Monday, 9 August 2021

A Heartbreaker of My Very Own: Weapon Competencies & Combat Maneuvers

 Weapon Competencies work in a slightly different manner than normal skills. The basic proficiencies of the character classes do not change, save where they are modified by Backgrounds. An example of this is the Mercenary Background, which grants proficiency in several weapons. A Magic-User who took this Background would add the listed weapons to the small group that all Magic-Users share.

Weapon Competencies are used to enhance a character’s abilities with one weapon. If a character gains a certain amount of points in a single weapon, they may shift their Attack Bonus with that weapon only to the next column on the Attack Matrix (see the table below). Thus, a Fighter usually uses the Experienced column of the Attack Matrix. If that Fighter allocated 25 points to the Longsword, they would use the Mastered column when wielding one. 

The amount of Weapon Competency points required to shift between columns on the Attack Matrix with the nominated weapon varies, as follows:

Unschooled to Familiar: 3 points

Familiar to Practiced:         10 points

Practiced to Experienced: 18 points

Experienced to Mastered: 25 points


LEVEL

Mastered

Experienced

Practiced

Familiar

Unschooled

1

+1

+1

+1

+1

0

2

+2

+2

+1

+1

+1

3

+3

+2

+2

+1

+1

4

+4

+3

+2

+2

+2

5

+5

+4

+3

+2

+2

6

+6

+5

+3

+3

+2

7

+7

+6

+4

+3

+2

8

+8

+6

+4

+3

+3

9

+9

+7

+5

+4

+3

10

+10

+8

+5

+4

+3

11

+11

+8

+6

+5

+4

12

+12

+9

+7

+6

+4

13

+13

+10

+7

+7

+5

14

+14

+11

+8

+7

+5

15

+15

+11

+9

+8

+6

16

+16

+12

+9

+8

+6

17

+17

+13

+10

+9

+7

18

+18

+14

+11

+9

+7

19

+19

+15

+11

+9

+8

20

+20

+16

+12

+10

+8


Note that characters gain additional points as they develop which must be applied to Weapon Competencies or Combat Maneuvers, as follows: Warriors gain 2 points per level, whilst Priests gain 1 point per level, Knaves gain 1 point every 2 levels and Scholars gain 1 point every 4 levels. The standard skill points per level (and Free points at 1st level) can be applied to Weapon Competencies or Combat Maneuvers without restriction.

Combat Maneuvers are slightly different: characters gain a +1 bonus to a specific Combat Maneuver for each skill point they spend. A character can only add an amount of skill points equal to their level plus one, (the total at any given time must not exceed the character’s level plus three) in any given Combat Maneuver. 

Many Combat Maneuvers are resolved as part of an Attack or require a successful attack to be made. Others are used instead of an attack (trip, push, pull, disarm, block, total parry, press, defend other and cover). If a method of resolution is not specified, Combat Maneuvers are resolved by a normal attack roll against the target’s Armour Class but using the number of skill points (and the listed ability bonus) the character possesses for each specific maneuver. Combat Maneuvers and their effects are listed below: 




BLOCK 

A block maneuver, if successful, adds +4 to the character’s AC and grants the character Initiative over their target for the next round (i.e., the character – unless interrupted – is essentially able to prevent the target from acting). A character who has not yet acted can immediately replace their declared action with a block (outside of Initiative order). Note that a block is usually resolved by means of a Prowess Test, using the Skill Modifier and a bonus/penalty derived as follows: blocking character’s level - target’s level (or Hit Dice) plus the difference between the blocking character’s Initiative and that of their target. as an example, Roufos Redwind is a 3rd level Hunter fighting a 4 HD Weirdwose. He has an Initiative total of 8, whilst the Weirdwose has a total of 6. Roufos is Practiced with the Block maneuver, granting him a +1 to his roll. He also has a -1 penalty due to the Weirdwose’s higher level, but gains +2 as he is acting faster in this round. His total bonus for his Prowess Test in this instance is +2.


CLEAVE 

Upon successfully attacking a foe, and assuming a successful Cleave skill check, the character may attack another adjacent foe, though they must take a -2 penalty to their attack roll. The usual test is Prowess or Celerity.


