RoboCheney
First Post
Hi guys,
I've been working on a homebrew stunt system to inject some swashbuckling flavor for my 4e pirates game. The basic goal is to give players some additional fun--if risky--options in combat, and codify these maneuvers more than me making up things on the spot (but I expect to do that too
). Of course, enemies can try these maneuvers as well.
This is the first draft, and hasn't seen any playtesting yet. (Also note that Seafaring is a new skill for my game.)
The stunts are written up as powers, which are available to all characters, and should be self explanatory. The following two rules also apply:
Action Point: Some stunts can be improved by spending an action point; these are detailed below.
Stale Moves: If you use the same stunt more than once in a single encounter, you have a cumulative -2 penalty to attacks or checks with it as enemies predict your tricks.
Many of these were drawn from The Book of Iron Might, and a few from the 3e Player's Handbook. I make no claim to originality ;-)
Anyways, tell me what you think, or steal it for your own game!
- - - - -
Acrobatic Flourish
You flip or tumble to set up a surprise attack against a befuddled adversary.
Stunt
Move Action
Melee 1
Target: One creature
Attack: Acrobatics vs. Reflex +5
Hit: You gain combat advantage against the target for your next melee attack this turn.
Miss: If you fail the check by 5 or more, you fall prone.
Effect: You may move up to half your speed when you perform this action.
Special: If you attempt this maneuver on a ship, use may use Seafaring in place of Acrobatics. If you have the aquatic type or the Aquatic Combat feat, you may attempt this maneuver underwater, using Athletics instead of Acrobatics.
Called Shot
With careful aim, you make a powerful targeted attack against an enemy.
Stunt ◊ Weapon
Standard Action
Melee or Ranged Weapon
Requirement: You must have used Careful Aim against the target.
Target: One creature (as Careful Aim)
Attack: Strength or Dexterity vs. AC (+2 for Careful Aim)
Hit: As basic attack. Choose one of the following effects for this attack:
Head: The attack does +1[w] damage, and you may do extra damage as if you had combat advantage against the target.
Neck: The target also takes ongoing damage 2 (save ends), and you may do extra damage as if you had combat advantage against the target.
Armor: Make your attack against the target's Reflex defense instead.
Arm: The target also takes a -2 penalty to its attacks until the end of your next turn.
Hand: The target is also disarmed.
Leg: The target is also slowed until the end of your next turn.
Knee: The target also falls prone.
Special: Called Shot is not subject to the stale moves rule.
Action Point: You may spend an action point to make a called shot without using Careful Aim first.
Careful Aim
You focus on an enemy and set up your next attack.
Stunt ◊ Weapon
Standard Action
Melee or Ranged Weapon
Target: One creature
Effect: You get a +2 bonus to the next attack you make against the target. Your next attack can be the Called Shot stunt.
If you attack a different target, you lose this bonus.
Special: Careful Aim is not subject to the stale moves rule.
Combat Intimidation
After besting an enemy, you put on a fearsome display to keep your adversaries at bay.
Stunt
Move Action
Area burst 5
Requirement: You must have bloodied or downed an enemy
Target: One non-elite creature and all minions in the burst
Attack: Intimidate vs. Will +5 (Will +10 if the target is not bloodied).
Hit: If the target moves closer to you before the end of your next turn, it is weakened until the end of your next turn. If the target is a minion, you push it 1 square.
At the DM's discretion, lower level enemies may surrender or retreat—especially if they are losing.
Miss: If you fail by 5 or more, the enemy gets a +2 bonus to damage you until the end of your next turn.
Cutting Insult
You savage smack talk infuriates an enemy.
Stunt
Move Action
Area burst 5
Requirement: You must speak a language understood by the target.
Target: One creature
Attack: Bluff vs. Will +5. If you hit the target with your last attack, or it missed you with its last attack, you get a +2 bonus to the check. If you're bloodied and the target isn't, you get a -2 penalty to the check.
Hit: The target has a -2 penalty to its attacks until the end of your next turn.
Miss: If you fail the check by 5 or more, the target gets a +2 bonus to damage rolls against you until the end of your next turn.
Effect: You mark the target until the end of your next turn.
Disarm
With a precise swing, you try to knock your enemy's weapon away.
