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Add additional combat actions.

ZanathKariashiZanathKariashi Member Posts: 2,869
edited October 2013 in Feature Requests
Every character should have a sub-set of in combat moves they can use at will, regardless of class.

(Ability checks must roll the affected character's applicable stat or less, after modifiers).

(following abilities cast instantly and are not affected by the 1 ability per round limit, except for Called Shot and Charge which do count as abilities).

Grappling - On next hit, opponent must make a str check or become rooted, silenced, and cannot attack for 1 round. Until the attacker attempts another action this check repeats automatically until successful. The attacker is also rooted and silenced but can still attack or use other abilities but any action breaks the effect immediately. For each point of str over the attacker's str, the opponent gets a -1 bonus to the roll, or each point under they get a +1 penalty (****).Creatures larger then Ogres cannot be grappled.

Tripping - On next hit, opponent must make a dex check or fall to the ground for 1 round. For each point of dex over the attacker's dex, the opponent gets a -1 bonus to the roll, or each point under they get a +1 penalty. Very large creatures such as true giants or dragons are unaffected.

Bullrushing - On next hit, opponent must make a str check or fall to the ground for 1 round. For each point of str over the attacker's str, the opponent gets a -1 bonus to the roll, or each point under they get a +1 penalty. Creatures larger then Ogres are unaffected.

Charging - Sets characters attacks to 1. -2 thac0 (good), +2 AC (bad). Character can move +2 points faster. Effect lasts 1 round. Each use of the ability counts as 1 hour of activity with regard to fatigue. Requires a melee weapon (and instantly disappears if weapons are switched), and cannot be used when fatigued or winded.

Called Shot - Requires ranged or thrown weapon. Swapping weapons ends the effect immediately. Sets number of attacks to 1 and has a -4 hit penalty (*) for 1 round. For the duration ranged attacks cause an additional effect depending on the location selected. Target can attempt a Con check to avoid or mitigate the effects. For every 3 levels of difference in HD from the attacker the opponent receives a -1 bonus or +1 penalty. Status effects persist until the target receives at least 1 point of healing from magical sources or regeneration.
(Nested ability)
Eyes - Target suffers -2 hit penalty and reduces LoS radius by Half, stacks up to 2 times. Beholders, creatures without eyes, or those with finely tuned senses (such as dragons or fiends) are immune to this effect.
Throat - Target is silenced. Some creatures are immune to this effect.
Arm - Target suffers a -2 str penalty, 20% Spell cast failure. Stacks up to 2 times.
Leg - Target suffers a -2 dex penalty, and -25% movement speed. Stacks up to 2 times.
Vital Area - Target suffers an additional +1d6 damage. Some creatures lack vital areas. Successful Con check reduces bonus damage by half.

Disarm - Target must have a weapon equipped. Sets attacker's number of attacks to 1 and gives a -8 hit penalty for 1 round (***), if their next hit lands, the target is disarmed, no save, temporarily replacing their equipped weapon with an unarmed weapon (1d3 blunt, non-lethal) for 2d4 rounds.

and

Parrying - Roots the user in place for 1 round. They gain an AC bonus equal to half their class level (Maximum of -10) (**). As long as they do not move or take any other action, the bonus persists after 1 round.



(*) - Archers and Blades are unaffected by these penalties. Replaces the Archer's current called shot ability. Blades cannot use bows, slings, or x-bows, but gain a +1 hit bonus when using thrown weapons.

(**) - Blades are adept at parrying and gain a bonus equal to their class level instead of half, (still capped at -10). (Changes to defensive spin. Defensive spin roots the character and prevents any other actions for it's duration, but any enemy attempting to strike the blade with melee must save or take damage equal to half the blade's level + str bonus for each attack).

(***) - Swashbucklers are adept at disarming, and only suffer a -4 hit penalty, instead of -8.

(****) - Ex Str score does not apply to these checks, 18 str is the same as 18/01-00 str. Warrior classes and Monks instead gain a +1 bonus to all grapple checks due to their combat training. A 18/00 str warrior grappling a 18 str thief would result in a +1 penalty on the thief's roll due to the warrior's bonus, but a 18 str monk vs an 18/00 str warrior would have no penalty due to their bonuses cancelling each other out. Likewise a 17 str warrior grappled by an 18 str thief would suffer no penalty on their roll due to superior training.
Post edited by ZanathKariashi on
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