cmbarona
First Post
Forked from: Brutal Fencer (A Fighter Build)
How would you like to ride the Tarrasque?
While discussing a grab & stab fighting style, I remembered a delightful comic from DM of the Rings. Link here: Twenty Sided » Blog Archive » DM of the Rings CXXII:Xtreme Moves
What if there were some way to duplicate what Legolas does in the Return of the King movie to kill that rampaging Oliphaunt? What about those deliciously epic battles in Shadow of the Colossus?
How about a halfling who wants to take down an ogre in similar fashion?
So, I'd like to make a houserule to offer such an action to anyone. Here are some of the basics I'm working with (the text is largely adapted from the "Grab" action text). If it seems powerful, well, it’s meant to be. I want people to use this every now and then. Please give me plenty of feedback!
Cling
You grab hold of a creature bodily and hang on for dear life. The creature you cling to can attempt to shake you off or grab you on its turn.
CLING: STANDARD ACTION
You may climb on the enemy as per the rules under the Athletics skill, with the following exceptions:
How would you like to ride the Tarrasque?
While discussing a grab & stab fighting style, I remembered a delightful comic from DM of the Rings. Link here: Twenty Sided » Blog Archive » DM of the Rings CXXII:Xtreme Moves
What if there were some way to duplicate what Legolas does in the Return of the King movie to kill that rampaging Oliphaunt? What about those deliciously epic battles in Shadow of the Colossus?
How about a halfling who wants to take down an ogre in similar fashion?
So, I'd like to make a houserule to offer such an action to anyone. Here are some of the basics I'm working with (the text is largely adapted from the "Grab" action text). If it seems powerful, well, it’s meant to be. I want people to use this every now and then. Please give me plenty of feedback!
Cling
You grab hold of a creature bodily and hang on for dear life. The creature you cling to can attempt to shake you off or grab you on its turn.
CLING: STANDARD ACTION
- Target: You can attempt to cling onto a creature that is at least two size categories larger than you. The creature must be within melee reach (don't count extra reach from a weapon). Special: at DM discretion, targets may also include creatures of smaller sizes, e.g., a wild horse being broken in.
- Attack: Make an Athletics check vs. Reflex. Do not add any weapon modifiers. You must have at least one hand free to make a cling attempt.
- Hit: The enemy grants you combat advantage. You do not flank the enemy. The enemy can only attack you with melee powers if you are in an adjacent square. If the enemy moves, you automatically shift to the same position relative to the enemy. The enemy can attempt to shake you off or grab you on its turn.
- Sustaining a Cling: You sustain a cling as a minor action. You may end the cling as a free action.
- Ending a Cling: Whenever the cling ends, you may treat it as a fall; whether or not it is treated as a fall, and if so the exact height, is at the DM's discretion. If you end the cling in the same square as the enemy, you are prone.
- Effects that End a Cling: If you are affected by a condition that prevents you from taking opportunity actions (such as dazed, stunned, surprised, or unconscious), the cling ends. If a pull, a push, or a slide moves you out of reach of the enemy, or would move you through another square through which you cannot move, the cling ends and you end in the last legal square.
You may climb on the enemy as per the rules under the Athletics skill, with the following exceptions:
- Empty-handed: You may only climb while empty-handed. You may still make unarmed attacks.
- DC: Enemy’s Reflex, modified appropriately by the situation.
- Combat Advantage: You do not grant combat advantage to the clung enemy.
- Move Through Enemy’s Space: You may move through the enemy's space. You may end your turn in the enemy's space.
- Shift: You may shift instead of move with the climb action.
- Reach: You may not move out of your own melee reach (don't count extra reach from a weapon) before ending the cling.
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