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<blockquote data-quote="Cleon" data-source="post: 6012731" data-attributes="member: 57383"><p>The Deflect Arrows feat requires no check, but I never liked that rule. I'd have it make an attack roll with its scythe, and it parries successfully if it matches or beats the attack roll of opponent.</p><p></p><p>That reminds me, I've got a homebrew SA that we could probably cannibalize part off...</p><p style="margin-left: 20px"><strong>Multiparry (Ex):</strong> A derghodaemon can use its weapons to deflect an enemy's blow instead of attacking. The derghodaemon can Multiparry with any melee weapon, except for flexible weapons like whips and chains, or any shield except for a tower shield. It can also Multiparry with a solid object like a barstool or a ranged weapon like a crossbow, but such objects are likely to be damaged or destroyed by the opponents' blows and have a –4 penalty to their Parry checks (see below) due to non-proficiency. A derghodaemon can start Multiparrying as an immediate action, whereupon it must declare which weapons or shields it is using as Parrying Weapons for that round. It cannot attack with a weapon it is using to Multiparry, so if it has already attacked with a weapon earlier in a round it cannot make Weapon Parry rolls with it until the following round.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">A Multiparrying derghodaemon gains a bonus to its shield bonus equal to the number of shields or weapons it is using to Parry with. Nnote that this stacks with the shield bonus from a shield or the Two Weapon Defense feat. A derghodaemon with a shield almost always uses it to Parry, gaining a +1 bonus to its shield bonus.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">In addition to the above increase to AC, the derghodaemon can Parry an attacks from melee weapons or thrown weapons. It can Parry ranged weapons such as arrows or sling stones if it has the ability to Deflect Arrows with a weapon or shield (e.g. a 9th level Duelist). To Parry, the derghodaemon makes a Parry roll (+18 modifier for a typical derghodaemon), and if this roll is equal to or greater than the opponent's attack roll, the attack is deflected harmlessly. Parrying causes no damage to the opponent's weapon (or to the opponent, if the latter was using a natural weapon). A derghodaemon can Parry as many attacks as the number of Parrying Weapons it has declared. It can make additional Parries, but each additional Parry counts as an Attack of Opportunity. Thus, a typical derghodaemon can Parry up to 8 attacks in a round (5 Parrying Weapons plus 3 Attacks of Opportunity).</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">The Parry modifier is equal to the derghodaemon's melee attack modifier with the Parrying Weapon. If it is Parrying with a shield, the derghodaemon's Shield Parry modifier is Base Attack Bonus + Strength or Dexterity modifier (whichever is higher) + size modifier. A masterwork shield provides a +1 enhancement bonus on Parry rolls. A magic shield adds its enhancement bonus to Parry rolls; if it has an enhancement bonus to AC and melee attack rolls (e.g. a <em>+1 light metal shield</em> with a <em>+2 shield spike</em>), it adds whichever enhancement bonus is higher.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">A derghodaemon can Multiparry while fighting defensively (+2 dodge, –4 attack rolls) or when it makes a Total Defense action (+4 dodge, no attacks). The -4 attack penalty for fighting defensively does not apply to Weapon Parry checks.</p><p></p><p>A "single weapon" version of that should cover most of it.</p><p></p><p>The Reaper probably can only Parry with its scythe.</p><p></p><p>Let's see...</p><p></p><p><strong>Parry (Ex):</strong> The Reaper can use its scythe to parry attacks from melee weapons or ranged weapons. The Reaper can make one parry attempt per round, plus additional parry attempts in place of Attacks of Opportunity.</p><p></p><p>To parry, the Reaper makes a attack roll with its scythe (+X modifier). If this roll is equal to or greater than the opponent's attack roll, the attack is deflected harmlessly. Parrying causes no damage to the opponent's weapon (or to the opponent, if the latter was using a natural weapon).</p><p></p><p>The Reaper can parry while fighting defensively (+2 dodge, –4 attack rolls). The -4 attack penalty for fighting defensively does not apply to parry rolls. If the Reaper uses the total defense action, he can attempt to parry all attacks made against it in that round.</p></blockquote><p></p>
