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Stunting And You: A Guide
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<blockquote data-quote="GlaziusF" data-source="post: 4499428" data-attributes="member: 74166"><p>This is a preliminary work. I'd love some comments.</p><p></p><p><span style="font-size: 18px">Stunting And You</span></p><p></p><p>These are rules for slightly more structured combat stunts, offering a little guideline beyond what's in the DMG. I use the DCs from the revised table on page 42, but add +2 for weapon DCs and +5 for skill DCs. </p><p></p><p><span style="font-size: 15px">Overview</span></p><p></p><p>There are three broad categories of stunts you can do: modified charges, setup attacks, and free-form attacks. Stunts are composed of components, each with a positive or negative difficulty - most components work together, though there are some exceptions. Some components offer variable bonuses for variable difficulties.</p><p></p><p>Add the difficulty of all components to get the difficulty of the stunt. Every stunt must have an end difficulty of zero or less - linking a skill check to a stunt is a common way of reducing its difficulty.</p><p></p><p>In addition, every character gets another resource called "stunt points", which can be spent once per round as a free action to decrease stunt difficulty by 3. </p><p></p><p>Stunts are not intended to unilaterally increase your combat options, but to provide a framework to fit something you're already planning. Running up a wall to strike down an archer on the battlements, aiming a shot to drop a cargo net on a pirate, or pushing a crumbling column over onto some undead can all be modeled with this system.</p><p></p><p><span style="font-size: 15px">Modified Charges</span></p><p><em></em></p><p><em>You hook your toes into the edge of the chandelier and swing out into empty space. That guard on the opposite balcony will be way too busy with the fighter's sword in his face to see your knife in the back coming.</em></p><p></p><p>The common charge may not see much use, so here are some ways to jazz it up a bit. This stunt builds on the charge attack - a standard action that lets you move up to your speed and make a basic attack at the end of the move, but that must be your last action for the turn.</p><p></p><p>Charge components come in four categories: check, motion, attack, and balance.</p><p></p><p><strong><span style="font-size: 12px">Check</span></strong></p><p><em></em></p><p><em>All Check components are mutually exclusive. You must use a Check component in your stunt.</em></p><p></p><p><strong>Easy </strong>- Base Difficulty -1</p><p>You must make an easy skill check to successfully pull off the charge.</p><p></p><p><strong>Medium </strong>- Base Difficulty -2</p><p>You must make a medium skill check to successfully pull off the charge.</p><p></p><p><strong>Hard </strong>- Base Difficulty -3</p><p>You must make a hard skill check to successfully pull off the charge.</p><p><em></em></p><p><em>If you fail the skill check, you must make a normal attempt to charge the target. If you cannot conventionally charge the target, you must move as close to it as possible within the limits of your normal movement speed. In either case, you can take no more actions that turn, as usual for a charge.</em></p><p></p><p><span style="font-size: 12px"><strong>Motion</strong></span></p><p></p><p><strong>Speedy</strong>- Base Difficulty 1 + 1 per</p><p>Increase your speed by 2 when determining how far you can charge.</p><p>Additional Difficulty: +1 per point beyond 2.</p><p></p><p><strong>Deft </strong>- Base Difficulty 1 + 2 per</p><p>Your motion as part of the charge does not provoke opportunity attacks from one enemy.</p><p>Additional Difficulty: +2 per additional enemy.</p><p></p><p><strong>Momentous </strong>- Base Difficulty 2 + 1 per</p><p>Treat up to 3 squares of difficult terrain as normal when determining how far you can charge.</p><p>Additional Difficulty: +1 per extra square of difficult terrain treated as normal.</p><p></p><p><strong>Adroit </strong>- Base Difficulty 2</p><p>You do not have to end your charge at the closest point to the enemy you are charging. You may move and end your move however you wish, though you must still end at a point where you can attack the enemy.</p><p></p><p><strong>Impossible </strong>- Base Difficulty 3</p><p>During the charge, you gain a fly speed equal to half your charging speed. If you end your charge in a square that can't support your weight, you fall after making the attack. If you fail the skill check to make an impossible charge, make a saving throw. On a failure, you stop before you would begin flying and fall prone. On a success, you simply stop.</p><p></p><p><strong>Round Trip</strong> - Base Difficulty 4<em></em></p><p><em>Not compatible with other Motion components.