Combo

Requirements- Deadly Maneuver   You are able to chain together multiple unique Actions that allow you to more easily hit and deal greater damage. The Actions are chosen when taking the feat, and the player may make the choice over how many Actions in total.   Each successful Attack Roll or Combat Maneuver check grants a stacking bonus of +2 to checks and damage. If any check or Attack Roll misses the Combo fails, and the character must use their remaining Actions normally.   For example Hyacinth the Barbarian chooses a combo of Deadly Maneuver (Feint), Deadly Maneuver (Trip), and an Attack Roll as her Combo. On her turn she declares she is using her Combo, and makes a Feint check. She succeeds, and deals normal damage on her first Action. She then makes a Trip check with a +2 bonus. She succeeds and deals normal damage with a +2 bonus. She makes a final Attack Roll with a +4 bonus, and if successful will deal an additional 4 damage.   Grog the Swordsman chooses a 4 Action Combo (with the intention of eventually using it with Haste). They choose Deadly Maneuver (Dirty Trick), Deadly Maneuver (Reposition), Deadly Maneuver (Trip), and a Sneak Attack for the final Action. They do not have Haste/Slow currently so this Combo will take place over more than one round. Grog attacks a Dire Wolf, starting the round with using an Action to move up to the Dire Wolf, and then declaring they wish to use their Combo. The Dirty Trick check succeeds and the Reposition check also succeeds with a +2 bonus to hit and damage, thus ending their turn. On the following round they MUST continue the Combo, even if they must move to do so. Grog makes a Trip check with a +4 bonus to the check and damage. Grog is not flanking the Dire Wolf, so they must spend a PP as part of the Combo for their final attack, which has a +6 bonus to the Attack Roll and Damage.   This feat may be taken multiple times

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