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Combat specialization

Basics

Combat powers are special combat-oriented abilities the character may use during an encounter to gain the advantage. Some are affect a character’s grenades. Others improve the character’s skills with specific firearms. Whatever focus a character chooses, if he lacks access to Biotic and Tech powers, then Combat powers will ensure his effectiveness and survivability during battles and adventures.

Some classes allow a character to improve his combat abilities by gaining Combat Specializations. These allow the character to gain ranks in Combat powers, either to be able to use a new one or to improve an existing one. A character can also take the Extra Combat Training feat to gain one extra rank in one Combat power.

The same feat may be chosen several times, each time improving the rank in a Combat power by 1 (provided the character meets the necessary prerequisites to gain such rank)

A character increases his ranks in a specific Combat power by spending one Combat specialization to increase his rank by one step, but only for that power. All characters are considered to start with 0 ranks in all Combat powers.

Until the Rank 1 in a Combat power is gained, characters are not allowed to use that power. Once a rank is attained, the character can still choose to use a lesser rank of that power. He can also decide the lower the statistics of the power’s rank he is using (such as damage, area or effect, etc) but not cooldown of the rank he uses.

Combat powers have prerequisites that have to be met in order to gain the 1st rank in a specific Combat power. The prerequisites are present in each Combat power description, below. To gain additional ranks, only skill and BAB prerequisites must be met. Skill prerequisites increase by 2 for each additional rank beyond 1st. Thus the Shrapnel Grenade rank 4 requires the character to have 8 ranks in the Repair skill. The prerequisites in form of BAB increase by +1 for each new rank, so the rank 3 of Assassination requires the character to have a BAB of +2.

Combat powers possess a cooldown. This cooldown represents the amount of time during which no Combat power can be used. This cooldown only kicks-in once the power is used, unless otherwise stated,or once certain conditions are met. Some classes, however, have the ability to negate this cooldown, allowing new Combat powers to be used when they normally couldn’t.

Unlike Biotic or Tech powers, Combat powers take quite the toll on the character and so they can only be used a specific number of times per encounter. Some ranks, however, provide permanent bonuses while some powers require the character to spend resources like grenades.

Some Combat powers can be dismissed with 1 free action. These present a (D) in the target entry.

Combat power uses can be recovered during an encounter. For that, the character must spend 3 consecutive actions resting (doing nothing at all) but without taking any damage. If he takes any damage to his Shield HP, Plating HP or normal HP, this is interrupted and he must start over.

Power table

PowerDescriptionrequirements
Adrenaline Rush The character is filled with adrenaline, allowing him to be more accurate and quicker.BAB +3
Arc Grenade Grenade power. Deals greater damage against Shield HP but has reduced effect against unprotected creatures.Engineering 1 rank, Electronics 1 rank
Assassination Weapon-based power. Increase skill with Sniper Rifles BAB +0, proficiency with Sniper Rifles
Barricade Creates an energy barrier that provides cover Electronics 2 ranks
Bullet Rain Weapon-based power. Increase skill with Submachine Guns BAB +0, proficiency with Submachine Guns
Carnage Weapon-based power. Use shotguns to fire a massive blast against your target BAB +0, proficiency with Shotguns
Cluster Grenade Grenade power. Infuse grenade with biotic power to cause affected creatures to be sent flying and fall taking damage Biotics 2 ranks, able to use one Biotic power
Concussive Shot Fire a shot that pushes back the target BAB +0, Electronics 1 rank
Flashbang Grenade Grenade power. Grenade deals little damage but dazes and incapacitates targets Computers 2 ranks, Electronics 6 ranks, Engineering 6 ranks
Fortification Creates protective current that provides DR Electronics 1 rank proficiency with medium armor
Homing Grenade Grenade power. Grenade targets specific target dealing greater damage. Electronics 5 ranks, Engineer 5 ranks
Inferno Grenade Grenade power. Blast covers area with flames Electronics 1 rank, Engineering 1 rank
Lift Grenade Grenade power. Infuse grenade with biotic power to send affected creatures flying, keeping them in the air Able to use Pull
Marksman Weapon-based power. Increase skill with pistols BAB +0, proficiency with Pistols
Martial Artist Greatly improve your melee combat Int 12+, BAB +0, Improved unarmed combat feat
Phase Disruptor Lose Shield HP to create a beam that damages targets Electronics 3 ranks
Overkill Weapon-based power. Increase skill with Assault Rifles BAB +0, proficiency with Assault Rifles
Shrapnel Grenade Grenade power. Increases damage of normal grenades Engineering 1 rank
Sticky Grenade Grenade power. Throw grenade that others can’t remove Electronics 1 rank, able to use one Tech power
Trip Mine Transform a Power-Cell into a booby trap Engineering 4 ranks

Power descriptions

Adrenaline Rush

A rush of adrenaline accelerates reflexes and grants time to line up the perfect shot.

  • Prerequisite: BAB +3. Unlike other Combat powers, each new rank of Adrenaline Rush increases the BAB prerequisite by 2.
  • Activation: 1 Free Action
  • Effect: The character is filled with adrenaline, allowing him to be more accurate and quicker. This power can be used a number of times per encounter equal to Constitution modifier +1 (minimum of 1).

In ranks 4, 5 and 6, choose one of two different permanent effects at each rank.

Rank 1

This power has the following statistics:

  • Provides a bonus on attack rolls, made while this power lasts, equal to Wisdom modifier.
  • Provides a bonus on Reflex saves, made while this power lasts, equal to Wisdom modifier.
  • Lasts for 1 action.
  • Cooldown: 4 actions.

Rank 2

Changes:

  • Cooldown: 3 actions.

Rank 3

Changes:

  • Lasts for 2 actions.

Rank 4

This power gains one of the following upgrades:

Hardening:

  • While this power is active, the character increases armor and Shields DR by 2.

Time Dilation:

  • While this power is active, attacks made by the character do not trigger opportunity attacks.