</em></p><p>The charge becomes a close burst with a radius of 1 plus half your speed, targeting one creature in the burst. For purposes of combat advantage or attack effects you may make your attack from any adjacent square within the burst.</p><p></p><p><span style="font-size: 12px"><strong>Attack</strong></span></p><p></p><p><strong>Recoil </strong>- Base Difficulty 2</p><p>If you hit with your attack, you can take any unused actions afterward.</p><p></p><p><strong>Sudden </strong>- Base Difficulty 3</p><p>You make the attack at the end of the charge with combat advantage.</p><p></p><p><strong>Focused </strong>- Base Difficulty 3</p><p>You can use an at-will attack power with the melee keyword instead of a basic melee attack.</p><p></p><p><strong>Awkward </strong>- Base Difficulty -1</p><p>You take a -2 penalty to the attack. This stacks with but does not replace any charge bonus.</p><p></p><p><span style="font-size: 12px"><strong>Balance</strong></span></p><p></p><p><strong>Off-Balance</strong> - Base Difficulty -1</p><p>If you fail the skill check to pull off the charge, you fall prone at the end of your move. If you also took the Impossible component, you instead automatically fail the save to avoid falling prone as part of a failed Impossible charge.</p><p></p><p><strong>Overbalanced</strong> - Base Difficulty -1</p><p>If you miss with any attack you make as part of the charge, fall prone immediately after you finish your attack.</p><p></p><p><strong>Unbalanced</strong> - Base Difficulty -2<em></em></p><p><em>Not compatible with other Balance components.</em></p><p>You grant combat advantage until the end of your next turn.<span style="font-size: 15px"></span></p><p><span style="font-size: 15px"></span></p><p><span style="font-size: 15px">Setup Attacks<span style="font-size: 10px"></span></span></p><p><span style="font-size: 15px"><span style="font-size: 10px"></span></span></p><p><span style="font-size: 15px"><span style="font-size: 10px"><em>You plant your feet and rock back, whipping your head forward into the elemental's head-analogue. Its eyespots collide with each other and the shock knocks it silly. And momma said wizard school was just a waste of money.</em></span></span></p><p><span style="font-size: 15px"><span style="font-size: 10px"></span></span></p><p>A setup attack is a little like a bull rush - an attribute vs. defense attack that causes a special effect. They can also cause damage. Setup attacks involve an initial skill check before this attack. </p><p></p><p>Setup attack components include check, type, attack, damage, effect, and motion components. </p><p></p><p>Making a setup attack is usually a standard action.</p><p></p><p><strong><span style="font-size: 12px">Check</span></strong></p><p><em></em></p><p><em>All Check components are mutually exclusive. You must use a Check component in your stunt.</em></p><p></p><p><strong>Easy </strong>- Base Difficulty -1</p><p>You must make an easy skill check to set up the attack.</p><p></p><p><strong>Medium </strong>- Base Difficulty -2</p><p>You must make a medium skill check to set up the attack.</p><p></p><p><strong>Hard </strong>- Base Difficulty -3</p><p>You must make a hard skill check to set up the attack.</p><p><em></em></p><p><em>If you fail the skill check, you cannot make the followup attack.</em></p><p></p><p><strong><span style="font-size: 12px">Type</span></strong></p><p></p><p><em>Select one of these four attack types:</em></p><p></p><p><strong>Weapon </strong>- Base Difficulty 0</p><p>Your followup attack uses your equipped weapon, with your weapon's range, and targets AC.</p><p></p><p><strong>Body </strong>- Base Difficulty 0</p><p>Your followup attack uses either your Strength or Constitution modifier, is melee range, and targets Fortitude.</p><p></p><p><strong>Quickness </strong>- Base Difficulty 0</p><p>Your followup attack uses either your Intelligence or Dexterity modifier, is ranged 5, and targets Reflex.</p><p></p><p><strong>Spirit </strong>- Base Difficulty 0</p><p>Your followup attack uses either your Wisdom or Charisma modifier, is ranged 5, and targets Will.</p><p></p><p><strong>Extended </strong>- Base Difficulty 1</p><p>A Quickness or Spirit followup attack is instead ranged 10.</p><p></p><p><strong>Charging </strong>- Base Difficulty 0</p><p>A melee Weapon or Body followup attack can be used at the end of a charge.</p><p></p><p><span style="font-size: 12px"><strong>Attack</strong></span></p><p></p><p><strong>Practiced </strong>- Base Difficulty 1</p><p>You make a Body, Quickness, or Spirit followup attack with a +2 bonus to hit. This bonus increases to +4 at paragon tier and +6 at epic tier.</p><p></p><p><strong>Unconventional </strong>- Base Difficulty 1</p><p>A followup attack that targets Fortitude, Reflex, or Will instead targets a different one of these defenses.</p><p></p><p><strong>Penetrating </strong>- Base Difficulty 2</p><p>A Weapon followup attack targets Fortitude, Reflex, or Will, instead of AC.