d20 Adamant Entertainment Skillful Stunts.pdf

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S killful
S tunts
By Barak Blackburn
Bard the Bowman sinking the arrow into the one
weak spot of Smaug’s armored hide...a called
shot to a vampire’s heart...witty banter to catch
an opponent off-guard...the Kirk roll to sneak past
an opponent’s whirling sword and impenetrable
defense…all of these combat scenes are vital
parts of exciting narrative in media, but aside
from a GM describing action in a flowery way, are
not part of standard d20 combats.
With feats so valuable, characters are not likely to
be able to have more than one or two cool tricks
up their sleeve. But the one thing all players have
in common is skills. Most adventurers are likely
to have the standard listen, search and spot,
but what about the character who has invested
skill points into appraise? What about the
character with knowledge (religion) who has an
understanding of the weaknesses of undead?
Skillful stunts will not only spice up your combats,
but will give characters more options without
necessitating the need for new rules or yet
another laundry list of feats.
The basic mechanic for skillful stunts is a simple
one: when a character wants to perform a stunt,
the character declares the stunt (a stunt counts
as a standard action) and rolls a stunt check.
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A stunt check DC is determined by the
opponent’s Touch AC + the opponent’s Wis
modifier + the opponent’s BAB. If the stunt is
successful, the character gets at least one Stunt
Point that can be allocated as they choose. There
is no penalty if a stunt is unsuccessful, although
a character does have to follow through with their
action. Characters may not take 10 or take 20 on
a stunt check.
Characters might also request that they be
allowed synergy bonuses for skills normally not
associated with one another. Knowledge skills
offer great opportunities for synergy against
specific foes. For example, Rangers add their
favored enemy bonus to any stunt roll against a
favored enemy. Again, it is an attacker’s request
and a GM’s final ruling, but encouraging creativity
is sure to get characters more involved in their
skill selection.
A Stunt Point allows a character to do one of
three things:
In order to not water down the coolness of
stunts, it is recommended that each player be
given a cap for the number of stunts they can
attempt each session, perhaps one/ level (or for
NPCs without levels, one/ HD). Stunts should
encourage creativity, not become yet another tool
for min/ maxing.
1) a character may add 1d10 damage to their
ranged or melee attack (note that this damage
is multiplied in the case of a critical hit);
2) a character may lower all the saves of an
opponent by 1 for any spell or effect by the
caster;
Stunt Example:
3) a character may lower the AC of an opponent
by 2 for the follow-up attack.
Malin is facing off against a Cloud Giant.
Malin needs every advantage he can get,
so he tries to let the giant knows he means
business. He lets out a ferocious roar, flexes
his muscles and raises his maul to take down
the giant. This is an intimidation stunt.
Stunt effects generally work only for the
stunter, and only last until the follow-up action
immediately following the stunt.
A character may also attempt to voluntarily
increase the number of Stunt Points with a stunt
by adding to the stunt DC. Every increment of 5
added to the DC adds an additional Stunt Point to
the total received if the stunt check is successful.
The DM (note: any DM would be well advised
to figure out stunt DCs before the session
as part of their prep) notes that the stunt DC
against the giant is 24 (9 touch AC, + 12 BAB,
+3 Wis modifier).
However, although stunts are cool, opponents
are not likely to be fooled by the same stunt
again and again. After the second stunt attempt
against an opponent, the initial DC increases
by 5 for each additional attempt. Why after the
second attempt? Canny combatants will often
attempt a stunt the first time to test the mettle of
their opponent, and after gauging their opponent
will voluntarily increase the DC to do even more
damage. But remember, NPCs can stunt as
well….
Malin has a +14 modifier to his intimidate
check and rolls a 13. Success! The giant
realizes there might be more to this dwarf
than he bargained for. Malin decides to use
the Stunt Point to add 1d10 to his damage
roll.
The following round, Malin really needs a big
hit, so he increases the DC by 10 hoping to
add a total of 3d10 to his roll. Unfortunately,
Malin does not know that the stunt DC is now
a 29 (for a total of 39) and with only a +14
modifier, he is unlikely to make the roll…
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Sample Stunts:
Some stunts are so over the top and so detailed
that they require more than just one skill. Why not
try a combo-stunt? A combo-stunt is when more
than one skill is used for a stunt attempt.
What follows is a list of sample stunts for many of
the skills in a d20 game. Players are encouraged
to get descriptive when describing their stunts,
and come up with interesting new ways of using
their skills.
The base difficulty of each stunt DC increases by
2 for every additional skill used in the combo, but
damage is cumulative. If any roll in a combo stunt
is unsuccessful, the stunt itself is unsuccessful.
Appraise:
Flawed Diamond Attack a character using
appraise can look for a weakness in the armor
of an opponent, either man-made armor or
natural armor.
For example, Vysus wants to try a stunt he is
calling The Stare against the above Cloud Giant.
The Stare is a combo-stunt using Concentration,
Intimidation and Gather Information. The base
DC for a stunt against the giant is still 25, but for
the combo stunt, the DC for each skill check is 29
(25 plus 4 for the two additional skills).If all three
rolls are successful, Vysus will get 3 Stunt Points.
Balance:
Body Like the Blade a character using balance
often finds that approaching an opponent
sideways (similar to a fencing stance) allows
them to get through their defenses.
If a combo stunt is attempted more than once
against an opponent or anyone who witnessed
the combo, the DC automatically increases by 5.
