Subdual Strike: Difference between revisions
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(added comparison to Subdue) |
VANKRASN39 (talk | contribs) (RT based on messaging) |
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| prereqs=None |
| prereqs=None |
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| requirements=A crushing weapon<br>(no weapon required<br>for [[Unarmed Specialist|unarmed specialists]]) |
| requirements=A crushing weapon<br>(no weapon required<br>for [[Unarmed Specialist|unarmed specialists]]) |
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| roundtime = 5 sec. |
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| sq1 = 2 |
| sq1 = 2 |
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| sq2 = 3 |
| sq2 = 3 |
Revision as of 00:01, 4 March 2016
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Subdual Strike is a combat maneuver that gives an attempt to knock a critter in the head with a weapon in order to stun it, reduce its perception, slow it down, and do some damage. Characters that are trained to be unarmed specialists do not require a weapon.
There is a +10 bonus when using the maneuver while in hiding. The hiding bonus is stackable with the weapon bonuses listed below.
Weapon modifiers | |
---|---|
Runestaff | -10 |
Mace | 10 |
Dagger | 10 |
Cestus | 20 |
Blackjack | 30 |
This maneuver is similar but much more effective than the Rogue Guild skill Subdue.
Messaging
A giantman bandit springs from the shadows and strikes at you! [Roll result: 139 (open d100: 78)] A giantman bandit delivers a blow to your head with his composite bow! ...6 damage! You are stunned! You are dazed! Roundtime: 5 sec.