Tintalvar wrote:If the winner of this roll has not taken a major action this turn, they are allowed to immediately do so (mostly to attack).
extrakun wrote:Defend Ally: You are there when an enemy strike your designated ally in combat. The target of the enemy will switch to you instead; however, you have to roll your Defense, which is 3d6 + Dexterity because of the complex maneuvering required. However, as this is a defensive action, you still gain a +2 bonus.
Interrupt Enemy: You attempt to strike an enemy who is about to attack your ally. Make an attack as usual and match it against the enemy's attack roll (not Defense). If you roll higher, you cause damage and disrupts the enemy's attack. If not, your ally will be targeted as normal.
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