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 Post subject: Re: Customized Advanced Maneuvers
PostPosted: Fri Feb 28, 2014 4:05 pm 
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PCI_StatMonkey wrote:
SamhainIA wrote:
People are entitled to have an opinion. I think the fighting style is overpowered also.

and I think instead of limiting traditions, it should be limited to spells that affect avoidance and fortitude and not allow spells that affect discipline. there are already precidents in the system about those two type of attacks


I have been thinking of this option as well


I hope this isn't the solution. Eliminating cool status effects from Arcane Strike greatly reduces it's usefulness. Considering how easy it is to combine Avoidance and Discipine Spells, I don't see why using them with Arcane Strike is suddenly overpowered a melee range.

John

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 Post subject: Re: Customized Advanced Maneuvers
PostPosted: Wed Jul 30, 2014 12:39 pm 
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Eric Hughes wrote:
Elemental Sweep: Arcane Strike (Elemental Bolt) + Sweeping Strike
Category: Advanced
CTN: 18
Attack: Avoidance (Pr)
Speed: 6(Recovery 5, Strain 4)
Powering your weapon with elemental damage, you sweep through the opposition as if like butter. Weapon+Spell(d6)+(Mi). Affect two targets in range or three targets if melee is +6 or better.
Adaptation: Increase the CTN by 3, and Strain by 1 to give a die bump to the spell die.


I updated this and I think this is correct:


Elemental Sweep (Tier 1) - Eric Hughes
Base Maneuvers: Arcane Strike (Elemental Bolt) + Sweeping Strike
Weapons: Any melee or unarmed
Attack: Avoidance (Pr)
2 Targets: Elemental Bolt [Adaptation: +1 Target]: CTN: 21, Speed (Strain): 6 (+4)
3 Targets: Elemental Bolt [Adaptation: 30' (10' Radius)]: CTN: 24, Speed (Strain): 6 (+6)
Weapons with Speed 3-6:
Speed (Recovery) (Strain) [2 Targets]: 6 (Weapon Speed+1) (+4)
Speed (Recovery) (Strain) [3 Targets]: 6 (Weapon Speed+1) (+6)
Weapons with Speed 7+:
Speed (Recovery) (Strain) [2 Targets]: Weapon Speed (7) (+4)
Speed (Recovery) (Strain) [3 Targets]: Weapon Speed (7) (+6)
Range: Melee (2 or 3 targets)
Effect: Weapon damage + d6 (Elemental); you may perform an attack against any two
opponents within melee reach doing weapon and elemental damage. Each attack must be rolled separately. You may attack an additional opponent within range once you reach +6 with any Melee skill specialization.
Adaptation: Increase the CTN by 3, and Strain by 1 to give a die bump to the spell die. This Adaptation may be applied multiple times.

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 Post subject: Re: Customized Advanced Maneuvers
PostPosted: Wed May 13, 2015 3:06 pm 

Joined: Sat Sep 28, 2013 6:45 pm
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SPIN THEIR CLOCK (Tier 1) - Eric Hughes
Base Maneuvers : Edge of the Shield + Shield Slam
Weapons : Small Shield
Attack : Fortitude (Mi)
Speed : 0(5)
Range : Melee (One Target)
Effect : Weapon Target is knocked prone, stunned, and their clock is pushed 8. You lose any benefit from the shield until you recover.

((Can you guys double check my math on this? Also, I listed it as a Tier 1 maneuver because you can adapt the shield slam weapon trick from the Large Shield to the small shield at Tier 1. But without adapt weapon trick then this would be a Tier 3 maneuver.)

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 Post subject: Re: Customized Advanced Maneuvers
PostPosted: Wed May 13, 2015 3:31 pm 

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Correction the earliest that the above maneuver can be performed is Tier 2, as edge of the sheild is strictly a Tier 2 trick.

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 Post subject: Re: Customized Advanced Maneuvers
PostPosted: Wed Jun 03, 2015 11:20 pm 
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Eric Hughes wrote:
SPIN THEIR CLOCK (Tier 2) - Eric Hughes
Base Maneuvers : Edge of the Shield + Shield Slam
Weapons : Small Shield
Attack : Fortitude (Mi)
Speed : 0(5)
Range : Melee (One Target)
Effect : Weapon Target is knocked prone, stunned, and their clock is pushed 8. You lose any benefit from the shield until you recover.



