Martial Arts Evasions


 
Moves Listing
Type of EvasionFrequencySpeed FactorDamage# AttacksPrereq.Declared?Melee/RangedAttack/DefenseSpecial
Arrow Parry1/rd.N/A01ParryYMeleeDefenseAs Parry. Critical success (natural 20) means arrow is grabbed. ​
Auto. Dodge1/rd.N/A00ParryNMelee & RangedDefenseAs Dodge. -2 to success. ​
Auto. Parry1/rd.N/A00ParryNMeleeDefenseAs per Parry, -2 to success. ​
Circular Parry1/rd.N/A01ParryYMeleeDefenseAs per Parry, but parries 2 attacks. -1 to each parry. ​
Dodge1/rd.N/A01NoneYMelee & RangedDefenseDexterity check to negate attack. Dexterity check is modified by the success of the attacker. If the dodge is successful, defender must move 1 square (randomly chosen). Attacker may choose to follow like a Fighting Withdrawal. If you use a dodge, you must relinquish any lock, hold, or grab you may have established.​ Anyone already held or locked may not use a dodge. A natural 20 is only successfully parried with another natural 20. EX: An orc is attacking Rath, who has an AC of 5. The orc hits Rath by hitting an AC of 2. Rath is dodging so he must make a Dexterity check at a -3 (AC 5 - AC 2).​
Grappling Parry1/rd.N/A01Parry, Any Basic HoldYMeleeAttackAs Parry. Success allows attacker to Chain Attack a grappling move. -1 to checks and parry. ​
Mult. Dodge1/rd.N/A0allDodgeYMelee & RangedDefenseAs Dodge but may dodge 3 attacks (from anyone) in a round. ​
Mult. Parry1/rd.N/A0allCircular ParryYMeleeDefenseAs Parry, but may parry all attacks directed at self. ​
Parry1/rd.N/A01NoneYMeleeDefenseMake an opposed Attack roll. Whoever hits the lower AC succeeds. Parries incur half damage if used against weapons (slashing, typically). Parry weapons or shields give a +2 to success and remove possible damage. Bracers reduce damage to 1 if used against slashing/piercing weapons. A natural 20 is only successfully parried with another natural 20. EX: Rath is being attacked by an orc. The orc successfully hits an AC of 3. Rath decides to parry the attack. Rath rolls an attack using his Unarmed/Martial Arts THAC0. Rath hits an AC of 2. The attack is parried.​
Power Block/Parry1/rd.N/Ad21ParryYMeleeDefenseAs Parry. -4 to success. Opposed Strength roll. If success, opponent is disarmed/broken weapon (choice).
Power Block/Parry/Claw1/rd.N/Ad22Parry, ClawYMeleeDefense & AttackAs Power Block/Parry. May Chain Attack a claw attack with no A.O.

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