Advanced Combat Maneuvers

 

All combat maneuvers must be declared before initiative dice are rolled and the character must be able to perform the maneuver: proper class, weapons and preparedness all taken into account.

General Maneuvers: These Maneuvers can be performed by all character classes.

Dodge: The character can opt to dodge or dive for cover instead of attacking for the round. Characters performing this maneuver gain +3 to their armor class and gain + 3 for saves vs. breath weapon, falling rocks, and other such area effect attacks that entitle a save.

Fight Defensively: The character opts to subtract –1 from their attack dice for the round and gains a +1 to their AC vs. melee and missile. If the character has a shied they gain +2, if they have an off-hand weapon they gain +2 in melee and +1 vs. missile fire.

Parry/Strike: The character opts to lose the initiative and gains a +1 to their AC in melee only.

Fight Aggressively: The Character sacrifices protection for greater offensive capability. Characters may sacrifice 1 point of AC for a +1 to strike, a second point can be sacrificed to gain +1 in damage. Characters can do this until they reach a max of +2 to hit & +2 to damage and suffering a –4 to their AC.

Charge: Only usable when closing distance; the charge gives the attacker +1 to hit and +2 to damage while penalizing the characters AC by 2.

Thief Maneuvers: These can only be performed by the Thief character class and it’s sub-classes.

Dodge and Strike: The Thief can opt to dodge and strike as they dive away from an opponent. In order to do this they need to have a one-handed melee weapon ready for melee attacks or a one-handed throwing weapon for ranged attacks. The thief gains +3 to their AC and can attack normally at a –1 penalty if a successful DEX check is made.

Back Strike: This can be done by the Assassin class as well as the thief. During a melee a thief cannot get their special backstab attack but they can exploit an opponents back if they get the opportunity. In addition to the normal strike bonuses for a rear attack, the thief gains +1 to strike and a successful strike will deal double damage of the weapon dice, bonuses from weapons, strength etc. are not doubled.

Fighter Maneuvers:  Only usable by Fighter character class and it’s sub-classes.

Disarm: The Fighter can attempt a disarm. For every –1 they give themselves to strike they add +1 to the DEX check of the opponent. The Fighter must strike, the appropriate number of negatives are added to the target’s DEX check on a D20, failure means a weapon dislodge. Two handed weapons will need two failed rolls from two successful disarms strikes in the same round to be successful.

Feint: Characters employing this maneuver will gain +1 to strike in Melee if they win the Initiative.

Surgical Strike: Characters using this maneuver are waiting for the perfect opening to make itself present. The attacker is –2 to their AC and must go last in a combat round, a critical hit can be scored on a natural 18,19, or 20 in the mode.

Shield Maneuvers:

Charge: A shield charge is different from a charging attack with a weapon, the shield charge is an attempt to bowl over or knock down their opponent. As the regular charge, this maneuver can only be used when closing the distance between the character and opponent.  A successful shield charge will force the target to make a DEX check at –1 for every point the attacker made their to-hit roll over by.  A failed roll means they have been knocked over. The shield will deliver 1-3 points of damage + STR and shield bonuses if any if the charge is successful.

Bash: Opting to use the shield as a weapon, the character bashes their opponent with their shield in lieu of using it for protection. For the duration of the round the character gains no AC bonuses for use of the shield. The character gains an off-hand attack with the shield. Bonuses for STR and magical bonuses for the shield will add to hit and damage. The shield delivers 1-3 points of damage.

Cover: Characters using this maneuver use their shield to hide the arc or location of their weapon. This can only be done if the shield is large enough to hide the weapon; i.e. you can’t hide a bastard sword with a buckler. The character must make a successful DEX check to cover their weapon, if this is done they gain a +1 to strike for every three points they made their DEX check by. A failed roll gives a –1 to strike and you go last in the round.

Pole arm/2-handed weapon maneuvers:

Check: The Check is used to shove, knock over, or pin an opponent against a wall. A successful strike at

–2 will indicate that the target make a DEX check, failure indicates that they have been shoved back 1-6 feet. A check made at –3 will force an opponent to make a DEX check, failure indicated that they have fallen at the attacker’s feet. A check may be used to pin as well, and a check made at –3 will force the target and attacker to make STR checks. If the winner is the attacker, they have successfully pinned their opponent against a hard surface such as a wall. The adversaries in a pin must make STR checks every round to maintain or break the pin. 

Hook: Using a hook or under-curve of a bladed weapon like a halberd, the attacker attempts to hook the leg of an opponent and yank them to the ground. A successful hook made at –2 will force the opponent to make a DEX check or be knocked to the ground.

Smashing Blow: The character makes an all-out attack with the weapon. The character gains no DEX for AC and an additional –3 to their AC when making this strike. They gain +2 to hit and score double the weapons damage, any bonuses being applied after the doubling of the dice.

