Courses / MA / Technical Defense
Technical Defense
Code:
MA 155
Qualifies For:
Level:
1
Study DC:
9
Technical Defense
In this course, students learn how to defend themselves against common techniques and use their opponent’s weight against them.
Balance
Passive
You have advantage on saves and contests of skill to avoid being tripped or knocked prone.
In a contest of skill to trip you,
if your opponent’s bonus on their test of skill to trip you is bigger than
your bonus against being tripped,
use your opponent’s bonus instead of your own.
In a contest of skill to trip you,
if your opponent’s bonus on their test of skill to trip you is bigger than
your bonus against being tripped,
use your opponent’s bonus instead of your own.
Kip Up
Ability
Time:
Trigger
Trigger:
When you are knocked prone
Target:
You
Cost:
2 Stamina
Back On Your Feet
Passive
Standing up from being prone only costs you 5 ft. of movement.
(You cannot stand up from prone if you are immobilized.)
(You cannot stand up from prone if you are immobilized.)
Grip Slip
Passive
You have advantage on saves and tests of skill to avoid or escape being restrained.
You have advantage on tests of skill to avoid or escape being grabbed.
In a contest of skill to grab you,
if your opponent’s bonus on their test of skill to grab you is bigger than
your bonus against being grabbed,
use your opponent’s bonus instead of your own.
You have advantage on tests of skill to avoid or escape being grabbed.
In a contest of skill to grab you,
if your opponent’s bonus on their test of skill to grab you is bigger than
your bonus against being grabbed,
use your opponent’s bonus instead of your own.
Immovable
Passive
You have advantage on saves and tests of skill to avoid being pushed or pulled.
-5 ft. to the distance you are pushed, pulled, or dragged.
In a contest of skill to push or pull you,
if your opponent’s bonus on their test of skill to push or pull you is bigger than
your bonus against being pushed or pulled,
use your opponent’s bonus instead of your own.
-5 ft. to the distance you are pushed, pulled, or dragged.
In a contest of skill to push or pull you,
if your opponent’s bonus on their test of skill to push or pull you is bigger than
your bonus against being pushed or pulled,
use your opponent’s bonus instead of your own.
“How many times you get knocked down doesn’t matter, how many times you get back up does.”
Name | Effort | Requires | Description |
---|---|---|---|
Footwork | 15 | You can use Back On Your Feet, Kip Up, and Balance | |
Grip Slip | 15 | You can use Grip Slip | |
Immovable | 5 | You can use Immovable |
Extra Credit
Take Down
Effort: 8
Requires: Mastery
When you get knocked prone, you may attempt a contest of skill to trip a creature within your reach to make them fall prone.
Roll
Effort: 5
Requires: Mastery
Trip Slip
Effort: 8
Requires: Mastery
When you escape or avoid a grab, you may attempt a contest of skill to trip the creature that tried to grab you to make them fall prone.
Clinch
Effort: 8
Requires: Mastery
Kick Up
Effort: 2
Requires: Mastery
You can attempt a test of skill to kick a disarmed weapon or small item up to your hand as a fast action.
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Next: Relentless Advance