Title: Fighter Abilities Suggestions
Raikenza - February 17, 2007 05:16 PM (GMT)
When it came out, the first thing I noticed was a lack of variety, the shop was focused primarily on the fighter and a little on the rogue/thief, and not the huge variety of fighting based classes, like Berserkers, Commanders(and their ilk), and mounted combatants. So, I'd like to make my own suggestions.
Berserk: Throw yourself into a berserk rage for five minutes. Strength and health is greatly increased during the berserking, allowing fighters to go past their limits. After the berserk, if the berserker has taken mortal wounds, he immediately falls unconscious. Also, the fighter is winded after the berserk.
Commanding Aura: Your shouts enhance the abilities of all allies nearby, and also just seeing you makes them more confident in their abilities. Enemies are also slightly intimidated by the prospect of fighting someone with a commanding aura, performing worse. You can also order a single, massive strike against the enemy, with all of your allies attacking with devastating force for a single round of posting. Usable only once a battle.
Obsidian Nocturne - February 18, 2007 02:31 AM (GMT)
Just to add to the suggestions above...
I was thinking maybe we could give them the option to be a tad bit more versatile........... at a price.
Battle Mage
The warrior takes a course in magic, allowing him to add one more spell into his repertoire.
cost: 100 gold
Buying this ability may be repetitive but the per-spell price will restrict how many times it will be purchased. It will more or less ascertain that the character will be more picky with the spells he/she chooses.
Night Owl (counterpart of Infravision)
The warrior through experience becomes accustomed to the darkness. He can see through little or no light.
cost: 45 gold
Increased Threshold
The fighter, after enduring through a lifetime of physical training has a larger capacity in the toleration of pain thus his health is 1/4 higher than usual. Must have the Strong Soul feat.
cost: 150 gold
Titan's Breadth
It is the result of years of constant body-building. Strength is therefore increased by two-fold.
cost: 200
Speed Vision
The capacity to see the quickest movements is increased. One can now be rarely fooled by the blurs caused by optical illusion.
cost: 150 gold
Dim Mak Level 1
Arms one with the average knowledge on pressure points. A warrior is now capable of performing minor to moderate healing upon hand contact upon the area that is currently facing an ailment. This will not work for open wounds but instead solve difficulties like body-paralysis and muscle-cramping.
cost: 100 gold
Dim Mak Level 2
Arms one with an above average knowledge on pressure points. A warrior is now capable of triggering minor to moderate feats of body paralysis or muscle cramping upon inflicting pressure on selected parts of his opponent's body. This is only achieved upon flesh contact on certain parts and even then it will only affect the area touched. Requires Dim Mak level 1. Must be an ARPer to purchase this ability.
cost: 100 gold
Improved Sunder
Allows a fighter to be able to break any weapon once a month without permission. Must have the Sunder Ability. Must be an ARPer.
cost: 500 gold
Efficiency
Such ability enables the fighter to perform a strike with only half the strength required.
cost: 150 gold
Lance - February 23, 2007 04:44 PM (GMT)
Alright, I think it's time this thread was set up, so I'll start things off I guess. Remember: these are fighter abilities, not spells.
Strong Mind:
The fighter is resistant to the effects of adverse mental-based spells, such as Feeblemind and Fear. Must first have the Concentration skill.
Spirit Weapon:
Once per week, the fighter can infuse their weapon with life energy, cutting through an offensive spell aimed at them. The amount of energy given up depends on the power of said spell. (this one I'm sure won't be accepted, but eh)
Dark Wraith - February 23, 2007 10:36 PM (GMT)
Pain Tolerance: You are able to tolerate much more pain than a normal person. You are thus able to sustain many more injuries before becoming near-death. Does not include mortal or severe injuries.
Martial Artistry: You are a masterful martial artist, such that you have improved mental discipline and a higher physical threshold and endurance. You are able to make devastating attacks without a weapon. Must own Improved Unarmed Strike first.
Masterful Kill: You are very knowledgable about human anatomy and thus know where critical systems and hit points are. You are thus able to pin-point where to thrust your weapon in order to cause maximum damage to your foe.
Splinter: You swing your weapon with such force that you can now break shields once per month without permission. Typically, this will also break the shield arm of your victim, though this is not certain. Shields made of adamentium or mithril, or shields from diety shops will not break. Must first own the Sunder ability.
