Sometimes the best thing to do is take cover and try not to get clobbered. Any character can choose to parry as a combat action. Parrying is a no-move action that is in effect for the entire combat round. If a character parries, he cannot move, attack, or cast spells.
Two distinct Parrying rule sets are provided here. The first rule set outlines a standard parry maneuver for anyone in the game. The second rule set is used if the character has trained in an unarmed martial art.
In any given round, only 1 type of Parry may be employed. For example, if a character has access to Circular Parry and standard Parry, they must decide which to use in a round.
Parrying reduces a non-warrior character's Armor Class by one-half his level. A 6th-level wizard with an AC of 5 who parries reduces his AC to 2. Warriors who choose to parry reduce their AC by one-half their level, plus one. A 6th-level fighter gets an AC bonus of 4 by parrying.
"Unarmed" Parry
Make 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. Only 1 unarmed parry may be used per round. Requires 1 attack be "set aside" for the parry when initiative is rolled. If the attack is not used, it is wasted.
A "natural" 20 is a critical strike and may not be parried unless the defender rolls a "natural" 20. If a success is rolled without a "natural" 20, damage roll is standard rather than maximum damage (however, the critical effect still applies if the save is failed).
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.
Automatic Parry
Exactly as Unarmed Parry (above) except that no attack is expended and it does not need to be declared. There is a penalty of -2 to success (in addition to other calculations).
Circular Parry
Exactly as Unarmed Parry (above) except it can parry 2 attacks in a given round. The attacks must come during the same initiative segment. -1 to each parry.
Grappling Parry
Exactly as Unarmed Parry (above) except if the parry is successful, the character may immediately make a
Chain Attack a grappling attack. The attack, parry, and skill checks used are at a -1 penalty.
Multiple Parry
Exactly as Unarmed Parry (above) except the character may parry all attacks directed at self from threatened squares. Requires all actions in a round.
Power Block/Parry
Exactly as Unarmed Parry (above) except an opposed Strength roll is immediate made. If success, opponent is disarmed or their weapon is broken weapon (choice, however, for a weapon break, the weapon gets a saving throw). Additionally, if the attacker is unarmed, they take d2 pts. of damage. Lastly, the move as at a -4 to success.
Power Block/Parry/Claw
Exactly as Power Block/Parry (above) except the character may immediately make a claw attack with no A.O. (provided the move is known and their is an appropriate target). This requires 2 attacks in a round.
Arrow Parry
Exactly as Unarmed Parry (above) except it is used against missile weapons. This ability can be "layered" on to Circular Parry, Automatic Parry, and Multiple Parry (it allows those rules but against missile weapons). A critical success allows the character to grab the missile weapon (unless unable to do so).
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