Combat Rites
A Sneak Peek at Monte Cook's Arcana Evolved
0This is a small sample of
2nd-rank combat rites, usable by Arcana Evolved's
new class, the ritual warrior, as well as by mid-level oathsworn and high-level
warmains. Combat rites are free actions, but you can never use more than one
in a round.
Critical Hit
If you make an attack roll within the threat range of your weapon this round,
you can automatically make it a critical hit (as if you confirmed the critical).
You decide to use this rite before you attempt the confirmation roll, but after
you have determined that one attack is a potential critical.
Distracting Shove
You punch, kick, elbow, or otherwise shove an opponent, knocking him off balance.
You make a touch attack against one foe who is no more than one size category
larger than you. If you succeed, he suffers a 2 circumstance penalty to
Armor Class for 1 round. Use this rite at the beginning of your turn.
Great Charge
You gain a +4 damage bonus to the single attack you make at the end of a charge
action. Use this rite at the start of your turn.
Ignore Condition
You make a Concentration check to ignore one unwanted, noncurse condition (such
as blindness, fatigue, paralysis, or even vitrification). If your Concentration
check beats the effect's original save DC, you ignore the condition for 1 round.
If the effect has no save DC attached to it, the DC is 25. You can make only
one attempt per condition, and you cannot take 10 or 20 on the check. Use this
rite at any time during the round.
Missile Deflection
When you normally would be hit with a ranged weapon, you deflect it so that
you take no damage from it. You must be aware of the attack to use this combat
rite, and you must have at least one hand free (holding nothing) as well. Unusually
massive ranged weapons, such as boulders hurled by giants, and ranged attacks
generated by spell effects can't be deflected. Use this rite at any time.
Precision
You ignore the penalty for firing into a melee this round. If you already have
the Precise Shot feat, you gain a +2 attack and damage bonus with ranged attacks
this round. Use this rite at the beginning of your turn.
Quick Retrieval
You can produce anything from your pack or anything you have stowed (unless
the DM rules it is too inaccessible), including a weapon, as a free action.
Use this rite at any time during your turn.
Reflexes of the Cat
You gain a +10 bonus to a single Tumble, Jump, or Balance check made this round.
Use this rite at any time during the round.
Speed of the Wind, Sustained
You gain a bonus of +10 feet to your ground speed (or flying speed, if you have
wings) this round and the next 2 rounds afterward. Use this rite at the beginning
of your turn.
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