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Light Sleeper

Posted on May 6, 2021 in D20 iCore Trait

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D20 Feature Mechanics

COST/REQ: Essence

d20 version INCOMPLETE

iCore Feature Mechanics

COST/REQ: -5 CP
Type: Physical

If you are having trouble thinking how this might play out after reading this, check out the Players Roleplaying Guidance content.

Danger Sense

Posted on May 6, 2021 in D20 iCore Trait

[Desc]


D20 Feature Mechanics

COST/REQ: Essence

d20 version INCOMPLETE

iCore Feature Mechanics

COST/REQ: -5 CP
Type: Physical

If you are having trouble thinking how this might play out after reading this, check out the Players Roleplaying Guidance content.

Martial Mastery

Posted on December 15, 2020 in D20 iCore Trait

D20 Martial Mastery

Enhanced Action Surge is tied to, but does not require Kinetic Aptitude.
CP: (if used)
Story: Like all features, GM fiat/story can also grant some or all measures.

  • Basic/Proficient [ Kinetic Aptitude 1] If the character has no maneuvers, they gain a D4 Superiority dice and a single maneuver from the Battle Master list. If a character has any maneuvers already, the [Superiority] Dice for those maneuvers has its average increased by 2. For example on a D8, the average is then 6. If the character uses a Superiority dice on an action, they may make a DC 15 Acrobatics check to re-roll their Initiative for the next round – taking the best result.
  • Accomplished: [ Kinetic Aptitude 2] If the character already possesses Martial Weapons, they gain proficiency in Improvised Weapons, otherwise they learn 2 martial weapons of their choice. The Feat of Martial Adapt or a Battlemaster gets +1 Superiority dice. If the character uses a Superiority dice on an action, they may make a DC 10 Acrobatics check to re-roll their Initiative for the next round – taking the best result.
  • Exceptional: [ Kinetic Aptitude 3] The character can use an additional level of an object (ex: physical shield and armor) Resilience levels at the same time/against the same attack (assuming the object has 2 or more). The character gets to choose another maneuver from the Battlemaster list. If the character uses a Superiority dice on an action, they may make a DC 5 Acrobatics check to re-roll their Initiative for the next round – taking the best result.
  • Masterful: [ Kinetic Aptitude 4] The character can use 2 measures of Resilience from multiple objects (ex: physical shield and armor) at the same time/against the same attack. The character gets to choose another maneuver from the Battlemaster list. If the character uses a Superiority dice on an action, and they possess the Acrobatics skill, they can re-roll their Initiative for the next round – taking the best result.

Incarna Core Martial Mastery

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Unarmored Maneuvers

Posted on December 15, 2020 in D20 iCore Trait

Unarmored Maneuvers..

D20 Unarmored Maneuvers

Unarmored Maneuvers is tied to, but does not require Kinetic Aptitude.
CP: (if used)
Story: Like all features, GM fiat/story can also grant some or all measures.

  • Basic/Proficient [ Kinetic Aptitude 1] When the character takes a Dodge, treated as if the character has partial cover as well. They may also re-roll initiative when using Dodge, taking the best result.
  • Accomplished: [ Kinetic Aptitude 2] By using your 5’ adjust and Reaction, if you have a shield or weapon you can deflect a blow, reducing its damage by an amount equal to the character’s Proficiency Bonus. If you have the Defensive fighting style, you get the +1 AC when unarmored as well.
  • Exceptional: [ Kinetic Aptitude 3] When the character takes a Dodge, treated as if the character has partial cover as well. They may also re-roll initiative, taking the best result. When an unarmored character performs the Help Action, it can be for any ally within 10’, and they gain partial cover during the maneuver as well.
  • Masterful: [ Kinetic Aptitude 4] When the character takes a Dodge, treated as if the character has partial cover as well. They may also re-roll initiative, taking the best result. When an unarmored character performs the Help Action, it can be for any two allies within 10’, and they gain partial cover during the maneuver as well. When the character takes the Disengage action, they may also re-roll initiative, taking the best result. A bonus equal to half the character’s proficiency bonus on all initiative rolls for using ranged or melee as reflecting their weapon of choice.

Incarna Core Unarmored Maneuvers

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Armored Maneuvers

Posted on December 15, 2020 in D20 iCore Trait

Armored Maneuvers..

D20 Armored Maneuvers

Armored Maneuvers is tied to, but does not require Kinetic Aptitude.
CP: (if used)
Story: Like all features, GM fiat/story can also grant some or all measures.

  • Basic/Proficient [ Kinetic Aptitude 1] Armor that already has Resilience and is not already useless, gains one extra measure as if the armor was Fitted to the character, which can only be used by them until they take it off. Once the normal resilience of an item is used, the extra measure can be employed. Once this is used or the item shed or dropped, it is considered useless.
  • Accomplished: [ Kinetic Aptitude 2] Any Medium or Heavy Armor reduces 1 Damage of Pierce, Bludgeon, or Slashing damage per hit. If the character has the Feats of both Medium Armor Mastery and Heavy Armor Mastery, the character may apply the 3 pt. damage reduction for heavy armor to medium armor as well.
  • Exceptional: [ Kinetic Aptitude 3] Having either Medium Armor Mastery or Heavy Armor Mastery grants 1 point of damage reduction to Light Armor as well, for non-magical Pierce, Bludgeon, or Slashing damage per hit.
  • Masterful: [ Kinetic Aptitude 4] Having both Medium Armor Mastery and Heavy Armor Mastery grants 3 point of damage reduction to any Light Armor that possesses Resilience as well, for non-magical Pierce, Bludgeon, or Slashing damage per hit. When the character attacks, they may spend a chi point as a Reaction to negate a use of Resilience against them.

Incarna Core Armored Maneuvers

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