Favor please

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Lobo316
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Favor please

Post by Lobo316 »

Does anyone have access to thier 4th printing PHB? If so, can you confirm the following for me? Does this look correct (from the 4th printing)?

 Called Shot -8 to hit, automatic critical
 Offensive Focus +3 to hit, -6 AC (announce at start of round)
 Parry No initiative roll, no attack, +4 AC
 Push Attack -2, target gets STR save or pushed 1-10ft.
 Reach Weapon Automatic Initiative (some creatures have reach)
 Receive Charge x2 damage
 Shield Blow -6 hit, no extra attack, CON save or stun (1-2 rnds)
 Shield Wall 4 or more interlocking shields, +4 AC/+2 STR check
 Overbearing Knocked defender prone, see PHB
 Disarm Target 18+HD (+DEX). May allow DEX save
 Doge +2 AC, three enemies you can see, no other action
 Evade +4 AC vs. one enemy, stay in melee, no other action

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Omote
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Re: Favor please

Post by Omote »

Many of those actions are located in the CKG, not the PHB (4th printing or otherwise).

These are the in the 4th PHB
PUSH
REACH WEAPONS
OVERBEARING
DISARM
DODGE
EVADE.

What you have posted looks correct, but I do not have a 4th PHB next to me at the moment.

~O
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VAE VICTUS!
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Lobo316
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Re: Favor please

Post by Lobo316 »

Omote wrote:Many of those actions are located in the CKG, not the PHB (4th printing or otherwise).

These are the in the 4th PHB
PUSH
REACH WEAPONS
OVERBEARING
DISARM
DODGE
EVADE.

What you have posted looks correct, but I do not have a 4th PHB next to me at the moment.

~O
Thanks Omote. Yes, you are correct, the CKG. My bad. I have a combat Quick Reference Sheet, that I hand out to my players that includes this information. Just making sure I had it right since I'm away from my books.

Treebore
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Re: Favor please

Post by Treebore »

I think I have that on the first page of my on line game thread here in the forums.
Since its 20,000 I suggest "Captain Nemo" as his title. Beyond the obvious connection, he is one who sails on his own terms and ignores those he doesn't agree with...confident in his journey and goals.
Sounds obvious to me! -Gm Michael

Grand Knight Commander of the Society.

Treebore
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Re: Favor please

Post by Treebore »

Yep. Technically its Lord Dynel's cheat sheet, now with one of my house rules clearly added, so you can easily ignore:

