The art of fighting people has hundreds of different schools of thought, thousands of different stances and techniques, and still no consensus on the One True Way of doing stuff. Now imagine expanding that learning to creatures with completely dissimilar body types, physiologies, and even whether those creatures have vital spots or not.
So warriors can certainly just "get out there and flail a sword at something", but it feels rather inelegant. Where exactly can prospective fighters learn that a dragon's heart is actually about two ribs lower than a human's? Or that giants have a high centre of gravity, making them particularly vulnerable to trips and falls? Or that salts neutralize the acids of specific kinds of Oozes, but definitely not other types of oozes? In order to represent this, here are some feats for those who have studied different types of creatures. Skerbynom [Combat] You are trained in Skerbynom, the Gnomish art of giant-wrestling. Requirements: 4 ranks in Knowledge (Local) Benefits: You gain a +4 competence bonus to Armour Class against melee attacks made by creatures with the Giant type, and you gain a competence bonus on Grapple checks against them equal to +4 per size difference (Medium-Large is one size difference, Small-Huge is three sizes difference, and so on). Thuridan Raloynor [Combat] You have trained in Thuridan Raloynor, the Elven art of evading powerful blows, originally formulated for battle against Orcs and their kind. Requirements: 4 ranks in Knowledge (Local). Benefits: When an opponent attacks you using the Power Attack feat, the penalty they take on attack rolls to gain benefits from Power Attack is 2 points higher than it would be. In addition, if a foe charges you, you gain a +1 circumstance bonus to Armour Class against their attacks. Dragonbane School [Combat] You have trained in battling dragons and evading breath weapons. Requirements: 4 ranks in Knowledge (Arcana). Benefits: You gain +2 damage on any weapon attacks against a Dragon type creature within 30 feet, and a +2 bonus on saving throws against any kind of breath weapons. Hirdamadra [Combat] You have trained in Hirdamadra, the way of a thousand cutting blades. This school teaches the art of battling tentacled things that should not be. Requirements: 4 ranks in Knowledge (Dungeoneering). Benefits: You do not incur an attack of opportunity for attempting to sunder a natural weapon used by an Aberration-type creature. In addition, your slashing attacks against an Aberration-type creature gain a +2 competence bonus on damage rolls. Vanhal's Stakewondo You have learned to do battle with the most foul of parasitic undead- the Vampyr! Requirements: 4 ranks in Knowledge (Religion). Benefits: When you use a wooden stake (dagger), it does not count as an improvised weapon. You may make critical hits against Vampires and Vampire Spawn using a wooden stake, as if they were living. This instantly triggers the Massive Damage rules for these creatures, if you are using these in your campaign. How you can use these in your game: - Particularly effective warriors might recognize the fighting styles of other warriors as they battle different types of creatures. They will likely try to teach particular techniques to others, as well. - If a new Player Character is introduced, they may wish to be a specialist against particular types of creature. This might allow them a fun way to do so, without overspecializing their character. - Clever enemies might also be specialised in battling types of creatures. Drow might have particular training for battling creatures without darkvision, for example. Also posted on Game Masters Stash on 11 June 2019. Comments are closed.
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