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Parry
Parry

Parry allows the character to block incoming attacks and make spectacular counterattacks.

Check: The DC is the modified attack roll of the incoming blow. A successful Parry check means that the attack does not damage the parrying character. A character may only parry a number of attacks per round equal to the number of attacks per round available to the character.

Special: If the parry is successful and the difference between the roll and the DC is ten points or greater, a counterattack occurs. A counterattack is a free attack made by the parrying character, at his full attack bonus, against the parried opponent.

Use: Select the Parry mode. The character will remain in parry mode until the mode is exited.

Related Feats: Improved Parry, Skill Focus: Parry, Greater Skill Focus: Parry.

Notes[]

  • Characters who invest in Parry gain a +1 bonus to the skill for every character level.
  • Parry is a combat mode, so cannot be used at the same time as other combat modes.

Some Advice about the Parry Skill and Armour[]

Regarding Parry and armour, it depends. Chain Shirt + Large Shield gives a -4 penalty and you can work with that. Full Plate + Tower Shield is more like -18, so good luck with that.

There's another downside to high AC when using Parry, namely that more attacks miss. That's usually a good thing, but you only parry attacks that would hit you and therefore you have both fewer opportunities to riposte and a higher average DC to meet for a riposte to happen.

On the other hand, lower AC means you get hit by ranged attacks more often and you go down a lot quicker when faced with more melee attacks than you can parry. Using a shield isn't the answer there though, because it means you're not using an off-hand weapon to get an extra attack per round.

Parry is a potentially worthwhile skill to use, but AC is easier to get and more predictable, and above all else other players are used to the style. The AI reacts differently to Parry and that will be a problem for an unfamiliar party.

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