dm_scorpio
First Post
The following rules are ones I'm planning on implimenting in my next campaign. if anyone has any constructive feedback, i'd like to hear it. I would like to hear any balance issues you see. An important note is that Monks don't exist in this campaign world.
Armor will give Damage Reduction and Damage Conversion as described in Unearthed Arcana. Shields do not grant a bonus to Defense or Damage Reduction/Conversion. Details on shields is given below.
A character may give up an attack of opportunity to attempt to parry an attack. If you wish to parry an attack, the decision must be made before your opponent’s attack roll. To successfully parry a blow, roll an attack roll. If your attack roll beats your opponent’s roll, you have successfully parried the blow. An unarmed character (or character using natural weapons) cannot parry against an armed opponent. Enhancement bonuses to weapons do *not* confer a bonus to parry attempts.
In the opposed rolls of the parry, light weapons receive a -4 penalty. Two-handed weapons gain +4 bonus. Small creatures suffer a -4 penalty on parries again medium creatures. Large creatures (including half-giants wielding large weapons) gain a +4 bonus on parry attempts.
If you attempt to parry and fail, the attack is automatically a hit, but does not threaten a critical unless it otherwise would.
A successful parry with a shield means that the shield is hit with the weapon and takes damage. Roll damage per normal for the weapon.
Touch attacks cannot be parried.
Total defense – You can defend yourself as a standard action. You get a +4 Dodge bonus to defense for 1 round. You also trade all your attacks for the round for parry attempts. You cannot make an attack of opportunity while in total defense. Parries work normally.
Carrying a shield allows you one free parry per non-magical point of shield bonus detailed in the PHB (for example, a large shield grants two parry attempts, but they must be made at +0/-5). If you are not proficient with the shield you are wielding, you take a -4 penalty on parry attempts. Enhancement bonuses confer a bonus on parry attempts with the shield.
Spells that grant shield bonuses to AC work normally, adding a bonus to Defense. Spells that grant armor bonuses grant Conversion and DR as per armor rules (exception: spells that grant a bonus to AC via force effects grant a bonus to Defense)
New feats:
DEFLECT BLOWS [GENERAL]
You can deflect incoming blows from an armed opponent even while you are unarmed.
Prerequisites: Dex 17, Improved Unarmed Strike or natural weapons
Benefit: You may parry blows even when unarmed.
Normal: Unarmed characters cannot parry against an unarmed foe.
Special: A fighter may select Deflect Blows as one of his fighter bonus feats.
SNATCH WEAPON [GENERAL]
You are adept at grabbing weapons out of your opponent’s hands
Prerequisites: Dex 19, Combat Expertise, Improved Disarm, Deflect Blows, Improved Unarmed Strike
Benefit: When using the Deflect Blows feat you may catch the weapon instead of just deflecting it. You then initiate a free disarm attempt.
You must have at least one hand free (holding nothing) to use this feat.
Special: A fighter may select Snatch Weapon as one of his fighter bonus feats.
Armor will give Damage Reduction and Damage Conversion as described in Unearthed Arcana. Shields do not grant a bonus to Defense or Damage Reduction/Conversion. Details on shields is given below.
A character may give up an attack of opportunity to attempt to parry an attack. If you wish to parry an attack, the decision must be made before your opponent’s attack roll. To successfully parry a blow, roll an attack roll. If your attack roll beats your opponent’s roll, you have successfully parried the blow. An unarmed character (or character using natural weapons) cannot parry against an armed opponent. Enhancement bonuses to weapons do *not* confer a bonus to parry attempts.
In the opposed rolls of the parry, light weapons receive a -4 penalty. Two-handed weapons gain +4 bonus. Small creatures suffer a -4 penalty on parries again medium creatures. Large creatures (including half-giants wielding large weapons) gain a +4 bonus on parry attempts.
If you attempt to parry and fail, the attack is automatically a hit, but does not threaten a critical unless it otherwise would.
A successful parry with a shield means that the shield is hit with the weapon and takes damage. Roll damage per normal for the weapon.
Touch attacks cannot be parried.
Total defense – You can defend yourself as a standard action. You get a +4 Dodge bonus to defense for 1 round. You also trade all your attacks for the round for parry attempts. You cannot make an attack of opportunity while in total defense. Parries work normally.
Carrying a shield allows you one free parry per non-magical point of shield bonus detailed in the PHB (for example, a large shield grants two parry attempts, but they must be made at +0/-5). If you are not proficient with the shield you are wielding, you take a -4 penalty on parry attempts. Enhancement bonuses confer a bonus on parry attempts with the shield.
Spells that grant shield bonuses to AC work normally, adding a bonus to Defense. Spells that grant armor bonuses grant Conversion and DR as per armor rules (exception: spells that grant a bonus to AC via force effects grant a bonus to Defense)
New feats:
DEFLECT BLOWS [GENERAL]
You can deflect incoming blows from an armed opponent even while you are unarmed.
Prerequisites: Dex 17, Improved Unarmed Strike or natural weapons
Benefit: You may parry blows even when unarmed.
Normal: Unarmed characters cannot parry against an unarmed foe.
Special: A fighter may select Deflect Blows as one of his fighter bonus feats.
SNATCH WEAPON [GENERAL]
You are adept at grabbing weapons out of your opponent’s hands
Prerequisites: Dex 19, Combat Expertise, Improved Disarm, Deflect Blows, Improved Unarmed Strike
Benefit: When using the Deflect Blows feat you may catch the weapon instead of just deflecting it. You then initiate a free disarm attempt.
You must have at least one hand free (holding nothing) to use this feat.
Special: A fighter may select Snatch Weapon as one of his fighter bonus feats.
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