eigens combat stunts for pathfinder (v.1)

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An implementation of the Stunt System from Dragon Age RPG in Pathfinder.

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  • Eigen's Modified d20 Combat Stunt System (v.1)

    COMBAT STUNTSCombat Stunts are special moves that allow attackers to execute a variety of Combat Maneuvers without the complicated calculations that the original Pathfinder 3.75 rules entail. When an attack roll lands on an even number higher than the target's AC,the attacker can opt to earn 1d6 worth of Stunt Points, which can then be spent on one or more Combat Stunts. These Combat Stunts replace the characters standard attack, meaning an attacker cannot inflict both normal damage and perform the stunt a choice must be made between the two.Stunt Points cannot be saved, and must therefore be on same turn they were earned.Conditions:- The stunt system can only be employed by an attacker if his Final Attack Roll equals any even number exceeding the target's AC.- The casting of some spells does not require making any attack rolls of any kind. In this case, the player can opt to roll 1d20, and a natural result of 15 or higher entitles him to the use of the stunt system.Procedure:- Assuming the prerequisite conditions have been met, the attacker can choose to collect 1d6 worth of Stunt Points (SP).- Depending on the attacker's class, weapons/shields, and means of attacking, he/she can then spend the earned SP on Combat Stunts.STANDARD STUNTSStandard Stunts can be executed by anyone, regardless of class and level. They cover both armed and unarmed melee as well as ranged attacks unless otherwise noted.

    SP Cost Stunt1+ Skirmish: You can move yourself or the target of your attack 5ft in any direction for each 1SP you spend. 1 Rapid Load/Reload: You can immediately load/reload a ranged weapon.2 Knock Prone: You knock your target prone (Pathfinder SORD, p.20). 2 Defensive Stance: Your attack sets you up for defense. You gain +1 to AC until the start of your next turn.2 Disarm: You attempt to disarm the target with your melee attack. Both you and the target must roll opposing strength checks. Only a strength check greater than your opponent's will result in a successful disarm. If you win the test, you knock the target's weapon 10ft away in any direction. If executed unarmed, but target's weapon is knocked only 5ft away.2 Mighty Blow: You inflict an extra 1d4 of damage on your normal damage roll. If executed unarmed, you inflict only +1 damage to target.2 Target Weak Spot: Your damage roll ignores any Damage Reduction (DR) the target might have. Cannot be executed unarmed.3 Lightning Attack: You can make a second attack on either the same target or another one within range and sight. A loaded/reloaded missile weapon is necessary to make a ranged attack.4 Dual Strike: Your attack is so strong it affects two targets. First, pick a secondary target. He must be adjacent to you if you are using a melee weapon or standing directly behind and within 10ft of your primary target if you are using a ranged weapon (i.e., your missile goes through your primary target). If your initial Attack Roll equals or beats the secondary target's AC, inflict your normal damage on him. Cannot be executed unarmed.4 Seize the Initiative: Your attack changes the tempo of the battle. You make an attack as normal, then move to the topof the initiative order. You remain at the top of the order until someone else seizes the initiative.

  • STANDARD SPELL STUNTSThese stunts can only be executed by characters with latent spellcasting abilities (i.e., they can cast spells without the aid of magical devices) and are at the appropriate level to cast their spells. Should the spell to be cast not require any attack rolls to be made (e.g. heal, burning hands, etc.), a roll of 15 or higher on 1d20 entitles the player to roll 1d6 for stunt points.SP Cost Stunt12 Multiple Strike: By some arcane fluke, your spell strikes your target multiple times on a single Damage Roll. Each strike after the first deals half the damage of the strike preceding it, at the cost of 1 SP per successive strike, for a maximum of three successive strikes (2SP). Can only be executed on spells that require touch ranged attack rolls.2 Mana Shield: You use the residual energy of your spell to set up a temporary protective shield. You gain +1 to AC until the start of your next turn.3 Mighty Damage: If your spell deals damage, add 1d4 damage to a single target of your choice. This bonus damage stacks on top of the spell's normal damage, and must be considered should the spell allow any damage reduction for successful saving throws by the target.4 Fast Casting: After you resolve this spell, you can immediately cast another spell. The second spell must have a casting time of 1 standard action. The second spell cannot earn more stunt points.4 Imposing Spell: The effects of your spell have a more dramatic effect on your opponents than you expected. All surviving enemies within line of sight of your target must roll a WILL save greater than or equal to your WISDOM ability score or else suffer the effects of being shaken (Pathfinder SORD, p.20).

