Maneuver: Power Strike
Black Archangel | Dueling | Flames of Fury | Great Weapon Fighting | Heart of Ice | Iron Whirlwind | Quaking Storm | Secret Techniques | Shadowy Reach | Telluric Wake | Unarmed Scrapper | Viper's Venom | Warfare
Stats |
- Tradition; Ability Rank: Warfare; 1
- Availability: Fighting Styles: Dueling, Great Weapon Fighting, Unarmed Scrapper; Black Archangel, Flames of Fury, Heart of Ice, Iron Whirlwind, Quaking Storm, Shadowy Reach, Telluric Wake, Viper's Venom
- Complexity: Simple
- Cost: 1 -
- Use Time : Free Action / ◇
- Components: Somatic
- Display: None -
- Range: Self
- Target: Self
- Duration: Instant
- Saving Throw: None
Ability Description |
You lean into your next melee or thrown strike, making it strike with a powerful force.
On your next attack, or after you've rolled to attack but not to confirm if you've hit; you may impose a -2 numerical penalty a number of times Half-Proficiency (ex: 1 HP means -2, 2 HP means -4, 4 HP means -8, etc).
If you do, and you still hit your enemy, you may increase the damage your attack deals by an amount equal to 5⤴ times the amount you took this penalty. This amount scales with Charging Strikes and Critical Damage. This imposed penalty lasts until the end of the current turn, and continues to stack with other uses of Power Strike.
For example, if you take a -6 to hit, have a +4 Attribute Modifier, and Critically Hit with a weapon that does 1d6 damage and has a 2x multiplier; the damage dealt would be 2d6+30+8 ( 1d6+15+4 w/o the Critical). If using Power Strike once for the attack afterward, it becomes a -8 to hit, witht he same modifiers.
Augmentation + other notes |