Stunt ◊ Weapon
Standard Action
Melee 1
Target: One creature
Attack: Strength vs. Fortitude +2 or Dexterity vs. Reflex +2
Hit: The target is disarmed.
Miss: If you fail the attack by 5 or more, you provoke an opportunity attack from the target.
Environmental Attack
You swing on a loose rope, throw a pint of ale, or pull the rug out from under an enemy.
Stunt
Standard Action
Varies
Target: Varies
Attack: Varies
Hit: The attack does a base 1d6, 1d10, or 2d6 damage—use the lower damage expressions for maneuvers that would hit multiple enemies and/or cause conditions on the target. Add your ability modifier to damage, or +3 if an ability modifier wouldn't be applicable.
Special: Use your best judgment to determine this type of attack. It may be like a basic melee or ranged attack, or could be an ability or skill check against one of the target's defenses.
You can make any reasonable assumptions about objects in your environment (for example, a torch on the wall of a keep, or a loose rope on a ship). Otherwise, ask the DM.
Action Point: For truly outlandish maneuvers, the DM may require you to spend an action point. These cause 2d6, 2d10, or 4d6 damage instead. By spending an action point, you can also make up a plausible object in the environment to attack with—perhaps the enemies are standing right under a massive chandelier, in front of a ship's boom, or near a pot of boiling soup.
Feint
You fake out your foe before making a surprise attack.
Stunt
Move Action
Melee 1
Target: One creature
Attack: Bluff vs. Passive Insight
Hit: Your gain combat advantage against the target with the next melee attack you make this turn.
Miss: If you fail the check by 5 or more, the target gains combat advantage against you until the end of your next turn.
Flying Steel
You impulsively throw your melee weapon at a nearby enemy.
Stunt ◊ Weapon
Standard Action
Range 5 or 6
Target: One creature
Attack: Strength or Dexterity vs. AC
Hit: As basic attack.
Miss: If you miss my 5 or more, your weapon becomes lodged in a tree, mast, or wall, and takes a standard action to retrieve.
Effect: An off-hand weapon is considered a light thrown weapon with a range of 6. Other weapons are considered heavy thrown weapons with a range of 5. A thrown shield uses the proficiency bonus and damage of a club.
Knife Trick
With a deft bit of sleight-of-hand, you make a unexpected attack with a concealed weapon.
Stunt
Move Action
Melee 1
Requirement: You must be using a light blade.
Target: One creature
Attack: Thievery vs. Passive Perception
Hit: You gain combat advantage against the target with the next melee attack using a light blade this turn.
Miss: If you fail the check by 5 or more, you have a -2 penalty to the next attack you make this turn.
Leaping Charge
You leap through the air and make an impact.
Stunt ◊ Weapon
Standard Action
Melee Weapon
Special: You charge an enemy, with the following adjustments:
Athletics Check: Make an Athletics check to jump as part of this attack.
Hit: You get a power bonus to damage equal to your Athletics check divided by 5. If your check is 25 or higher, you also knock the target prone.
Miss: If you miss the attack by 5 or more, you fall prone and take 1d10 damage if your jump check was 25 or higher.
Monster Lore
You recall a useful bit of information from a monster you have read about and relay it to your allies.
Stunt
Move Action
Area burst 10
Target: One creature in burst
Attack: Knowledge check DC 20 for Heroic tier monster, 25 for Paragon tier monster, 30 for Epic tier monster
Aberrant, elemental or shadow: Arcana
Aquatic or water: Seafaring
Natural beast or fey: Nature
Immortal or undead: Religion
Hit: Choose a power that can be used by the targeted monster. You and your allies get a +1 bonus to defenses the next time that power is used against them.
Miss: If you fail the check by 5 or more, the DM chooses a power possessed by the monster. You and your allies have a -1 penalty to defenses the next time that power is used against you.
Parlay
With a few diplomatic words, you pause the combat and negotiate.
Stunt
Standard ActionArea burst 10
Requirement: You must speak a language understood by your enemies
Target: All creatures in burst
Attack: Diplomacy vs. highest enemy Will +5. You have a -5 penalty if you are losing the fight, and a +5 if you are winning.
Hit: You and your enemies temporarily halt the combat and you may attempt to negotiate. Enemies are assumed to ready their actions as you talk. Depending on what you say, the combat may end or go to an interaction skill challenge.
