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COMBAT OPTIONS

Attack Roll Modifiers (Bonus +/Penalties - to Attacker's hit roll)


Aiming Full round action, +2 to ranged attack. Take
a second round for a total of +4.
Attacker on higher ground +1
Attacking from Behind +2 bonus, ignore defender's shield.
Attacker Blind/Defender Invisible -4 penalty
Cover -2 light, -4 medium, -6 heavy
Cramped Space -2
Darkness -2 dim, -4 dark, -6 pitch
Defender off-balance +2
Defender sleeping or held Automatic*
Defender stunned or prone +4. On character's turn can use half of movement to
stand up.
Drawing a Weapon -4 to attacks that round.
Flanking +2 attack if your partner flanks your opponent
Exhaustion, Attacking -2 penalty
Exhaustion, Defending +2 bonus
Parry, Full +4 AC, can move as per the retreating rules only
Parry, Fighting -2 attack, +2 AC
Wild Attack +2 attack, -2 AC until next round.

*If the defender is attacked during the course of a normal melee, the attack automatically
hits and causes x2 damage. If no other fighting is going on (i.e., all others have been slain
or driven off), the defender can be slain automatically.

·0 Charge
·1 Disarm
·2 Entangling Attacks
·3 Knock Back
·4 Knock Down
·5 Lance Attack
·6 Sap
·7 Set Spear vs. Charge
·8 Shield-Punch
·9 Two Weapons Combat

Charge
·10 The attacker must make a move of at least 20 feet.
·11 Gains a +2 bonus to hit due to the sheer momentum involved and the attacker's
bonus damage from Strength is doubled (if he has no bonus he receives a +1 to
damage.)
·12 The attacker also takes a penalty of 2 to AC due to the lack of finesse of the
attack.
Disarm
This maneuver can only be used when the fighter attacks a weapon-using opponent.
·13 The target AC is 14 (10+ 4 for a called shot) + Dex bonus or applicable magic
bonuses.
·14 If the attacker hits he deals no damage and the victim must make a Saving Throw
with a bonus of the defender's Dex bonus and a penalty of the attacker's Dex
bonus. The defender also receives a +4 bonus if weilding a two-handed weapon.
If the Saving Throw is failed, the defender drops his weapon and it flies 2d6 feet
in a random direction.
·15 If the defender has a weapon in his off-hand he can switch it to his primary hand
with no penalty. If he is draws a new weapon he takes a -4 to his attack that round.
If he wishes to retrieve the disarmed weapon he must make a fighting retreat to
the weapon to avoid a free attack against him. He can then pick the weapon up
and use it, if possible, with a -4 to his attack

Entangling Attacks
With an entangling weapon (noted in weapon tables) the attacker must specify if he's
aiming for hit the defender's upper or lower body (arms or legs.)
·16 If successfully attacked the defender is wrapped and pinned.
·17 To escape, the defender must make a Saving Throw on his next attack turn. If he
frees himself the defender can move and attack normally. If failed he remains
entangled for the round.

The attacker must maintain his hold on the entangling weapon keep the defender
entangled. If the entangling weapon has another weapon attached (such as a sickle and
chain) the attacker can use it to attack the defender. If there is no other weapon attached,
it takes all of the attacker's efforts to maintained the entanglement.

·18 If the upper body is hit the defender cannot make attacks that requre the use of the
arms.
·19 If the legs are entangled the defender cannot make kick attacks or move away and
takes a penalty of 2 to AC due to the entanglement. If the defender remains
entangled and the attacker makes another successful attack, the attacker can pull
the legs out from under the defender and bring him to the ground, giving the
attacker a +4 to hit due to the defender being prone. This lasts until the defender
gets untangled (Saving Throw) and back to his feet (costing half of his
movement.)

Knock Back
This maneuver is designed to knock opponents straight back from their position instead
of knocking them down. You can only Knock Back an opponent who is one size category
larger than you, the same size, or smaller.

To initiate a Knock Back, the attacker must start at least 5 feet away, then make a normal
attack roll as he slams into the defender. If the attacker hits, he does no damage but the
defender must roll a Saving Throw with a bonus of the defender's Str bonus and a penalty
of the attacker's Str bonus. The following modifiers also apply to the Saving Throw:
·20 Defender Was Not Moving +4 bonus
·21 Defender Hit From Behind –4 penalty
·22 Defender was unaware of Attack –4 penalty
·23 Larger Size +4 bonus
·24 Smaller Size –4 penalty
·25 Defender has more than three feet or is exceptionally Stable +4 bonus

If the defender is successful, he stays put. If he fails, he is shoved back five feet plus one
foot for each point he failed his Saving Throw by.

