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Light Blades Martial Tradition

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LevelPassivesActives
1Twist the KnifeBetween the Ribs
2Subtle BladesQuick Stow
3Gutting SliceVital Thrust
4Set UpFollow Up
5Savage WoundKidney Shot
6BloodlustPrecision Strikes
7Through the GuardFalse Strike
8Ruthless PrecisionMemorable Scar
9  
10  
11  

Light Blade Martial Abilities


Between the Ribs – 1

You may spend 2 Stamina to cause damage dealt by a light blade to be Precision damage until the end of their turn.

Twist the Knife – 1

You add your Rank bonus in Light Blades to any Precision damage dealt with a light blade.

Quick Stow – 2

You may spend 1 Stamina to stow a light blade as a Free Action, the weapon may be put in a concealed position, utilizing Sleight of Hand as normal.

Subtle Blades – 2

You add your Rank bonus in Light Blades to the DC to notice concealed items on your person.

Gutting Slice – 3

When you deal a Strong Critical with a weapon that deals multiple types of damage, the target takes the critical effect of all damage types dealt.

Vital Thrust – 3

You may spend 2 Stamina to lower the Critical Threat of Light Blades by 2 on your next Attack action.

Follow Up – 4

Whenever you would successfully defeat an enemy, you may spend 1 Stamina to make a Thrown Weapon Attack at a different enemy in range. This attack is made at no Iterative penalty.

Set Up – 4

You may retrieve any thrown weapons that hit your target as a Free Action upon making a successful melee attack against that target.

Kidney Shot – 5

You may spend 2 Stamina as an Immediate Action on a Strong Critical to increase the critical effect by 1 step.

Savage Wound – 5

Whenever you would successfully hit a hostile creature with a Strong Critical, any duration-based effects of the critical have their duration increased by your Rank bonus in Light Blades. If the critical effect does not have a duration, it instead gives a bonus to the base damage of your attack equal to your Rank bonus in Light Blades.

Bloodlust – 6

Each attack you successfully make adds 1 to the Critical Threat of any attack made thereafter, resetting at the end of your next turn.

Precision Strikes – 6

You may spend 1 Stamina for all attacks made against the same target, with a Light Blade, until the start of your next turn to count as a single attack for the purposes of bypassing DR and Resistance. This also affects any on hit effects applied by the weapon.

False Strike – 7

When an attack you make with a Light Blade would be Parried you may spend 1 Stamina to make a Sleight of Hand check, if this check beats the Parry check you may redirect the attack to a different valid target within range. The new target of this attack is considered Flat-Footed.

Through the Guard – 7

When attacking a hostile creature with a light blade who is Fighting Defensively or Total Defensing, you treat their bonus to AC and Parry checks as 2 lower, this increases by 1 when you reach Grandmaster rank.

Memorable Scar – 8

You may spend 2 Stamina to cause the critical effects of any Strong Critical you apply with a Light Blade to be permanent unless a Heal check, DC 10 + Rank bonus in Light Blades + Weapons Critical Rating, is made to remove the effect.

Ruthless Precision – 8

Precision damage you deal with a light blade can be multiplied depending on the source of Precision damage being applied. All Precision damage from any source is now multiplied on a Strong Critical as appropriate. Flat bonuses to Precision damage are also increased by the Attribute Damage Multiplier of the weapon and any talents or abilities that do similar effects.

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