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<blockquote data-quote="Cleon" data-source="post: 6603760" data-attributes="member: 57383"><p>Offhand, I can't think of one we used in the CC but I do remember posting a couple of Homebrews with a Parry ability. Namely the Derghdaemon and the Neo-Otyugh. I've got them on my hard drive somewhere...</p><p></p><p>Here we go.</p><p></p><p><span style="font-size: 15px"><em>From the</em> <strong>Wield Foe (Ex)</strong><em> special ability of my </em><strong>Neo-Otyugh Redux</strong></span></p><p></p><p>Used as a shield, the neo-otyugh gains a +1 shield bonus (AC 21, touch 8, flat -footed 21) and can attempt to block one melee attack from any creature within its reach. The otyugh makes an attack roll with its shield, if this roll equals or exceeds the attack roll of its opponent, the opponent's melee attack hits the wielded creature instead of its intended target, inflicting damage if the opponent's attack roll would hit the wielded creature's flat-footed armour class. The opponent need only rolls its normal damage against the wielded creature, they do not add any extra damage from criticals or special combat manoeuvres such as the Power Attack feat or a rogue's Sneak Attack.</p><p></p><p><span style="font-size: 15px"><em>From the</em> <strong>Multiparry (Ex)</strong><em> special ability of my </em><strong>Derghodaemon:</strong></span></p><p></p><p>In addition to the above increase to AC, the derghodaemon can Parry an attacks from melee weapons or thrown weapons. It can Parry ranged weapons such as arrows or sling stones if it has the ability to Deflect Arrows with a weapon or shield (e.g. a 9th level Duelist). To Parry, the derghodaemon makes a Parry roll (+18 modifier for a typical derghodaemon), and if this roll is equal to or greater than the opponent's attack roll, the attack is deflected harmlessly. Parrying causes no damage to the opponent's weapon (or to the opponent, if the latter was using a natural weapon). A derghodaemon can Parry as many attacks as the number of Parrying Weapons it has declared. It can make additional Parries, but each additional Parry counts as an Attack of Opportunity. Thus, a typical derghodaemon can Parry up to 8 attacks in a round (5 Parrying Weapons plus 3 Attacks of Opportunity).</p><p></p><p>The Parry modifier is equal to the derghodaemon's melee attack modifier with the Parrying Weapon. If it is Parrying with a shield, the derghodaemon's Shield Parry modifier is Base Attack Bonus + Strength or Dexterity modifier (whichever is higher) + size modifier. A masterwork shield provides a +1 enhancement bonus on Parry rolls. A magic shield adds its enhancement bonus to Parry rolls; if it has an enhancement bonus to AC and melee attack rolls (e.g. a +1 light metal shield with a +2 shield spike), it adds whichever enhancement bonus is higher.</p></blockquote><p></p>
[QUOTE="Cleon, post: 6603760, member: 57383"] Offhand, I can't think of one we used in the CC but I do remember posting a couple of Homebrews with a Parry ability. Namely the Derghdaemon and the Neo-Otyugh. I've got them on my hard drive somewhere... Here we go. [SIZE=4][I]From the[/I] [B]Wield Foe (Ex)[/B][I] special ability of my [/I][B]Neo-Otyugh Redux[/B][/SIZE] Used as a shield, the neo-otyugh gains a +1 shield bonus (AC 21, touch 8, flat -footed 21) and can attempt to block one melee attack from any creature within its reach. The otyugh makes an attack roll with its shield, if this roll equals or exceeds the attack roll of its opponent, the opponent's melee attack hits the wielded creature instead of its intended target, inflicting damage if the opponent's attack roll would hit the wielded creature's flat-footed armour class. The opponent need only rolls its normal damage against the wielded creature, they do not add any extra damage from criticals or special combat manoeuvres such as the Power Attack feat or a rogue's Sneak Attack. [SIZE=4][I]From the[/I] [B]Multiparry (Ex)[/B][I] special ability of my [/I][B]Derghodaemon:[/B][/SIZE] In addition to the above increase to AC, the derghodaemon can Parry an attacks from melee weapons or thrown weapons. It can Parry ranged weapons such as arrows or sling stones if it has the ability to Deflect Arrows with a weapon or shield (e.g. a 9th level Duelist). To Parry, the derghodaemon makes a Parry roll (+18 modifier for a typical derghodaemon), and if this roll is equal to or greater than the opponent's attack roll, the attack is deflected harmlessly. Parrying causes no damage to the opponent's weapon (or to the opponent, if the latter was using a natural weapon). A derghodaemon can Parry as many attacks as the number of Parrying Weapons it has declared. It can make additional Parries, but each additional Parry counts as an Attack of Opportunity. Thus, a typical derghodaemon can Parry up to 8 attacks in a round (5 Parrying Weapons plus 3 Attacks of Opportunity). The Parry modifier is equal to the derghodaemon's melee attack modifier with the Parrying Weapon. If it is Parrying with a shield, the derghodaemon's Shield Parry modifier is Base Attack Bonus + Strength or Dexterity modifier (whichever is higher) + size modifier. A masterwork shield provides a +1 enhancement bonus on Parry rolls. A magic shield adds its enhancement bonus to Parry rolls; if it has an enhancement bonus to AC and melee attack rolls (e.g. a +1 light metal shield with a +2 shield spike), it adds whichever enhancement bonus is higher. [/QUOTE]
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