+0 (+4) and +2 (+3) becomes +2 (+7) (errata)
It also would only Push 4 (stacking rules and errata).

Full rewrite:

Base Maneuvers : Edge of the Shield + Shield Slam
Weapons : Small Shield
Attack : Fortitude (Mi)
Speed : +2 (+7)
Range : Melee (One Target)
Effect : Weapon Target is knocked prone, stunned, and their clock is pushed 4. Targets larger than the attacker are immune to this maneuver’s knockdown effect. You lose any benefit from the shield until you recover.

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 Post subject: Re: Customized Advanced Maneuvers
PostPosted: Wed Nov 11, 2015 12:34 am 

Joined: Mon Dec 09, 2013 11:41 pm
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Location: Australia
Just after some advice on if this is a legal advance maneuver

Beore’s Kiss
Like Beore’s maelstrom your spinning attack strikes your opponents forcing them off balance and open to a final strike.
Components: Spinning Strikes & Unbalancing attack
Category: Advanced
Attack: Avoidance (Pr)
Speed (Recovery): +1 (5)
Range: Melee
Effect: Weapon-3; you may move an additional 5’ before you perform your off-hand attack with a +2 to hit. If you successfully strike with your off-hand attack, you deal normal damage plus additional damage equal to your Passive Quickness Value +1 and your Prowess dice as a bonus attribute dice.
Special: The Speed cost of this maneuver replaces the standard speed cost incurred by two-weapon fighting.
Special: Only one attribute dice may explode.
Weapons: Any melee weapon or unarmed.

Spinning Strike is Speed (Recovery) +1 (2)
Unbalancing Attack is Speed (recovery) +1 (4)

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 Post subject: Re: Customized Advanced Maneuvers
PostPosted: Sun Jan 15, 2017 4:38 pm 

Joined: Wed Sep 23, 2015 10:16 pm
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Greetings,

I know this thread has remained inactive for some time, but, given the title, it seemed like an appropriate place to start.

How would Spinning Strikes and Arcane Strike combine?

Page 29 of the Errata Document, v4.3, describes how Arcane Strike would combine with Sweeping Strike, but it does not include anything about two-weapon fighting. Would it follow a similar ruling in which you can apply the spell damage/effect to primary and off-hand attacks as long as you can adapt the spell to affect multiple targets? Or, would the interaction restrict you to only apply the spell damage/effect to either the primary attack or off-hand attack? Thoughts?

Thanks!
Kirk


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 Post subject: Re: Customized Advanced Maneuvers
PostPosted: Sun Jan 15, 2017 5:56 pm 
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As Arcane Strike is a Base Manoeuvre, you can only combine it with one other Base Manoeuvre. Note that the Basic TWF rules and the TWF (Ta) are *not* Combat Manoeuvres that can be combined. The damage only applies to the first attack action made (note that Sweeping Strikes is *one* "attack action" for the example).

To make an Advanced Manoeuvre, you need to use LMT: Spinning Strikes or something other Base Manoeuvre. Spinning Strikes is a very common combination base.

ie: Spinning Strikes (2 dagger/unarmed) + Arcane Strike (Elemental Bolt).
Base stats: Spd 3 +1 (R:2) / Spd 4 (R: 3 [dagger speed], S:2)

Final Speed: 4
Final Recovery: 5 (Base 3 + 2 from Spinning Strikes)
Final Strain: 2

Attack 1 Damage: Weapon + d6 (Primary)
Attack 2 Damage: Weapon + pQu+1

Note that unlike Smite Heretic (sp) the Recovery and Strain bleed off simultaneously once you have your next action.

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Last edited by Southernskies on Mon Jan 16, 2017 8:58 am, edited 1 time in total.

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 Post subject: Re: Customized Advanced Maneuvers
PostPosted: Mon Jan 16, 2017 7:54 am 

Joined: Sun May 04, 2014 6:46 am
Posts: 85
You can't combine Arcane Strike and Spinning Strikes, as Arcane Strike's fighting style requires you to keep one hand free for spellcasting, even if you're psionic.


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 Post subject: Re: Customized Advanced Maneuvers
PostPosted: Mon Jan 16, 2017 8:06 am 
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...yeah. What FGJustice said.

BUT if you have claws/natural weapons or unarmed fighting then that would work.

Still, getting more complicated.

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