There was this encounter where there was a bunch of dwarves held up in a locked room. It was guarded by a Orc and his pet. The guard was asleep, as was the dog. The rogue wanted to sneak up and kill him outright. In the old D&D rules only an assassin could such a thing, so, I granted them a surprise round (he made a stealth check) and the attack ensued.
What should have happened, was a coup de grace attack on the sleeping guard. He would have double damage across the board with his sneak attack included. The attack certainly would have taken more than half the Orc’s max HP killing outright.
This post will cover combat actions. Rules on movement, skills and stealth will follow.
Aid Another: Attack (+2 attack)
At Will-Weapon
Standard Action
Target: one ally
Attack: Dex or Str vs. AC10
Hit: +2 to on target’s next attack
Special: Bonus ends at the end of your next turn
Aid Another: Skill Check (+2 Skill Check)
At Will
Standard Action
Target: one ally
Attack: DC vs. DC10
Hit: +2 to on target’s next DC roll (+4 max)
Special: Bonus ends at the end of your next turn
Bull Rush: Push Enemy 1 square
At Will
Standard Action
Target: one enemy
Attack: STR vs. FORT
Hit: Push enemy 1 unoccupied square and you shift into vacated space
Charge: +1 attack roll
At Will-Weapon
Standard Action + Movement Action
Target: one enemy
Attack: Selected basic attack
Special: You must have room to move 2 or more squares on a straight path to the target.
Coup De Grace: Slay Enemy/Automatic Critical Hit
Standard Action
Target: one helpless enemy
Attack: determined by attack power (Target take -5 to defense if unconscious)
Hit: Critical Hit; Slay enemy outright if you deal more damage than target’s bloodied value
Craw: Prone-Half Movement Speed
Movement Action
Special: must be prone, and you move at half movement speed.
Delay: Delay your turnOn your turn, you can take no action, opting to take your turn at another point in time. You must take your turn before your turn comes up again in iniative order, or it will be lost.
Escape: Escape from a a Grab
At Will
Movement Action
Target: enemy that has the Grab
Attack: Acrobatics vs. Reflex or Athletics vs. Fortitude
Hit: you end the grab and shift 1 square
Grab: Grab a target
At Will
Standard Action
Target: one enemy *must be the same size or smaller than you
Attack: STR vs. REFL
Hit: Enemy is immobilized, the target may attempt to escape on its’ turn
Special: Immobilized targets can still attack as normal and can teleport, but otherwise can not move
Grab: Sustain a Grab on a target
At Will
Minor Action
Target: one grabbed enemy *must be the same size or smaller than you
Attack: none
Grab: Move a Grabbed target
At Will
Standard Action
Target: one grabbed enemy *must be the same size or smaller than you
Attack: STR vs. FORT
Hit: Move up to half your speed, target is pulled with you.
Special: Target never provokes an attack of opportunity from being pulled. You, however, will if you move from an adjacent enemy square (not including the target).
Opprotunity Attack
At Will
Standard Action (Basic Attack only)
Trigger: enemy leaves a square adjacent to yours, enemy uses ranged or AOE powers in a square adjacent to you. This can be area can be expanded dependent on your reach.
Target: one grabbed enemy *must be the same size or smaller than you
Attack: Basic attack roll
Hit: determined by basic attack chosen
Special: The attack of opportunity take place at the same time of the enemy’s action. If the attack of opportunity reduced the target to 0 hp, then the action is interrupted. Also you can only take a opportunity attack one time against a single target, in a round.
Ready an Action
At Will
Standard Action
Choose a target, and action you desire to take and a trigger. The trigger will be something the target does i.e. a movement, or an action. You immediate reaction can be a move action , standard or a minor action. What ever you pick as a trigger, it must be completed before you initiate your reaction. For example, if a evil priest is about to sacrfice a maiden and you want to kill him, just before he plunges the dagger in her chest, you will need to select the movement up to her as the trigger. If you use his attack as the trigger, he will have already stabbed her before you initiate your counter attack.
* Initiative falls back into order after your immediate reaction
Run: +2 movement
At Will
Movement Action
Target: self
Effects: +2 to speed
-5 to attacks until the start of your next turn
Grant combat advantage to your enemies until the start of your next turn.
Second Wind: +2 to all deffnce + Heal 1/4 max HP
Encounter*
Standard Action
Target: Self
Effects: Spend a healing surge (regain 1/4 you max hp)
+2 on all defenses until the start of your next turn.
*some special abilities can grant more that additional second winds
Shift: move without an opportunity attack
At Will
Movement Action
Target: self
Movement: 1square (unless a ability grants you more)
*Difficult terrain reduces your movement by half, and is rounded down.
*You can not shift when that movement requires a skill check
Squeeze: Move through space ½ your size, ¼ for rogue
At Will
Movement Action
Target: self
Effect: move through space ½ your size, ¼ for rogue
Movement is reduced to 1/2 your movment
Stand Up
At Will
Movement Action
Target: self
Movement: Get up from a prone position.*
*if the space you are prone in is occupied, then you may shift 1 square. If all of those squares are occupied, then you can not stand up. A Craw - Standup double move may be needed in that situation.
Total Defense (+2 to all defenses)
At Will
Standard Action
Target: self
Effect: +2 bonus to all defenses until the start of your next turn.
Use a Power or Basic Attack
This depends on the power or attack you chose.
Walk
At Will
Movement Action
Move up to your movement Most players are 5-6
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