Combat House Rules

Here are some general combat actions or maneuvers that you can perform. I reserve the right to change these if, after being used, I feel they’re not balanced or useful. But as it stands, these are now added to your arsenal in combat.

Trip/Knocking Prone – Make a melee basic attack vs PD. Do not add the Escalation Die. If you hit, deal damage equal to your level (2x your level at Champion, 3x your level at Epic) and the target is knocked prone. On a natural 20, instead you deal normal damage. You do not do miss damage when using this attack.

Prone – If you are knocked prone, you have a -2 defenses against all engaged enemies and +2 defenses against all ranged enemies. In addition, you can only make basic attacks at a -2 penalty while prone. Recovering from prone is a part of a Move Action (i.e., you can stand up and move in the same action)

Push/Shove/Throw – Standard action. Melee basic attack vs PD. Do not add the Escalation Die. If successful, move the target to any nearby space and deal damage equal to your level (2x your level at Champion, 3x your level at Epic). On a natural 16+ hit, the target is also knocked prone. If you are attempting to use this to put someone/something into harm’s way (off a cliff, into a fire) they get to make a saving throw to avoid the danger.

Charge – Move then spend a Quick action to gain a +1 bonus (per tier) to your next attack roll and damage roll. However, you also suffer a -1 penalty per tier to the your AC and PD and may only make a basic attack, Push/Shove action, or Disarm/Sunder action. In addition, you may use a Charge action to engage Far Away enemies, but in this case you do not get the bonuses (but still retain the penalties). Getting to attack enemies you might not otherwise be able to is its own reward.

Disarm/Sunder – Standard Action. Make a basic melee or ranged attack against PD. Do not include the Escalation Die. If you hit, the enemy takes damage equal to your level (2x your level at Champion, 3x your level at Epic) and takes a -4 penalty to their next attack. On a natural 20, you do normal weapon damage in addition to the penalty inflicted. You do not do miss damage when using this attack.

Feint – Standard Action. Make a melee or ranged basic attack against MD. Do not include the Escalation Die. On a success, you may choose to make the target vulnerable to the next attack made by one of your allies or you may lower all their defenses by 2 for your own next attack.

Called Shot – Standard Action. Make a basic melee or ranged attack against PD with a -2 penalty. Do not include the Escalation Die. If you hit, the enemy takes damage equal to your level (2x your level at Champion, 3x your level at Epic) and you can choose one of the following status effects depending on the exact nature of the called shot: Stuck, Hampered, or a narrative effect (such as knocking a hostage aside, shooting a vial out of someone’s hand, etc.). On a natural 20, you do normal weapon damage in addition to the extra effect. You do not do miss damage when using this attack.

Combat House Rules

Forgotten Sagas of the 13th Age Phelanar