CHARGE:
Classes: fighter, dwarf, elf, halfling, gnome,
mystic, berserker
Requirement:
move at least 10 feet in straight line directly into contact
Benefit:
+2 to hit, allows running speed movement and an attack
Penalty: liable to Set vs, Charge effect, -2 AC
for rest of round
DISARM
Classes: fighter, dwarf, elf, gnome, halfling,
berserker, mystic, thief
Requirement: using a sword, whip or 2-handed weapon
(Mystics may use hands)
Benefit: If attacker hits AC 2, target must roll
DEX or less (monsters 8+HD) or drop weapon
Penalty: Attack scores no damage.
MIGHTY SWEEP
Classes: fighter, dwarf, elf, mystic, berserker
Requirement: begin in melee contact, using a
2-handed weapon (except spear/pike)
Benefit: Each
adjacent target must either move back 5ft (free) or be attacked. Attacker therefore might be able to attack a
large number of enemies.
Penalty: if all enemies step back, attacker loses
his attack, but may be clear to move.
RAMPAGE (replaces multiple attack rules in RC)
Classes: fighter, dwarf, elf, halfling, gnome,
mystic, berserker
Requirement: proper class
Benefit: make an additional number of attacks
during a round, depending on level
Penalty: suffering hit points of damage scaling
with the number of attacks
|
Minimum Level
|
Additional Attacks
|
Damage
|
Rampage A
|
1
|
1
|
1
|
Rampage B
|
4
|
2
|
3
|
Rampage C
|
7
|
3
|
6
|
Rampage D
|
10
|
4
|
10
|
Rampage E
|
13
|
5
|
15
|
Rampage F
|
16
|
6
|
21
|
So, if a 4th
level fighter decides to rampage during a round, he could either get 1
additional attack, suffering 1 point of damage in the process, or 2 additional
attacks, suffering 3 points of damage in the process.
Charge opened to all clasees
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