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Weapon Techniques

Weapon Techniques are abilities which can be performed with weapons through the use of Stamina. Some techniques require no Stamina to use, however these techniques tend to be weaker and are meant to give expanded options instead.

The Weapon Techniques listed here are ones available to everyone with proficiency in the weapon group listed. Some feats, class abilities, and special abilities also grant Weapon Techniques.

Martial Arts are weapon techniques exclusive to unarmed strikes. They are usually gained through class abilities (such as the monk or brawler) or through feats (such as Boar Style).


Simple Techniques

Simple techniques are techniques which can be used on any weapon despite being made for Simple Weapons.

Power Strike

Spend 1 Stamina to increase your damage by +2 with your attack. Alternatively, no Stamina can be spent however this deals a -2 penalty to-hit on your attack.

Nonlethal Strike

Spend 1 Stamina to deal nonlethal damage with no penalty to your attack roll. Alternatively, no Stamina can be spent however attacking takes a -4 penalty.

Parry

Spend 2 Stamina in order to use parry as per the Swashbuckler ability. You cannot Riposte unlike the Swashbuckler.

Twist the Knife

When dealing bleed damage, you can spend 3 Stamina to cause the opponent to suffer the bleed damage as a penalty to all checks (including attack rolls) until the bleed is cured. The weapon dealing bleed must be piercing.

 


Martial Art Techniques

Martial Arts are weapon techniques which can only be used with unarmed strikes or natural attacks.

Neck Jab

Spend 2 Stamina to make a single attack roll as a standard action, this attack is made at your highest attack bonus. On a successful hit, you deal damage as normal but the opponent must make a Fortitude Save (DC 10 + your level + Strength or Dexterity modifier, whichever is higher). On a failed saving throw the opponent is unable to speak for 1 round.

Back Off!

Spend 2 Stamina to kick an opponent away with your attack and on a successful hit the opponent is moved back 5 feet if they are equal to your size or smaller.

Nelson Lock

Spend 2 Stamina on a grapple attempt using your unarmed strikes or natural weapons to restrict the arms of the opponent. If you successfully grapple the opponent, they cannot use their arms until the beginning of your next turn or unless they break the grapple. You, as the grappler, cannot use your arms either while this is active.

Dislocate

Spend 2 Stamina to make a single attack at your highest base attack bonus, and on a successful hit the opponent suffers a -2 to all Strength and Dexterity-based checks (including skill checks, attack rolls, and damage rolls) for 1d4 rounds. On a critical hit this penalty is instead a -5 and lasts for 1 minute.

 


Sword Techniques

Pommel Strike

Spend 1 Stamina to make an attack using the sword’s pommel. This attack only deals 1d4 points of bludgeoning damage, but on a successful hit the opponent must make a Fortitude Save vs DC 10 + damage dealt. On a successful hit they are staggered for 1 round as well. No Stamina can be spent, but the saving throw is instead reduced to only DC 10.

Swift Slice

Spend 2 Stamina and you reduce the penalty for subsequent attacks by 2. Alternatively no Stamina can be spent, but doing this causes your damage to be halved instead.

Beat

Once per round reduce the cost of the Parry by 1 Stamina Point. In order to use this, you must be wielding the sword in one hand.

Thrust

Spend 1 Stamina to move an additional 5 feet as part of an attack with a piercing sword. This cannot be used with swords which don’t deal piercing damage.


Polearm Techniques

Push Back

Spend 1 Stamina to push an opponent back 5 feet with a successful hit in addition to dealing damage. Alternatively no Stamina can be spent to deal no damage on the attack.

Butt Strike

Spend 1 Stamina to use the butt of the polearm as a 1d6 bludgeoning weapon that possesses the Nonlethal quality. Alternatively no Stamina can be spent to only deal 1d3 bludgeoning damage.

Sweep

Spend 1 Stamina to sweep an opponent off their feet with the polearm, tripping them in addition to dealing damage on an attack. Alternatively no Stamina can be spent to deal no damage on the attack.


Axe Techniques

Hook

Spend 1 Stamina to grab an opponent’s ankle and pull them 5 feet towards you on a successful attack. This attack deals no damage however.

Butt Strike

Spend 1 Stamina to use the butt of the axe as a 1d6 bludgeoning weapon.

Armor Opener

Spend 2 Stamina to cut into the armor of an enemy easier. If this attack hits, the opponent takes a -4 penalty to their armor’s AC it grants (minimum of its AC bonus becoming 0) and this lasts for 1d4 rounds.


Hammer Techniques

Fatiguing Smash

Spend 1 Stamina to cause an opponent to become staggered on a successful attack in addition to the damage from an attack, this lasts for 1d4+1 rounds.

Kneecap Strike

Spend 2 Stamina to reduce an opponent’s move speed by 20 feet with a successful attack. This reduction to move speed lasts for 1d4 rounds.

Rattling Strike

Spend 1 Stamina when attacking an opponent wearing metal armor. This attack causes a loud clang against the metal, deafening the wearer for 1 round in addition to dealing damage.


Bow Techniques

Dual Arrows

Spend 1 Stamina to attack two opponents which are adjacent to each other, dealing damage as normal but taking a -5 penalty to hit. Alternatively no Stamina can be spent, but the penalty increases to -10 instead. This technique doesn’t work on Crossbows.

Trick Shot

Spend 1 Stamina to bounce a bow or bolt against a barrier within your bow’s range, counting the barrier as a new point of origin for the purposes of cover.

Overdraw

Spend 2 Stamina to reduce your bow’s range by half and deal an additional +1d8 points of damage with your attack. Alternatively no Stamina can be spent, but you take a -5 to hit.


Pistol Techniques

Precise Aim

Spend 1 Stamina on an attack against an enemy within half of your pistol’s range. This attack deals an additional 2d6 points of precision damage.

Swift Reload

Spend 1 Stamina to reload your pistol for the rest of the round just as fast as you shoot it. This turns your reloading into a non-action (similar to that of knocking an arrow in a bow).

Risky Shot

Spend 2 Stamina to make a shot against an enemy within your first range increment. This attack roll is made at a -5, but on a successful hit the opponent is stunned for 1 round unless he succeeds at a Fortitude Save (DC = 10 + damage dealt).


Rifle Techniques

Heated Bullets

Spend 1 Stamina and for each attack roll you make with your rifle on a full-round attack, add +1d4 points of fire damage. (First shot is 1d4, second is 2d4, and so on).

Barreling Shot

Spend 1 Stamina on a ranged attack roll using your rifle against an opponent in melee range. This attack doesn’t provoke attacks of opportunity regardless of any feats or abilities the opponent may possess. This attack roll is made at a -2 to-hit but on a successful hit the opponent takes damage and is pushed back 1d4 x 5 feet.