</p><p></p><p><strong>Sudden </strong>- Base Difficulty 3</p><p>You make the followup attack with combat advantage.</p><p></p><p><strong>Awkward </strong>- Base Difficulty -1</p><p><em>Not compatible with Practiced.</em></p><p>You take a -2 penalty to the followup attack. </p><p></p><p><span style="font-size: 12px"><strong>Damage</strong></span></p><p><em></em></p><p><em>Damage refers to the damage expressions on page 42 of the DMG. Select one of these four Damage components:</em></p><p></p><p><strong>High </strong>- Base Difficulty 1</p><p>The followup attack deals high normal damage.</p><p></p><p><strong>Medium </strong>- Base Difficulty 0</p><p>The followup attack deals medium normal damage.</p><p></p><p><strong>Low </strong>- Base Difficulty -1</p><p>The followup attack deals low normal damage.</p><p></p><p><strong>None </strong>- Base Difficulty -2</p><p>The followup attack deals no damage. Use when you only want to inflict an effect.</p><p></p><p><strong>Elemental </strong>- Base Difficulty Special</p><p>You can deal any type of elemental damage with the followup attack, as long as you and your DM agree it is reasonable. However, when elemental damage has a special effect, such as slowing, or when it targets a vulnerability, treat the attack as though it used a damage component that reflects the higher damage, or an effect component to create its special effect.</p><p></p><p><span style="font-size: 12px"><strong>Effects</strong></span></p><p></p><p><strong>Push </strong>- Base Difficulty 1 + 1 per</p><p>You push the target 1 square.</p><p>Additional Difficulty - +1 per additional square.</p><p></p><p><strong>Slide </strong>- Base Difficulty 2 + 2 per</p><p>You slide the target 1 square.</p><p>Additional Difficulty - +2 per additional square.</p><p></p><p><strong>Prone </strong>- Base Difficulty 2</p><p>The target is knocked prone.</p><p></p><p><strong>Slow </strong>- Base Difficulty 3</p><p>The target is slowed until the end of your next turn.</p><p></p><p><strong>Immobilized </strong>- Base Difficulty 3</p><p>The target is immobilized until the end of your next turn.</p><p></p><p><strong>Weakened </strong>- Base Difficulty 4</p><p>The target is weakened until the end of your next turn.</p><p></p><p><strong>Dazed </strong>- Base Difficulty 5</p><p>The target is dazed until the end of your next turn.</p><p></p><p><strong>Restrained </strong>- Base Difficulty 6</p><p>The target is restrained until the end of your next turn.</p><p></p><p><strong>Blinded </strong>- Base Difficulty 6</p><p>The target is blinded until the end of your next turn.</p><p></p><p><strong>Stunned </strong>- Base Difficulty 7</p><p>The target is stunned until the end of your next turn.</p><p></p><p><strong>Backlash </strong>- Base Difficulty -1</p><p><em>You can only select Backlash with at least one other Effects or Damage component.</em></p><p><em></em>If your followup attack fails, you suffer all the effects and/or damage you were attempting to inflict. If you would be pushed or slid, your enemy decides where you go.</p><p></p><p><span style="font-size: 12px"><strong>Motion</strong></span></p><p></p><p>If your attack has a Charging component, you can use any Motion component from the modified charges.</p><p></p><p><strong>Breakthrough </strong>- Base Difficulty 1 + 2 optional</p><p>If you moved to deliver the attack you can continue moving up to the limit of your movement speed.</p><p>Additional Difficulty - This movement does not provoke an opportunity attack from the creature you attacked.</p><p></p><p><strong>Passing </strong>- Base Difficulty 4</p><p>Passing can only be used with melee-range attacks.</p><p>This attack is a free action as part of movement. If the attack fails, your movement immediately ends. You may make one Passing attack per turn.</p><p></p><p><span style="font-size: 15px">Free-Form Attacks</span></p><p></p><p><em>A chandelier. A crowd of charging guardsmen. A loose rope. A set of cutlery hastily arranged in the symbol of Jermael, minor god of happy accidents. Some days, it's just too easy.</em></p><p><em></em></p><p>To make a free-form attack, you must spend a stunt point. This counts toward your normal limit of one stunt point per round and reduces the difficulty of the free-form attack by 3. Free-form attacks can deal more damage than setup attacks, and you can make them over larger areas. They may not even need followup attack rolls to hit. The costs of free-form attacks do not include the bonus for using a stunt point.</p><p></p><p>Making a free-form attack is always a standard action.</p><p></p><p>Free-form attack components include check, type, attack, damage, and effects components.</p><p></p><p><strong><span style="font-size: 12px">Check</span></strong></p><p><em></em></p><p><em>All Check components are mutually exclusive. You must use a Check component in your stunt.