COVER 

When you seek to cover a foe, you attempt to keep them at bay by threatening them with a weapon (e.g. holding a sword point at their throat, a spear to their belly, a loaded bow, etc.). No roll is required to cover a target (and you can’t buy skill points in cover), but you must make a Perception+Concentration test if your target attempts to escape you. If the check succeeds, your foe has not been able to break your cover and you may choose whether or not to attack with a +4 bonus, or simply to continue covering your foe. If the foe breaks your cover, you may not attack them in the round that cover is broken. Note that one attempting to break cover may make a Deception, Athletics, Movement or Brawn check (usually Celerity, Guile or Prowess are appropriate Tests) at -4 to remove the +4 bonus on your attack roll.


DEFEND OTHER

This maneuver enables you to contribute to the defence of one ally. You may use any shield you are carrying to defend someone immediately adjacent – no further than 5’ - to you (granting them the shield AC bonus). You may instead grant your chosen target any Dexterity bonus to AC you may possess. You may roll with this skill at -2 to apply both your shield and your Dexterity bonus. Whichever of these options you choose to apply, you lose the benefit of that protection for yourself. The standard Test is Prowess (for attacks you are aware of) or Celerity (for surprise attacks).


DISARM 

This maneuver attempts to part a foe from any hand-held weapon. The standard test is Celerity, although Guile is appropriate in some circumstances. If the skill check succeeds, the target must make a Prowess + Weapon Competency check (e.g., -3 for Unschooled; 0 for Familiar, etc.). If they fail, they are disarmed.


FEINT 

A successful feint maneuver causes one target to lose their attacks for one round, whilst the character is still able to make an attack (at -2). The standard test for a feint maneuver is Guile. If the target of the feint is attempting to cast a spell, they must make a Celerity/Concentration test with a penalty equivalent to the amount by which you exceeded the target for your  feint check. If they fail this check, normal rules apply.


GRAPPLE 

Characters may use this skill to grapple a foe (they must be of humanoid form, and of no more than one Size larger or smaller than you). The standard test is Prowess. If successful, the foe must pass a Prowess (+ Grapple, Wrestler or Brawn if the target possesses such skills) test or be grappled. A grappled foe gains no CEL bonus to their AC, and a push or pull attack at no penalty can be made against them.

If you make a second successful use of this skill against a foe you have already grappled, you may take your foe to the ground, where you may proceed to pound them mercilessly (unarmed damage with a +6 to hit). 

A grappled foe can make a Prowess each round to escape your grasp.



INJURE 

The attempt to injure a foe is very difficult, and is rather dangerous, but if successful, can be decisive in combat. To deliver an injurious strike, a character rolls 1d4 for Initiative (instead of the usual 1d6) and loses any DEX bonus to their AC for that round. 

Upon striking a successful blow, an Injure skill check (Prowess+Injure) is made, with a penalty equivalent to the target’s points of armour and their CON bonus (or, where no armour is worn, the opponent’s Hit Dice). If the skill roll succeeds and the target fails a Stamina test, roll 1d8 on the following table and apply the appropriate penalty. Note that in situations where there is no ability score (i.e., for most monsters), the subtraction is made to all attack rolls, morale checks and saving throws. All penalties - not the ability damage, which must heal normally - last 1 hour per point of ability damage:

1: -1d3 PER (cannot cast ranged spells or fire missiles beyond 50’) 

2: -1d3 INT (cannot cast spells)

3: -1d3 DEX (movement rate halved, cannot wield two-handed weapons)

4: -1d3 CHA (must pass a Willpower test or flee)

5: -1d3 STR (drops any weapons and shields, treat as heavily encumbered)

6: -1d3 WIS (treat as if under the influence of the confusion spell)

7: -1d3 CON (movement rate halved; all attack damage dice treated as if a 1 is rolled)

8: -3 points, player’s choice of ability and penalty.


KNOCK DOWN 

With this maneuver, you attempt to knock your foe off their feet. If you successfully hit a target and your skill roll (Prowess + Knock Down) is successful, your foe must pass a Dexterity test or be knocked down. Modifiers may apply based on any differences in size between you and your target and your relative position. A foe that is knocked down must spend at least one round getting to their feet (they must pass a Prowess + Brawn, Prowess + Athletics  or Prowess + Movement skill roll with a penalty equal to the bonus of any armour they wear in order to rise. They roll every round to do so).


LUNGE 

Upon making a successful lunge check (Celerity Test), you may attack a foe that is within twice your weapon’s normal range. Lunge may only be used with one-handed weapons or pole arms. You must take a -2 penalty to your attack roll whilst performing a lunge maneuver.