Rank 5

This power gains one of the following upgrades: Duration:

  • Increase Adrenaline Rush duration by 1 action.

Burst:

  • The character can change the effect of the Adrenaline Rush into a burst of adrenaline that allows him to remove the cooldown effect of any of the following powers or abilities: Biotic power, Tech power, Medicine or Shield Boost.
  • When using this ability, reduce Adrenaline Rush cooldown by 1 action.
  • The normal effects of the power do not apply.
  • The character must decide to use this ability when first activating Adrenaline Rush.

Rank 6

This power gains one of the following upgrades: Ignore Pain:

  • While this power is active, the character increases all forms of DR he possesses by 2.

Greater Rush:

  • While this power is active, the character gains the possibility of using 1 extra action, which can only be used in the character’s round. The character gains only 1 single action for the entire duration ofAdrenaline Rush, so if the character decides to use this extra action in the first round that Adrenaline Rush is active, he cannot perform one extra action in the second round (provided this power’s duration is used in a way that lasts up to a second round). A full-round action still consumes the entire round, ven if the character has 3 actions in that round.
  • The extra action cannot be used to make attack actions, but can be used for anything else.

Arc Grenade

Stun and electrocute your enemies with an EMP-packed grenade. Effective against shields and barriers.

  • Prerequisite: Engineering 1 rank, Electronics 1 rank
  • Activation: None. Character can choose to use this power when he or she throws a grenade.
  • Effect: The character can alter his grenades to release an EMP charge when they explode. This blast deals little damage to creatures without Shield HP but it carries a chance of stunning any creature (organics, mechanical and synthetics), caught in the blast, for a small duration. In addition, it deals a large amount of damage against Shield HP.
  • Save: Fortitude save negates the stun effect; Reflex save halves the damage. DC equals 12 + Electronic ranks divided by 2.

In ranks 4, 5 and 6, choose one of two different permanent effects at each rank.

Rank 1

This power has the following statistics:

  • Grenade deals 3d6 points of damage against creatures without Shield HP.
  • Grenade deals 6d6 points of damage against Shield HP.
  • Radius: 5 squares
  • Creatures without Shield HP are stunned for 1 action (the first action of their next turn).

Rank 2

  • This rank does not increase the power’s statistics. Instead, it increases the character’s ready grenade capacity by 1. This is a permanent bonus.

Rank 3

Changes:

  • Grenade deals 5d6 points of damage against Shield HP.

Rank 4

This power gains one of the following upgrades:

Damage:

  • Increase damage against Shield HP and against creatures without Shield HP by 1d6

Radius:

  • Increase radius by 1 square

Rank 5

This power gains one of the following upgrades:

Maximum Grenades:

  • This upgrade permanently increases the character’s grenade carrying capacity by 1.

Electrical Damage:

  • Affected creatures take 2d6 points of damage per round for the next 2 rounds.

Rank 6

This power gains one of the following upgrades:

Armor-Piercing:

  • Creatures without Shield HP but with Plating HP now take the same damage they would take as if they had Shield HP.

Shield Overload:

  • Increase damage against Shield HP to d8s instead of d6s (only the initial damage from the blast).

Assassination

Increase skill with sniper rifles.

  • Prerequisite: BAB +0, proficiency with Sniper Rifles.
  • Activation: 1 Free Action
    • Effect: Increase character’s skill with sniper rifles. This power can be used a number of times per encounter equal to Wis modifier +1 (minimum of 1).

In ranks 4, 5 and 6, choose one of two different permanent effects at each rank.

Rank 1

This power has the following statistics:

  • Increase critical threat range of sniper rifles, wielded by the character, by 1 while this power is active and while using the Aiming action.
  • Lasts for 1 aimed attack(without careful aim)
  • Cooldown: 5 actions.

Rank 2

Changes:

  • Cooldown: 4 actions.

Rank 3

Changes:

  • Increase critical threat range of sniper rifles, wielded by the character, by 2 while this power is active and while using the Aiming action.
  • Lasts for 1 aimed attack, can include careful aim.

Rank 4

This power gains one of the following upgrades:

Recharge Speed:

  • Reduce cooldown by 1 action.

Stability:

  • Decrease total recoil penalty of sniper rifles, wielded by the character for 3 actions when not aiming.

Rank 5

This power gains one of the following upgrades:

Precision:

  • Increase the bonus to critical threat range, while this power is active, by 1.

Duration:

  • Increase Assassination duration by 1 action for Stability
  • Increase Assassination duration to 2 aimed attacks(without careful aim)

Rank 6

This power gains one of the following upgrades:

Deadly:

  • Spend one additional usage of Assassination to make the next successful attack with a sniper rifle, wielded by the character, an automatic critical hit. This attack does not need to be rolled. You don’t get Instant Kill rolls from this.
  • This can only be used while using Aiming.
  • Using this ability automatically ends this power.

Accuracy:

  • Increase the bonus to critical threat range, while this power is active, by 1.

Barricade

Deploys a temporary energy barricade that will boost shield regeneration for everyone who takes cover behind it.

  • Prerequisite: Electronics 2 ranks
  • Target: Creatures in area
  • Range: Varies with rank
  • Activation: 1 action, used at the same time as protective foam canister
  • Effect: The character can alter the effects of a Power Cell to create ay barricade in a 2 squares wide, 1 square deep with open rear. The barrier is 1m tall, enough to provide half cover to a Medium-size creature or full cover if laying down. In addition, the barrier also provides Shield HP regeneration to characters that still have Shield HP.
  • Cooldown: 2 actions
  • Characters inside the barricade regenerate 3 Shield HP per action, but only if they have Shield HP.
  • Requires a protective foam canister

The barricade has the following base statistics: AC of 5 and 100 Shield HP . With rank 2 and every rank thereafter, the barricade gains +20 Shield HP.

The barricade’s occupied space must include the character’s occupied space. There is no limit to the number of barricades the character can create.

