Courses / MA / Melee Weapon Adept
Melee Weapon Adept
Code:
MA 211
Prerequisites:
Advised:
Required For:
Level:
2
Study DC:
10
Melee Weapon Adept
Passive
You get a bonus to hit with melee weapons.
This bonus is an adept bonus.
If you have more than one adept bonus which applies to the same roll, use the best one.
Specialization:
Also, choose one type of melee weapon to specialize in: Heavy, Light, Long, or “normal”.
You get +1 to hit with any melee weapon which has the chosen property, or which has none of those properties if you chose “normal”. Further courses in this line will expand your bonus with the type of melee weapon you specialize in.
Unarmed:
The bonuses from this course do not apply to unarmed attacks, even though unarmed is considered a “melee weapon”.
This bonus is an adept bonus.
If you have more than one adept bonus which applies to the same roll, use the best one.
Specialization:
Also, choose one type of melee weapon to specialize in: Heavy, Light, Long, or “normal”.
You get +1 to hit with any melee weapon which has the chosen property, or which has none of those properties if you chose “normal”. Further courses in this line will expand your bonus with the type of melee weapon you specialize in.
Unarmed:
The bonuses from this course do not apply to unarmed attacks, even though unarmed is considered a “melee weapon”.
Double Attack
Ability
Time:
Action
Attack twice with a wielded weapon, or twice with each dual wielded weapon.
Heavy Attack
Ability
Time:
Action
Requirements:
You must be wielding a heavy weapon
Attack once with a wielded heavy weapon, and deal double damage* if you hit.
*Do not double
ongoing damage, or
damage boosts which only apply to one hit, and cost resources or have limited uses
(Wrath, Arcane Flare, Venom Strike, Mortal Blow, Overpower, certain Poison Vials).
To double a damage die, double the number of dice (instead of doubling what the die rolls).
(ex: If your weapon normally deals 1d12+2 damage, a Heavy Attack would deal 2d12+4 damage)
(ex: If your weapon normally deals 1d12 +2 damage, a Heavy Attack critical hit would deal 4d12 +4 damage)
Clarification:
Do double any “extra damage on a critical hit”,
but not the dice doubling effect of a critical hit.
(A normal critical hit will be affected by the extra damage dice.)
(Critical specialists deal extra damage with critical hits, and that boost should be magnified).
*Do not double
ongoing damage, or
damage boosts which only apply to one hit, and cost resources or have limited uses
(Wrath, Arcane Flare, Venom Strike, Mortal Blow, Overpower, certain Poison Vials).
To double a damage die, double the number of dice (instead of doubling what the die rolls).
(ex: If your weapon normally deals 1d12+2 damage, a Heavy Attack would deal 2d12+4 damage)
(ex: If your weapon normally deals 1d12 +2 damage, a Heavy Attack critical hit would deal 4d12 +4 damage)
Clarification:
Do double any “extra damage on a critical hit”,
but not the dice doubling effect of a critical hit.
(A normal critical hit will be affected by the extra damage dice.)
(Critical specialists deal extra damage with critical hits, and that boost should be magnified).
Name | Effort | Requires | Description |
---|---|---|---|
Hit +1 | 20 | +1 to hit with melee weapons | |
Specialize | 15 | +1 to hit with your chosen type of melee weapon | |
Heavy Damage | 0 | Specialize | Whenever you roll a 1 on a weapon damage die with a Heavy melee weapon, reroll it and keep the new result (even if it’s still a 1). |
Attack Mastery | 0 | Specialize | Once per combat, you may use Double Attack or Heavy Attack. |
Previous: Unarmed Combat Adept
Next: Ranged Weapon Adept