</em></p><p></p><p><strong>Easy </strong>- Base Difficulty -1</p><p>You must make an easy skill check to make the free-form attack.</p><p></p><p><strong>Medium </strong>- Base Difficulty -2</p><p>You must make a medium skill check to make the free-form attack.</p><p></p><p><strong>Hard </strong>- Base Difficulty -3</p><p>You must make a hard skill check to make the free-form attack.</p><p><em></em></p><p><em>If you fail the skill check, the free-form attack fails.</em></p><p></p><p><span style="font-size: 12px"><strong>Type</strong></span></p><p></p><p>Select one of the following four attack types:</p><p></p><p><strong>Ranged </strong>- Base Difficulty 0 + 1 per</p><p>The attack is a close burst 10, targeting one creature in the burst.</p><p>Additional Difficulty - increase the burst radius by 5. You can do this twice.</p><p></p><p><strong>Blast </strong>- Base Difficulty 3 + 2 optional</p><p>The attack is a close blast 3.</p><p>Additional Difficulty - Close blast 5.</p><p></p><p><strong>Area </strong>- Base Difficulty 4 + 2 per</p><p>A ranged attack becomes an area burst 1 within its range.</p><p>Additional difficulty - increase the burst radius by 1. You can do this twice.</p><p></p><p><strong>Wall </strong>- Base Difficulty 2 + 1 per</p><p>A ranged attack becomes an area wall 3 within its range.</p><p>Additional difficulty - add 2 squares to the wall.</p><p></p><p><span style="font-size: 12px"><strong>Attack</strong></span></p><p><strong></strong></p><p><strong>Aimed Attack</strong> - Base Difficulty -3</p><p>Select a followup attack type from the setup attack components. You must hit with an attack targeting the appropriate defense for your free-form attack to hit, though it retains its range. You can select attack components from the setup attack components to modify this attack roll or the defense.</p><p></p><p><span style="font-size: 12px"><strong>Damage</strong></span></p><p></p><p><em>Damage refers to the damage expressions on page 42 of the DMG. Select one of these seven Damage components:</em></p><p></p><p><strong>High Limited</strong> - Base Difficulty 6</p><p>Deal high limited damage.</p><p></p><p><strong>Medium Limited</strong> - Base Difficulty 5</p><p>Deal medium limited damage.</p><p></p><p><strong>Low Limited</strong> - Base Difficulty 4</p><p>Deal low limited damage.</p><p></p><p><strong>High </strong>- Base Difficulty 0</p><p>Deal high normal damage.</p><p></p><p><strong>Medium </strong>- Base Difficulty -1</p><p>Deal medium normal damage.</p><p></p><p><strong>Low </strong>- Base Difficulty -2</p><p>Deal low normal damage.</p><p></p><p><strong>None </strong>- Base Difficulty -3</p><p>Deal no damage. Use when you only want to inflict an effect.</p><p></p><p><strong>Elemental </strong>- Base Difficulty 0</p><p>Your attack can deal any element you wish, even if it exploits creature vulnerabilities.</p><p></p><p><span style="font-size: 12px"><strong>Effects</strong></span></p><p><em></em></p><p><em>Most effects components are equal to setup attack components in effect and cost.</em></p><p></p><p><strong>Backlash </strong>- Base Difficulty -1</p><p><em>You can only select Backlash with an Aimed Attack and at least one other Effects or Damage component.</em></p><p><em></em>If your followup attack fails, you suffer all the effects and/or damage you were attempting to inflict. If you would be pushed or slid, your enemy decides where you go.</p><p></p><p><strong>Risky </strong>- Base Difficulty -1<em></em></p><p><em>You can only select Risky with at least one other Effects or Damage component.</em></p><p>If the initial skill check fails, you suffer all the effects and/or damage you were attempting to inflict. If you would be pushed or slid, your enemy decides where you go.</p><p></p><p><span style="font-size: 15px">Stunt Points</span></p><p></p><p>You get one stunt point per encounter per tier. 1 at heroic tier, 2 at paragon tier, 3 at epic tier. Unused stunt points do not carry over between encounters. When you spend your second wind, you regain one used stunt point.</p><p></p><p>In addition, several feats can increase your stock of stunt points. To wit:</p><p></p><p><span style="font-size: 12px"><strong>Resourceful [Heroic]</strong></span></p><p>Benefits: You receive one additional stunt point per encounter. You can also use Preparation as an encounter power.</p><p><strong>Preparation - Feat Power</strong></p><p>Encounter</p><p>Personal - Free Action</p><p>Special: You must spend a stunt point to use this power. This counts toward your normal limit of one stunt point per turn.</p><p>Effect: For the rest of the encounter, reduce the difficulty of any stunt you perform by 1.</p><p></p><p><span style="font-size: 12px"><strong>Quick Thinking [Paragon]</strong></span></p><p>Prerequisites: Resourceful</p><p>Benefits: You receive one additional stunt point per encounter. You can also use Think Quick! as a daily power.