In ranks 4, 5 and 6, choose one of two different permanent effects at each rank.

Rank 1

This power has the following statistics:

  • Duration: 4 actions

Rank 2

Changes:

  • Shield HP regeneration increased to 6 per action

Rank 3

Changes:

  • Duration: 5 actions

Rank 4

This power gains one of the following upgrades:

Duration:

  • Increase duration by +2 actions.

Height:

  • Increase height to 1 square(1.5m). Allows medium character to stand behind it for 3/4 cover and fire over or lean down while standing and be in cover.

Rank 5

This power gains one of the following upgrades:

Weapon Feedback:

  • While inside the barricade, characters gain +2 bonus damage (multiplied on a critical hit) per shot/ attack and have their total recoil penalty reduced by 1.

Power Feedback:

  • While inside the barricade, characters have the DCs of their powers increased by 2, have the damage dealt by their powers (if any and except Ammo powers) increased by +2 and their powers require 1 less Tech or Biotic point to activate(minimum 1).

Rank 6

This power gains one of the following upgrades:

Regeneration:

  • Barricade now regenerates Shield HP to all characters inside it, regardless of whether the character still has Shield HP left or not.

Healing:

  • Barricade now regenerates HP to all characters inside it at one point/action.

Bullet Rain

Increase skill with submachine guns.

  • Prerequisite: BAB +0, proficiency with Submachine Guns.
  • Activation: 1 Free Action
  • Effect: Increase character’s skill with submachine guns. This power can be used a number of times per encounter equal to Wisdom modifier +1 (minimum of 1).

In ranks 4, 5 and 6, choose one of two different permanent effects at each rank.

Rank 1

This power has the following statistics:

  • Increase rate of fire with submachine guns, wielded by the character, by 1 while this power is active.
  • Lasts for 2 actions.
  • Cooldown: 4 actions.

Rank 2

Changes:

  • Cooldown: 3 actions.

Rank 3

Upon attaining this rank, The character has more efficient heat management with submachine guns that are grav. Any gun gets +25% shots from same cooling clip or generates 25% less heat. For classical submachine guns can safely carry chambered round.

Changes; • Lasts for 3 actions.

Rank 4

This power gains one of the following upgrades:

Stability Synergy:

  • Reduce total recoil penalty of submachine guns by 2 while this power is active.

Firing Rate:

  • Increase rate of fire with submachine guns, wielded by the character, by 1 while this power is active.

Rank 5

Upon attaining this rank, the critical threat range of any submachine gun, wielded by the character, is increased by 1 when aiming(this is a permanent bonus). In addition, this power gains one of the following upgrades:

Duration:

  • Increase Bullet Rain duration by 1 action.

Headshots:

  • Increase critical multiplier of submachine guns, wielded by the character, by 1 while this power is active.

Rank 6

This power gains one of the following upgrades:

Recharge Speed:

  • Reduce cooldown by 1 action.

Accuracy:

  • Reduce total recoil penalty of submachine guns by 2 while this power is active.

Carnage

Increase skill with shotguns.

  • Prerequisite: BAB +0, proficiency with Shotguns.
  • Activation: 1 action
  • Effect: Increase character’s skill with shotguns. This power can be used a number of times per encounter equal to Wis modifier +1 (minimum of 1).

In ranks 4, 5 and 6, choose one of two different permanent effects at each rank.

Rank 1

This power has the following statistics:

  • Fire 4 shots from a shotgun to launch a blast against the target. A normal attack must be made to see if blast hits the target.
  • Target must be within 12 squares.
  • Damage dealt: critical hit damage to target, half that to adjacent creatures. If the weapon deals extra damage to targets within range, that damage is also dealt.
  • If the target of the Carnage is on fire and this ability kills him, the blast area increases by 1 square and affected creatures are caught on fire, with no save to avoid.
  • Cooldown: 4 actions.

Rank 2

  • Cooldown: 3 actions.

Rank 3

Upon attaining this rank, the critical threat range of shotguns, wielded by the character, increase by 1 when using the aim action(this is a permanent bonus). In addition, this power has the following statistics:

  • Damage dealt: critical hit damage +2d6 to target, half that to adjacent creatures. If the weapon deals extra damage to targets within range, that damage is also dealt.

Rank 4

This power gains one of the following upgrades:

Radius:

  • Increase blast radius by 1 square. Targets in the blast area take as much damage as the target.

Damage:

  • Increase blast damage by +2d6.

Rank 5

This power gains one of the following upgrades:

Incapacitate:

  • The target of the blast is dazed for 1 action.

Recharge Speed:

  • Reduce cooldown by 1 action.

Rank 6

Upon attaining this rank, the critical threat range of shotguns, wielded by the character, increase by 1 when using the aim action (this is a permanent bonus). In addition, this power gains one of the following upgrades:

Armor Damage:

  • If target still has Plating, increase the critical multiplier of the shotgun by 1 for the purpose of determining the blast’s damage.

Damage:

  • Increase blast damage by +1d6.

Cluster Grenade

Lob a biotic-infused grenade at your enemies and watch them fly.

  • Prerequisite: Biotics 2 ranks, able to use one Biotic power.
  • Activation: None. Character can choose to use this power when he or she throws a grenade.
  • Effect: The character can infuse his grenades with biotic power to have the creatures in the area by the grenade blast fly into the air until the beginning of their next available action. When this duration ends, they take falling damage normally, but do not risk damaging the body with the fall. Affected creatures can save to avoid being sent flying. All rules for throwing grenades still apply normally.
  • Save: Fortitude save negates flying effect. DC equals 12 + Electronics ranks divided by 2.

In ranks 4, 5 and 6, choose one of two different permanent effects at each rank.

Rank 1

This power has the following statistics:

  • Grenade deals 4d6 points of damage.
  • Radius: 3 squares
  • Creatures are sent flying 2 squares into the air.

Rank 2

This rank does not increase the power’s statistics. Instead, it increases the character’s ready grenade capacity by 1. This is a permanent bonus.