Also, I was thinking about the Sunder ability. Since Starting Equipment weapons are not very strong, there is no way that they would be able to sustain the force of using this ability. If you swung a broadword with this force, you would break your foe's weapon, but also your own. I think that possibly there should be a limitation that only non-breakable weaponry can be used for this ability, since that is slightly more realisitic.
Obsidian Nocturne - March 7, 2007 05:40 AM (GMT)
Double Damage
The fighter now has the ability to deal double the damage he or she normally inflicts upon an opponent.
cost: 350 gold
Dark Wraith - March 7, 2007 02:07 PM (GMT)
Weapon Mastery: You are a top-notch expert with your chosen weapon, and only others with this ability are able to match your amount of skill and dedication to the study of this weapon. Must first own the Weapon Focus feat for your chosen weapon. You may not master more than one weapon.
Obsidian Nocturne - March 10, 2007 01:25 AM (GMT)
| QUOTE (Boreas Enteler @ Wed, 7 Mar 07, 7:25 PM) |
| Yeah but he chose to become a caster. Casters need many types of spells and such, fighters not so much. I was thinking quality is better then quantity. |
Yes, but fighters and mages must also be equal in their own fields in terms of performance. A fighter with a limited number of skills will be nothing to a mage with a boundless number of spells. Besides, these abilities are practically the only things that a warrior relies on. He's restricted to five spells as it is.
--------------------
Aaand now for my suggestion:
Penetrate
A fighter is now gifted with the ability to pierce armour twice a month without permission. Cannot pierce mithril nor adamantium nor armour from the diety shops. Must have a weapon that is either made of mithril or adamantium to perform. Must have the cleave feat.
cost: 500 gold
Advanced Penetrate
You can now pierce any kind of armour twice a month without permission. Must have a weapon that is either made of mithril or adamantium, must have the Cleave feat and two bangles of strength.
cost: 700 gold
Single Spell Immunity
You are given the option to choose that one spell your character will be completely immune to. This can only be purchased once and the spell choice can no longer be changed.
cost: 200 gold
Khan Delnoch - March 27, 2007 09:35 AM (GMT)
People, people. If you want to be a battlemage then learn your spells and basic combat skills, but leave the Fighter Abilities to those with a purely close up fighter in mind.
We all need our strengths and weaknesses, its that which makes roleplaying fun.
If we all had unbeatable fighting styles and magic spells what would be the point in there being different classes?
Anyhoo, Fighter Ability Ideas..Well, mostly berserker abilities, but I'll think of some others.
Prodigious Girth: Such is your prodigious girth that short weapons and the weaker projectiles can scarcely penerate your gut. daggers, arrows, katars and other short bladed weapons are nigh on useless unless aimed for the head or limbs, longer bladed weapons effectiveness is lessened. This has no effect against hammers, which work on impact rather than penetration, and Adamantium or Obsidian weapons, which are sharp enough to slice right to the bone.
Feel No Pain: Your anger has built to its highest, arrows are flying around you and the enemy has surrounded you with spears, but this matters not because you feel no pain. If weapons stab your flesh you fight on, if your arm is removed you will fight on, you will spurn any attempt of healing because all that matters is killing the enemy. You have become Bare-Sark.
Any wounds inflicted can have their impairing effects ignored (eg stunning, staggering, flinching. Blows that would knock you to the ground still will, your ignoring pain, not gravity here) but the physical damage is still done. Healing magic effect and medical aid is much weaker. Strength and toughness increase, but you have to attack the closest enemy face to face.
Skilled archer: Your enemies will fear you from any distance, as your skill trancends all distance, be it 500 yards or mere inches.
Your bows/crossbows/arrows/throwing weapons are now just as effective in the middle of a melee as they are from a distance. Stabbing with arrows, unleashing a crossbow bolt at point blank range and using your other ranged weapons to devastating effect up close is now possible.
Brawler: Dropping all your weapons you dive into the fray, pulling one person into a cruching headbutt as you drive another into the floor. Even swords are useless at such close range, though you still fear the dagger in the dark. You have become a master of unarmed combat, and love to drag people into the kind of fight you excel at. When you have people in close, where your grasping hands can wrench weapons away you can fight the way want, hand to hand, tooth and nail.
Any weapon longer than 3 feet become useless, as you get too close for their reach to be utilised. Shorter weapons however are even more deadly, so daggers, Katars, Hatchet-hands and the like are still highly effective.
I'll leave these for now, come back to it later.
What do people think?