If the parlay fails and combat resumes, all characters may take their readied actions and then initiative is rerolled.
Read Enemy
You study a foe, predicting its next move.
Stunt
Move ActionArea burst 5
Target: One humanoid creature
Attack: Insight vs. Will +5
Hit: You may read either the target's positioning or attacks.
Positioning: You get a +1 bonus to attacks against the target until you miss it.
Attacks: You get a +1 bonus to your defense against the target until it hits you.
Miss: If you fail the check by 5 or more, you have the following penalty:
Positioning: You have a -1 penalty to attack against the target until you hit it.
Attacks: You have a -1 penalty to defenses against the target until it misses you.
Special: You may not use this power again until you no longer have a bonus or penalty in effect from using this power.
Sunder
You strike out at an enemy's weapon with shattering force.
Stunt ◊ Weapon
Standard Action
Melee 1
Requirement: You must be wielding a magical weapon
Target: A wielded nonmagical weapon, implement, or shield
Attack: Strength vs. Reflex +2.
Hit: Roll damage as per a basic attack. You destroy the object if you roll damage equal to or greater than the value below:
Off-hand weapon: 8 damage
One-handed weapon: 10 damage
Two-handed weapon: 15 damage
Shield: 20 damage
Miss: If you miss the attack by 5 or more, you provoke an attack of opportunity.
Total Offense
You let loose an avalanche of blows, forsaking defense.
Stunt ◊ Weapon
Standard Action
Melee 1
Requirement: You must be bloodied.
Target: One creature
Attack: Strength +2 vs. AC, two attacks
Hit: As basic attack.
Effect: The target makes an opportunity attack against you.
You have a -2 penalty to defenses until the end of your next turn.
Trip
With a shove or shield bash, you wallop an opponent off their feet.
Stunt ◊ Weapon
Standard Action
Melee 1
Target: One creature
Attack: Strength vs. Fortitude +2 or Dexterity vs. Reflex +2
Hit: 1d6 damage and the target is prone.
Miss: If you fail the attack by 5 or more, you provoke an opportunity attack from the target.
Tackle: You may fall prone to give yourself a +1 bonus to this attack. If you hit, you may push the target 1 square and enter the target's previous square.
I've been working on a homebrew stunt system to inject some swashbuckling flavor for my 4e pirates game. The basic goal is to give players some additional fun--if risky--options in combat, and codify these maneuvers more than me making up things on the spot (but I expect to do that too

This is the first draft, and hasn't seen any playtesting yet. (Also note that Seafaring is a new skill for my game.)
The stunts are written up as powers, which are available to all characters, and should be self explanatory. The following two rules also apply:
Action Point: Some stunts can be improved by spending an action point; these are detailed below.
Stale Moves: If you use the same stunt more than once in a single encounter, you have a cumulative -2 penalty to attacks or checks with it as enemies predict your tricks.
Many of these were drawn from The Book of Iron Might, and a few from the 3e Player's Handbook. I make no claim to originality ;-)
Anyways, tell me what you think, or steal it for your own game!
- - - - -
Acrobatic Flourish
You flip or tumble to set up a surprise attack against a befuddled adversary.
Stunt
Move Action
Melee 1
Target: One creature
Attack: Acrobatics vs. Reflex +5
Hit: You gain combat advantage against the target for your next melee attack this turn.
Miss: If you fail the check by 5 or more, you fall prone.
Effect: You may move up to half your speed when you perform this action.
Special: If you attempt this maneuver on a ship, use may use Seafaring in place of Acrobatics. If you have the aquatic type or the Aquatic Combat feat, you may attempt this maneuver underwater, using Athletics instead of Acrobatics.
Called Shot
With careful aim, you make a powerful targeted attack against an enemy.
Stunt ◊ Weapon
Standard Action
Melee or Ranged Weapon
Requirement: You must have used Careful Aim against the target.
Target: One creature (as Careful Aim)
Attack: Strength or Dexterity vs. AC (+2 for Careful Aim)
Hit: As basic attack. Choose one of the following effects for this attack:
Head: The attack does +1[w] damage, and you may do extra damage as if you had combat advantage against the target.
Neck: The target also takes ongoing damage 2 (save ends), and you may do extra damage as if you had combat advantage against the target.
Armor: Make your attack against the target's Reflex defense instead.