If the attacker misses his roll to attack, he slams into the defender, but the defender is
unmoved and the attacker must make a Saving Throw as if the defender had initiated the
maneuver with the Str bonus/penalties and the above modifiers.
·26 If the attacker makes the Saving Throw he is still standing.
·27 If he fails the Saving Throw by five to nine points he falls down prone at the
Defender's feet.
·28 If he fails by ten or more or rolls a natural 1 he stumbles past the defender a
distance of five feet plus one foot for each point he failed his Saving Throw by.

Knock Down
An attempt to knock an enemy prone. The actual maneuver could be pullng the defender
off balance, tripping the defender, slamming into him with the attacker's body or shield,
etc. If the DM decides it is possible, the attacker rolls a normal attack. If the attack is
successful the defender rolls a Saving Throw with a bonus of the defender's Dex bonus
and a penalty of the attacker's Dex bonus. The following modifiers also apply to the
Saving Throw:
·29 Defender Was Not Moving +4 bonus
·30 Defender Hit From Behind –4 penalty
·31 Defender Was Unaware of Attack –4 penalty
·32 Larger Size +4 bonus
·33 Smaller Size –4 penalty
·34 Defender has more than three feet or is exceptionally Stable +4 bonus

If the defender is successful he stays on his feet. If he fails, he falls down and is prone
until he can get on his feet on his next turn.

Lance Attack
If a character is on a riding steed (such as a horse) and is using a lance, he can perform
the Lance Attack.
·35 If the attacker's mount must move for 20 yards or more toward the attacker's
target.
·36 The attacker makes a normal attack roll and if it hits will inflict double damage.
·37 Without enough room to charge—if the mount moves less than 20 yards or is
stationary—the lance does normal damage only.
·38 Fighters and variants, dwarves and elves can use a lance attack, but no other
character class can do so. There is no off-hand attack with this maneuver.

If a high-level fighter has the multiple attacks maneuver, he may choose the lance attack
maneuver for any attack he makes in a round. However, he cannot hit the same target
time after time; he must choose a new target along his mount's line of movement for each
attack.

Sap
When a PC wants to capture an enemy alive, he may try a Sap (knocking the enemy over
the head) to knock the enemy unconscious. A Sap can only be performed with an
unarmed or melee attack using a blunt side or flat of a blade. This disallows the use of a
magic bonus for a magic weapon to be used to hit and calculate damage.
·39 The target AC is 14 (10+ 4 for a called shot) + Dex bonus or applicable magic
bonuses.
·40 If the attack hits, the attacker rolls ordinary damage. Each point of damage is
worth a 5% chance of knockout.
·41 If successfully knocked out the defender is unconscious for 1d6 + 2 rounds per
point of damage done.
·42 Only 25% of the damage inflicted is actual damage; the other 75% wears off once
the defender is awake.
·43 If attacking a larger creature it can only be used on a creature one size larger than
the attacker and the damage done is half.

Set Spear vs. Charge


If an attacker is moving at a run towards or using the Charge or Lance Attack maneuver
towards a defender who is on foot and is carrying a spear, polearm, or lance with at least
a 10 foot reach the defender can try to Set Spear vs. Charge. The defender holds the
weapon firm, braced against the ground and toward the on-rushing enemy. This maneuver
uses the defender's attack for the round, he may take his movement on his normal
iniative.

The defender makes a normal attack roll on the attacker's movement phase when the
attacker moves within reach of the defender's weapon, interupting the attacker's attack. If
the defender's attack hits, it inflicts double damage on the attacker. If this attack fails to
kill the attacker, the attacker will be able to attack normally.

Shield-Punch
The shield-punch is a very basic maneuver. If you are using a buckler, small shield, or
medium shield, you can use it to attack with as well as defend, by slamming it into your
target's body, upper cutting with the rim, etc.

A shield-punch does 1d3 damage, plus your Strength bonus.


Using the shield as a weapon removes it's use for an AC bonus, and both attacks are
subject to the two weapon penalties below.
Two Weapons Combat
A character who carries a weapon in each hand gets one additional attack per combat
round. Both attacks take place during his hand-to-hand combat phase, one after the other.
The primary attack is at a penalty of -2, and the secondary attack is at a penalty of – 4 to
hit.

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