Warrior's Toolbox
In order to carve a niche for melee weapons, which can struggle to keep up with Lugeste's firearms, they have been given "Special Attacks".
Every melee weapon possesses a special attack. They can be used a number of times per encounter equal to the wielder's WIS modifier (Minimum 1.), reflecting the warrior's fortitude of mind before battle-weariness affects their motor skills and concentration. When using a special attack, the user adds their WIS modifier (or +1, whichever is higher.) to their attack roll.
Special attacks below are possessed by any example of their specific weapon types. Specific models of these weapons have their own unique special attacks.
Unarmed or Fist Weapon - Haymaker: You wait for an opportune moment before lunging forward and putting all of your body weight behind a punch. As part of this attack, take a five-foot step towards your target. If you hit, your unarmed strike deals double damage and your target is flat-footed until the beginning of the end of their next turn.
Dagger or similar, Pistol Bayonet - Parting Slash: You take a quick slash at your opponent's face in an attempt to create distance and find a new angle. On a hit, your target cannot take immediate actions until the beginning of their next turn.
Club or similar - Bellringer: You surprise your opponent with a back-handed swing to the noggin. On a hit, they are Punch-Drunk.
Spear or similar - Inertial Lunge: You loosen your grip as you jab at your opponent, allowing the haft of your spear to slide through your hands to get some extra reach. Your spear gains an additional five feet of reach.
Sickle, Karambit - The Hanged Man: You lower your stance to a crouch and hold your curved blade in an icepick grip. Take the total defense action. If an enemy misses you with a melee attack before the beginning of your next turn, you take the split-second opportunity to pounce upward and slash at their jugular. On a hit, the victim is inflicted with two instances of bleeding and cannot make an Attack of Opportunity until the beginning of their next turn, fruitlessly grasping at their gushing wound.
Rifle Bayonet - Crazed Charge: You rush forward, screaming a rabid battle cry and putting your weight behind your bayonet. Execute a bull rush. On a hit, your enemy is impaled on your weapon. If they are your size or smaller, they are knocked prone instead of pushed back. At the start of their turn, you deal damage equal to your bayonet's damage dice to your opponent. Ranged attacks that you make with the weapon that the bayonet is attached to automatically hit. An impaled enemy is considered to be grappled. If the impaled enemy frees themselves, they begin Bleeding.
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