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Tridents, they’re not just for hay anymore. The trident master makes the most use of the tines, the fork-like part towards the front, and this allows them to use the trident almost like an extension of their hand. Trident masters emphasize attacks that disarm or manipulate their target in some way. They also acquire some facility with fighting underwater and defending against entangling attacks.
Trident masters add 2% per rank on to their base chance with tridents and military forks. They add +1 damage at ranks 3, 6 and 9. Trident masters must be full rank in a trident or military fork before they may choose this skill. They may choose one of the following abilities at rank 1, 3, 5, 7, 9 and 10.
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Blinding Strike - You may choose to make blinding attacks with a trident by -20% from your base chance and only doing ½ damage, but if you succeed they make future attacks at -50% for the duration of the battle.
Charging Surprise – You plant the tips of your trident into the ground to add an extra push to your charge attack, you don’t do any extra damage, but your opponent must roll under AG to remain standing.
Disarm and strike – You may disarm your opponent and flip their weapon into you own hands if your roll under 3 X MD, and then hit them once with a normal hit. This may not be done if you are holding your trident with both hands.
Net and web protection – You are good at intercepting an incoming attack from a net or web attack. You may opt to forgo attacks the following pulse by knocking a net or web that is throw at you out of the air. You may still evade the following pulse, just not attack.
Pitching hay – You can do a bit more then just pitch hay, you can use your trident to snag an opponent and push him into another adjacent opponent causing both of the to fall. You hit normally the first time doing only ½ damage, but succeed in pushing them into another adjacent hex if they fail to roll under 2 X PS. Both target must then roll under 3 X AG to remain standing.
Tail Grab - If the attempt succeeds you may leave the trident in place and draw another weapon or perform another action. The victim cannot move from their location unless they succeed at a Strength check (2 X PS). Naturally, the victim must have a tail for this to work.
Tines Levering – You hold the trident in an usual manner that gives you a +4 on your parry rolls, but causes normal hit to be at -10% and -3 damage.
Underwater fighting - With this ability you suffer no penalties for attacks using the trident while submerged.
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