Martial Research

This page holds the various attack maneuvers and exploits that the party’s martial scientist, Qiyet Outrunner, has learned. Reading a thesis on a technique is usually only part of the journey; to truly understand one of these complicated attacks, one must see them in action, or be personally instructed.

Experimental Strike – Martial Scientist Attack Free Action.
Scientific breakthroughs are born of both careful study and wild experimentation. Your old reliable attack technique has failed, so it’s time to try option B.
Encounter – Martial, Weapon
Trigger: You miss all targets with an at-will attack power on your turn.
Effect: You may drop or sheathe whatever you’re currently holding and/or draw a melee weapon. You can shift 2 squares and attempt something the rules don’t cover (as detailed in the D&D 4E Dungeon Master’s Guide®), such as slicing a rope to pin an enemy with a chandelier, or smashing a pipe to spray blinding steam on an enemy. After the attack, you may sheathe your weapon and then draw a weapon or implement.
Note: All of these effects are optional. For example, you could simply switch weapons and shift 2 squares after missing with your attack, skipping the “stunt” entirely.

Surgical Precision – Martial Scientist Attack Free Action.
You’ve learned to wield your weapon like a scalpel.
Encounter – Martial, Weapon
Trigger: Using a melee attack, you hit a target granting you combat advantage.
Effect: Your attack deals an extra d10 damage, and the target is either slowed or weakened (your choice) until the end of your next turn.
Level 11: 2d10 damage.
Level 21: 3d10 damage.
Origin: Dr. Wolfgang Von Recklinghausen.

Anti-Tentacle Technique – M. Scientist Attack Minor Action.
Just remind your allies: food that bites back is far less appetizing.
Encounter – Martial
Target: One grabbed ally in a close burst 5.
Effect: The targeted ally makes a basic attack against the creature grabbing it as a free action, then makes an escape check. If the attack hit, your ally gets a +5 bonus to their escape check.
Thesis: Methods of Extricating Warriors from a Variety of Tentacled and Tendriled Monsters.
Origin: Col. Sebastian Harlock.

Unorthodox Calm – Martial Scientist Utility Prolonged Action – 1 minute.
Meditation makes everything cooler.
Daily – Martial
Requirement: You must have enjoyed a relaxing activity since your last extended rest (common examples include a good meal, a brief card game, or even light exercise).
Effect: You enter a calm, reflected, meditative state. While so relaxed, any effect with the Fear keyword that would affect you is delayed by one round (this includes both status effects and psychic damage).
Special: You can end this trance as a free action in order to make a feint check against a target within your melee reach. Make a Bluff check against the target’s passive Insight, and gain a +4 bonus to your roll if the target has the Aberrant, Elemental, Fey, or Shadow origin.
Successful feint: The target grants combat advantage until the end of your next turn.
Origin: Captain Dale.
Thesis: Meditation, Coffee, and Cherry Pie: Unorthodox Salves Against the Supernatural.

Beyond Brute Force – Martial Scientist Attack Free Action.
Charging can be just as accurate and artful as it is deadly.
Encounter – Martial
Trigger: You target an enemy with an at-will attack power used as part of a charge.
Effect: You roll the attack against that enemy twice, and take the higher result.
Origin: Qiyet Outrunner.

Awesome Blow – Martial Scientist Attack Standard Action.
A field application of Stowe’s second law of motion.
Encounter – Martial, Weapon
Target: One creature smaller than you.
Attack: Highest ability vs AC
Hit: 1[W] + ability modifier damage, knock the target prone, and slide it three squares. If it ends this slide adjacent to another creature of equal or smaller size, you may perform the secondary attack against that creature.
Secondary Attack: Highest ability vs Reflex
Hit: 1[W] + ability modifier damage, and knock the secondary target prone.
Origin: Colin the golem.

Focused Severance – Martial Scientist Attack Free Action.
Even the most skilled swordsman is no match for you if you hack off their arm.
Encounter – Martial, Weapon
Trigger: Using a cutting weapon (axe, light/heavy blade, or spear), you hit with a melee attack that drops your enemy to an amount of HP equal to or lower than your character level. The GM should cue you when this happens.
Effect: The foe you hit rolls a saving throw. On a success, the target loses an extremity of its choice (it must choose between options 1-4 below). On a failure, you choose which extremity the target loses.
Note Creatures without extremities are unaffected. Generally speaking, living creatures take ongoing 5 damage (save ends) when they lose a limb, but this does not apply to creatures that don’t have a circulatory system.