OVERBEAR 

Your character attempts to charge over the target, knocking them down and potentially setting up a grapple attack or simply passing through the space they occupy. You must make a successful Strength + Overbear Test to Overbear an opponent, and they can make a Strength + Brawn (or Athletics) Test to avoid being knocked down. If your opponent is overborne, they take damage equivalent to 1 plus your STR bonus (minimum of 1). If your skill roll fails, or they make their Test they still take this damage, but your character also takes damage equivalent to 1 plus any points of armour they are wearing (shields are included).


PARRY 

Any character can elect to parry a melee attack or most combat maneuvers, and no skill check is required (therefore, no skill points need to be expended to improve the skill). Essentially, the character allocates points from their Attack Bonus to defence, increasing their AC by that amount. There are two parrying options: a character may parry (a Total Parry) with all their Attack Bonus but must forego all other actions for that round. If they do this, they add their entire Attack Bonus plus 1 to their AC. Alternately, a character may allocate a portion of their Attack Bonus to AC, attacking with the remaining amount. 

A player must declare a Parry before rolling their Initiative, and may not change their action unless the target of their parry is no longer available to be parried. Any player who has not yet acted in the Initiative order may automatically change their declared action to a Total Parry if they choose (and have weapons ready!). Note that low-level non-martial characters with no Attack Bonus can still elect to use the Total Parry action and gain the extra +1 to AC. 


PRESS 

This maneuver involves crowding the target and forcing them back, usually by pushing forward and essaying several swift strikes intended to keep the target busy rather than actively striking them. A press maneuver is resolved as a normal roll against AC but using your level in this skill (-3 Unschooled; 0 Familiar, etc.) in the maneuver. A successful check does 1 point of damage and forces the foe to pass a Prowess + Movement Test or be forced back 5’ and have any attacks they make during the round to be made at -4 (unless they make a Concentration check at a penalty equivalent to your attack bonus). Note that a foe who has been blocked in the previous turn makes their saving throw against the press at -4, and, even if they succeed in their saving throw, cannot make any attacks for the round. You cannot continue with a press maneuver against a foe who has nowhere to go (such as having their back to a wall or a crevasse), but may instead attempt a push or cover maneuver at +2, as appropriate.


PUSH 

This unarmed maneuver attempts to force a foe back, or to the side (if using just one hand, there is no STR bonus applied to the distance moved). The target is moved a number of feet equivalent to 5 plus the attacker’s Strength modifier (minimum of 3’). The Standard test is Prowess, but Celerity and Guile are possible options. The test is made with a penalty equivalent to half the target’s Hit Dice (round up).


PULL 

The pull maneuver first requires a successful grab check (these are performed simultaneously; see Swipe/Grab, below). The Standard Test for the pull check is Strength. Once the target is grabbed, and assuming the target is not too heavy for the character to move, the target can be pulled or dragged in any direction available to the character on a successful pull skill check. The foe may attempt a Strength Test (using Athletics, Brawn or Movement) every turn to break the hold.





SWIPE/GRAB 

You attempt to openly steal an object from another’s person (this does not include a held weapon) or grab onto a belt, sleeve, wing, limb, etc. All that is required is to make a successful swipe or grab maneuver (standard Test is Celerity). Your target can attempt to pass a Prowess or Celerity test to thwart your maneuver.


STUN 

This maneuver represents the ability to stun a target with a quick, precise blow. The standard Test is Prowess + Stun, with a penalty equivalent to the points of armor worn by your target. If the maneuver is successful, the target attempts a Stamina Test, and, if they fail, they are stunned for a number of rounds derived from the character’s level of ability in the Stun Combat Maneuver, as follows: Unschooled (1 round); Familiar (1d3 rounds); Practiced (1d4+1 rounds); Experienced (1d6+1 rounds); Mastered (1d8+3 rounds). Every odd-numbered round of stun thereafter, the target may make a new Stamina Test at +1 (cumulative) to shake off the effects of the blow.


TRIP 

A successful use of this maneuver (Prowess, Celerity or, more rarely, Guile) will sweep a humanoid-size target off their feet. It is more difficult to trip a quadrupedal creature, or a target smaller or larger than the character. The tripped foe must spend at least one round getting back to their feet, during which time any attacks against them are made at +4. Your target must pass a Prowess Test with a penalty equal to the bonus of any armour they wear in order to rise. They roll every round to do so.

