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EX-RPG: Special Attacks, aka Powers

Deviation Actions

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Here are the special attacks (also known as powers) for the different power sources. Keep in mind that any of these powers that have the "Weapon" keyword associated with them require a weapon to use (you can use your fist in a pinch, but unless you're trained as a monk, it's probably not a good idea). These are just combat manuevers you've learned from training, study, prayer, or meditation; you may learn others on your travels.

All of these powers can be used as a standard action. 1[W] means one damage die, so if your weapon normally deals a d8 of damage, then 1[W] means 1d8, 2[W] means 2d8. If your damage die is 2d6 (say, if you were using a big two-handed maul), then 2[W] would be 4d6 and so forth. All attacks are melee unless a range is given.

IMPORTANT! Keep track of how many times you 'power up' this attack, and which numbered effect you used. It may be important later.

Arcane: Magic Bolt
Keywords: Force
Range: 50 feet
Attack: INT/CHA vs. Ref
Hit: d4+INT/CHA force damage.
Power Up!Spend an XP token to gain one of the following benefits...
1. An ally of yours next to the target of your attack gets +2 AC until the start of your next turn.
2. Slide the target up to 10 feet in any direction.
3. Deal an extra 3 points of damage to the target; this damage must be cold, fire, or lightning - you pick which type when you spend the token (this power gains the appropriate keyword).
4. An ally of yours next to the target disappears and immediately reappears up to 10 feet away (this power gains the Teleportation keyword).

Divine: Faith Strike
Keywords: Weapon
Attack: STR/WIS +2 vs. AC
Hit: 1[W]+STR/WIS damage.
Power Up!Spend an XP token to gain one of the following benefits...
1. An ally standing next to you can spend a healing surge and regain 5 extra hp.
2. Push the target up to 10 feet directly away from you.
3. Deal 1 radiant damage to each other enemy next to the target (this power gains the Radiant keyword).
4. If the target willingly moves before the end of your next turn, it takes 3 radiant damage (this power gains the Radiant keyword).

Martial: Sparring Thrust
Keywords: Weapon
Attack: STR/DEX +2 vs. AC
Hit: 1[W] + STR/DEX damage.
Power Up!Spend an XP token to gain one of the following benefits...
1. An ally of yours next to the target can shift 5 feet as a free action.
2. The target falls prone [falls over on the floor].
3. Deal an extra 1d6 damage to the target.
4. Mark the target until the end of your next turn. [Marked enemies must attack you on their turn, or else they take a -2 to their attack roll]

Primal: Quaking Stomp
Keywords: Weapon
Attack: STR/WIS vs. Fort
Hit: 1[W] + STR/WIS damage.
Power Up!Spend an XP token to gain one of the following benefits...
1. An ally next to the target gains 3 temporary HP. [Temporary HP are lost first, before normal hit points. If they still remain at the end of a fight, they disappear.]
2. Target is immobilized until the end of its next turn. [it cannot willingly move, unless it teleports.]
3. Deal 2 extra damage. Deal 3 damage instead, if the target is prone [lying on the ground]
4. Push the target up to five feet directly away from you, then shift into the spot they just vacated.

Psionic: Psychic Blast
Keywords: Psychic
Close burst 1 [this means it's an area attack, hits everything next to you]
Target: each enemy in burst [this means allies and objects are unaffected]
Attack: CON/INT/CHA vs. Will
Hit: 2 + CON/INT/CHA damage.
Power Up!Spend an XP token to gain one of the following benefits...
1. A dying ally (one at negative hit points, but not yet dead) can spend a healing surge and regain an extra 5 HP.
2. Slide the target(s) up to 5 feet in any direction.
3. The target(s) grant combat advantage to you until the end of your next turn.
4. Pull each enemy within 10 feet of you into a space next to you, even if you didn't hit them with this attack.

Shadow: Dark Sting
Keywords: Weapon
Attack: DEX/CHA +2 vs. AC
Hit: 1[W] + DEX/CHA damage.
Power Up!Spend an XP token to gain one of the following benefits...
1. Each ally next to you gains partial concealment [+2 defenses, ability to make Stealth checks to hide] until the end of your next turn.
2. Push the target up to 10 feet directly away from you.
3. Target takes ongoing 2 damage. [at the start of each of its turns, the target takes 2 points of damage. There is a roughly 50% chance each turn the monster will throw off the effect, but it always takes this damage at least once, first]
4. You and an ally next to you swap positions, shifting into each others' spots.
More stuff; let me know what you think.
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Ifrit-7's avatar
Why do I feel that 'Quake Stomp' is going to be very popular? :p