Castles and Crusades Clarifications and Questions

Basic Combat

Melee to hit roll = d20 + base-to-hit bonus for your class + weapon specialization (if applicable) + STRENGTH modifier = attack roll; if it equals or beats opponents AC it hits

Ranged to hit roll = d20 + base-to-hit bonus for your class + weapon specialization (if applicable) + DEXTERITY modifier = attack roll; if it equals or beats opponents AC it hits

Special Combat Moves

Called Shot -8 to hit, Automatic Critical

Charge +2 to damage, -4 to attacker’s AC for that round, must move at least full movement rate

Close Supporting Fire Attacker strikes allies on a roll of 2-4

Disarm Attacker must hit AC 18 + defender’s HD or Level to successfully disarm

Disengaging From Melee -2 to AC

Dodge +2 to AC

Evade +4 AC against one opponent

Flank +1 to hit

Offensive Focus +3 to hit, -6 AC, announce before initiative

Parry No initiative roll, +4 AC, no attack

Push Drive enemy back 1-10 feet

Reach Automatic initiative

Receiving Charge Double damage

Rear + 2 to hit

Shield Blow -6 to hit, no extra attack, CON save or stun 1d2 rounds

Shield Wall 4 or more form interlocking shield wall, +4 AC, +2 STR checks

Two Weapons -3 attacker’s primary and -6 to attacker’s offhand

Castles and Crusades Clarifications and Questions

Shards of Trastenfen DMSamuel