The Radiant Guard - March 29, 2007 03:30 AM (GMT)
| QUOTE (Dark Wraith @ Sat, 24 Feb 07, 4:36 AM) |
Pain Tolerance: You are able to tolerate much more pain than a normal person. You are thus able to sustain many more injuries before becoming near-death. Does not include mortal or severe injuries.
Martial Artistry: You are a masterful martial artist, such that you have improved mental discipline and a higher physical threshold and endurance. You are able to make devastating attacks without a weapon. Must own Improved Unarmed Strike first.
Masterful Kill: You are very knowledgable about human anatomy and thus know where critical systems and hit points are. You are thus able to pin-point where to thrust your weapon in order to cause maximum damage to your foe.
Splinter: You swing your weapon with such force that you can now break shields once per month without permission. Typically, this will also break the shield arm of your victim, though this is not certain. Shields made of adamentium or mithril, or shields from diety shops will not break. Must first own the Sunder ability.
Also, I was thinking about the Sunder ability. Since Starting Equipment weapons are not very strong, there is no way that they would be able to sustain the force of using this ability. If you swung a broadword with this force, you would break your foe's weapon, but also your own. I think that possibly there should be a limitation that only non-breakable weaponry can be used for this ability, since that is slightly more realisitic. |
In response to the "Pain Tolerance" one, I think it ought to be named something that shows it is a HIGH pain tolerance, because I know a few people who have a Pain Tolerance, it just is not very high...
And I think it ought to be so that you must have the Endurance feat first.
Obsidian Nocturne - March 31, 2007 05:36 PM (GMT)
Disabling Glare
A warrior is born with the ability to intimidate with such a tremendous impact that for the first round of battle, his opponent/opponents are filled with awe, left mind blank and unable to cast any spells. Must own the Intimidate skill.
cost: 200 gold
Thick Skin
Your skin is now thicker than normal making it more difficult for your foes to deal fatal damage.
cost: 100 gold
Limb Breaker
The fighter gains a higher chance at breaking his opponent's limbs whenever his attacks are blocked or parried. Must own the Cleave feat.
cost: 300
Triple Slash
Being that a fighter is focused entirely on melee combat compared to all other classes, he is now capable of delivering blows at thrice the speed it takes to deal one. Must already own the ability, Double Slash. (personally, I think this would be needed since even non-melee practitioners have haste to double the speed of their strikes)
cost: 250
Outnumbered Revenge
Such an ability provides one with heightened reflexes, sight and hearing whenever outnumbered.
cost: 100
Lothlómendil - April 19, 2007 11:14 PM (GMT)
These suggestions are alright, and I'll look through them more closely some other time, but I want everyone to first focus on more basic abilities that are closer to the kind that we have now. Simple tactical moves. Such as: slash, kick, parry
Basic, simple stuff.
amedunk1 - May 2, 2007 10:04 PM (GMT)
headbutt - can deal large damage and will tempoariley stun both charetcters interupitng anything that is in procees at that time.
sheild bash - a powerfull smash using your shield as a deadley weapon
Vaudeux Jupiter - May 12, 2007 02:06 AM (GMT)
I love the Outnumbered Revenge from Obs. Great idea! I was thinking that fighters should have a couple more added that delays spell casting, giving a fighter a better chance against spells too. First!
Grapple
In order to perform powerful techniques one needs superior balance to be successful. Grapple allows its user to pinpoint any advantages and allow them to have a greater chance in seizing their opponent and knocking them off balance. Then allowing its user to set up positions for throws and sweeps.
(Kinda advanced. Probably would require some strength, speed, and maybe unarmed strike.)
Launch
In combat you are able to redirect your opponent’s attacks, taking their balance, and carrying them a great distance off from your own body. Throws to consider; floating, hip, shoulder, and rolling throws. (Requires grapple)
Charlotte - May 26, 2007 12:12 AM (GMT)
Face it, we need more. A ton more. And some that can counter even a slight bit of the magic user's extremely large set of anti-fighter spells. And I know a great resource for fighter and PrC pics, much better than the current(in my opinion), but there are copyrights we'd have to put into the shop. Oh, and there are several hundred available.
I also declare today an official Ardian Holiday, the Defeat of the Honorable Force.

(Guild Wars hooah)
Monstrous RushA lightning fast sprint forwards, bulling aside everyone in your way. Those that are directly in the front get knocked down, and spell casting disrupted. Requires
SprintPrice: ...expensive, I'd expect.(300 range?)