Rank 3

Changes:

  • Grenade deals 6d6 points of damage.

Rank 4

This power gains one of the following upgrades:

Damage:

  • Increase damage by 1d6

Radius:

  • Increase radius by 1 square

Rank 5

This power gains one of the following upgrades:

Maximum Grenades:

  • This upgrade permanently increases the character’s ready grenade carrying capacity by 1.

Damage Combo:

  • Creatures sent flying with this power have the damage reduction of their armor reduced by 2 for the next two actions.

Rank 6

This power gains one of the following upgrades:

Damage & Force:

  • Increase damage by 2d6.
  • Increase flying distance by 1 square

Stronger Lift:

  • Increase the Fortitude save DC by 2.

Concussive Shot

Flatten your enemy with a precise blast of your weapon.

  • Prerequisite: BAB +0, Electronics 1 rank. Unlike other powers, the skill ranks prerequisites increase by +1 instead of +2.
  • Target: Self (D)
  • Activation: Along with the attack
  • Effect: This power alters the character’s weapon to deliver a single shot with more impact force. The shot travels faster and when it connects explodes sending the target back. Affected targets can save to avoid being pushed back.
  • This power can be used a number of times per encounter equal to Wisdom modifier +1 (minimum of 1).
  • Save: Fortitude save negates flying effect. DC equals 12+ Electronics ranks divided by 2.

To use this attack, the character must make a normal One-Shot attack. He must decide to use this power before the attack roll is made. If the attack is successful, the shot does not deal its normal damage, being replaced instead by this power’s effects. This shot is not empowered with the current ammo properties. Even if the attack resulted on a critical hit, this power’s statistics remain the same, unless otherwise stated.

In ranks 4, 5 and 6, choose one of two different permanent effects at each rank.

Rank 1

This power has the following statistics:

  • Power deals 1d6 damage.
  • The target is pushed back 1 square away and falls prone.
  • Cooldown: 3 actions.

Rank 2

Changes:

  • Cooldown: 2 actions.

Rank 3

Changes:

  • The target is pushed back 2 squares away and falls prone.

Rank 4

This power gains one of the following upgrades:

Force:

  • Target is pushed back an additional 1 square.
  • Increase this power’s damage by 1d6.

Radius:

  • Any creature adjacent to the target also takes this power’s damage and must save or is sent prone.

Rank 5

This power gains one of the following upgrades:

Shatter:

  • If the target is frozen, it takes an additional 2d6 points of damage.
  • If the target is frozen, it is pushed back an additional 2 squares.

Recharge Speed:

  • Reduce cooldown to 1 action.

Rank 6

This power gains one of the following upgrades:

Amplification:

  • This shot now includes the effects of the normal attack, so it adds weapon damage (normally multiplied if the attack resulted on a critical hit), as well as the Ammo power applied to the weapon.

Devastating:

  • Organic targets with no Shield HP or Plating take extra 3d6 points of damage and are sent back an additional 2 squares.
  • Increase cooldown increase of others powers by 1 action.

Flashbang Grenade

Throw a disorienting, concussive charge that inflicts minor damage and incapacitates all nearby targets.

  • Prerequisite: Computers 2 ranks, Electronics 6 ranks, Engineering 6 ranks
  • Activation: None. Character can choose to use this power when he or she throws a grenade.
  • Effect: The character can alter his grenades to release a flashbang blast. This blast deals little damage to creatures in the area but dazes targets and incapacitates them.
  • Save: Fortitude save negates the daze effect; Will save negates the disabling effect. DC equals 12 + Decryption ranks divided by 2.

For the duration of the incapacitate feature of this power, the affected creature’s weapons overheat and can’t be used, the omni-tool is jammed so it cannot be used and no Tech or Biotic power can be used as well (though any power already activated remains active).

When ranks 5 and 6 are attained, the character must choose one of two different effects for each rank.

Rank 1

This power has the following statistics:

  • Grenade deals 1d6 points of damage.
  • Daze duration: 1 actions (first action of affected creature’s turn).
  • Incapacitate duration: 1 actions (first action of affected creature’s turn).
  • Radius: 4 squares

Rank 2

This rank does not increase the power’s statistics. Instead, it increases the character’s ready grenade capacity by 1. This is a permanent bonus.

Rank 3

Changes:

  • Incapacitate duration: 2 actions.
  • Radius: 5 squares

Rank 4

Changes:

  • Daze duration: 2 actions.
  • Incapacitate duration: 2 actions.

Rank 5

This power gains one of the following upgrades:

Maximum Grenades:

  • This upgrade permanently increases the character’s ready grenade carrying capacity by 1.

Frag Grenade:

  • Increase grenade damage to 4d6.

Rank 6

This power gains one of the following upgrades:

Improved Flashbang Grenade:

  • Increase save DC of this power by +2.
  • Increase radius by 1 squares

Senses Overload:

  • Increase daze and incapacitate duration by 1 action.

Fortification

A visible white shield surrounds you and your armor.

  • Prerequisite: Electronics 1 rank proficiency with medium armor, Unlike other powers, the skill ranks prerequisites increase by +1 instead of +2.
  • Target: Self (D)
  • Activation: 1 action
  • Effect: This power surrounds the character with a white-like solid barrier, created by reinforcing the armor using protective Foucault currents.
  • This power provides a certain amount of DR to the character’s HP, Shield HP and Plating HP, at the cost of increasing the cooldown of any power used while this lasts and reducing character’s speed.

The character can purge the current (thus dismissing this power), to charge his/her gauntlets/fists and gain a damage bonus on melee attacks for a certain duration. This power can be used a number of times per encounter equal to Wis modifier +1 (minimum of 1).

In ranks 4, 5 and 6, choose one of two different permanent effects at each rank.

