User:Luigifan18/Balanced Offense (3.5e Skill Trick)

From Dungeons and Dragons Wiki
Jump to: navigation, search
Homebrew.png
Author: Luigifan18 (talk)
Date Created: October 31
Status: Needs review
Editing: Clarity edits only please
Scale.png Low - Moderate - High - Very High
Rating box not supported outside of the main namespace.
Rate this article
Discuss this article


Balanced Offense (Manipulation) You are able to use your skill at maintaining your balance to increase the leverage of your attacks, increasing their accuracy and stability.Prerequisites: Balance 5 ranksBenefit: You gain a +2 bonus to melee attack rolls during any round in which you make a 5-foot step, using your minute movement to guide your attacks past your opponent's defenses.

Furthermore, whenever any physical (non-spell melee or ranged) attack action you make is disrupted (such actions including ranged attacks, coup de graces, charges, and any other non-spell form of attack that provokes attacks of opportunity), you may make a Balance check (DC = 10 + [effective] damage sustained or DC = save DC of disrupting effect (or what the DC would be if it allowed a saving throw), whichever is higher or most applicable) to negate the disruption and carry on with your attack as normal. This is resolved like a Concentration check to avoid losing a spell to a distraction.

If you end up unable to complete your action due to being afflicted with a condition that prevents you from initiating it in the first place (such as being stunned, paralyzed, dazed, entangled, or fatigued), then you are not allowed to make a check to salvage your action, and you get stopped as normal. If you are targeted by an effect that can only hinder, but not preclude, your actions for the current round (such as the Stand Still feat), you may still make a check to negate that effect and continue your action, but the DC is increased by 5. This skill trick does not allow you to charge through an occupied square, charge over difficult terrain, or otherwise take a combat action that you're not actually allowed to take. It only enables you to avoid having an action ruined as a consequence of your opponents' readied actions or attacks of opportunity. Normal: If you are damaged during a coup de grace, charge, or other special combat action, that action is foiled.Special: The bonus granted to attack rolls by this skill trick is treated as a synergy bonus, so it increases by +2 for every 20 ranks you have in Balance above 5 (+4 at 25, + 6 at 45, etc.)



Back to Main Page3.5e HomebrewCharacter OptionsSkill Tricks