Posted by Quipahe on November 14, 2000 at 12:21:16:
In Reply to: I've seen this one, and... posted by Just Another Brick on November 13, 2000 at 20:13:11:
Just didn't post them because there seemed to be little interest. But here's the ideas for staff (note: NOT staff/spear):
Defensive spin 20 Intricate use of your weapon's spinning motion to keep attacks from hitting you.
Leverage 23 Planting the weapon, and using leverage, deliver a powerful kick to your victim.
Legsweep 26 Using the long shaft of the weapon to sweep the legs out from your opponent knocking them to the ground.
Extension 30 Many a brash warrior attempts to grab the staff, viewing it a mere toy weapon. The skilled staff wielder can use this momentum to pin the opponent to the ground and deleiver a knee to the temple. This is an autmoatic skill that depends on your opponent's level, staff skill and size.
Misdirect 30 Slamming the ends of your weapon in tandem, it is possible to deliver a powerful blow.
[This supercedes pugil, is more reliable, does more damage and lags the victim.]
Sternum Jab 35 Against humanoid creatures the staff wielder may jab his weapon drierctly at the solar plexus of the victim. This causes telling damage and has a slight chance to wind the victim; temporarily making speech impossible. The larger the opponent the more diffcult this feat becomes. Also, well armored opponents will shrug of this blow. A succesful jab is more likely to occur as the victim tires in battle.
Staff Mastery 35 As advancement continues the warrior's specialized skills do more damage and the time of being off balance between feats decreases.
Combination 40 With staff mastery perfected the staff wielder can attepmt to execute a leverage, leg sweep, misdirect and stermum jab in short succession. Each feat requires the previous feat to land sucessfully. As the staff bearer perfects this skills this combination is so fluid that an opponent may not extract herself.
[This is somewhat like owaza for assasins.]
Grip 44 The proper use of the staff requires several changes in hand position and grip. A skilled warrior may learn to keep his grip secure during these maniuplations; effectively making him diffiuclt to disarm or fumble. This skill is more effective the lighter the weapon.
Double Misdirect 48 The ability to land two misdirections in one round of comabt. If the first lands the second will automatically follow suit. Those with this skill perfected may initiate combat with a double misdirect.
So, most of these require more dexterity than strength, which fits with the staff. Also, the mastery skill seems like a good thing for any double spec.