-image coming soon-
Strike!A single, unstoppable attack with normal damage, however it always hits, unless the target has applicable defensive Fighter Abilities, or magic shielding.
Slippery ExistenceAllows the Fighter Abilities character to simply disappear from magical forms of detection and sight. Requires
Stealth and
Slippery MindSlippery MindNegates all forms of mind reading on the character, unless willing.
So unfinished. But also alert me if you like the image. Because I literally have access to hundreds of others.
Obsidian Nocturne - May 26, 2007 09:10 PM (GMT)
I'mma suggest a tweak to Slippery Existence
Slippery Existence
Such an ability allows the character to escape from magical forms of detection for as long as he is not using magic at the time of the scan. Detection of such a character can only be made through the traditional use of senses and nothing more. Requires Stealth.
Obsidian Nocturne - May 27, 2007 10:15 PM (GMT)
| QUOTE |
Slippery Existence Such an ability allows the character to escape from magical forms of detection for as long as he is not using magic at the time of the scan. Detection of such a character can only be made through the traditional use of senses and nothing more. Requires Stealth. |
Just to make things clear for everyone... the magic that I was pertaining to here were spells, latent that were explicitly mentioned to being used at the time of the scan or spells that can be cast... not the magical nature of a race.
Hope that clears it up!
Also, I thought I'd include the reason why Charlotte and I pretty much thought about this idea. There are alot of mage spells (pretty cheap ones too) that put to uselessness some pretty vital fighter abilities such as stealth and ambush. We thought that such suggestion up there would even things out for the two classes (fighter and mage).
Lothlómendil - July 15, 2007 03:33 AM (GMT)
I'll just jot down here that I want to add a "dodge" ability. (This is a note to myself and not a request for a description for it, etc.) And also bump this topic for more suggestions. :)
Vaudeux Jupiter - July 15, 2007 03:53 AM (GMT)
I would really like an ability like the magic Foresight, but as a fighter ability - seeing as it is appropriate for masters of things to have a certain 6th sense in combat.
It would also be great to have some type of Joint/arm ability that would allow fighters to perhaps disarm and harm their opponents by manipulating their body, (let's say hyperextend their wrist, or contort their arm around their back as a painful counter)
*ponders*
Arcan Zarikon - July 16, 2007 03:16 AM (GMT)
I'm just gonna throw this onto the table:
Master's Strike: Allows you to perform a strike only a master could do which is unique to each weapon. E.g. Sword: A spinning strike, landing several blows in one attack. Axe: a powerful cleaving attak, capable of piercing most metals. etc etc
Must have Weapon Focus feat for selected weapon.
That's just a rough idea of course.
Vaudeux Jupiter - August 10, 2007 04:36 PM (GMT)
Acupuncture:
Gives the fighter a heightened sense of pressure points in your opponent during combat, making it easier to deal damaging blows and reduce blood circulation to certain areas.
Arganol Deathstrider - August 10, 2007 05:09 PM (GMT)
That's a cool idea.

Execute- A sudden finishing technique that can be used to finish someone off. Because it is so powerful, it leaves you very fatigued. Can only be used when an opponent is close to dead. It does not kill, but leaves opponent unconcious. Requires
Pierce and
Feint.
Drakon - August 12, 2007 07:30 AM (GMT)
| QUOTE (Jupiter) |
Acupuncture: Gives the fighter a heightened sense of pressure points in your opponent during combat, making it easier to deal damaging blows and reduce blood circulation to certain areas. |
I like this one, If someone were to be using say perhaps needles or at least a small weapon it could make things intresting. I would add however that a small weapon be a requirment to use the skill. hitting a small point on a persons body with a large sword or axe wouldn't make sense. Like Haku and her needles if you have even seen the anime Naruto.
Vaudeux Jupiter - August 12, 2007 04:51 PM (GMT)
^_^ Well it was firstly meant as an unarmed technique, because pressure points are easiest to locate by touch. But I'm sure it's subjected to other such things as well.
Dean - February 8, 2008 03:03 PM (GMT)
Tumbling Shot: You are able to fire your ranged weapons with lethal accuracy while performing incredible acrobatic moves, such as flips or jumps. Must first own the Tumble skill and the Marksmanship ability.
Annihilate - February 17, 2008 11:24 PM (GMT)
I have a few new ideas for fighter abilities, as well as around... 50 images. Lol. So, I'll list the images, and put the ones I have ideas for at the top.
