High Strength Creatures: Melee Knockback Rules?

RangerWickett said:
Revision.
Knockback: A creature can choose to sacrifice its Strength bonus to damage for a round, and instead use the extra force to knock back foes. Whenever the creature hits, the struck creature must succeed a Fortitude save (DC 10 + attacker's Strength modifier) or be knocked back a number of feet equal to the attacking creature's Strength bonus. Adjust the DC by +4 or -4 for each size category the attacking creature is larger or smaller than Medium. The defending creature gets +4 or -4 to its check for each size category it is larger or smaller than Medium.

This knockback occurs immediately, so that additional attacks cannot be used against the creature if it is not still within reach. If the creature that is knocked back impacts a surface or another creature, both take damage equal to the attacker's strength bonus. At the end of the knockback, the defender must succeed a Balance check (DC 10 + attacker's Strength modifier) or fall prone.

By the way, I use a Fort save instead of Reflex because that's how winds work.
Very nice. You're right, it should be a Balance check not a Reflex save.

Looks good! I think I'll use this as a default action that anyone can try. It won't really do much for weak characters, and it adds a cinematic option for stronger ones...
 

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jgsugden said:
A few notes on Awesome Blow usage:

It can not be used as part of a full attack. It can not be used during the single attack granted by a spring attack or flyby attack (although many DMs house rule this issue). It can not be used as part of a charge. It may not be used during an attack of opportunity. It requires its own separate standard action. It obviously can not be used in conjunction with improved grab.
Where did you get this stuff from??


Mike
 


I vaguely remember this coming up right when the 3.5 MM came out. The issue then was, does the movement caused by Awesome Blow provoke AoOs by the victim? Was there a satisfactory resolution to the question? Because if the movement provoked an AoO, that's 2 attacks in a standard action for just the Awesome Blow-er, let alone his allies.
 

Silveras said:
Uhm... no.
Yes. Correct. I can't seem to rememeber that the knocking creatures towards the attacker was a house rule. Still, much of what I said is still of use as you can knock the opponent 'sideways' for much the same effect.
 

nameless said:
I vaguely remember this coming up right when the 3.5 MM came out. The issue then was, does the movement caused by Awesome Blow provoke AoOs by the victim? Was there a satisfactory resolution to the question? Because if the movement provoked an AoO, that's 2 attacks in a standard action for just the Awesome Blow-er, let alone his allies.
The answer from custserv (that I received) way back when I asked:

custserv said:
Awesome blow, the feat from the MM, allows a creature to move an opponent
10'. Does this 10' of movement provoke AoOs from the creature performing the
awesome blow maneuver? What about from other enemies of the victim?

-No on the AoO from the creature with Awesome Blow... however if they end up
moving through the treatened area of another opponent, that would provoke an
AoO.


In other words, if a huge earth elemental (reach 15') uses awesome blow on a
medium humanoid 5' away from it, does it get an AoO as the creature is
knocked back to 15' away?

-No.

If this movement takes the medium humanoid through
the reach of another huge earth elemental, does that elemental get an AoO
for moving through the threatened area?

-Yes.


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