Martial Arts

<--Warrior Class
Martial Arts deals with the use of physical abilities. It is generally an offensive and defensive oriented skill-tree. Only warriors may learn from Martial Arts.
A warrior may only learn an ability with a higher level requirement once they have learned at least one ability from the previous level requirement of Martial Arts. An ability with Rank 1+ can be leveled up by investing more skill points into the ability, this provides the same effect as the first level of the ability for as many ranks as the ability has been leveled up; an ability may only be ranked up once the warrior reaches the next level tier, ie: 5, 10, 15 etc. from the abilities required level.
An ability may not be learned unless the warrior meets its requirement criteria.
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==Martial Arts==
Requires: Level 1
[Half-Guard]
(Requires Level 1 Warrior)
Major Action <Interrupt> - Martial Arts
2 FP - Self-Targeting Ability
<This ability can be used as an interrupt, when receiving damage; using this ability as an interrupt reserves a Major Action in the warrior's next turn.>
Make a roll of 1d8, add the value of the roll to the warrior's AC against all attacks received this round.
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[Bash]
(Requires Level 1 Warrior)
Major Action - Martial Arts
1 FP - Attack Ability
Make an attack roll.
{Receives no bonuses to damage, if not unarmed, or using a fist or blunt weapon, or shield.}
Deals damage to the target's fatigue.
If a critical is rolled on this attack, the target receives a [Disabled] buff that {reduces the number of Minor Abilities they can use in their next turn of combat by -1.}
This effect lasts for 1 turn, this effect can be stacked.
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[Critical Strike]
(Requires Level 1 Warrior) (Requires an equipped melee or polearm weapon)
Major Action - Martial Arts
2 FP - Attack Ability
Make an attack roll.
Add an additional critical roll to the attack.
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[Special Strike]
(Requires Level 1 Warrior) (Requires an equipped melee or polearm weapon)
Major Action - Martial Arts
3 FP - Attack Ability
Make an attack roll.
+1d8/2 damage for the attack.
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Requires: Level 5
[Full-Guard]
(Requires Level 5 Warrior)
(Requires [Half-Guard])
Major + Minor Action <Interrupt> - Martial Arts
3 FP - Self-Targeting Ability
<This ability can be used as an interrupt, when receiving damage; using this ability as an interrupt reserves a Major + Minor Action in the warrior's next turn.>
Make a roll of 2d8, add the value of the roll to the warrior's AC against all attacks received this round.
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[Charge]
(Requires Level 5 Warrior) (Requires an equipped melee or polearm weapon)
Major Action - Martial Arts
3 FP - Movement Attack Ability
Make a movement towards an enemy, plus an additional space at 10, 30, 50, 70, etc DEX.
Make an attack roll.
This ability costs an additional +1 FP for each turn it is used after being used in the previous turn; this effect stacks.
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[Knockback]
(Requires Level 5 Warrior) (Requires an equipped melee or polearm weapon)
(Requires [Bash])
Major Action - Martial Arts
4 FP - Attack Ability
Make an attack roll.
Pushes all targets hit by this attack back 1 range from the warrior regardless of if they received damage.
This can be used alternatively as a Minor Action in addition to another Martial Arts ability at its regular cost; in this case do not make an attack roll for [Knockback].
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[Cleaving Strike]
(Requires Level 5 Warrior) (Requires an equipped melee or polearm weapon)
Major Action - Martial Arts
5 FP - Attack Ability
Make an attack roll.
Deals damage to all enemy targets within melee distance of the target of this attack; consumes an additional 1 FP for each additional target after the second.
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Requires: Level 10
[Execute]
(Requires Level 10 Warrior) (Requires an equipped melee or polearm weapon)
Major Action - Martial Arts
3 FP - Attack Ability
Make an attack roll.
Receive Overwhelming Advantage for this attack against a target with less than 10% or 15 HP remaining, whichever is greater.
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[Sweeping Blow]
(Requires Level 10 Warrior) (Requires an equipped melee or polearm weapon)
(Requires [Cleaving Strike], [Knockback])
Major Action - Martial Arts
5 FP - Attack Ability
Make an attack roll.
Deals damage to all enemy targets within melee distance of the target of this attack; consumes an additional 1 FP for each additional target after the second.
Pushes all targets hit by this attack back 1 range from the warrior regardless of if they received damage.
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[Double Strike]
(Requires Level 10 Warrior) (Requires at least two melee or polearm weapons equipped in the Left/Right Hand or Other Equip)
Major Action - Martial Arts
5 FP - Attack Ability
Make separate attack rolls for both your main-hand and off-hand, or other equip, weapons.
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[Glorious Strike]
(Requires Level 10 Warrior) (Requires an equipped melee or polearm weapon)
(Requires [Special Strike], [Critical Strike])
Major Action - Martial Arts
5 FP - Attack Ability
Make an attack roll.
+1d8/2 damage for the attack.
Adds an additional critical roll to the attack.
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Requires: Level 15
[Pirouette]
(Requires Level 15 Warrior) (Requires an equipped melee or polearm weapon)
(Requires [Cleaving Strike])
Major Action - Martial Arts
5 FP - Attack Ability
Make an attack roll.
Deals damage to all enemy targets within range of this attack.
Costs +1 FP for each target greater than two for this attack.
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[Overwhelming Strike]
(Requires Level 15 Warrior) (Requires an equipped melee or polearm weapon)
Major + Minor Action - Martial Arts
12 FP - Attack Ability
Make an attack roll.
Receive Overwhelming Advantage against a target for this attack.
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Category:Destiny of the Fated
Category:DOTF Classes