</p><p><strong>Think Quick! - Feat Power</strong></p><p>Daily</p><p>Personal - Free Action</p><p>Special: You can only use this power when performing a stunt.</p><p>Effect: You can spend up to three stunt points to reduce the difficulty of the stunt. Each one reduces it by 3 as normal.</p><p><strong><span style="font-size: 12px"></span></strong></p><p><strong><span style="font-size: 12px">Virtuoso [Epic]</span></strong></p><p>Prerequisites: Quick Thinking</p><p>Benefits: You receive one additional stunt point per encounter. When you use Preparation, the difficulty of stunts drops by 2. You can use Think Quick! a number of times per day equal to half your Dexterity or Intelligence modifier, but no more than once per encounter.</p><p></p><p>Three magical items also affect your ability to stunt.</p><p></p><p><span style="font-size: 15px"><strong><span style="font-size: 12px">Headband of Improvisation - Level 6+</span></strong></span></p><p><span style="font-size: 15px"></span><em>This headband enhances your ability to salvage something from nothing.</em></p><p>Level 6, 1800 gp - Level 16, 45000 gp - Level 26, 1125000 gp</p><p>Property: Gain a +1 item bonus to any skill you are not trained in.</p><p>Level 16: +3 item bonus</p><p>Level 26: +5 item bonus</p><p>Power (Daily): Minor Action. Regain 1 spent stunt point.</p><p>Level 16: Up to 2 spent stunt points.</p><p>Level 26: Up to 3 spent stunt points.</p><p></p><p><strong><span style="font-size: 12px">Surprising Sabatons - Level 3+</span></strong></p><p><em>These mail boots appear to be heavy and cumbersome but can be surprisingly nimble.</em></p><p>Level 3, 680 gp - Level 13, 17000 gp - Level 23, 425,000 gp</p><p>Power (Encounter): Minor Action. Reduce the difficulty of the next stunt you attempt by 2.</p><p>Level 13: Reduce difficulty by 4.</p><p>Level 23: Reduce difficulty by 6.</p><p></p><p><span style="font-size: 12px"><strong>Boots of Flexibility - Level 8+</strong></span><em></em></p><p><em>These stiff leather boots provide plenty of support, but with a little careful pressure they'll bend any way you choose.</em></p><p>Level 8, 3400 gp - Level 18, 85000 hp - Level 28, 2125000 gp</p><p>Property: Reduce the difficulty of all stunts you perform by 1.</p><p>Level 18: Reduce difficulty by 2.</p><p>Level 28: Reduce difficulty by 3.</p></blockquote><p></p>
[QUOTE="GlaziusF, post: 4499428, member: 74166"] This is a preliminary work. I'd love some comments. [SIZE=5]Stunting And You[/SIZE] These are rules for slightly more structured combat stunts, offering a little guideline beyond what's in the DMG. I use the DCs from the revised table on page 42, but add +2 for weapon DCs and +5 for skill DCs. [SIZE=4]Overview[/SIZE] There are three broad categories of stunts you can do: modified charges, setup attacks, and free-form attacks. Stunts are composed of components, each with a positive or negative difficulty - most components work together, though there are some exceptions. Some components offer variable bonuses for variable difficulties. Add the difficulty of all components to get the difficulty of the stunt. Every stunt must have an end difficulty of zero or less - linking a skill check to a stunt is a common way of reducing its difficulty. In addition, every character gets another resource called "stunt points", which can be spent once per round as a free action to decrease stunt difficulty by 3. Stunts are not intended to unilaterally increase your combat options, but to provide a framework to fit something you're already planning. Running up a wall to strike down an archer on the battlements, aiming a shot to drop a cargo net on a pirate, or pushing a crumbling column over onto some undead can all be modeled with this system. [SIZE=4]Modified Charges[/SIZE] [I] You hook your toes into the edge of the chandelier and swing out into empty space. That guard on the opposite balcony will be way too busy with the fighter's sword in his face to see your knife in the back coming.[/I] The common charge may not see much use, so here are some ways to jazz it up a bit. This stunt builds on the charge attack - a standard action that lets you move up to your speed and make a basic attack at the end of the move, but that must be your last action for the turn. Charge components come in four categories: check, motion, attack, and balance. [B][SIZE=3]Check[/SIZE][/B] [I] All Check components are mutually exclusive. You must use a Check component in your stunt.[/I] [B]Easy [/B]- Base Difficulty -1 You must make an easy skill check to successfully pull off the charge. [B]Medium [/B]- Base Difficulty -2 You must make a medium skill check to successfully pull off the charge. [B]Hard [/B]- Base Difficulty -3 You must make a hard skill check to successfully pull off the charge. [I] If you fail the skill check, you must make a normal attempt to charge the target. If you cannot conventionally charge the target, you must move as close to it as possible within the limits of your normal movement speed. In either case, you can take no more actions that turn, as usual for a charge.