[QUOTE="Cleon, post: 6012731, member: 57383"] The Deflect Arrows feat requires no check, but I never liked that rule. I'd have it make an attack roll with its scythe, and it parries successfully if it matches or beats the attack roll of opponent. That reminds me, I've got a homebrew SA that we could probably cannibalize part off... [INDENT][B]Multiparry (Ex):[/B] A derghodaemon can use its weapons to deflect an enemy's blow instead of attacking. The derghodaemon can Multiparry with any melee weapon, except for flexible weapons like whips and chains, or any shield except for a tower shield. It can also Multiparry with a solid object like a barstool or a ranged weapon like a crossbow, but such objects are likely to be damaged or destroyed by the opponents' blows and have a –4 penalty to their Parry checks (see below) due to non-proficiency. A derghodaemon can start Multiparrying as an immediate action, whereupon it must declare which weapons or shields it is using as Parrying Weapons for that round. It cannot attack with a weapon it is using to Multiparry, so if it has already attacked with a weapon earlier in a round it cannot make Weapon Parry rolls with it until the following round. A Multiparrying derghodaemon gains a bonus to its shield bonus equal to the number of shields or weapons it is using to Parry with. Nnote that this stacks with the shield bonus from a shield or the Two Weapon Defense feat. A derghodaemon with a shield almost always uses it to Parry, gaining a +1 bonus to its shield bonus. In addition to the above increase to AC, the derghodaemon can Parry an attacks from melee weapons or thrown weapons. It can Parry ranged weapons such as arrows or sling stones if it has the ability to Deflect Arrows with a weapon or shield (e.g. a 9th level Duelist). To Parry, the derghodaemon makes a Parry roll (+18 modifier for a typical derghodaemon), and if this roll is equal to or greater than the opponent's attack roll, the attack is deflected harmlessly. Parrying causes no damage to the opponent's weapon (or to the opponent, if the latter was using a natural weapon). A derghodaemon can Parry as many attacks as the number of Parrying Weapons it has declared. It can make additional Parries, but each additional Parry counts as an Attack of Opportunity. Thus, a typical derghodaemon can Parry up to 8 attacks in a round (5 Parrying Weapons plus 3 Attacks of Opportunity). The Parry modifier is equal to the derghodaemon's melee attack modifier with the Parrying Weapon. If it is Parrying with a shield, the derghodaemon's Shield Parry modifier is Base Attack Bonus + Strength or Dexterity modifier (whichever is higher) + size modifier. A masterwork shield provides a +1 enhancement bonus on Parry rolls. A magic shield adds its enhancement bonus to Parry rolls; if it has an enhancement bonus to AC and melee attack rolls (e.g. a [I]+1 light metal shield[/I] with a [I]+2 shield spike[/I]), it adds whichever enhancement bonus is higher. A derghodaemon can Multiparry while fighting defensively (+2 dodge, –4 attack rolls) or when it makes a Total Defense action (+4 dodge, no attacks). The -4 attack penalty for fighting defensively does not apply to Weapon Parry checks.[/INDENT] A "single weapon" version of that should cover most of it. The Reaper probably can only Parry with its scythe. Let's see... [B]Parry (Ex):[/B] The Reaper can use its scythe to parry attacks from melee weapons or ranged weapons. The Reaper can make one parry attempt per round, plus additional parry attempts in place of Attacks of Opportunity. To parry, the Reaper makes a attack roll with its scythe (+X modifier). If this roll is equal to or greater than the opponent's attack roll, the attack is deflected harmlessly. Parrying causes no damage to the opponent's weapon (or to the opponent, if the latter was using a natural weapon). The Reaper can parry while fighting defensively (+2 dodge, –4 attack rolls). The -4 attack penalty for fighting defensively does not apply to parry rolls. If the Reaper uses the total defense action, he can attempt to parry all attacks made against it in that round. [/QUOTE]
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