Arm: The target also takes a -2 penalty to its attacks until the end of your next turn.
Hand: The target is also disarmed.
Leg: The target is also slowed until the end of your next turn.
Knee: The target also falls prone.
Special: Called Shot is not subject to the stale moves rule.
Action Point: You may spend an action point to make a called shot without using Careful Aim first.
Careful Aim
You focus on an enemy and set up your next attack.
Stunt ◊ Weapon
Standard Action
Melee or Ranged Weapon
Target: One creature
Effect: You get a +2 bonus to the next attack you make against the target. Your next attack can be the Called Shot stunt.
If you attack a different target, you lose this bonus.
Special: Careful Aim is not subject to the stale moves rule.
Combat Intimidation
After besting an enemy, you put on a fearsome display to keep your adversaries at bay.
Stunt
Move Action
Area burst 5
Requirement: You must have bloodied or downed an enemy
Target: One non-elite creature and all minions in the burst
Attack: Intimidate vs. Will +5 (Will +10 if the target is not bloodied).
Hit: If the target moves closer to you before the end of your next turn, it is weakened until the end of your next turn. If the target is a minion, you push it 1 square.
At the DM's discretion, lower level enemies may surrender or retreat—especially if they are losing.
Miss: If you fail by 5 or more, the enemy gets a +2 bonus to damage you until the end of your next turn.
Cutting Insult
You savage smack talk infuriates an enemy.
Stunt
Move Action
Area burst 5
Requirement: You must speak a language understood by the target.
Target: One creature
Attack: Bluff vs. Will +5. If you hit the target with your last attack, or it missed you with its last attack, you get a +2 bonus to the check. If you're bloodied and the target isn't, you get a -2 penalty to the check.
Hit: The target has a -2 penalty to its attacks until the end of your next turn.
Miss: If you fail the check by 5 or more, the target gets a +2 bonus to damage rolls against you until the end of your next turn.
Effect: You mark the target until the end of your next turn.
Disarm
With a precise swing, you try to knock your enemy's weapon away.
Stunt ◊ Weapon
Standard Action
Melee 1
Target: One creature
Attack: Strength vs. Fortitude +2 or Dexterity vs. Reflex +2
Hit: The target is disarmed.
Miss: If you fail the attack by 5 or more, you provoke an opportunity attack from the target.
Environmental Attack
You swing on a loose rope, throw a pint of ale, or pull the rug out from under an enemy.
Stunt
Standard Action
Varies
Target: Varies
Attack: Varies
Hit: The attack does a base 1d6, 1d10, or 2d6 damage—use the lower damage expressions for maneuvers that would hit multiple enemies and/or cause conditions on the target. Add your ability modifier to damage, or +3 if an ability modifier wouldn't be applicable.
Special: Use your best judgment to determine this type of attack. It may be like a basic melee or ranged attack, or could be an ability or skill check against one of the target's defenses.
You can make any reasonable assumptions about objects in your environment (for example, a torch on the wall of a keep, or a loose rope on a ship). Otherwise, ask the DM.
Action Point: For truly outlandish maneuvers, the DM may require you to spend an action point. These cause 2d6, 2d10, or 4d6 damage instead. By spending an action point, you can also make up a plausible object in the environment to attack with—perhaps the enemies are standing right under a massive chandelier, in front of a ship's boom, or near a pot of boiling soup.
Feint
You fake out your foe before making a surprise attack.
Stunt
Move Action
Melee 1
Target: One creature
Attack: Bluff vs. Passive Insight
Hit: Your gain combat advantage against the target with the next melee attack you make this turn.
Miss: If you fail the check by 5 or more, the target gains combat advantage against you until the end of your next turn.
Flying Steel
You impulsively throw your melee weapon at a nearby enemy.
Stunt ◊ Weapon
Standard Action
Range 5 or 6
Target: One creature
Attack: Strength or Dexterity vs. AC
Hit: As basic attack.
Miss: If you miss my 5 or more, your weapon becomes lodged in a tree, mast, or wall, and takes a standard action to retrieve.
Effect: An off-hand weapon is considered a light thrown weapon with a range of 6. Other weapons are considered heavy thrown weapons with a range of 5. A thrown shield uses the proficiency bonus and damage of a club.