Rank 1

This power has the following statistics:

  • Damage Reduction of 2.
  • Melee bonus Damage: +1d8. This damage is multiplied on critical hits.
  • Melee bonus damage lasts: 4 actions
  • Cooldown of other powers is increased by 2 actions. This includes Shield Boost.
  • Character speed is reduced by 2 squares
  • Cooldown: 4 actions.

Rank 2

This power has the following statistics:

  • Cooldown: 3 actions.

Rank 3

This power has the following statistics:

  • Melee bonus Damage: +2d8. This damage is multiplied on critical hits.

Rank 4

This power gains one of the following upgrades:

Durability:

  • Increase damage reduction by 2.

Melee Damage:

  • Increase melee damage by +1d8. This damage is multiplied on critical hits.

Rank 5

This power gains one of the following upgrades:

Shield Recharge:

  • While this power is active, the Foucault current slowly regenerate the character’s shields at the rate of 2 points per action.

Power Synergy:

  • The cooldown increase of other powers is reduced by 1 action.

Rank 6

This power gains one of the following upgrades:

Lighter Currents:

  • Character’s speed is no longer reduced.

Durability:

  • Increase barrier’s Damage Reduction by 2.

Homing Grenade

Launch this seeking grenade to track down a target, causing a massive explosion on impact.

  • Prerequisite: Electronics 5 ranks, Engineer 5 ranks
  • Activation: None. Character can choose to use this power when he or she throws a grenade.
  • Range: 40 ft
  • Effect: The character can choose to throw a grenade against a specific target.
  • Doing so causes the grenade to fly and seek that target, dealing damage on impact.
  • Because of the hooming seeking abilities of the grenade, cover and movement bonuses to the target’s Defense are halved.
  • The character must succeed on a ranged touch attack to affect the target.

In ranks 4, 5 and 6, choose one of two different permanent effects at each rank.

Rank 1

This power has the following statistics:

  • Grenade deals 7d6 points of damage to the target.

Rank 2

This rank does not increase the power’s statistics.

  • Instead, it increases the character’s ready grenade capacity by 1. This is a permanent bonus.

Rank 3

This power has the following statistics:

  • Grenade deals 9d6 points of damage to the target.

Rank 4

This power gains one of the following upgrades:

Damage:

  • Increase damage by 2d6

Impact Radius:

  • Creatures adjacent to the target now take half the damage dealt.

Rank 5

This power gains one of the following upgrades:

Capacity:

  • This upgrade permanently increases the character’s ready grenade carrying capacity by 1.

Fire Damage:

  • Targets damaged by this power are caught on fire, taking 2d6 fire damage per action for 2 actions.

Rank 6

This power gains one of the following upgrades:

Armor Damage:

  • Deal 50% more damage against Plating HP.
  • Reduce target’s Plating HP DR by 2 for 3 actions.

Split Grenade:

  • The grenade splits and seeks two different targets (only one grenade is consumed). A ranged touch attack roll must still be made against each target. If it hits, it deals only 50% of normal damage. Targets must still be in range and no more than 40 ft away from each other.

Inferno Grenade

Cluster-bomb a small area with plasma fire.

  • Prerequisite: Electronics 1 rank, Engineering 1 rank
  • Activation: None. Character can choose to use this power when he or she throws a grenade.
  • Effect: The character throws a grenade filled plasma that cover the blast area with fire, dealing damage to anyone within, or that enters, the affected area.

An Inferno Grenade explodes immediately after contact with a surface.

All rules for throwing grenades still apply normally.

In ranks 4, 5 and 6, choose one of two different permanent effects at each rank.

Rank 1

This power has the following statistics:

  • Creatures in the area take 1d8 damage for each action in which they acted within the area or passed through it.
  • Radius: 3 square
  • Area remains on fire for 3 actions.

Rank 2

This rank does not increase the power’s statistics. Instead, it increases the character’s ready grenade capacity by 1. This is a permanent bonus.

Rank 3

This power has the following statistics:

  • Creatures in the area take 2d8 damage for each action in which they acted within the area or passed through it.

Rank 4

This power gains one of the following upgrades:

Damage:

  • Increase damage by 1d8

Radius:

  • Increase radius by 1 square

Rank 5

This power gains one of the following upgrades:

Maximum Grenades:

  • This upgrade permanently increases the character’s ready grenade carrying capacity by 1.

Improved Damage:

  • Increase damage by 1d8.

Rank 6

This power gains one of the following upgrades:

Armor Damage:

  • Increase damage done to Plating by 2d8.

Radius & Duration:

  • Area remains on fire for 1 additional action.
  • Increase radius by 1 square

Lift Grenade

Send biotic-infused grenade at your enemies and watch them fly.

  • Prerequisite: Able to use Pull.
  • Activation: None. Character can choose to use this power when he or she throws a grenade.
  • Effect: The character can infuse his grenades with biotic power to have the creatures in the area by the grenade blast fly. Unlike the Cluster Grenade power, this power keeps the affected creatures in the air for a longer duration, by sacrificing blast damage. When this duration ends, they fall softly on the ground, taking no damage. Affected creatures can save to avoid being sent flying. All rules for throwing grenades still apply normally.
  • Save: Fortitude save negates flying effect. DC equals 12 + Biotic ranks divided by 2.

In ranks 4, 5 and 6, choose one of two different permanent effects at each rank.

Rank 1

This power has the following statistics:

  • Grenade deals 3d6 points of damage.
  • Radius: 3 squares
    • Creatures are sent flying 2 square into the air.
    • Creatures remain in the air for 1 action (effectively losing the first action of their next round)

Rank 2

This rank does not increase the power’s statistics. Instead, it increases the character’s ready grenade capacity by 1. This is a permanent bonus.

Rank 3

Changes:

  • Grenade deals 4d6 points of damage.

Rank 4

This power gains one of the following upgrades:

Damage:

  • Increase damage by 2d6

Radius:

  • Increase radius by 1 square

Rank 5

This power gains one of the following upgrades:

Improved Radius:

  • Increase radius by 1 square

Duration:

  • Creatures remain in the air for 1 additional action.