[/I] [SIZE=3][B]Motion[/B][/SIZE] [B]Speedy[/B]- Base Difficulty 1 + 1 per Increase your speed by 2 when determining how far you can charge. Additional Difficulty: +1 per point beyond 2. [B]Deft [/B]- Base Difficulty 1 + 2 per Your motion as part of the charge does not provoke opportunity attacks from one enemy. Additional Difficulty: +2 per additional enemy. [B]Momentous [/B]- Base Difficulty 2 + 1 per Treat up to 3 squares of difficult terrain as normal when determining how far you can charge. Additional Difficulty: +1 per extra square of difficult terrain treated as normal. [B]Adroit [/B]- Base Difficulty 2 You do not have to end your charge at the closest point to the enemy you are charging. You may move and end your move however you wish, though you must still end at a point where you can attack the enemy. [B]Impossible [/B]- Base Difficulty 3 During the charge, you gain a fly speed equal to half your charging speed. If you end your charge in a square that can't support your weight, you fall after making the attack. If you fail the skill check to make an impossible charge, make a saving throw. On a failure, you stop before you would begin flying and fall prone. On a success, you simply stop. [B]Round Trip[/B] - Base Difficulty 4[I] Not compatible with other Motion components.[/I] The charge becomes a close burst with a radius of 1 plus half your speed, targeting one creature in the burst. For purposes of combat advantage or attack effects you may make your attack from any adjacent square within the burst. [SIZE=3][B]Attack[/B][/SIZE] [B]Recoil [/B]- Base Difficulty 2 If you hit with your attack, you can take any unused actions afterward. [B]Sudden [/B]- Base Difficulty 3 You make the attack at the end of the charge with combat advantage. [B]Focused [/B]- Base Difficulty 3 You can use an at-will attack power with the melee keyword instead of a basic melee attack. [B]Awkward [/B]- Base Difficulty -1 You take a -2 penalty to the attack. This stacks with but does not replace any charge bonus. [SIZE=3][B]Balance[/B][/SIZE] [B]Off-Balance[/B] - Base Difficulty -1 If you fail the skill check to pull off the charge, you fall prone at the end of your move. If you also took the Impossible component, you instead automatically fail the save to avoid falling prone as part of a failed Impossible charge. [B]Overbalanced[/B] - Base Difficulty -1 If you miss with any attack you make as part of the charge, fall prone immediately after you finish your attack. [B]Unbalanced[/B] - Base Difficulty -2[I] Not compatible with other Balance components.[/I] You grant combat advantage until the end of your next turn.[SIZE=4] Setup Attacks[SIZE=2] [I]You plant your feet and rock back, whipping your head forward into the elemental's head-analogue. Its eyespots collide with each other and the shock knocks it silly. And momma said wizard school was just a waste of money.[/I] [/SIZE][/SIZE] A setup attack is a little like a bull rush - an attribute vs. defense attack that causes a special effect. They can also cause damage. Setup attacks involve an initial skill check before this attack. Setup attack components include check, type, attack, damage, effect, and motion components. Making a setup attack is usually a standard action. [B][SIZE=3]Check[/SIZE][/B] [I] All Check components are mutually exclusive. You must use a Check component in your stunt.[/I] [B]Easy [/B]- Base Difficulty -1 You must make an easy skill check to set up the attack. [B]Medium [/B]- Base Difficulty -2 You must make a medium skill check to set up the attack. [B]Hard [/B]- Base Difficulty -3 You must make a hard skill check to set up the attack. [I] If you fail the skill check, you cannot make the followup attack.[/I] [B][SIZE=3]Type[/SIZE][/B] [I]Select one of these four attack types:[/I] [B]Weapon [/B]- Base Difficulty 0 Your followup attack uses your equipped weapon, with your weapon's range, and targets AC. [B]Body [/B]- Base Difficulty 0 Your followup attack uses either your Strength or Constitution modifier, is melee range, and targets Fortitude. [B]Quickness [/B]- Base Difficulty 0 Your followup attack uses either your Intelligence or Dexterity modifier, is ranged 5, and targets Reflex. [B]Spirit [/B]- Base Difficulty 0 Your followup attack uses either your Wisdom or Charisma modifier, is ranged 5, and targets Will. [B]Extended [/B]- Base Difficulty 1 A Quickness or Spirit followup attack is instead ranged 10. [B]Charging [/B]- Base Difficulty 0 A melee Weapon or Body followup attack can be used at the end of a charge. [SIZE=3][B]Attack[/B][/SIZE] [B]Practiced [/B]- Base Difficulty 1 You make a Body, Quickness, or Spirit followup attack with a +2 bonus to hit. This bonus increases to +4 at paragon tier and +6 at epic tier. [B]Unconventional [/B]- Base Difficulty 1 A followup attack that targets Fortitude, Reflex, or Will instead targets a different one of these defenses. [B]Penetrating [/B]- Base Difficulty 2 A Weapon followup attack targets Fortitude, Reflex, or Will, instead of AC. [B]Sudden [/B]- Base Difficulty 3 You make the followup attack with combat advantage. [B]Awkward [/B]- Base Difficulty -1 [I]Not compatible with Practiced.