Element BurstBy using your inner energy, you are able to produce a concentrated blast of energy reflecting your actual element. In other words, a fire element will produce a blast of fire energy. This can be preformed twice in one topic. Must first have the
endurance feat.




Elemental MasteryYou have mastered the focused elemental blast technique, and can produce this attack three times per topic without growing tired. Must first have the
focus elemental fighter ability, the
endurance feat, and the
concentration skill.
Elemental BladeAllows the user to energize their weapon with elemental energy reflecting their element. Must first own the
focus elemental fighter ability.
Single Weapon DefenseYou will be able to preform defensive techniques without a shield better. Must first have the
parry ability.
Iron SkinThis technique makes your skin very touch, and harder to penetrate without armor. Must first own the
concentration skill.
Combat BreakThis technique allows the user to break combat, and drop back to regroup.
Phantom StrikeAllows the user to preform a three pronged stab attack with only one weapon, but attack three times. The user must first own the
dual slash ability.
Energize BladeAllows the user to energize their weapon with their magical attacks.
Sonic ShotThis technique propells the arrow so quickly it's deafening, causing a very powerful impalement upon impact.
Double Arrow ShotAllows the user to shoot two arrows.
BerserkerAllows the user to go into a berserk state, acting on pure instinct. This allows them to focus their energy into powerful attacks. The problem is the user tends to prefer rage over grace, and tend to let attacks through more frequently, but they are better able to shrug off damage.
Dual MasteryThis makes the user very adept at using two blades, and hard to defeat. It also makes their defense with these weapons harder to break. Must first own the
dual wield and
ambidexterity skill.
Cross SlashAllows the user to make a very powerful cross slash, that is typically very hard to defend against.
Sonic SlashAllows the user to make a sub-sonic slash. Whether or not this technique hits or not, the disruption of the wind around the weapon still has the strength to slash through cloth.
So, that's about all, but here's some more images.




































Winter - February 18, 2008 12:24 AM (GMT)
A few of those sound more like spells than fighter abilities, or possibly a bit in between, although I do like the sound of a lot of them, I can also probably suggest a few effect to go with those images:
Chain comboYou are skilled at using long strings of combinations with any form of weapon, making you able to perform a long series of strikes.
Heavy BladeYou strike with such force that your weapons seems twice as heavy and deals twice more damage
Perfect strikeYour strikes at the body can hit certain nerve points that can paralyze your opponent's movements (may have to reword that one)
Swift swordYou move your weapon so fast it leaves an afterimage.
Javelin swordYou can throw a heavy sword with as much accuracy as throwing a dagger, must first own the
throw ability.
Annihilate - February 18, 2008 03:35 AM (GMT)
I dunno if you could explain it like this, but alot of those techniques could be considered "ki".
Basically, it's sort've like this, Chi is the energy flowing within a fighter, and when a user channels it out into a physical force it's called Ki. So the elemental blasts could be called Ki. The berserker skill could be called Chi, though, because old warriors could use Chi to augment their abilities.
So yeah, that's the principal I was going on.
Winter - February 18, 2008 09:53 AM (GMT)
Well I would like to see a set of abilities based around a persons actual energy than magical skill, perhaps a sub-class between fighter abilities and spells maybe?
Vaudeux Jupiter - February 18, 2008 05:31 PM (GMT)
"Ki" sounds a lot like magic and, really anything to do with "elements" is magic as well. Besides, most martial arts represent Ki as in self. A way to withstand blows through the exhiliation of breath. So think of fighting as "self" and magic as "effects", y'know?
Winter - I like the Javelin sword thing, but the majority of your suggestions are, really, already fighter abilities. That or skills and such.
I think some better suggestions might stem from giving the fighter an advantage in battle against a mage. Right now we can already make a fighter fast, quick with a blade, deadly with a sheild, expert with bows, sneaky, and good without a blade. So keep that stuff in mind on your next suggestions. ;)
Grégoire Del Istolla - February 19, 2008 12:15 AM (GMT)
Make 'em Dance: By attacking relentlessly and with fast, powerful swings, you force an opponent to focus on you, leaving them more vulnerable to other attacks. Can be utilized with ranged weapons. Prerequisite: Double Slash (for melee), Rapid Shot (for ranged).