Rank 6

This power gains one of the following upgrades:

Slam:

  • After duration ends, the creatures are projected to the ground, taking normal falling damage.
  • Creatures that are projected to the ground are dazed for 1 action.

Stronger Lift:

  • Increase the Fortitude save DC by 2.

Marksman

Increase skill with pistols.

  • Prerequisite: BAB +0, proficiency with Pistols.
  • Activation: 1 Free Action
  • Effect: Increase character’s skill with pistols. This power can be used a number of times per encounter equal to Wis modifier +1 (minimum of 1).

In ranks 4, 5 and 6, choose one of two different permanent effects at each rank.

Rank 1

This power has the following statistics:

  • Increase rate of fire of pistols, wielded by the character, by 1 while this power is active.
  • Gain a +2 bonus to attack of pistols, wielded by the character, while this power is active.
  • Lasts for 2 actions.
  • Cooldown: 4 actions.

Rank 2

Changes:

  • Cooldown: 3 actions.

Rank 3

Changes:

  • Lasts for 3 actions.

Rank 4

Upon attaining this rank, the reload time of pistols, wielded by the character, is changed to 1 free action (this is a permanent bonus). In addition, this power gains one of the following upgrades:

Accuracy:

  • Increase attack bonus by +2 while this power is active.

Firing Rate:

  • Increase rate of fire of pistols, wielded by the character, by 1 while this power is active.

Rank 5

This power gains one of the following upgrades:

Duration:

  • Increase Marksman duration by 1 action.

Headshots:

  • Increase critical multiplier of pistols, wielded by the character, by 1 while this power is active.

Rank 6

This power gains one of the following upgrades:

Recharge Speed:

  • Reduce cooldown by 1 action.

Gunslinger:

  • Reduce recoil of pistols, wielded by the character, by 1 while this power is active.
  • Increase rate of fire of pistols, wielded by the character, by 1 while this power is active.

Martial Artist

You learn to take the best advantage of melee weapons, focusing your fighting skills on engaging the enemy up-close rather than at a distance.

  • Prerequisite: Int 12+, BAB +0, Improved unarmed combat feat, each new rank of Martial Artist increases the BAB prerequisite by 2.
  • Activation: 1 action
  • Effect: The character performs a special attack against a specific target or against several targets he threatens. This special attack depends on the type of melee weapon used, but because some ranks provide different special attacks, the chracter must choose which special attack he wants to use. Some ranks provide permanent bonuses.
  • Save: Varies with rank and melee weapon used

If a character is wielding two different types of melee weapons, he cannot gain the benefit of two different special attacks, he must choose which special attack is used.

In ranks 5 and 6, choose one of two different permanent effects at each rank.

Note that for all effects causing knockback or throwing, range is reduced by 1 square for each size larger, and increased by 1 square for each size smaller.

Rank 1

This power has the following statistics:

  • Stunning Fist: If character is fighting in melee unarmed: he performs one melee attack, against a single target he threatens. The target must then make a Fortitude save (DC 10 + character’s Wis modifier + 1/2 Character level) or is dazed for 1 action. This power can be used a number of times per encounter equal to 1 + Wis modifier (minimum of 1). Using this special attack removes one usage from other special attacks granted by this power (to a minimum of 0 special attacks).
  • Precise Strike: If character is fighting in melee with a light melee weapon: he performs one melee attack, against a single target he threatens. This attack has its critical threat range increased by 2.
  • This power can be used a number of times per encounter equal to 1 + Dex modifier (minimum of 1). Using this special attack removes one usage from other special attacks granted by this power (to a minimum of 0 special attacks).
  • Power Strike: If character is fighting in melee with a heavy melee weapon: he performs one melee attack, against a single target he threatens. For this attack, add a bonus to damage equal to 2*this power’s rank. This power can be used a number of times per encounter equal to 1 + Str modifier (minimum of 1). Using this special attack removes one usage from other special attacks granted by this power (to a minimum of 0 special attacks).
  • Spinning Strike: If character is fighting in melee with a two-handed melee weapon: he performs on melee attack, against each target he threatens. Roll for each target separately. This power can be used a number of times per encounter equal to 1 + Dex modifier (minimum of 1). Using this special attack removes one usage from other special attacks granted by this power (to a minimum of 0 special attacks).

Rank 2

This rank does not increase the power’s statistics. Instead, it increases the melee damage the character deals, with a melee attack, by 2. It also increases the character’s Defense by 1 when he is engaging an enemy in melee. This is a permanent bonus.

Rank 3

This power has the following additional uses:

  • Improved Grab: If character is fighting in melee unarmed: he performs one melee attack, against a single target he threatens. If he deals damage, the character can immediately initiate a grapple against the target, without provoking AoO. This power can be used a number of times per encounter equal to 1 + Wis modifier (minimum of 1). Using this special attack removes one usage from other special attacks granted by this power (to a minimum of 0 special attacks).
  • Quick Strike: If character is fighting in melee with a light melee weapon: he performs one melee attack, against a single target he threatens. If he deals damage, he gains a second free attack (in the same action) that if it hits deals 50% of normal damage. This power can be used a number of times per encounter equal to 1 + Dex modifier (minimum of 1). Using this special attack removes one usage from other special attacks granted by this power (toa minimum of 0 special attacks).
  • Knockback: If character is fighting in melee with a heavy melee weapon: he performs on melee attack, against a single target he threatens. If he deals damage, the target must make a Fortitude save (DC0 + character’s Str modifier to melee damage + 1/2 Character level) or is knockback 1square. For each additional 5 points the target failed the save, he is pushed back another 1 square. If the target cannot be moved (because he is stuck to the ground or against a wall, for example) he takes 1d6 points of damage for each square it would have moved due to this special attack. This power can be used a number of times per encounter equal to 1 + Str modifier (minimum of 1). Using this special attack removes one usage from other special attacks granted by this power (to a minimum of 0 special attacks).
  • Extended Reach: If character is fighting in melee with a two-handed melee weapon: he performs one melee attack, against a single target he threatens. For this attack, the character threatened area is increased by 1 square. This power can be used a number of times per encounter equal to 1 + Dex modifier (minimum of 1). Using this special attack removes one usage from other special attacks granted by this power (to a minimum of 0 special attacks).

