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Surface Attack Phase Each player’s unit gets to fire on the other player’s, using his or her Ship’s Gunnery attack or attacks.
cannot use with area attack Knowledge (Tactics)* vs Will anticipate target’s next move see Area Attack rules for area attacks held/carried/worn=Ref 10 + size mod + Ref of holder (not counting armor bonus) use with melee weapons or weapons with folded stock;
The target can not be affected by any additional hold attacks while the effect lasts.
GM awards Spending Feat Points hit Boost a Non-Attack skill roll AGL - Agility (nimbleness , co-ordination , reflexes Heroic Dodge (take 1/2 damage from an attack) Buy an additional Quick Action Parry (ignore Free Strikes) Relentless Charge (when charging move through rough terrain without penalty) Re-roll failed attack/skill/willpower roll Run and Gun (advance 2 x SPD inches instead of SPD) Shake Continuous Effect/Knockdown/Stationary (ends one of those conditions) Sprint (make a full advance after incapacitating/destroying an enemy) POI- Poise (hand eye co-ord , skill with ranged weapon) PRW- Prowess ( Grace , balance , conditioning , training) INT- Intellect ( wits , deduction , speed of thought , problem solving) ARC - Arcane (magic power , skill with magic) PER -Perception (attention to detail , awareness) Defence - SPD + AGL + PER Initiative- SPD + PRW + PER Armor - PHY + Armor modifiers Willpower - PHY + INT MAT - PRW + Skill with weapon + weapon attack modifier RAT- POI + Skill with weapon + weapon modifier Command range - INT + Command skill in Inches Jack Marshall Drives (generic) Boost attack roll Boost damage roll Charge Run Power attacks Power attacks are special attacks made by steamjacks.
Kaladin Tempus 97%
USED ABIL 1d12+6 CURRENT SURGE USES TEMPORARY HIT POINTS Melee Basic Attack - Thundering Greataxe +1 FEAT ENH 5 Bonus At-Will Power - Know one extra 1st-level attack BASIC ATTACKS power from your class.
Denying Denial -ofSer vice Attacks February 2015 Adapted from Worldwide DDoS Prevention Products and Services 2014–2018 Forecast by John Grady, Christina Richmond, and Christian A.
Power Attack -1/+2 Feat You can make exceptionally deadly melee attacks by sacrificing accuracy for strength.
Maneuver (B363+) Aim Active Defense Any* Movement Description Step | None Aim a ranged weapon to get its Acc bonus (+1 for bracing, +1 for 2 turns, +2 for 3+ turns, the combined bonus from all targeting systems cannot exceed the weapon’s base Accuracy) | You get no step if your two-handed weapon is braced Cover DR Table (B559) All-Out Attack - Melee Material DR/Inch (2.5 cm) Determined None 1/2 forward +4 to hit Aluminum 20-30 Double None 1/2 forward 2 attacks on same foe with ready weapon (-4 to off-hand without Ambidexterity) Brick 5-8* Feint None 1/2 forward Make one feint and one attack on the same foe Concrete 6-12* Long None 1/2 forward Increase reach by 1 yard (Swing attacks at -2 dmg or -1 per die), may end in crouch (MA87) Glass 5-20† Strong None 1/2 forward +2 to damage (or +1 per damage die) Iron 40-60 All-Out Attack - Ranged (for optional ranged feints, see MA121) Sandbags 3 Determined None 1/2 forward +1 to hit Steel, mild 50-60 Suppression Fire None 1/2 forward RoF 5+ targets 2 yard zone - RoF 10+ suppress multiple, adjacent 2 yard zones with 5+ Shots/zone Steel, hard 60-70 All-Out Defense Stone 8-13* Increased Any Step (1/2) +2 to one Active Defense until next turn (Increased Dodge allows up to Half Move) Wood 0.5-1*/‡ Double Any Step Two different Defenses against one attack * Repeated damage to small Area Mental Defense Any Step +2 to all resistance rolls against magic, psi, and anything similar.
When he attacks as part of a full-round action, he may choose to make every attack at a -5 penalty to his full base attack bonus.