COMBAT MANEUVER/ATTACK SUMMARY

maneuver

initiative adjustment

parry?

block?

undeclared?

attack roll

test

speed cost










block

0

no

no

yes

no

yes

0

cleave

0

no

no

no

no

yes

0

cover

0

no

no

yes

yes

no

3

defend other

0

no

no

yes

no

yes

2

disarm

-2

yes

yes

no

no

yes

2

feint

0

no

yes

no

no

yes

1

grapple

-2

yes

yes

no

no

yes

3

injure

special

yes

yes

no

yes

yes

3

knockdown

-2

yes

yes

no

yes

yes

3

lunge

-1

no

yes

yes

yes

yes

1

overbear

-3

no

no

no

no

yes

3

parry

0

yes

yes

yes

special

no

v

press

0

yes

yes

no

special

no

3

push

-2

no

no

no

no

yes

1

pull

0

no

no

no

no

yes

3

swipe/grab

0

no

no

no

no

yes

1

stun

0

yes

yes

no

yes

yes

2

trip

-1

yes

no

no

no

yes

2

ATTACKS

melee 

weapon

yes

yes

no

yes

no

1+

missile 

weapon

no

no

no

yes

no

1+

unarmed 

0

yes

no

no

yes

no

1







Monday, 28 June 2021

More Multi-class Roles for Fantastic Heroes & Witchery

 In a bit of an aside from what I've been posting lately, here are a few more multi-class roles for FH&W (Curiously, I just noticed that its one day short of a year since I posted the first of these):  

The Investigator

 

The Investigator is a variant on the Versatile Combatant. These rough-and-ready sleuths generally concentrate on the skills necessary to aid in their inquiries, whilst they favour the ability to fight unarmed.

 

Classes Combined: Professional + Fighting-Man

Requirements: Strength 9+ and Dexterity 9+

BtH Progression: as per Fighting-Man

Hit Points: half the sum of 1d6 + 1d8 (rounded up)

Saving Throws: +4 to Strength and Constitution saves.

Weapons/Armors: All armors and shields, and six weapon proficiencies of the player's choice. The penalty for non-proficiency is -2.

Abilities: Fighting-Man specialty - Brawler: add level to Athletics checks; Unarmed attacks do 1d4 + STR modifier of bludgeoning damage (non-subdual). They gain a +2 to AC when fighting unarmed, unarmored and unencumbered. Eight skills (level +2 to checks): Deception, Detection, Gaining Information, Knowledge- Local, Persuasion, Poisons, Stealth, Traps.

 

The Skald

 

The Skald, a variant on the Versatile Combatant, is a repository of cultural lore and furious combatant charged with singing warriors into battle.

 

Classes Combined: Professional + Fighting-Man

Requirements: Strength 9+ and Dexterity 9+

BtH Progression: as per Fighting-Man

Hit Points: half the sum of 1d6 + 1d8 (rounded up)

Saving Throws: +4 to Strength and Constitution saves.

Weapons/Armors: All armors and shields, and six weapon proficiencies of the player's choice. The penalty for non-proficiency is -2.

Abilities: Fighting-Man specialty - Barbarian: add level to Survival checks; +1 bonus to all damage rolls with two-handed melee weapons. Skills – (add level +2): Artistic Capacity, Astronomy/Astrology, Athletics, Climb, Knowledge – history, Knowledge – local, Knowledge – military, Persuasion.

 

The Shaman

 

The Shaman, a variant on the Religious Combatant, is a hunter, oracle, healer and spiritual advisor to the leaders of the tribe.

 

Classes Combined: Clergyman + Fighting-Man

Requirements: Strength 9+ and Wisdom 9+. Allegiance to a non-Chaotic deity, or the ancestors.

BtH Progression: as per Fighting-Man

Hit Points: half the sum of 1d6 + 1d8 (rounded up)

Saving Throws: +2 to Strength and Constitution saves, +4 to Wisdom saves.

Weapons/Armors: All armors and shields, and six weapon proficiencies of the player's choice. The penalty for non-proficiency is -2.

Abilities: Fighting-Man specialty - Hunter: add level to Tracking checks; +2 bonus to all damage rolls vs. one kind of enemy, peculiar to their tribe. Skills – (add level): Knowledge (nature), Persuasion. Replace the Turn Undead, Sanctuary and Dispel Charm prayers with the following prayers (these function as per the spell of the same name) Speak with the Dead, Locate an Animal or Plant and Merciful/Merciless Presence.

The Ignoble

 

The Ignoble, a variant on the Profane Combatant, is a maddened recluse, a noble withdrawn from polite society – perhaps spurned for higher honors, or scorned by a lover, or ruined by scandal. Regardless of the source of their disaffection, they have turned to dark powers in order to enact their foul vengeance.

