Scott Anderson wrote:The intimidate: in the first round of combat, within 30', as an attack-equivalent action, against humanoid monsters or men, they could cause them to drop what they are holding on 1-2 on D6 and flee on 1. Something like that. Kind of akin to turn undead, but not as strong.
Agrippa wrote:How about this for a start. I'm still working on exactly how to implement all this. Feel free to change every reference to "defense" to armor class or AC. I'm trying to homebrew up an armor as soak/damage reduction rule because I'm a little bit insane.
Fighter Combat Options: Like any skilled warrior, a [insert fighter or fighter variant] develops skill in combat beyond improved accuracy. These potent abilities are the cornerstone of this lethal warrior's repertoire. All primary combat options have at least a few sub options.Parry: Sometimes the best defense is a good offense, just not in this case. By expending an attack of your own you give yourself the chance to negate any enemy's melee strike. Make an attack roll against your attacker but negate the effects of their intended attack in lue of inflicting damage. The defense score for the melee attack 9- the difference of you foe's melee attack and their attack value.
Riposte: If you beat your attacker's defense on by 5 or more points you have a free attack against him or her.
Dodge:
Disarm: Instead of making a riposte you can attempt to force the weapon from your assailant's hands. Make an opposed roll using the higher of your Strength and Dexterity versus the higher of your foe's Strength and Dexterity. If you succeed your enemy is disarmed, fail and nothing else happens.
Parry magic: As with a normal parry but instead of targeting the spell caster's defense you roll against a defense of 9-(spell level+relevant casting stat).
Redirect magic: You may attempt to redirect an enemy's spell with a single attack roll.
Deflect missiles: Your skill at arms allows you to perform one of the most astounding feats of martial skill around. When ever you find your self a target of missile fire you may make an attack roll to deflect it. The defense score for the missile attack 9- the difference of you foe's missile attack and their attack value.
Redirect missiles:
Power Attack:
Improved Trip:
Cleave:
Endure:
Arrow Catching:
Shield Expertise or Luckily My Shield Will Protect Me:
P.S. aspiringlich: Basing Scott Anderson's mass intimidate off of Charisma sounds like a great idea. I might add that to the list.
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