Beholder Bob
First Post
Below is a list of additional manuevers allowed in my game.
COMBAT MANUEVERS
Brace: as a move action, gain a +4 to resist Trip and Bull Rush attacks from a single direction and +1 AC Vs Move Through & Charge attacks. Maintain as a free action as long as no movement is made and you are not tripped / knocked down.
Defensive Sunder: as a partial action, attack foe’s weapon as they attack you. Reduces your initiative to that of the attacker. Suffer –4 AC (Dodge) until your next round. Against a single for that attacks you with a melee weapon, make a sunder attack against the weapon used; does not provoke an attack of opportunity. If roll made in excess of the attacker’s roll to hit by 4+, you block that attack as per Parry.
Jump for Cover: give up next partial action and fall prone in order to cut damage in ½. Requires a Reflex save against either the attacker’s to hit roll, or (2nd) reflex spell save, not both. If roll failed, then take full damage/effect, fall prone, & and still lose partial action. Whether or not successful, move 5’. May not be used if prone, or if unable to take a partial action next round.
Lock Blades: an attack action, make parry at –4. If made attack parried and make a 2nd roll, if this succeeds, then both you and opponent have your weapons locked. Locked weapons require a STR contest to free/disengage the weapon – made as a partial action. If both the attacker and defender wish to break free, it is done as a free action.
Maneuver Foe: as a partial action, make contest between your attack roll & foes, if you win foe chooses: either to lose dexterity AC against you for 1 round or be moved 5’ in the direction of your choice. If you fail by 5+, you provoke an attack of opportunity from that foe.
Move Through: a partial action, literally charge into your foe. For every 10’ of movement rate you have, you add +1 damage on your attack, but suffer –1 to hit and AC. Treat as a charge for weapons that deal extra damage against charging foes. Braced opponents strike against those making a move through for +1 damage = + damage the move through gives the attacker as velocity bonus. You must move at least 15’ to qualify for a move through. Like a charge, the Move Through must be a movement in a straight line. Note: flyers diving down use every 5’ dived = +1 damage, and flyers going up use gain +1/15’ instead of the 1/10’. If foe is knocked unconcsious, move into their square at end of that round (if possible) - but this movement can provoke an AOO.
United Charge: a partial action, move at same initiative as ally (with initiative = or lower then yours) in a charge at the same foe. Both you and ally get a +1 circumstance bonus to your attack, stacking with normal modifiers for a charge. You and ally must be within 10' of eachother in order to initiate this action.
Parry: as an attack, attack DC = foe’s roll to hit. If made, attack blocked. On a critical parry, roll damage against foe’s weapon as sunder – or against foe making unarmed attacks, damage that foe. A parry can be made outside of initiative, giving up an attack (or if not attacking, a partial action) prior to that creatures initiative. Off-hand parries suffer –2 for that parry & all your attacks the next round. Weapon size adjusts the roll: -4 per size step different, shields double their +x AC for parry.
Parry Interpose: as a parry except you must be adjacent to creature you wish to parry for (to aid their defense), have a weapon or shield of at least medium size, and then make the parry check at –2. In addition, whether or not your parry succeeds, your ally is at –2 to attack on the next round (you are in his way).
Set: As a partial action, careful tracking of a single foes movements gives the attacker a +1 to hit Vs that foe with a ranged attack on the following round, switching targets is a move action and all bonuses gained against the prior target for setting are lost. Provoke an attack of opportunity while in set position. Lose the benefit of being set if you attack a different target, cast a spell, or move. Maintaining a Set is a free action as long as no movement is made and you are not tripped / knocked down.
COMBAT MANUEVERS
Brace: as a move action, gain a +4 to resist Trip and Bull Rush attacks from a single direction and +1 AC Vs Move Through & Charge attacks. Maintain as a free action as long as no movement is made and you are not tripped / knocked down.
Defensive Sunder: as a partial action, attack foe’s weapon as they attack you. Reduces your initiative to that of the attacker. Suffer –4 AC (Dodge) until your next round. Against a single for that attacks you with a melee weapon, make a sunder attack against the weapon used; does not provoke an attack of opportunity. If roll made in excess of the attacker’s roll to hit by 4+, you block that attack as per Parry.
Jump for Cover: give up next partial action and fall prone in order to cut damage in ½. Requires a Reflex save against either the attacker’s to hit roll, or (2nd) reflex spell save, not both. If roll failed, then take full damage/effect, fall prone, & and still lose partial action. Whether or not successful, move 5’. May not be used if prone, or if unable to take a partial action next round.
Lock Blades: an attack action, make parry at –4. If made attack parried and make a 2nd roll, if this succeeds, then both you and opponent have your weapons locked. Locked weapons require a STR contest to free/disengage the weapon – made as a partial action. If both the attacker and defender wish to break free, it is done as a free action.
Maneuver Foe: as a partial action, make contest between your attack roll & foes, if you win foe chooses: either to lose dexterity AC against you for 1 round or be moved 5’ in the direction of your choice. If you fail by 5+, you provoke an attack of opportunity from that foe.
Move Through: a partial action, literally charge into your foe. For every 10’ of movement rate you have, you add +1 damage on your attack, but suffer –1 to hit and AC. Treat as a charge for weapons that deal extra damage against charging foes. Braced opponents strike against those making a move through for +1 damage = + damage the move through gives the attacker as velocity bonus. You must move at least 15’ to qualify for a move through. Like a charge, the Move Through must be a movement in a straight line. Note: flyers diving down use every 5’ dived = +1 damage, and flyers going up use gain +1/15’ instead of the 1/10’. If foe is knocked unconcsious, move into their square at end of that round (if possible) - but this movement can provoke an AOO.
United Charge: a partial action, move at same initiative as ally (with initiative = or lower then yours) in a charge at the same foe. Both you and ally get a +1 circumstance bonus to your attack, stacking with normal modifiers for a charge. You and ally must be within 10' of eachother in order to initiate this action.
Parry: as an attack, attack DC = foe’s roll to hit. If made, attack blocked. On a critical parry, roll damage against foe’s weapon as sunder – or against foe making unarmed attacks, damage that foe. A parry can be made outside of initiative, giving up an attack (or if not attacking, a partial action) prior to that creatures initiative. Off-hand parries suffer –2 for that parry & all your attacks the next round. Weapon size adjusts the roll: -4 per size step different, shields double their +x AC for parry.
Parry Interpose: as a parry except you must be adjacent to creature you wish to parry for (to aid their defense), have a weapon or shield of at least medium size, and then make the parry check at –2. In addition, whether or not your parry succeeds, your ally is at –2 to attack on the next round (you are in his way).
Set: As a partial action, careful tracking of a single foes movements gives the attacker a +1 to hit Vs that foe with a ranged attack on the following round, switching targets is a move action and all bonuses gained against the prior target for setting are lost. Provoke an attack of opportunity while in set position. Lose the benefit of being set if you attack a different target, cast a spell, or move. Maintaining a Set is a free action as long as no movement is made and you are not tripped / knocked down.