Combat Stances
Main > Combat |
Risky Strike
Prerequisite: BAB +1
Action: Free Action
You can choose to take a –1 penalty on all attack rolls to gain a +2 bonus on all damage rolls.
When your base attack bonus reaches +4, the penalty increases to –2 and the bonus to damage increases to +4.
You must choose to use Risky Strike feat before making an attack roll and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.
Blocking Stance
Prerequisite: BAB +1
Action: Move Action
When you are in an blocking stance, you can defend against one attack as an immediate action. You may choose to do this after an enemy has made an attack and hit you, but before damage is rolled. You cannot defend against an attack that hit with a natural 20.
Choose a weapon or shield that you are wielding to block with. Roll a standard attack roll with that weapon against a DC equal to the opponent’s attack roll. A natural 20 on a defense roll is an automatic success.
On a success, the opponent hits (and potentially damages) the item that you were using to block. Resolve the damage as a successful Sunder attack. Even if the item is broken, you are not hit.
The dodge bonuses from Defensive Stance and Total Defense are also added to Block rolls.
Defensive Stance
Prerequisite: BAB +1
Action: Free Action
You can choose to take a –1 penalty on melee attack rolls and combat maneuver checks to gain a +1 dodge bonus to your Armor Class.
When your base attack bonus reaches +4, the penalty increases to –2 and the dodge bonus increases to +2.
You must choose to use Defensive Stance before making an attack roll and its effects last until your next turn.
This replaces the ability to fight defensively.
Evasive Stance
Action: Move Action
When you are in an evasive stance, you can defend against one attack as an immediate action. You may choose to do this after an enemy has made an attack and hit you, but before damage is rolled. You cannot defend against an attack that hit with a natural 20.
Roll d20 + dex bonus + dodge AC bonus with a DC equal to the opponent’s attack roll. On a success, the opponent’s attack misses. A natural 20 on a defense roll is an automatic success.
This stance last until the start of your next round, or until you move.
Total Defense
Action: Standard Action
You get a +4 dodge bonus to your AC for 1 round. Your AC improves at the start of this action. You can’t combine total defense with fighting defensively or with the benefit of the Combat Expertise feat. You can’t make attacks of opportunity while using total defense.
15. COPYRIGHT NOTICE
System Reference Document. Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave Arneson.
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