Rank 4

This rank does not increase the power’s statistics. Instead, when the character is engaging an enemy in melee, he can attempt to swap positions with his target (provided the target can move to the character’s space without restriction). To do so, he must make a free touch attack against the target. If he hits, he deals no damage but gains a free grapple check. If he wins this grapple, he switches place with the target. This can only be done against targets of the same size, and only a number of times per encounter equal to 1 + Int modifier (minimum of 1). He must spend one free action to use this special attack, but he can use it during the turn of another creature (if he does so, he loses his free action until the end of his next round). He must decide to do so before any attack roll against him is resolved. If he succeeds on usingit, the first attack roll made against him is instead made against the target of this special attack and further attacks must take into account the 5 ft he moved with this ability and the character’s new position.

Rank 5

This power gains one of the following upgrades:

Extra Special Attacks:

  • The character gains 1 extra usage of all special attacks granted by this power. In addition, the character can choose to spend 3 uses of one special attack (thus also removing 3 uses of other special attacks) to gain one extra melee attack action that turn. He must spend 1 free action in order to use this ability.

Advanced Martial Artist:

  • Character gains a bonus to Initiative equal to Int modifier and increase speed by +1 square. This is a permanent bonus.

Rank 6

This power gains one of the following upgrades:

Advanced Rank 1 Attacks:

  • Stunning Fist now stuns the target that fails the save (stunned targets drop their weapons).
  • Precise Strike critical threat range bonus increases to 4.
  • Power Strike now adds ×4 this power’s rank as a bonus damage.
  • Spinning Strike now an additional +6 bonus to damage in all attacks made.

Advanced Rank 3 Attacks:

  • Targets caught by Improved Grab can now be thrown away. To do this, the character must spend 1 action and make a grapple check against the grappled opponent. If he wins, he can send him flying 2 squares in a chosen direction. For each 5 points the character beats the target’s grapple check, he adds 1 square to this distance. If the target cannot be moved (because he is stuck to he ground or against a wall, for example) he takes 1d6 points of damage for each 1 square it would have moved due to this special attack.
  • The extra attack from Quick Strike now deals 100% normal damage instead of 50%.
  • Increase the save DC of Knockback by 4.
  • When the character uses Extended Reach, he adds his Dexterity modifier to attack and damage rolls. In addition, he increases the critical threat range of the Extended Reach attack by 1.

Phase Disruptor

Focus the energy of your shields to fire a high-powered beam at a target from afar.

  • Prerequisite: Electronics 3 ranks
  • Target: One target
  • Activation: 1 action
  • Range: Target up to 20 squares away
  • Effect: This power focuses part of the character’s shields into a beam of electric energy that explodes on impact. In order to use this power, some of the character’s Shield HP must be consumed. If the character does not have enough Shield HP to be consumed, this power fails.
  • Note: Must have shield HP for this

Upon hitting the target, this power explodes damaging nearby enemies. If this power is used to kill frozen targets, the target explodes and any adjacent creature is immediately frozen for 1 action. Alternatively, if this power is used to kill targets in flames, the target explodes and any adjacent creature is immediately catches fire (1d6 damage per action).

The character must succeed on a ranged touch attack to affect the target. This power can be used a number of times per encounter equal to Wis modifier +1 (minimum of 1).

In ranks 4, 5 and 6, choose one of two different permanent effects at each rank.

Rank 1

This power has the following statistics:

  • Target takes 6d6 points of damage. Creatures in impact radius also take that damage.
  • Impact radius: 2 squares away from the target.
  • 50% of character’s maximum Shield HP must be consumed to use this power (rounded down). Minimum on 20 Shield HP.
  • Cooldown: 2 actions.

Rank 2

Changes:

  • Cooldown: 1 action.

Rank 3

This power has the following statistics:

  • Target takes 8d6 points of damage. Creatures in impact radius also take that damage.
  • Impact radius: 3 squares away from the target.

Rank 4

This power gains one of the following upgrades:

Damage:

  • Increase damage by 1d6.

Radius:

  • Increase impact radius by 2 squares

Rank 5

This power gains one of the following upgrades:

Knockdown:

  • Unprotected enemies are sent prone when damaged by this power.

Efficient Blast:

  • Only 25% of character’s maximum Shield HP are consumed to use this power (rounded down). Minimum on 10 Shield HP.

Rank 6

This power gains one of the following upgrades:

Plating Damage:

  • Increase damage done to Plating HP by 50%.

Shield/Barrier Damage:

  • Increase damage done to Shield HP, Barrier Shields or other biotic Barrier type powers by 50%.

Overkill

Increase skill with assault rifles.

  • Prerequisite: BAB +0, proficiency with Assault Rifles.
  • Activation: 1 Free Action
    • Effect: Increase character’s skill with assault rifles. This power can be used a number of times per encounter equal to Wis modifier +1 (minimum of 1).

In ranks 4, 5 and 6, choose one of two different permanent effects at each rank.

Rank 1

This power has the following statistics:

  • Halve the recoil penalty of assault rifles (rounded normally), wielded by the character, while this power is active.
  • Lasts for 2 actions.
  • Cooldown: 4 actions.

Rank 2

Changes:

  • Cooldown: 3 actions.

Rank 3

Changes; • Lasts for 3 actions.

Rank 4

Upon attaining this rank, the critical threat range of assault rifles, wielded by the character, is increased by 1 when doing the aim maneuver(this is a permanent bonus). In addition, this power gains one of the following upgrades:

Faster Reload:

  • While this power is active, the reload time of assault rifles wielded by the character is changed to 1 free action.