    ROGUE STUNTSThese stunts can only be performed by with Rogue levels.SP Cost Stunt2 Dirty Fighting: You throw dirt or sand in your opponent's face, causing him to be blinded (Pathfinder SORD, p.20) and suffer -2 to all his Attack rolls until the start of his next turn.2 Below the Belt: You deliver a swift, unsportsmanlike kick to your opponent, dealing 1d3 damage, -1 to AC, and -2 to all his damage rolls until the start of his next turn.3 Play Dead: You attack your target as normal. However, the next time you are attacked you can choose tofall prone and play dead. Make a DISGUISE check against your attacker's PERCEPTION. If you succeed, your attacker abandons his fight with you. Fail, and you are left prone (Pathfinder SORD, p.20).4 Evasion: You attack your target as normal. However, the next time you are attacked, roll 1d6. On an

    even number you automatically dodge the attack.MONK STUNTSThese stunts can only be performed by characters with Monk levels.

    SP Cost Stunt1 Gut Check: Your blow catches your opponent in the gut, staggering (Pathfinder SORD, p.20) him until the end of his next turn.2 Spit: Similar to a Rogue's Dirty Fighting stunt, this stunt causes your opponent to become disorientated until the start of his next turn, suffering a -2 penalty to AC.4 Injure: You strike at the limbs of your opponent, aiming to crack or shatter bone. Your opponent suffers a -2 to AC or Attack rolls (your choice) until the start of their next turn and must make a WILL save better than 11 or else continue to suffer the -2 penalty.5 Human Shield: You attack the target as normal, dealing normal damage, but you immediately grapple him afterward. Any attack that targets you instead targets the grappled opponent (using his AC instead of your own). At the start of his turn, the target must make a CMD save versus your CMB in order to break the grapple.6 Knockout: You catch your opponent in just the right place, dropping them unconscious and prone (Pathfinder SORD, p.20) to the floor, where they will remain so for a number of rounds equal to your STRENGTH ability modifier. Every round after the first, the target must make a FORTITUDE check equal or better than your initial Attack roll in order to wake-up. With each round, the difficulty of the check decreases by 2 after the initial check was made.

  • DUAL WEAPON STUNTSThese stunts can only be performed by characters with the Two-Weapon Fighting Combat Feat. The attacker must have a weapon in each hand to execute the following stunts.SP Cost Stunt3 Cripple: You strike a stinging blow that deals -1 penalty to AC and Attack and Damage rolls to your target. Lasts until the end of your next turn.3 Lucky Strike: You attack as normal, but your attacks are at -1 penalty, regardless of the weapons you wield.4 Riposte: You attack with your primary hand as normal. The next time you are attacked by the target of this stunt, you can interrupt his attack with your off hand if you succeed in beating his AC, thus canceling his attack. Deal damage from off hand weapon as normal.6 Whirlwind: You move as a blur through the battlefield. You can move up to 20ft in any direction, makinga normal attack on every enemy you pass by.

    PROJECTILE STUNTSThese stunts can only be performed by characters wielding thrown or projectile weapons. SP Cost Stunt2 Pinning Shot: You aim for the target's legs, pinning them in place. The attack deals normal damage but the target cannot move until they use a Move action to remove the arrow. Cannot be performed with firearms. 2 Distance Disarm: You aim for one of the target's weapons (or anything he might have in his hand), knocking it away from him 20ft further along the projectile's flight path.3 Crippling Shot: You hit a particularly vulnerable spot on your target, dealing -2 penalty to either AC or Attack rolls (your choice). Target must roll a FORTITUDE check greater than 11 each round or else continue to suffer the penalty.5 Valiente: On a single turn, you deal a single roll of 1d8 damage to two different targets within sight and range at the cost of only one ammunition. Cannot be executed with thrown weapons.6 Lucky Shot: Your projectile finds a particularly weak spot on your target, dealing nd6 extra damage, where n is thelevel of your character.

    TWO-HANDED WEAPON STUNTSThese stunts can only be performed by characters wielding a two-handed martial melee weapons or a one-handed martial melee weapon that can be wielded with both hands. In the case of one-handed martial weapons, the character must have one hand empty.SP Cost Stunt1 Pommel Strike: You strike with the non-business end of your weapon. This deals 1d4 of damage, but also knocks your target prone (Pathfinder SORD, p.20).3 Stunning Blow: Your strikes stun (Pathfinder SORD, p.20) your target rather than deal damage. At the end of his turn, he must roll a FORTITUDE check greater than 11 or else remain stunned until the end of his next turn.3 Sunder Arms: You aim to hamper your target's ability to attack by striking their limbs. The opponent suffers a -1 penalty to his Attack rolls for a number of rounds equal to your Strength ability score modifier.3 Sunder Armor: You aim to damage your target's ability to defend himself by crushing his armor. The opponent suffers a -1 to AC for a number of rounds equal to your Strength ability score modifier.6 Two-Handed Sweep: You swing your weapon in a vicious arc around you. You must make a separate Attack roll for each character adjacent to you (PC or NPC). All those who fail to roll a FORTITUDE check greater than 11 are knocked prone (Pathfinder SORD, p.20). Roll once for damage. The attack deals half damage to each target it hits.