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Two(2) Handed

Base Scale: 2 Weapon Damage: 1D8

Damage Type: Crush

A well-balanced, reinforced striking pole, such as a Battlestaff, while popular among martial artists of all disciplines, staves have also have been known to circulate among those working within the realms of magick or entertainment. Staves offer far more utility than could be expected of more lethal weapons, allowing mobile wielders to exploit openings in their opponent’s defenses. Investing in Staff Training will enhance a Character’s Force Impact and Acrobatics Ability Statistics every Odd Rank and their Attack and Damage Rolls with Melee Weapons, and their Maneuvers on Even Ranks. At Rank Five(5) and Ten(10), the Character’s Base Scale with any Weapon increases by plus One(+1), permanently increasing their Weapon Damage with all Weapons. A New Equipment Modification Slot becomes available at the First(1st) Equipment Rank and every Three(3) Equipment Ranks after that.

Staff Weapon Heroics

Wide Swing

Prerequisite: Staff (Rank 1)

AP Cost: 5

Action Type: Melee Weapon Attack

Range: Adjacent

As a Standard Action, you can attempt a Melee Weapon Attack against Two(2) Targets that are both Adjacent to you and each other. If successful, make a single Damage Roll that applies to each struck Target. 

Disarming Avoidance

Prerequisite: Staff (Rank 1)

AP Cost: 5

Action Type: Reaction

As a Reaction to being the Target of a Melee Weapon Attack, you can attempt an Active Dodge to avoid the Attack. If successful, your Attacker is Disarmed of their Weapon. 

Counter Spin

Prerequisite: Staff (Rank 2)

AP Cost: 10

Action Type: Free Action

Range: Adjacent

As a part of a successful Parry or Active Dodge, you can inflict your Minimum Weapon Damage to all Adjacent Targets as a Free Action.  

Somersault

Prerequisite: Staff (Rank 2)

AP Cost: 10

Action Type: Reaction

Range: Half(½) Speed

As a Reaction to being the Target of an Attack or Harmful Effect, you can quickly flip away as a part of an Active Dodge to a Space equal to Half(½) of your Speed away from you.

Capo Spin

Prerequisite: Staff (Rank 3)

AP Cost: 15

Action Type: Maneuver

Range: Adjacent

As a Standard Action, you can attempt a contested Maneuver against all Adjacent Targets to spin while sweeping their legs out from under them with the Trip Maneuver rapidly. If successful, your Target is knocked Prone.

Wicked Roundhouse

Prerequisite: Staff (Rank 3)

AP Cost: 15

Action Type: Move Action

Range: Adjacent

As a Move Action, you can perform a classic kick to an Adjacent Target that inflicts Minimum Weapon Damage and knocks your Target back a number of Paces equal to Half(½) of your Power Attribute. Then, the Target can attempt a Physical Save against your Physical Impact to Negate the Forced Movement Effect. 

Pole Vault

Prerequisite: Staff (Rank 4)

AP Cost: 20

Action Type: Exploration

Range: Double(2*) Speed(Charge)

As a part of Exploring, you can sprint in a straight line up to Twice(2*) your Speed as a Charging Acrobatics Ability Check. Then, at the end of your Charge, you use your Staff Weapon to launch yourself through the air, increasing the distance of your Jump by Half(½) of the space Charged. 

Pinch Hitter

Prerequisite: Staff (Rank 4)

AP Cost: 20

Action Type: Reaction

Range: Half(½) Power Attribute

As a Reaction to being the Target of Thrown Ranged Weapon Attack, you can attempt to Parry the Thrown Projectile. If successful,  redirect the Projectile at a Target of your choice within a Range equal to Half(½) of your Power Attribute. 

Pummel

Prerequisite: Staff (Rank 5)

AP Cost: 25

Action Type: Full Action

Range: Adjacent

As a Full Action, you can attempt Three(3) Melee Weapon Attacks against a single Adjacent Target. If successful, each Attack inflicts your normal Weapon Damage. Compile the Damage of all successful Attacks into a single Damage Source before calculating Damage Resistance. 

Pressure Point

Prerequisite: Staff (Rank 5)

AP Cost: 25

Action Type: Standard Action

Range: Adjacent

Effect Duration: Until Treated

As a Standard Action, you engage with an Adjacent Target to strike a vital spot in their circulatory system, inflicting the Nauseated Injury until they receive Apothical Treatment. Additionally, the Target can attempt a Physical Save against your Physical Impact to Negate the Injury Effect.

Six-sided Strike

Prerequisite: Staff (Rank 6)

AP Cost: 30

Action Type: Melee Weapon Attack

Range: Adjacent

Effect Duration: Until Treated

As a Standard Action, you can attempt a Melee Weapon Attack against an Adjacent Target by delivering pinpoint blows as you rapidly adjust your posturing. If successful, in addition to normal Weapon Damage, your Target suffers 1D6 Crush Damage for every Point of your Skill Attribute and suffers the Stifled Miscognition, preventing the use of Class Features or Heroic Actions. The Target can attempt a Physical Save against your Attack Roll to cut any Damage in Half(½) and Negate the Miscognition.

Swirling Dispersal

Prerequisite: Staff (Rank 7)

AP Cost: 35

Action Type: Move Action

Range: Adjacent

As a Move Action, you can rapidly swing your Melee Weapon to create a constant flux of air current around you, instantly removing any smoke, gas, or inhalation effects from the air in any Space Adjacent to you. As a Rapid Action, you can continue an active Swirling Dispersal for an Additional Turn. 

King Bar

Prerequisite: Staff (Rank 8)

AP Cost: 40

Action Type: Ritual(One Hour)

As a Ritual during a Rest Period, you affix the King Bar Equipment Modification to your Staff Weapon, allowing you to alter the length of your Staff Weapon up to a Range equal to Half(½) of your Skill Attribute as a Move Action, allowing you to attempt Melee Weapon Attacks at a distance, or to use your Staff to traverse the Environment while Exploring until your next Rest Period. 

Skullcracker

Prerequisite: Staff (Rank 9)

AP Cost: 45

Action Type: Standard Action

Range: Adjacent

As a Standard Action, you can attempt a Two(2) Handed Melee Weapon Attack against an Adjacent Target with a devastating overhead smash. If successful, in addition to normal Weapon Damage, your Target suffers 1D10 Crush Damage for every Two(2) Points of your Power Attribute and suffers the Stunned Condition for a single Turn. The Target can attempt a Physical Save against your Attack Roll to Negate the Condition. 

Dancing Dervish

Prerequisite: Staff (Rank 10)

AP Cost: 50

Action Type: Full Action

Range: Double(2*) Speed(Charge)

As a Full Action, you can sprint forward up to Twice(2*) your Speed at a Target as a Charge. During your Charge, you can Active Dodge or Parry as a Free Action, and you provoke an Attack of Opportunity from any Threatening Creatures along your Path of Travel. Anytime you deflect or dodge an Attack while Charging, you inflict your normal Weapon Damage on the Attacker. While Charging, you can make uninhibited movement through Spaces that are occupied by Threatening Creatures.