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.