Special Combat Maneuvers and Actions Cheat Sheet
· Called Shot: Attacker takes a -8 to this attack. If successful, it is an automatic Critical Hit. Helm AC is
added to attacks to the head. Declare at initiative.
· Charge: Move up to jogging speed (x2 standard) in a straight line, then attack. Attacker gain a +2 to hit,
but suffers a -4 to AC. Lances do double damage. Must be declared at initiative.
· Close Supporting Fire: When shooting an arrow/bolt into melee, a roll of a 2-3 indicates a possible hit to
an ally (a 1 is still a fumble). A second roll is made against the AC of the unintended target to determine if
the attack hits.
· Dodge: +2 AC, up to 3 attacks per round. Declare anytime as long as character has not already acted.
Character cannot attack, cast, move, or use abilities/items.
·* Disengage: (Hasty) Move up to maximum running distance, with a -2 AC and foes get a free attack or
(Fighting) move ½ movement or less and suffer no penalties. No other actions possible. Declare anytime.
· Disarm: (Fighter, Ranger, Assassin, Cleric, and Paladin only): Attack AC of 18 plus HD or level of defender
(plus their Dexterity modifier, if applicable). Declare at initiative.
· Evade: +4 AC to one opponent facing character. Declare anytime, as long as character has not acted, and
no other actions possible.
· Flank Attack: An attack from left or right side of defender. +1 to hit the defender.
· Offensive Focus: Declare at initiative. Gain a +3 to hit, but suffer a -6 to AC.
· Parry: No initiative, no other actions for the round. Character gets +4 against all attacks.
· Push: -2 to attack, but if successful defender must make a Strength check. If check fails, defender is
pushed back 1-10 feet.
· Reach: The wielder of a pole arm vs. a foe with a shorter weapon may attack first, on the first turn only,
regardless of actual initiative result.
· Receiving Charge: (Spear or pointed pole-arm) Defender can set weapon’s end into the ground to
prepare for a charge/mounted attack. Must be declared at initiative. This attack happens just before the
charge attack (see Reach) and if the attack is a critical, the charge is negated. This set attack consumes
the defender’s attack for the round.
· Rear Attack: An attack from a rear position. +2 to hit defender. (Rouge and Assassin have this bonus
already figured into their class abilities).
· Shield Blow: May attempt to stun foe, if nothing else is attempted in round. Attack at-6 to hit, but if
successful, the foe makes a Constitution save or be stunned for 1d2 rounds.
· Shield Wall: Four or more defenders can lock shields to giving them a +4 to their AC, and they receive a +2
on all Strength checks against any creature pushing them or attempting to break the wall.
· Two-Weapon Fighting: Must designate which weapon is primary and which weapon is secondary. Make
two attacks in one round, but primary weapon suffers a -3 attack penalty, and secondary suffers a -6
(modified by Dexterity). Monk may use before 6th level, but above penalties apply, and secondary hand
does 1d2 damage. Also, if a monk fights with one hand and one weapon, these penalties apply.
· Grapple: Attacker rolls d20 + Strength mod. + BtH vs. defender’s AC of 12 or 18 (if Strength is Prime) and
both Strength and Dexterity mods. of the defender plus any size difference – defender gets +2 to AC for
every size category larger, or -2 for every size category smaller, than the grappler. If successful, defender
is held and cannot act (prone and defenseless), except to break the grapple (then he makes his own
Grapple check).
· Pummeling: Attacker rolls d20 + Strength mod. + BtH. If successful, deals 1-2 points of subdual damage.
· Overbearing: Attacker rolls a d20 + Strength modifier (not BtH, unless with CK’s approval) vs. defender’s
Grappling AC, + BtH. If successful, the defender is knocked prone for the round and takes 1-2 points of
subdual damage. Attacker suffers a -2 to their AC, since they are more exposed than usual.
· Touch Attack: An attack made to simply touch an opponent, most often used for spell attacks. Attack roll
against a standard AC of 10, adjusted by Dexterity (and possibly magical items and effects). Monster AC are usually AC 10.

Maneuvers in Italics must be declared when initiative is rolled.

* My House rule/clarification:

If no one is there to hold back the enemy than Disengage is simply impossible. If two or more allies are there, the N/PC are not followed. This also assumes the allies are placed in a position in between the possible attackers and the one doing the withdraw. So whether or not Disengage is even possible is entirely situational, not automatic. If I think it warrants following, such as it is critical for the enemy to not allow anyone to get away, then they will follow, but an AoO is allowed from everyone within reach, etc... Normally they will just engage the opponents not running.
Since its 20,000 I suggest "Captain Nemo" as his title. Beyond the obvious connection, he is one who sails on his own terms and ignores those he doesn't agree with...confident in his journey and goals.
Sounds obvious to me! -Gm Michael

Grand Knight Commander of the Society.

Lord Dynel
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Re: Favor please

Post by Lord Dynel »

I would note that with my combats, I have player's declare at the beginning of combat. :)
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tylermo
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Re: Favor please

Post by tylermo »

Lobo, in my opinion the one sentence blurb regarding called shot should say "results in double damage" instead of "automatic critical". The full description mentions double damage, if criticals aren't being used. Critical hits is an optional rule.

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TheMetal1
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Re: Favor please

Post by TheMetal1 »

Perhaps in a future character sheet we'll see the combat manuvers listed.

Anyway my question is on charge attacks. Anyone done this with multiple ranks or a single line of knights? I don't have Field of Battle handy to see so curious on what others may have done.

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Lobo316
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Re: Favor please

Post by Lobo316 »

tylermo wrote:Lobo, in my opinion the one sentence blurb regarding called shot should say "results in double damage" instead of "automatic critical". The full description mentions double damage, if criticals aren't being used. Critical hits is an optional rule.
Yup, you are correct...and we are playing with Criticals, so it's an "auto crit" (now, no one ever seems to use it, so maybe I'll "sweeten the pot" so to speak, heh, heh. Make the damage a little "higher". Hmmmmm...

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