Sweep: The character makes a wild swing in an attempt to hit many opponents at once and drive them back. The strike is made at –2 to hit and –2 to damage inflicted. The sweep can strike all targets around the character in striking range. For every target after the first, subtract an additional –2 from the characters to hit roll. Thus if one is sweeping 5 opponents, they are –2 to hit the first, -4 for the second and so on. Even if thhe character misses, they may continue to attack. This attack is done in lieu of a characters normal attack routine.

Two Weapon Maneuvers: 

Parry/Strike: Using the off hand weapon to parry, the character gains +1 to their AC and –1 to strike with their off-hand weapon for the round.

Block: In lieu of attacking with the character’s off-hand weapon they choose to block with it. This Maneuver will give the character +2 to their AC vs. melee for the round.

Double Block: The character forgoes making an attack this round to parry a single attack with both weapons. The character gains +4 to their AC for the round vs. Melee attacks only.

Double Strike: The character makes to aggressive attacks with their weapons at the same target. They gain +1 to strike and +2 to damage with each weapon. The character loses –2 from their AC for the round.

Hurled Weapons:

Brace: A brace is throwing a number or brace of weapons at a target. This can be done with weapons such as daggers, darts, javelins, and the like. Larger hurled weapons such as hand axes and hammers cannot be used for this maneuver. Up to three small weapons can be hurled in this manner. The attacker is –2 for the first weapon and an additional –2 for every weapon after the first up to –6 for three. Thus if one were to throw three daggers, they would be –6 to hit with all of them. The brace must be at the same target and they must be in short range. If the character has multiple attacks with ranges weapons, the brace can only be used for the first at it takes time to “load” ones hand with weapons to attempt this attack.

Double Throw: This attack maneuver can be done with any unbalanced hurled weapons such as daggers, hammers, hand axes and the like. The character must have the hurled weapons ready in each hand and they must be roughly the same type, size, & weight. This attack can be done as the first attack in a melee, subsequent attacks must be made in a normal fashion, as this maneuver requires a bit of room. This attack gives the attacker –2 to their AC, the maneuver is –2 to strike, and delivers double the normal weapon damage per weapon, bonuses being added after the doubling.

Aimed Shot: This is the only attack that can be done for the round. The character takes careful aim for a well-placed shot. Characters attempting this maneuver gain +1 to strike for the first round and gain an additional +2 if they wait a second round. Thus, if a character waits one round, they gain +1 and may make an attack with the aimed hurled weapon. If the character waits until the next round the total bonuses are at +3. This second action would thus take up two rounds for one attack at +3.

Crossbows: This includes hand, light, heavy, & ballista.

 Aimed Shot: The crossbow is aimed for better accuracy at the sacrifice of time and protection. Characters employing this maneuver gain a +1 to hit for one round of aiming. A second round of aiming will give an additional +1 for a –1 AC penalty. This process alternates until a max of +4 is achieved, the target may be struck on the beginning of the fifth round with the crossbow wielder being at –2 AC.

One-Handed Shot: This maneuver is a hip shot normally made when one has a loaded weapon and is suddenly pressed in melee. Hand crossbows are at no penalty, light at –2 and heavy at –4. After firing in melee it is noted that reloading while being pressed is all but impossible.

Turkey Shot: This is done from behind cover; the crossbowman quickly ducks out for a snap shot at an opponent and then ducks back behind cover before he/she can be shot at. This attack is made at –2 to strike and inflicts normal damage.

Cover: The crossbowman aims at a given location in anticipation of someone coming out from behind cover. DEX checks are made and if the attacker makes his/her roll by more than the defender they are able to loose their bolt before the defender can act. Ties go to the defender. The attacker must wait and go last in normal melee for this maneuver.

Bow: Includes Long, Short, & Composite bows.

Aimed Shot: This Archer takes extra time to aim. For every round spent aiming the archer gains +1 to strike and –1 to their AC. This can be done up to three rounds in which the archer will be able to strike at +3 at the beginning of their 4th round and continue their normal rate of fire after the aimed shot is loosed from the bow.

Double Shot: The archer employs two arrows at once for a double shot to the same target. The target must be in short range and the archer must have the arrows ready in hand to use for this maneuver.  This attack is made at –4 per arrow, and they must be aimed at the same target. If they strike the arrow(s) strike they score normal damage.

Turkey Shot: As the crossbow maneuver above but the penalty is –4 due to the awkward nature of bows used in crouched settings.

Cover: as the crossbow maneuver above except after the second round of covering, the archer will suffer a cumulative –1 penalty per round as it requires much strength to hold a bow back for long durations.

Quick Shot: This shot is done in rapid fashion to get it in before other can act. The archer must make a DEX check and if successful they gain +1 to initiative dice and can make a single shot at –2. This shot counts towards the archer’s normal allotted rat of fire. 

  Home Monsters Races Classes Articles