 

Classes Combined: Cultist + Fighting-Man

Requirements: Strength 9+ and Intelligence 11+. Aristocratic background and allegiance to Chaos.

BtH Progression: as per Fighting-Man

Hit Points: half the sum of 1d6 + 1d8 (rounded up)

Saving Throws: +2 to Strength and Constitution saves, +4 to saves against both magical and non-magical forms of persuasion that would cause them to abandon their perverse follies.

Weapons/Armors: All armors and shields, dagger, deity’s favoured weapon and four weapon proficiencies of the player's choice. The penalty for non-proficiency is -2. Usual hindrances for armor when casting spells applies.

Abilities: Fighting-Man specialty - Duelist: add level to Acrobatics checks; +1 to hit and +2 to damage rolls with one appropriate weapon (e.g., rapier). +2 to hit obvious/declared enemies of their chosen cult. At second level, Ignobles gain the ability to cast Black Magic spells.

 

The Footpad and Rakehell

 

The Footpad and the Rakehell are variants on the Felonious Combatant.  Both are happy to engage in all manner of violent and larcenous activity, merely differing a little in method: Footpads are aggressive and indiscriminate brutes, whilst Rakehells place more import on finesse and flair.

 

Classes Combined: Thug + Fighting-Man

Requirements: Strength 9+ and Dexterity 9+.

BtH Progression: as per Fighting-Man

Hit Points: half the sum of 1d6 + 1d8 (rounded up)

Saving Throws: +2 to Strength, Dexterity and Constitution saves.

Weapons/Armors: All armors and shields, and six weapon proficiencies of the player's choice. The penalty for non-proficiency is -2.

Abilities: Fighting-Man specialty (Footpad) - Brawler: add level to Athletics checks; Unarmed attacks do 1d4 + STR modifier of bludgeoning damage (non-subdual). They gain a +2 to AC when fighting unarmed, unarmored and unencumbered. (Rakehell) - Duelist: add level to Acrobatics checks; +1 to hit and +2 to damage rolls with one appropriate weapon (e.g., rapier). Backstab as per Thug. Skills – Climb and Stealth at level +2.

 

The Tinker

 

The Tinker is a variation on the Versatile Thug.  The Tinker travels from place to place, supporting themselves by repairing damaged items, selling gewgaws and gimcracks and spreading gossip. Many Tinkers - although fundamentally decent folk – can, on occasion, lack a sense of scruples, and will therefore supplement their meagre income with petty larceny and laboring work. Their comparative ubiquity often helps them in both areas, and a clever Tinker often finds ways of combining the two.

 

Classes Combined: Thug + Professional

Requirements: Intelligence 9+ and Dexterity 9+.

BtH Progression: as per Fighting-Man

Hit Points: 1d6

Saving Throws: +2 to Strength saves and +4 to Dexterity saves.

Weapons/Armors: Leather or studded leather armors, and shields, and four weapon proficiencies of the character’s choice. Non-proficiency penalty: –2 to hit.

Abilities: Thug special abilities (i.e., Climb and Stealth at level +2, and Backstab: x2 at 1st level, up to x5 at 13th level), plus the following eight skills: Deception, Gaining Information, Knowledge (local), Legerdemain, Open Locks, Persuasion, Practical Abilities, Riding.

 

The Fortune-Teller

 

Fortune-Tellers are a type of Versatile Mage.  They are well-versed in social skills and use a combination of magic and skill to assess their customers and divine their fortune – although they are not afraid to embellish to give the client what they want.

 

Classes Combined: Magic-User + Professional

Requirements: Intelligence 11+ and Dexterity 9+.

BtH Progression: as per Professional

Hit Points: half the sum of 1d4 + 1d6 (rounded up)

Saving Throws: +4 to Intelligence saves, plus all saves against magic (this can never stack to get a +8 bonus though).

Weapons/Armors: Dagger, staff and leather armor. Non-proficiency penalty: –4 to hit. Wearing any kind of armor precludes spellcasting.

Abilities: Arcane-lore skill and spellcasting ability (usually Gray Magic, but may be of any kind), plus the following eight skills (adding level +2 to relevant skill checks): Astronomy/Astrology, Deception, Detection, Gaining Information, Knowledge – Local, Knowledge – Occult, Knowledge – Religion, Persuasion.

Making More of Talents in RMFRP IV

  Today I'm continuing to examine the notion of 'Talent Packs' in RMFRP as ways of rounding out, deepening or broadening charact...