![]() Make an opposed Acrobatics check against an attack to negate it. Make an Acrobatics check in place of a Reflex save. Make at least two successful attack rolls with two weapons on a full attack action with a +2 bonus, if successful gain a free disarm attempt. Make an additional unarmed attack as part of a full attack action at a -2 penalty to hit but the attack gains +2d6 points of damage. Thrown weapon inflicts an additional 1d6 points of damage.īack to Top Table: 2nd Level Thrashing Dragon Maneuvers Maneuver When wielding two weapons, disciple inflicts an additional 1d6 points of damage per attack, -2 to AC.Īttack a single target with two wielded weapons. Move by an opponent and make a Acrobatics check against target's AC, if successful, the target is flat-footed and the strike inflicts +1d6 points of damage. Make an Acrobatics check to jump as a swift action with a +10 bonus. When wielding two weapons, disciple gains +2 dodge bonus to AC and a +2 bonus to Will saves. ![]() Table: 1st Level Thrashing Dragon Maneuvers Maneuver The word "level" in the maneuver lists always refers to initiator level.Ĭreatures and Characters: "Creatures" and "characters" are used synonymously in the maneuver descriptions.ĭiscipline Restrictions Some disciplines carry specific restrictions on when they can be used, as well as specific rules for those disciplines, as defined in that discipline's maneuver list. Initiator Level: Some maneuvers effects depend on the initiator level, which is usually the character's level in the class that provides access to martial maneuvers. Order of Presentation: In the maneuver lists and descriptions, the maneuvers are grouped alphabetically by level. This section contains the list of maneuvers for the Thrashing Dragon discipline. Many Thrashing Dragon maneuvers require that its practitioner be wielding two weapons (one in each hand or one weapon and unarmed strike), wielding a double weapon, using natural weapons, or be unarmed to utilize them. Thrashing Dragon’s associated skill is Acrobatics, and its associated weapon groups are close weapons, light blades, and double weapons. It is an acrobatic style, using the disciple’s natural speed and grace to avoid blows as opposed to blocking them with their smaller weapons. Its disciples are primarily two-weapon fighters, skilled with weapons that are used for quick slashes and stabs. ![]() Thrashing Dragon is a demanding style that requires both agility and athletic ability. Practitioners of the style are often lithe and nimble, graceful and quick, as the style demands speed and the ability to correct one’s movements fluidly. *I've also read on the NMS wiki that there is currently a bug with deploying checkpoints, so at the very least I'd like to build the starting line and "lounge area" in preparation for when that is eventually fixed.The discipline known as Thrashing Dragon has a long standing tradition amongst both ascetics and daredevils alike, as its movements and style fit both the dedication and tenacity of more disciplined fighters, as well as the erratic and improvisational style of free spirited warriors. Since it looks like certain types of blueprints follow certain categories and "unlock lines" (unlocking light and decal blueprints reveal more lights and decals, unlocking large room pieces reveal more large room pieces, etc.) are there certain blueprints I should unlock first so I can get to the race initiator faster? Except that also requires me to unlock a whole bunch of other blueprints just to get to the race initiator (and other racetrack parts). I've submitted a bug report but I'm also impatient, so I figured I'd create a new save file just to handle racetrack construction. ![]() The problem is that my legacy save doesn't have the race initiator blueprint for some reason and I can't unlock it in the blueprint analyzer. Since NEXT has made multiple bases possible and has made travel to other player bases significantly easier, I've really wanted to starting building racetracks* across different planets. So, I realize this is an odd question so let me provide some context. ![]()
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