ^ ^^^ ^ ^^^
-^{{ra>footprint?48|Movement}} ||{{fa>plus-circle?24&align=left}}**Wham Bam Thank You Ma'am:** You can bowl over and trample larger targets than normal, and are no longer limited only to targets smaller than you are. \\ \\ {{fa>minus-circle?24&align=left}}**Weight Limit:** You can only knock down a target with Juggernaut if you're capable of carrying them (under normal circumstances, this means only targets that are your own size or smaller). \\ \\ {{ra>doubled?24&align=left}}**OOOOOHHHHH YYYYEEEEAAAHHHH:** If you know the Door Kicker ability from the Powerhouse class, you can smash through anything you're capable of breaking with it as part of a movement action. This counts as an attack, preventing you from doing it more than once per movement or attacking any other targets as part of the same movement unless you also know the Full Throttle ability from this class. |+^{{ra>footprint?48|Movement}} ||{{fa>plus-circle?24&align=left}}**Wham Bam Thank You Ma'am:** You can bowl over and trample larger targets than normal, and are no longer limited only to targets smaller than you are. \\ \\ {{fa>minus-circle?24&align=left}}**Weight Limit:** You can only knock down a target with Juggernaut if you're capable of carrying them (under normal circumstances, this means only targets that are your own size or smaller). \\ \\ {{ra>doubled?24&align=left}}**OOOOOHHHHH YYYYEEEEAAAHHHH:** If you know the Door Kicker ability from the [[Powerhouse]] archetype, you can smash through anything you're capable of breaking with it as part of a movement action. This counts as an attack, preventing you from doing it more than once per movement or attacking any other targets as part of the same movement (unless you also know the Full Throttle ability from this archetype). |
 ^ ^^^ ^ ^^^
  
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 ^ ^^^ ^ ^^^
-^{{ra>fireball-sword?48|Offense}} ||{{fa>plus-circle?24&align=left}}**Flop Onto:** You may stop moving while sharing a space with a creature you are trampling. Doing so causes you to automatically and immediately apply the Grabbed condition to all creatures trapped underneath you. \\ \\ {{fa>plus-circle?24&align=left}}**Heel Grinder:** If you start a new turn grabbing any creature(s) with this ability, you automatically use a Trampler attack on them as a free action. \\ \\ {{fa>minus-circle?24&align=left}}**Positioning-Dependent:** As soon as you move off, the Grabbed condition is automatically removed. |+^{{ra>fireball-sword?48|Offense}} ||{{fa>plus-circle?24&align=left}}**Flop Onto:** You may stop moving while sharing a space with a creature you are trampling. Doing so causes you to automatically and immediately apply the Grabbed condition to all creatures trapped underneath you. \\ \\ {{fa>plus-circle?24&align=left}}**Heel Grinder:** If you start a new turn grabbing any creature(s) with this ability, you automatically use a Trampler attack on them as a free action. This does not count against your normal limitation on attacks with this weapon. \\ \\ {{fa>minus-circle?24&align=left}}**Positioning-Dependent:** As soon as you move off, the Grabbed condition is automatically removed. |
 ^ ^^^ ^ ^^^
  
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 ^ ^^^ ^ ^^^
  
-====== Enterprises ====== 
- 
-^Drill Yard |Space has been set aside for practice and sparring with Melee weapons. Adventurers can spend a training fee of 1 Supply in the establishment to temporarily increase their Melee combat skill by +1 until the end of the current session. A Drill Yard cannot be used more than once in a given session by any single adventurer. | 
-^Trampler School |The settlement hosts an institution that teaches the secrets of this class for a small fee. Keystones of this class can be purchased here for 1 Supply each. | 
-^Squad |The settlement is home to a squad of 10 soldiers focusing on this class's weapon type. A single settlement can have multiple versions of this enterprise. All 10 soldiers are level 5 and have the same abilities/statistics, determined by you. At least two of the soldier's five abilities need to be weapon abilities, and all of the soldier's abilities need to be ones personally known by the retiring adventurer who establishes the squad. Squads fight for the interests of their local settlement. If a squad is wiped out, it can be restored to fighting order by spending 5 Supply. | 
- 
-====== Weaknesses ====== 
- 
-^Awkward |You're just not all that agile. You treat rough or uneven ground as difficult terrain, and can't use stairs (or anything else of equal roughness/slope) at all. Climbing is impossible for you. | 
-^Handless |You are incapable of fine manipulation. You can't do anything that requires hands (like using doorknobs, threading needles, or elegantly sipping tea). | 
trampler.1573758176.txt.gz · Last modified: 2019/11/14 12:02 by kyle