Immersive Combat Development Thread


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PERFORM (TAUNT) Combat Maneuver

This is a skill use standard action. You roll your Taunt skill. Your opponent rolls his Concentration skill modified by BAB WIL modifier. If his Concentration check fails, your foe suffers a defense penalty equal to the difference in the two dice throws to a maximum of -6.

You can attempt to taunt your foe unlimited times until he succeeds on is Concentration throw. Once that occurs, he will ignore further taunting.

This Combat Maneuver is inspired by the Perform (Taunt) skill used described on pg. 124 of the Cimmeria sourcebook and the Neverwinter Nights computer game.
 
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SILENT INTENSITY [GENERAL]

You focus every instinct on the battle ahead, staring intently at your foe.

Cimmerians have the ability to fall into a period of absolute, sullen silence, during which time they stand, calm and motionless, staring intently at the enemy. During this period of silent intensity the Cimmerian does two things. First, he clears his mind and focuses purely on the battle to come. Second, he prepares for death: that of his foes and his own. Through the sheer power of concentration, the Cimmerian turns himself, temporarily, into a killing machine--although he does not become bezerk. He simply prepares his mind and body for the singular task of killing the enemy and being killed, perhaps, if his luck runs out.

Prerequisite: Wis 13+; must be Cimmerian

Benfefit: As you silently concentrate on what you have to do and what you have to become when the fighting starts, you roll a WILL saving throw against a DC 20. This throw receives no other modifiers from Feats or other sources except that you may add your level to the throw: d20 + WILL modifier + Level vs. DC 20. You must concentrate on your foes for a full combat round, ignoring everything that goes on around you. If you fail the WILL saving throw, then you cannot invoke Silent Intensity this combat.

You must have a foe in plain sight on which to concentrate; if the foe is hidden or invisible, Silent Intensity cannot be invoked.

If the WILL saving throw succeeds, then Silent Intensity will last a number of round equal to your highest ability modifier, with a minimum of 1 round, and you may choose one of the six benefits below.



A - Improve your armor's DR rating by your level, divided by 2 (round down, minimum of 1).

B - Double STR damage modifier.

C - Increase attack modifier equal to level divided by 2 (round down, minimum of 1).

D - Increase saving throw modifier by an amount equal to level, divided by 2 (round down, minimum of 1).

E - Increase Dodge or Parry (not both) by an amount equal to level, divided by 2 (round down, minimum of 1).

F - Become immune to taunts, intimidation, feints and any other CHA based combat maneuvers.



Special: If, during the one round of concentration required to invoke Silent Intensity, you are attacked physically or magically, your concentration is shattered, and you will not be able to invoke the Feat this combat. In order to maintain concentration when attacked, you must make a Concentration throw against a DC equal to your attacker's total attack throw. If you are attacked multiple times, you only make one Concentration throw but compare the result with each attack throw.

This Feat is an expansion of the Silent Intensity Feat listed on pg. 125 of the Cimmeria sourcebook.
 
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TOUGH AS NAILS [General]

You are able to shrug off the effect of subdual damage.

Prerequisite: Diehard , CON 10+

Benefit: You are able to pull from inner reserves and stand against punishment caused by weapons. In effect, this means the character gains natural armor DR rating of 1 + CON modifier against subdual damage only. This does not apply to magic or natural subdual damage such as that caused by a forced march or starvation.

This Feat is a tweaked version of the same described on pg. 64 of the Player’s Guide (which is, itself, a tweaked version of the same described on pg. 191 of Road of Kings).
 

PANTHERISH DODGE [General]

You are skilled at avoiding blows.

Prerequisite: Dodge, BAB +2.

Benefit: Whenever you are unarmored, you gain a Dodge bonus equal to half your BAB (round down).

This Feat is a tweaked version of the same listed on pg. 24 of The Spider-God's Bride and Other Tales of Sword and Sorcery.
 

The Attack roll is compared to either a Dodge roll or a Parry roll.

A natural 20 on an Attack throw is a Critical Threat, of course, while a natural 20 on either Defense throw results in a counter strike.

A natural 1 on any of the throws results in an Inside Opening for the character.



Attack Roll, natural 20 = Critical Threat.
Attack Roll, natural 1 = Inside Opening.

Dodge Roll, natural 20 = Counter strike
Dodge Roll, natural 1 = Inside Opening.

Parry Roll, natural 20 = Counter strike
Parry Roll, natural 1 = Inside Opening.



COUNTER STRIKE: Attack of Opportunity against attacker.

INSIDE OPENING: You have over-extended your attack, parry, or dodge such that your opponent has an opportunity to get in under your guard, sharing the same square. You are exposed for a limited Attack of Opportunity that can be a grapple, unarmed attack, or light weapon counter attack. Your attacker is not subject to an Attack of Opportunity if a grapple or unarmed attack is attempted.





EDIT: And, I think there should be some room for on-the-spot creativity during the combat. For example, if a Pict, wielding his spear, thrusts it at your Barbarian character and rolls a natural "1" on the attack throw, the Barbarian should have the standard Inside Opening choices.

But, if the player asks, "Instead of that, I want to attempt a Sunder on the spear!" Or, he says, "I grab it! Rip it out of his hands!" I don't see why the PC shouldn't be entitled to a free Sunder attempt or Disarm or Weapon Grab, without the normal Attack of Opportunity, instead of being forced to use the Inside Opening choices.



TIES

Tie on a Parry throw? Attacker has a choice to roll damage or give up damage and attempt either a Sunder or a Weapon Lock.

Tie on a Dodge throw? Attacker has a choice to roll damage or give up damage and attempt a Trip.
 
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