Duration:

  • Increase Overkill duration by 1 action.

Rank 5

This power gains one of the following upgrades:

Improved Duration:

  • Increase Overkill duration by 1 action.

Recharge Speed:

  • Reduce cooldown by 1 action.

Rank 6

This power gains one of the following upgrades:

Recharge Speed:

  • Reduce cooldown by 1 action.

Stability Synergy:

  • Spend one additional usage of Overkill to reduce the base recoil of assault rifles, wielded by the character, to 0.
  • Using this ability reduces the duration of Overkill by 1 action.
  • Using this ability increases the cooldown by 1 action.

Shrapnel Grenade

Rip your enemies apart with this shrapnel-packed grenade.

  • Prerequisite: Engineering 1 rank
  • Activation: None. Character can choose to use this power when he or she throws a grenade.
  • Effect: The character throws a grenade filled with shrapnel to deal greater damage in a larger radius. Unlike other grenades, if a Shrapnel Grenade is thrown directly at a creature, and hits that creature, it explodes immediately. All rules for throwing grenades still apply normally.

In ranks 4, 5 and 6, choose one of two different permanent effects at each rank.

Rank 1

This power has the following statistics:

  • Grenade deals 6d6 points of damage.
  • Radius: 4 squares

Rank 2

This rank does not increase the power’s statistics. Instead, it increases the character’s ready grenade capacity by 1. This is a permanent bonus.

Rank 3

Changes:

  • Grenade deals 8d6 points of damage.

Rank 4

This power gains one of the following upgrades:

Damage:

  • Increase damage by 1d6

Radius:

  • Increase radius by 1 square

Rank 5

This power gains one of the following upgrades:

Maximum Grenades:

  • This upgrade permanently increases the character’s ready grenade carrying capacity by 1.

Bleed:

  • Organic creatures caught in the blast take 1d6 points of damage per round until they are healed.

Rank 6

This power gains one of the following upgrades:

Armor-Piercing:

  • Increase damage done to Plating by 3d6.

Shield Overload:

  • Increase damage done to Shields by 3d6.

Sticky Grenade

Stick this grenade to your opponent, and the explosion will tear apart the target.

  • Prerequisite: Electronics 1 rank, able to use one Tech power.
  • Activation: None. Character can choose to use this power when he or she throws a grenade.
  • Effect: The character throws a grenade filled with super-charged particles that work like an adhesive, sticking the grenade to the target. Although the grenade still takes 1 action before exploding, the target is unable to remove it. All rules for throwing grenades still apply normally.

In ranks 4, 5 and 6, choose one of two different permanent effects at each rank.

Rank 1

This power has the following statistics:

  • Grenade deals 7d6 points of damage.
  • Radius: 1square

Rank 2

This rank does not increase the power’s statistics. Instead, it increases the character’s ready grenade capacity by 1. This is a permanent bonus.

Rank 3

Changes:

  • Grenade deals 9d6 points of damage.

Rank 4

This power gains one of the following upgrades:

Damage:

  • Increase damage by 1d6

Radius:

  • Increase radius by 1 square

Rank 5

This power gains one of the following upgrades:

Maximum Grenades:

  • This upgrade permanently increases the character’s ready grenade carrying capacity by 1.

Armor-Piercing:

  • Increase damage done to Plating by 3d6.

Rank 6

This power gains one of the following upgrades:

Damage:

  • Increase damage by 1d6.

Proximity Trap:

  • Grenade stays active for 5 actions, instead of just 1, before exploding. They also explode when an enemy enters its explosion radius. As the name suggests, this is best used as a proximity trap, however it allows the grenade to explode immediately after being glued to a specific creature.
  • Increase radius by 1 square

Trip Mine

Deploys an explosive mine that triggers when an enemy comes within proximity of or crosses a sensor laser. Enemies suffer more damage the closer they are to the mine.

  • Prerequisite: Engineering 4 ranks.
  • Activation: 1 action, used at the same time as a Grenade altering its effects.
  • Range: The Trip Mine can be placed in a square up to 3 squares away from the character.
  • Effect: The character can alter the effects of a Power-Cell to turn it into a mine that explodes when a creature stands on its square or crosses its sensor laser, which is an infrared line of up to 3 squares. Characters in the explosion area are pushed away from the blast 1 square and are sent prone. A Reflex save halves the damage and prevents them from being pushed away and ending up prone.

In ranks 4, 5 and 6, choose one of two different permanent effects at each rank.

Rank 1

This power has the following statistics:

  • Proximity radius: square occupied by the mine.
  • Laser sensor: 3 square line
  • Blast damage: 4d6
  • Blast radius: 5 squares
  • Duration: 1 minute, after which the mine defuses without effect and the Power-Cell is lost.

Rank 2

This rank does not increase the power’s statistics. Instead, it increases the character’s ready grenade capacity by 1. This is a permanent bonus.

Rank 3

Changes:

  • Blast damage: 6d6

Rank 4

This power gains one of the following upgrades:

Sensor Range:

  • Proximity radius increases to a 2 squares side square (mine must now be placed on an intersection, within 2 squares of the character).
  • Laser sensor increases to a 5 square line.

Camouflage:

  • The mine is -8 to detect instead of the normal -4

Rank 5

This power gains one of the following upgrades:

Damage & Force:

  • Increases damage dealt by +3d6.
  • Save DC increases by +2

Blast Radius:

  • Blast radius increases to 7 squares

Rank 6

This power gains one of the following upgrades:

Detonator:

  • If this power deals damage to a creature that is under the effect of a power or feature that can be detonated, that power or feature is detonated, dealing 6d6 points of damage to all within 2 squares

EMP:

  • Creatures that take damage from this mine must make a Fortitude check with the same DC or are stunned for 1 action.
  • Deals +1d6 damage to creatures with Shield HP or synthetics.
srb/combat_specialization.txt · Last modified: 2020/07/23 04:27 by weby