[/I] You take a -2 penalty to the followup attack. [SIZE=3][B]Damage[/B][/SIZE] [I] Damage refers to the damage expressions on page 42 of the DMG. Select one of these four Damage components:[/I] [B]High [/B]- Base Difficulty 1 The followup attack deals high normal damage. [B]Medium [/B]- Base Difficulty 0 The followup attack deals medium normal damage. [B]Low [/B]- Base Difficulty -1 The followup attack deals low normal damage. [B]None [/B]- Base Difficulty -2 The followup attack deals no damage. Use when you only want to inflict an effect. [B]Elemental [/B]- Base Difficulty Special You can deal any type of elemental damage with the followup attack, as long as you and your DM agree it is reasonable. However, when elemental damage has a special effect, such as slowing, or when it targets a vulnerability, treat the attack as though it used a damage component that reflects the higher damage, or an effect component to create its special effect. [SIZE=3][B]Effects[/B][/SIZE] [B]Push [/B]- Base Difficulty 1 + 1 per You push the target 1 square. Additional Difficulty - +1 per additional square. [B]Slide [/B]- Base Difficulty 2 + 2 per You slide the target 1 square. Additional Difficulty - +2 per additional square. [B]Prone [/B]- Base Difficulty 2 The target is knocked prone. [B]Slow [/B]- Base Difficulty 3 The target is slowed until the end of your next turn. [B]Immobilized [/B]- Base Difficulty 3 The target is immobilized until the end of your next turn. [B]Weakened [/B]- Base Difficulty 4 The target is weakened until the end of your next turn. [B]Dazed [/B]- Base Difficulty 5 The target is dazed until the end of your next turn. [B]Restrained [/B]- Base Difficulty 6 The target is restrained until the end of your next turn. [B]Blinded [/B]- Base Difficulty 6 The target is blinded until the end of your next turn. [B]Stunned [/B]- Base Difficulty 7 The target is stunned until the end of your next turn. [B]Backlash [/B]- Base Difficulty -1 [I]You can only select Backlash with at least one other Effects or Damage component. [/I]If your followup attack fails, you suffer all the effects and/or damage you were attempting to inflict. If you would be pushed or slid, your enemy decides where you go. [SIZE=3][B]Motion[/B][/SIZE] If your attack has a Charging component, you can use any Motion component from the modified charges. [B]Breakthrough [/B]- Base Difficulty 1 + 2 optional If you moved to deliver the attack you can continue moving up to the limit of your movement speed. Additional Difficulty - This movement does not provoke an opportunity attack from the creature you attacked. [B]Passing [/B]- Base Difficulty 4 Passing can only be used with melee-range attacks. This attack is a free action as part of movement. If the attack fails, your movement immediately ends. You may make one Passing attack per turn. [SIZE=4]Free-Form Attacks[/SIZE] [I]A chandelier. A crowd of charging guardsmen. A loose rope. A set of cutlery hastily arranged in the symbol of Jermael, minor god of happy accidents. Some days, it's just too easy. [/I] To make a free-form attack, you must spend a stunt point. This counts toward your normal limit of one stunt point per round and reduces the difficulty of the free-form attack by 3. Free-form attacks can deal more damage than setup attacks, and you can make them over larger areas. They may not even need followup attack rolls to hit. The costs of free-form attacks do not include the bonus for using a stunt point. Making a free-form attack is always a standard action. Free-form attack components include check, type, attack, damage, and effects components. [B][SIZE=3]Check[/SIZE][/B] [I] All Check components are mutually exclusive. You must use a Check component in your stunt.[/I] [B]Easy [/B]- Base Difficulty -1 You must make an easy skill check to make the free-form attack. [B]Medium [/B]- Base Difficulty -2 You must make a medium skill check to make the free-form attack. [B]Hard [/B]- Base Difficulty -3 You must make a hard skill check to make the free-form attack. [I] If you fail the skill check, the free-form attack fails.