Dazzle the Twit: Successive attacks lead to a greater chance of spell failure by the target, as you rattle them and leave 'em exhausted and disoriented. These attacks need not draw blood, they're a set of maneuvers to keep the opponent desperately dodging, or parrying blindingly hard hits. Can be utilized at a range. Prerequisites: Make 'em Dance.
Disruptive Strike: A blow that's made in response to a spell, causing spell failure. Can also be utilized with ranged attacks.
Amnesia Strike: A blow made in response to a spell, causing that spell to fail and causing the caster to 'forget' the spell for a period of time (remainder of the thread). Can also be utilized with ranged attacks. Prerequisite: Disruptive Strike.
Side Step: Quick footwork offers you improved defense on ranged attacks, such as arrows, sling bullets, or projectile spells.
Duck Under: A maneuver as devastating as it is tricky, duck under allows the the user to combine the best Side Step and Sprint, ducking beneath projectiles to close on their target faster then they normally would, taking advantage of their foe's focus on getting the shot right. This, in normal conditions, allows the user to close about twenty-five meters immediately after the opponent fires the projectile (which can be a spell). This also has a good chance of evading the attack. If the fighter using Duck Under has Charge, this attack can be applied at the end of the movement, to an opponent that's presumably more vulnerable. Prerequisites: Sprint, Side Step.
Pin Weapon/Shield: When fighting with two weapons, the fighter can 'pin down' (better described as 'tie up') an opponents weapon or shield with one of their own, denying them the use of said item. When utilized, the opponent loses the capacity to block or parry with the pinned item against any subsequent attacks from the other weapon. Prerequisites: Ambidexterity, Dual Wielding.
------------
Duck Under needs to be cleaned up in how it's presented, but I like the idea of being able to take advantage of an opponents concentration and flat-footed stance, given that both spells and ranged attacks require stability and a margin of focus. The rest are attempts at giving fighters a better chance against their thousand-spelled opponents, without making them seem like they have latent magic powers of their own.
Vaudeux Jupiter - February 19, 2008 03:06 AM (GMT)
| QUOTE (Grégoire Del Istolla @ Mon, 18 Feb 08, 7:15 PM) |
Side Step: Quick footwork offers you improved defense on ranged attacks, such as arrows, sling bullets, or projectile spells.
Duck Under: A maneuver as devastating as it is tricky, duck under allows the the user to combine the best Side Step and Sprint, ducking beneath projectiles to close on their target faster then they normally would, taking advantage of their foe's focus on getting the shot right. This, in normal conditions, allows the user to close about twenty-five meters immediately after the opponent fires the projectile (which can be a spell). This also has a good chance of evading the attack. If the fighter using Duck Under has Charge, this attack can be applied at the end of the movement, to an opponent that's presumably more vulnerable. Prerequisites: Sprint, Side Step. |
YES! Rask this is awesome. I like the idea of "footwork", which is so important in battle. Duck Under also made me think of the Matrix dodging bullets thing :lol:
*rewords slightly*
Duck Under: A maneuver as devastating as it is tricky, by ducking beneath projectiles users can close in on their target faster then they normally would, taking advantage of their foe's focus on their attack. This, in normal conditions, allows the user to close about twenty-five meters immediately after the opponent fires the projectile (which can be a spell). Users also has a good chance of evading the attack. If the fighter using Duck Under has Charge, this attack can be applied at the end of the movement, to an opponent that's presumably more vulnerable. Prerequisites: Sprint, Side Step.
"Dazzle the Twit" Have you forgotten about "Feint" :p. I think the same princples described in your suggestion would apply for that ability.
I mean, we can only suggest so much before we start repeating what is already there.
Grégoire Del Istolla - February 19, 2008 05:11 AM (GMT)
"Dazzle the Twit" I was thinking would apply a flat "mis-cast" chance when utilized against casters. And I made an error in "Make 'em Dance". That's supposed to make 'em focus on you, and thus vulnerable to your allies.
Feint I see as distracting them so you can hit 'em. If "Make 'em Dance" falls under that, all the better. But I do like "Dazzle the Twit" as a way to deal with casters in melee. Maybe change it to "your constant threat of attack and barrage of strikes makes it hazardous to cast spells near you. Opponents risk a substantial chance of mis-casting a spell when within the reach of your weapon". Or something like that. I'd like to see a ranged variant too. Regardless, more stuff for dealing with magic users without having to use magic.
Lothlómendil - February 20, 2008 03:41 AM (GMT)
Thank you, this suggestion has been implemented.