Fighter Specific Attack Modes (FSAM)
Fighters have four specialized attack: Shield Rush, Flurry, Disarm, Target.
Shield Rush:
With this technique, a fighter can force an opponent back 1d6 feet. If the ground is particularly rough, the opponent must make a save versus Agility on 4d6 or trip and fall. To Rush, a fighter must role a standard to-hit role. A fighter can not rush someone who is greater than 200 pounds heavier or who has a Str-Hth average 5 points or more greater than the person rushing. On the second attempt to Rush, the opponent can try to resist. Chance to resist is 60% +/- 10% per every point different in average Str-Hth average. Every 20lbs difference in weight modifies success results by 5%. Shield Rush may only be performed when the fighter has a shield. It is his only attack, unless the fighter has more than one attack per melee.
Flurry:
This mode is used to force an opponent to attack the fighter rather than another appointment. With Flurry, a fighter throws lots of fast, light, quick blows to harry and distract an opponent. A normal to-hit roll must be made. While attacking with Flurry, the fighter is at -2 to-hit, -1 damage. If the opponent chooses not to attack the Flurrying fighter, he will be at -4 to-hit, -2 damage. Flurry may not be used on an opponent 2 foot or more taller than the fighter.
Disarm:
To disarm an opponent, a fighter has a base 40% with each differential in level modifying the chance by 5%. For each point of difference in Str-Dx average, the roll is modified by 5%. If the opponent is 200lbs heavier and 2 feet or more taller, Disarm can not be used. It may only be attempted once per combat with the same opponent.
Target:
By setting and aiming for 2 melees a fighter may make a called shot against an opponent. Targeting adds +2 to-hit and +20% to critical. If the critical fails, the damage will be doubled. Below are charts that determine the likelihood a specific location will be hit, based on the call.
Head | Arm | Chest | Abdomen | Leg |
---|---|---|---|---|
1-5 Head | 1 Head | 1 Head | 1-2 Chest | 1-6 Leg |
6 Arm | 2-7 Arm | 2 Arm | 3-7 Abdomen | 7-8 Abdomen |
7-8 Chest | 8 Chest | 3-8 Chest | 8 Leg |
Rangers and Monks can select one FSAM to replace one of their specialized skills. Paladins get one FSAM.