[/I] [SIZE=3][B]Type[/B][/SIZE] Select one of the following four attack types: [B]Ranged [/B]- Base Difficulty 0 + 1 per The attack is a close burst 10, targeting one creature in the burst. Additional Difficulty - increase the burst radius by 5. You can do this twice. [B]Blast [/B]- Base Difficulty 3 + 2 optional The attack is a close blast 3. Additional Difficulty - Close blast 5. [B]Area [/B]- Base Difficulty 4 + 2 per A ranged attack becomes an area burst 1 within its range. Additional difficulty - increase the burst radius by 1. You can do this twice. [B]Wall [/B]- Base Difficulty 2 + 1 per A ranged attack becomes an area wall 3 within its range. Additional difficulty - add 2 squares to the wall. [SIZE=3][B]Attack[/B][/SIZE] [B] Aimed Attack[/B] - Base Difficulty -3 Select a followup attack type from the setup attack components. You must hit with an attack targeting the appropriate defense for your free-form attack to hit, though it retains its range. You can select attack components from the setup attack components to modify this attack roll or the defense. [SIZE=3][B]Damage[/B][/SIZE] [I]Damage refers to the damage expressions on page 42 of the DMG. Select one of these seven Damage components:[/I] [B]High Limited[/B] - Base Difficulty 6 Deal high limited damage. [B]Medium Limited[/B] - Base Difficulty 5 Deal medium limited damage. [B]Low Limited[/B] - Base Difficulty 4 Deal low limited damage. [B]High [/B]- Base Difficulty 0 Deal high normal damage. [B]Medium [/B]- Base Difficulty -1 Deal medium normal damage. [B]Low [/B]- Base Difficulty -2 Deal low normal damage. [B]None [/B]- Base Difficulty -3 Deal no damage. Use when you only want to inflict an effect. [B]Elemental [/B]- Base Difficulty 0 Your attack can deal any element you wish, even if it exploits creature vulnerabilities. [SIZE=3][B]Effects[/B][/SIZE] [I] Most effects components are equal to setup attack components in effect and cost.[/I] [B]Backlash [/B]- Base Difficulty -1 [I]You can only select Backlash with an Aimed Attack and at least one other Effects or Damage component. [/I]If your followup attack fails, you suffer all the effects and/or damage you were attempting to inflict. If you would be pushed or slid, your enemy decides where you go. [B]Risky [/B]- Base Difficulty -1[I] You can only select Risky with at least one other Effects or Damage component.[/I] If the initial skill check fails, you suffer all the effects and/or damage you were attempting to inflict. If you would be pushed or slid, your enemy decides where you go. [SIZE=4]Stunt Points[/SIZE] You get one stunt point per encounter per tier. 1 at heroic tier, 2 at paragon tier, 3 at epic tier. Unused stunt points do not carry over between encounters. When you spend your second wind, you regain one used stunt point. In addition, several feats can increase your stock of stunt points. To wit: [SIZE=3][B]Resourceful [Heroic][/B][/SIZE] Benefits: You receive one additional stunt point per encounter. You can also use Preparation as an encounter power. [B]Preparation - Feat Power[/B] Encounter Personal - Free Action Special: You must spend a stunt point to use this power. This counts toward your normal limit of one stunt point per turn. Effect: For the rest of the encounter, reduce the difficulty of any stunt you perform by 1. [SIZE=3][B]Quick Thinking [Paragon][/B][/SIZE] Prerequisites: Resourceful Benefits: You receive one additional stunt point per encounter. You can also use Think Quick! as a daily power. [B]Think Quick! - Feat Power[/B] Daily Personal - Free Action Special: You can only use this power when performing a stunt. Effect: You can spend up to three stunt points to reduce the difficulty of the stunt. Each one reduces it by 3 as normal. [B][SIZE=3] Virtuoso [Epic][/SIZE][/B] Prerequisites: Quick Thinking Benefits: You receive one additional stunt point per encounter. When you use Preparation, the difficulty of stunts drops by 2. You can use Think Quick! a number of times per day equal to half your Dexterity or Intelligence modifier, but no more than once per encounter. Three magical items also affect your ability to stunt. [SIZE=4][B][SIZE=3]Headband of Improvisation - Level 6+[/SIZE][/B] [/SIZE][I]This headband enhances your ability to salvage something from nothing.[/I] Level 6, 1800 gp - Level 16, 45000 gp - Level 26, 1125000 gp Property: Gain a +1 item bonus to any skill you are not trained in. Level 16: +3 item bonus Level 26: +5 item bonus Power (Daily): Minor Action. Regain 1 spent stunt point. Level 16: Up to 2 spent stunt points. Level 26: Up to 3 spent stunt points. [B][SIZE=3]Surprising Sabatons - Level 3+[/SIZE][/B] [I]These mail boots appear to be heavy and cumbersome but can be surprisingly nimble.[/I] Level 3, 680 gp - Level 13, 17000 gp - Level 23, 425,000 gp Power (Encounter): Minor Action. Reduce the difficulty of the next stunt you attempt by 2. Level 13: Reduce difficulty by 4. Level 23: Reduce difficulty by 6. [SIZE=3][B]Boots of Flexibility - Level 8+[/B][/SIZE][I] These stiff leather boots provide plenty of support, but with a little careful pressure they'll bend any way you choose.[/I] Level 8, 3400 gp - Level 18, 85000 hp - Level 28, 2125000 gp Property: Reduce the difficulty of all stunts you perform by 1. Level 18: Reduce difficulty by 2. Level 28: Reduce difficulty by 3. [/QUOTE]
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