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- This topic has 75 replies, 16 voices, and was last updated 9 years, 9 months ago by Anonymous.
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- February 28, 2014 at 9:05 pm #257838AnonymousInactive
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
July 30, 2014 at 5:39 pm #264312AnonymousInactiveElemental 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.May 13, 2015 at 8:06 pm #267842AnonymousInactiveSPIN 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.)
May 13, 2015 at 8:31 pm #267846AnonymousInactiveCorrection the earliest that the above maneuver can be performed is Tier 2, as edge of the sheild is strictly a Tier 2 trick.
June 4, 2015 at 4:20 am #268222AnonymousInactiveSPIN 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.November 11, 2015 at 5:34 am #270266AnonymousInactiveJust 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)January 15, 2017 at 9:38 pm #274341AnonymousInactiveGreetings,
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!
KirkJanuary 15, 2017 at 10:56 pm #274342AnonymousInactiveAs 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 , S:2)Final Speed: 4
Final Recovery: 5 (Base 3 + 2 from Spinning Strikes)
Final Strain: 2Attack 1 Damage: Weapon + d6 (Primary)
Attack 2 Damage: Weapon + pQu+1Note that unlike Smite Heretic (sp) the Recovery and Strain bleed off simultaneously once you have your next action.
January 16, 2017 at 12:54 pm #274349AnonymousInactiveYou 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.
January 16, 2017 at 1:06 pm #274350frootsnaxParticipant…yeah. What FGJustice said.
BUT if you have claws/natural weapons or unarmed fighting then that would work.
Still, getting more complicated.
January 18, 2017 at 4:05 am #274371AnonymousInactiveGood evening,
Southernskies – Yes, thank you. I only meant in cases where we combine Spinning Strikes with Arcane Strike to create an Advanced Maneuver (even though I used “two-weapon fighting” towards the end). And, I see. It would only apply to the primary attack. As an aside, do we know of any instance where Spinning Strikes (or any other two-weapon fighting based maneuver) would apply effects across both primary and off-hand attacks?
FGJustice and Eric – The wording of the Chosen Weapons section for Arcimous Primus leads me to believe that the style is more open to variation based on the magical abilities of the practitioner.
“Chosen Weapons: Arcimous Primus utilizes primarily one-handed weapons as to keep the practitioner’s off hand free for spell casting.”
Perhaps I am misinterpreting this, but the description could potentially offer some flexibility in such cases where the practitioner is a Psion (and does not require a free hand for casting), uses unarmed/natural attacks, or possesses Quick Hands (ta) and wields one weapon in two hands. Other Chosen Weapon sections among other Fighting Styles do not include the word “primarily” and lay out certain requirements directly. I could be reaching, but it seems like it was intentionally left open to various weapon and spell type combat styles. Do we have other threads/posts/rulings available which specifically rule out these other possibilities?
Thank you all for your time and insight!
Cheers,
KirkJanuary 18, 2017 at 3:28 pm #274373AnonymousInactiveI would have to agree with Kirk. The description of Arcimous Primus does not say that “one hand must be kept free” – it just says that is usually done. However, I don’t remember the wording on Arcane Strike so it may indicate that you do need a hand free to use it (which would mean you could not combine it with Spinning Strikes or use a two-handed weapon).
January 18, 2017 at 4:19 pm #274374AnonymousInactiveI remember it being clarified at some point, but I can’t find the post with a casual search.
January 18, 2017 at 11:53 pm #274378frootsnaxParticipantThe crunch books get submissions from many different people and their writting styles and syntax are slightly different from each other. My reading of the fighting style is that your interpretation is reaching.
You may find judges that agree with you. You may find judges who don’t. You should check with them at the start of a table. (And have a back up plan if your combo isn’t allowed).
January 20, 2017 at 8:35 pm #274387AnonymousInactiveThe crunch books get submissions from many different people and their writting styles and syntax are slightly different from each other. My reading of the fighting style is that your interpretation is reaching.
How so? By a literal reading of the rule, it is clear that it is not required to have a hand free (“primarily”). It’s impossible to know intent so all we can do is read the literal meaning of the rule. Also, given that there is the Talent to specifically allow using magic with a two-handed weapon “easily”, I would hope that the fighting style would work fine with a two-handed weapon.
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