Bluff:
Kitten Claws a character will attempt to appear
weaker than they really are, but every kitten has
claws….
Spell Feint a character makes it appear there
is another target, or perhaps even another spell
that they will cast, lower the defenses of an
opponent.
Climb:
Spider Style if during a move action, before a
stunt, a character comes across a wall or other
obstacle, the character will easily cross it in
a show of their climbing prowess. Characters
have been known to run halfway up a wall
around an opponent and catch them off guard.
Concentration:
Channel the Inner Strength concentration
allows a character to avoid all the distractions
and focus solely on their opponent. As the drop
of sweat falls into their unblinking eye, they
focus their attack.
Craft:
Secrets of the Trade for an appropriate Craft,
a skilled artisan can find the shortcuts his fellow
artisan made and exploit them.
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Decipher Script:
Runic Disruption creatures reading from a
scroll and constructs often suffer damage from
a skilled decipherer as they are able to sever
some of the magical ties that words bring them.
Heal:
Healing Touch one who knows how to heal,
probably also knows where to harm.
Hide:
Strike From the Shadows leaping in and out
of the shadows, an attacker uses the darkness
to mask their attack.
Diplomacy:
Friends Like Enemies perhaps there is a
larger threat, perhaps an opponent’s anger is
misguided.
Intimidate:
Furious Blow sometimes knowing your
opponent is bringing the beat-down makes it
hurt even more.
Disable Device:
The Nutcracker no, this is not meant as an
attack usable only against the manliest of
men, rather, against heavily armored foes, a
character skilled is Disabling Devices, is also
skilled enough to sneak a blade in-between
plates of armor.
Jump:
Death From Above too often attackers stay on
the ground, why not take to the air?
Knowledge:
Learned Strike many of the knowledge skills
allow someone to know a monster’s weakness
and vulnerabilities, use of this skill as a
stunt is a perfect example of exploiting them
(Arcana- constructs, dragons, magical beasts;
Dungeoneering- aberrations, oozes; Nature-
animals, fey, giants, monstrous humanoids,
plants, vermin; Religion- undead; The planes-
outsiders, elementals).
Disguise:
Instant Ally combat is chaotic. In a combat with
many combatants, a skilled disguiser is able to
use what is around her and trick an opponent
into letting down their defenses thinking the
attacker is an ally (example: wrapping up in one
of the cloaks of a recently felled Knight of the
Black Gate).
Escape Artist:
Flowing Like Water weaving through defenses
with limbs that must be double-jointed.
Listen:
The Sounds of Dying did your opponent
take a shot to the ribs, and is having trouble
breathing? Are they telegraphing their attacks
muttering under their breath? A listen stunt
allows a character to drown out the din of
combat to focus on their opponent.
Gather Information:
Confessional Strike witty banter or
psychological interrogation causes the
opponent to reveal a weakness they probably
didn’t want their opponent to know about.
Move Silently:
Whisper Strike combat is loud, sometimes a
silent blow can be quite deadly.
Handle Animal:
Bees with Honey entering combat with an
animal companion against a skilled animal
handler, is asking for trouble, both for the
animal and for the opponent. This skill breaks
some of the link between animal and master,
even just for split-second, causing hesitation
and a drop of defenses.
Perform:
Bringing the House Down juggling knives, an
opponent is unlikely to know which one will be
thrown, singing of an opponent’s demise might
be unsettling, a poem detailing every blow....
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Ride:
Swine Posterior Attack some warriors believe
that there is a code of conduct in a combat,
others will do what they need to in order to
survive. While in close combat, an attacker
attempting this Ride stunt actually leaps onto
the back of their opponent for a brief moment,
catching them off guard and getting a great
opportunity to strike. Against larger foes, this
stunt coupled with a grapple check will actually
allow the attacker to use their stunt bonus
damage die (dice) in their grapple check!
Search:
Scholar’s Strike watch your opponent, learn
their weakness.
Sleight of Hand:
Snakebite an opponent can best defend
against a blow they know is coming, what about
one they do not see?
Tumble:
Monkey Strike tumble is often used to avoid
AoO, but what about using it strike from the
floor?
Speak Language:
Battlefield Orders because there is no
associated skill check with the Speak
Languages skill, using this skill for a stunt is
quite difficult, but not without benefit. To use
this skill, the character must speak a language
native to their opponent(s) (and generally
not the Common tongue), and they will try
and add to the chaos of battle with orders of
their own by making an Intelligence check for
their stunt roll. If they succeed at this difficult
check, the attacker and his allies gain the stunt
bonus against all opponents within 30’ until the
attacker’s next action!
Use Magic Device:
Magical Defense Avoidance characters
who rely too much on magic items for their
power and defense (saves, strength, AC, etc)
should avoid a skilled user of magical devices,
because they are often able to disrupt the
energies contained within to cause backlash to
an opponent.
Deactivation most effects from magic
items can be deactivated, this type of stunt
temporarily powers down a magic item,
lowering the defenses of an opponent.
Spellcraft:
Spellsight against an opponent with magic
enhancements, protections, etc this attack is
able to counter some of the magic.
Spot:
Perfect Timing seeing that one moment your
opponent is off-balance.
Survival:
Gaia’s Ally: using your surroundings, you are
able to take advantage of your opponent’s
weakness and of utilize your inherent instincts.
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