Knife Trick
With a deft bit of sleight-of-hand, you make a unexpected attack with a concealed weapon.
Stunt
Move Action
Melee 1
Requirement: You must be using a light blade.
Target: One creature
Attack: Thievery vs. Passive Perception
Hit: You gain combat advantage against the target with the next melee attack using a light blade this turn.
Miss: If you fail the check by 5 or more, you have a -2 penalty to the next attack you make this turn.
Leaping Charge
You leap through the air and make an impact.
Stunt ◊ Weapon
Standard Action
Melee Weapon
Special: You charge an enemy, with the following adjustments:
Athletics Check: Make an Athletics check to jump as part of this attack.
Hit: You get a power bonus to damage equal to your Athletics check divided by 5. If your check is 25 or higher, you also knock the target prone.
Miss: If you miss the attack by 5 or more, you fall prone and take 1d10 damage if your jump check was 25 or higher.
Monster Lore
You recall a useful bit of information from a monster you have read about and relay it to your allies.
Stunt
Move Action
Area burst 10
Target: One creature in burst
Attack: Knowledge check DC 20 for Heroic tier monster, 25 for Paragon tier monster, 30 for Epic tier monster
Aberrant, elemental or shadow: Arcana
Aquatic or water: Seafaring
Natural beast or fey: Nature
Immortal or undead: Religion
Hit: Choose a power that can be used by the targeted monster. You and your allies get a +1 bonus to defenses the next time that power is used against them.
Miss: If you fail the check by 5 or more, the DM chooses a power possessed by the monster. You and your allies have a -1 penalty to defenses the next time that power is used against you.
Parlay
With a few diplomatic words, you pause the combat and negotiate.
Stunt
Standard ActionArea burst 10
Requirement: You must speak a language understood by your enemies
Target: All creatures in burst
Attack: Diplomacy vs. highest enemy Will +5. You have a -5 penalty if you are losing the fight, and a +5 if you are winning.
Hit: You and your enemies temporarily halt the combat and you may attempt to negotiate. Enemies are assumed to ready their actions as you talk. Depending on what you say, the combat may end or go to an interaction skill challenge.
If the parlay fails and combat resumes, all characters may take their readied actions and then initiative is rerolled.
Read Enemy
You study a foe, predicting its next move.
Stunt
Move ActionArea burst 5
Target: One humanoid creature
Attack: Insight vs. Will +5
Hit: You may read either the target's positioning or attacks.
Positioning: You get a +1 bonus to attacks against the target until you miss it.
Attacks: You get a +1 bonus to your defense against the target until it hits you.
Miss: If you fail the check by 5 or more, you have the following penalty:
Positioning: You have a -1 penalty to attack against the target until you hit it.
Attacks: You have a -1 penalty to defenses against the target until it misses you.
Special: You may not use this power again until you no longer have a bonus or penalty in effect from using this power.
Sunder
You strike out at an enemy's weapon with shattering force.
Stunt ◊ Weapon
Standard Action
Melee 1
Requirement: You must be wielding a magical weapon
Target: A wielded nonmagical weapon, implement, or shield
Attack: Strength vs. Reflex +2.
Hit: Roll damage as per a basic attack. You destroy the object if you roll damage equal to or greater than the value below:
Off-hand weapon: 8 damage
One-handed weapon: 10 damage
Two-handed weapon: 15 damage
Shield: 20 damage
Miss: If you miss the attack by 5 or more, you provoke an attack of opportunity.
Total Offense
You let loose an avalanche of blows, forsaking defense.
Stunt ◊ Weapon
Standard Action
Melee 1
Requirement: You must be bloodied.
Target: One creature
Attack: Strength +2 vs. AC, two attacks
Hit: As basic attack.
Effect: The target makes an opportunity attack against you.
You have a -2 penalty to defenses until the end of your next turn.
Trip
With a shove or shield bash, you wallop an opponent off their feet.
Stunt ◊ Weapon
Standard Action
Melee 1
Target: One creature
Attack: Strength vs. Fortitude +2 or Dexterity vs. Reflex +2
Hit: 1d6 damage and the target is prone.
Miss: If you fail the attack by 5 or more, you provoke an opportunity attack from the target.
Tackle: You may fall prone to give yourself a +1 bonus to this attack. If you hit, you may push the target 1 square and enter the target's previous square.
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