  1. A severed hand prevents use of anything the target could normally hold or wield with that hand.
  2. A severed arm has the same effect as a severed hand, but also prevents the use of strictly arm-mounted items, like light shields.
  3. A severed foot slows the target (or imposes a -4 penalty to speed for quadrupeds), and they cannot shift.
  4. A severed leg renders the target permanently prone (creatures that manage to stand on one leg cannot fight effectively, and quickly fall over again). Quadrupeds that lose a single leg are merely slowed.
  5. A severed wing prevents flight – creatures currently flying fall, and cannot safely descend their speed.
  6. A severed tail prevents tail attacks and gives the creature a -5 penalty to Acrobatics checks.
  7. Severed horns prevent or weaken gore attacks.
  8. Certain creatures may be affected by this power in a unique fashion – such as a beholder losing access to a random eye ray, or a hydra losing one of its heads.
    Special: If you use a razorburst weapon and you know this technique, you can still only sever one extremity per encounter. However, the threshold at which you are able to do so becomes wider: you may add the level of your razorburst weapon to your character level. If using a Vorpal weapon, you may add the weapon’s level + 10. In either case, the use of Focused Severance no longer counts against the number of Martial Scientist powers you can use per encounter.
    Example: A 10th level martial scientist wielding a +3 razorburst longsword would be able to dismember a creature if it dropped to 22 HP or fewer after a hit.
    Origin: Lya Jierre.
    Thesis: Field Study of Melee Effectiveness and Foe Debilitation through Focused Limb Severance Techniques Contrasted with Mainstream Opportunistic Techniques.

Vigilante Sprint – Martial Scientist Utility Move Action.
Just run straight at the guy with the gun. Well, not quite straight.
At-Will – Martial
Effect: You perform a Run action, but you do not grant combat advantage. Instead, you gain a +2 bonus to defenses against ranged and area attacks until the start of your next turn. You still take the normal -5 to attack rolls for the same duration.
Origin: Kenna Vigilante.
Thesis: How Not to Be Shot.

Bullet Slice – Martial Scientist Utility Immediate Interrupt.
This is not a technique practiced idly. Before you can even register the sound of the gun’s retort, you swing your blade and cut the bullet in twain, feeling the breeze of two chunks of metal fly past.
Encounter – Martial
Trigger A creature targets you or an ally within reach with a projectile, and you are armed with a melee weapon or shield.
Effect You bat aside or slice in half any one projectile. You (or the ally you protect) take no damage from the attack. This power works equally well on bullets, arrows, thrown weapons, cannonballs, or even ballista bolts. You can even use this power to negate an exploding projectile like a grenade or an artillery shell if you are within melee reach of the origin square.
Level 21. You can use this power against attacks with multiple projectiles, such as hails of gunfire from coordinated groups of soldiers. If this attack affects an area, you can shield both your square and one adjacent square.
Origin: The samurai of Sentosa.

Godhand Sweep – Martial Scientist Utility Move Action.
Using a specialized series of gestures, you sacrifice a moment of mobility to extend your attack beyond the reach of your arms, turning it into a small wave of kinetic energy.
Daily – Martial
Effect The next at-will melee attack you make this turn becomes a Close Blast 3 instead.
Origin Tomas Masaryk.
Thesis On Battling Fiendish Hordes.

Feign Weakness – Martial Scientist Utility Free Action.
Fey respond to things differently than rational humans. Tapping into their unusual worldview, you eagerly accept martial misfortune…
At-Will – Martial
Trigger An attack damages you, and you are not prone.
Effect You reduce the damage of the triggering attack by 5, slide yourself one square, then knock yourself prone.
Special While not overly useful or impressive on its own, the Feign Weakness power can be used in concert with the Dramatic Reversal power. Using both in the same encounter only counts as a single use of a Martial Scientist technique.
Origin: Lord Karrest of the Unseen Court.

Dramatic Reversal – Martial Scientist Attack Immediate Reaction.
…then exploit your enemies’ attempts to capitalize on your vulnerability.
Encounter – Martial
Special You can use this power even if you cannot normally take an immediate action due to being dazed, stunned, or even dominated. You do not need to have used Feign Weakness before this power; but it may help.
Trigger A creature hits you while you grant them combat advantage.
Effect If you are prone, you may stand up. Then you may shift 3 squares and use an at-will attack power. You have combat advantage for this attack, and the attack deals +10 damage. You do not need to target the triggering foe.
Special After using Dramatic Reversal, you can no longer use Feign Weakness during the same encounter.
Origin: Lord Karrest of the Unseen Court.

Martial Research

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