At Will Powers - Knight

 Adaptation of various At-Will Powers for Dungeon Fantasy Careers.

 Starting with the Fighter. The Knight is the obvious Fighter analogue so that's easy.

Knight

The Mark

For one second, an enemy afflicted with a Mark has -2 to all attack rolls against anyone other than the character that marked him.

Affliction [10], -2 to DX (+20%); Accessibility: Only for Attack Rolls (-20%); Cosmic: no dice roll required (+100%); nuisance effect: only against allies of the caster (-5%); fixed duration - 3 minutes (+0%), Nuisance Effect; Reduced Duration 1/100 (-40%);

 

Combat Challenge [21]

Whenever you hit with an unarmed or weapon attack, the enemy is Marked.

Affliction [10], -2 to DX (+20%); Accessibility: Only for Attack Rolls (-20%); Cosmic: no dice roll required (+100%); nuisance effect: only against allies of the caster (-5%); fixed duration - 3 minutes (+0%), Reduced Duration 1/100 (-40%); Follow-Up, Universal (+50%);

20-20+100-5+0-40+50=105

10+(10*105%)=20.5

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Knight At-Will Powers:

It might be wise to take these as alternative abilities (GURPS powers 13). Reminder that since all of these are attacks of some form, it is a free action to switch between them, but you must use the same power for all attacks in the same turn.

 

Tide of Iron [9/level]

Prerequisite: You must have a shield on your off-hand.

Whenever you hit with your melee weapon attack you may push the enemy. Follow all the knockback rules as if you had inflicted 14 crushing damage per level of this advantage, but don't actually inflict any damage.

Innate Attack, 2d6, Crushing [10]; double knockback (+20%), No Blunt Trauma (-20%), No Wounding (-50%); follow-up, Universal (50%); Requires Shield (-10%).

20-20-50+50-10=-10

10+(10*-10%)=9

 

Cleave [4]

You may attempt to cleave two opponents with the same swing! Select two targets that are within reach and adjacent to each other. Each opponent may attempt a defense separately. If the first one parries or blocks the attack, the attack fails instantly. Otherwise, if you hit one or both of them, deal regular weapon damage -1 against whomever you hit.

This is just the Cleave Technique as an advantage.

 

Sure Strike [6]

You trade power for precision. You make choose to make an attack that deals -2 damage or -1 damage per die, whichever is worse, but you half the enemy DR and you have a +2 to your attack roll.

Technique: Sure Strike at default [6] - which is +4 to default for -2 damage, and -8 for targeting chinks in armor

 

Crushing Surge [38]

Every unarmed or weapon attack you make that hits and deals at least 1 damage gives you 2 Ablative DR. This DR drains at a rate of 1 per second.

Leech 1 [25], Cosmic: doesn't require prolonged contact (+50%), Ablative DR instead of HP (+0%), Nuisance Effect: Cannot be used with other Follow-Up Attacks (-5%)

50+0=50

25+(25*50%)=37.5

 

Footwork Lure [13/level]

After a successful attack with a weapon, at the end of your turn you may pull the enemy towards you. Follow all the knockback rules as if you had inflicted 14 crushing damage per level of this advantage, but don't actually inflict any damage nor cause any collision damage, and instead of pushing the enemy away, pull them towards your direction.

Innate Attack, 2d6, Crushing [10]; double knockback (+20%), No Blunt Trauma (-20%), No Wounding (-50%); follow-up, Universal (50%); Overhead (+30%), Delay (end of turn) (+0%).

20-20-50+50+30=30

10+(10*30%)=13

 

Threatening Rush [23]

Whenever you hit with an All-Out unarmed or weapon attack, all enemies within 2 yards around you are Marked.

Affliction [10], -2 to DX (+20%); Accessibility: Only for Attack Rolls (-20%); Cosmic: no dice roll required (+100%); nuisance effect: only against allies of the caster (-5%); fixed duration - 3 minutes (+0%), Nuisance Effect; Reduced Duration 1/100 (-40%); Follow-Up, Universal (+50%); Area of Effect, 2 yards (+50%); Emanation (-20%); Selective Area (+20%), All-Out (-25%)

20-20+100-5+0-40+50+50-20+20-25=130

10+(10*130 %)=23  

 

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