Living Construct - No need to eat, drink, breathe, or sleep DAMAGE ENH MISC MISC 3 4 1 ENH MISC MISC 4 1 Melee Basic Attack - Unarmed ABIL 1d4+11 Warforged Resolve - Use warforged resolve as an USED TEMPORARY HIT POINTS FEAT 6 FEAT 6 encounter power Warforged Mind - +1 to Will defense DEATH SAVING THROW FAILURES Warforged Resilience - +2 racial bonus to saving throws SAVING THROW MODS +2 Racial bonus against ongoing damage against ongoing damage RESISTANCES Resist 6 Ongoing, Resist 10 Cold Unsleeping Watcher - 4 hours of inactivity counts as an extended rest CURRENT CONDITIONS AND EFFECTS BASIC ATTACKS ATTACK DEFENSE WEAPON OR POWER DAMAGE 20 vs AC Bloodthirsty Craghammer +3 1d10+14 13 vs AC Unarmed (Melee) 1d4+11 9 vs AC Unarmed (Range) 1d4+3 vs SKILLS BONUS SKILL NAME CLASS / PATH / DESTINY FEATURES ABIL MOD + 1/2 LVL TRND (+5) ARMOR PENALTY MISC 0 n/a 0 Defender Aura - Gain the defender aura power Shield Finesse - You ignore the check penalty for wearing FEATS Battle Guardian - Gain the battle guardian power 8 Acrobatics DEX 8 6 Arcana INT 6 0 n/a 0 Knight Fighter Stances - Choose two fighter stances a shield.
Stone Tempus 97%
Con modifier bonus to damage after enemy hits you n/a 0 History INT 2 2 Insight WIS 2 0 n/a 0 2 Intimidate CHA 0 0 n/a 2 0 n/a 0 2 Nature WIS 2 2 Perception WIS 2 0 n/a 0 7 Religion INT 2 5 n/a 0 1 Stealth DEX 1 0 n/a 0 0 Streetwise CHA 0 0 n/a 0 DEX 1 0 n/a 0 Stone 2/all, 4/all at 11th level, 6/all at 21st level Rune of Mending - Gain rune of mending power 2 Thievery MISC MISC 1 Ranged Basic Attack - Magic Hand Crossbow +1 ABIL FEAT 0 ENH MISC MISC 1 BASIC ATTACKS ATTACK DEFENSE WEAPON OR POWER DAMAGE 9 vs AC Earth-Wrought Hammer Warhammer 1d10+6 +1 4 vs AC Magic Hand Crossbow +1 1d6+1 6 vs AC Unarmed (Melee) 1d4+5 1 vs AC Unarmed (Range) 1d4 vs FEATS Rune of Destruction - Allies gain +1 to attack against 0 0 n/a Protection rune state 0 1 ENH Rune Master - Gain either Rune of Destruction or Rune of CHA Heal 0 ARMOR PENALTY MISC Bluff 7 FEAT 5 1d6+1 Unsleeping Watcher - 4 hours of inactivity counts as an CURRENT CONDITIONS AND EFFECTS 13 1 encounter power SAVING THROW MODS +2 Racial bonus against ongoing damage 7 ABIL 1d10+6 Warforged Mind - +1 to Will defense Acrobatics 2 Melee Basic Attack - Earth-Wrought Hammer War DAMAGE Warforged Resolve - Use warforged resolve as an DEATH SAVING THROW FAILURES 1 0 DAMAGE WORKSPACE ABILITY:
Smash Board Game 97%
x2) (1 action) Falco Phantasm – Move 8 bases (2 actions) Reflector – All effects of opponents special attacks are ignored by Falco on your opponents next turn (1 action) Mr.
Version 1.1 (covering attacks at TH8 and below, plus GoWiPe) to be updated once authors are less noobish BASIC TRAINING:
Fredegar Tempus 97%
USED ABIL 1d8+2 FEAT ENH 1 MISC MISC 1 Ranged Basic Attack - Magic Crossbow +1 ABIL 1d8+1 FEAT ENH 0 MISC MISC 1 TEMPORARY HIT POINTS BASIC ATTACKS ATTACK DEATH SAVING THROW FAILURES Ref Savage Rend (Frost Quarterstaff 1d8+6 +1) 4 vs AC Magic Crossbow +1 1d8+1 at-will druid powers.
Simbul Tempus 97%
TEMPORARY HIT POINTS FEAT -1 FEAT ENH -1 Dual Heritage - Count as elf, half-elf, and human for BASIC ATTACKS choosing feats.
Piercing (in rage) MISC MOD 1 + MISC MOD 2 HALF DAMAGE ATTACKS ACTION PROF ABILITY Greatsword ✔ Scourge Spear Str TO HIT RANGE Melee DAMAGE +8 1d8+4 2 DAMAGE TYPE Bludgeoning Melee +8 2d6+4 Slashing ✔ Str Melee +8 1d4+4 Slashing ✔ Str Melee, 20/60 ft.