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Table of Contents
Combat
For Melee combat, in addition to the traditional rules for actions and maneuvers in combat, additional options are being made available to spice up combat and allow for more precise action.
We will be breaking up some of the traditional combat actions into four parts.
- Effect
- Drawbacks
- Net Effect
- Visuals
Effects
| Name | Key Abilities | Attack Roll Penalty | Benefit |
|---|---|---|---|
| Ability Score Damage | Str, Dex | –20 | –2 penalty to single ability score |
| Area Attack | Str | –5 per 5-foot square | Attack an area and all targets in it |
| Blinding Attack | Dex, Int, Wis | –30 | Target blinded 1d4 rounds |
| Bonus Damage | Any | –5 per +2 of bonus | Bonus on damage, max. +10 |
| Daze Attack | Str | –20 | Target dazed 1 round |
| Deafening Attack | Str, Dex, Int | –10 | Target deafened 1d6 minutes |
| Deny Dexterity Bonus | Dex, Cha | –10 | Opponent must make Sense Motive check or Reflex save (DC 10 + half base attack bonus + key ability modifier) or lose Dex bonus to AC |
| Disable Natural Attack | Str, Dex, Int, Wis | –20 | Prevent use of one physical attack |
| Disarming Attack | Str, Dex, Int | –20 | Target loses weapon |
| Disrupt Special Ability | Str, Int | –20 | Prevent use of Su or Ex ability |
| Forced Movement | Int, Cha | –10 | Opponent moves 5 feet |
| Inflict Penalty | Any | –5 per –1 of penalty | Cause penalty to foe’s attacks, AC, checks, or saves, max. –5 |
| Knockback | Str | –10 | Opposed Str check to push foe back |
| Knockdown | Str, Dex | –20 | Knock opponent prone |
| Movement Damage | Str, Dex, Int, Wis | –10 | Reduce foe’s speed by 5 feet |
| Stagger | Str | –10 | Foe loses next move action |
| Stun | Str, Int, Wis | –30 | Target stunned 1 round |
| Sundering Attack | Str | –10 | Deal damage against object or weapon foe carries |
Sample Combat Maneuvers
Called Shot, Arm Strike [Strength]
Effect: Inflict Penalty (–2 on attacks): –20
Drawback: Attack of Opportunity, Target Only: +5
Drawback: Saving Throw (Fortitude, DC 10 + half base attack + Strength modifier): +5
Net Effect: Total attack roll penalty: –10
You slash at an opponent’s arm, tentacles, or another body part that it uses to make attacks. The pain of the injury and the damage you deal to its tendons and muscles cause a –2 penalty on all its attacks.
Called Shot, Glancing Blow to Head [Strength]
Effect: Bonus Damage (+4): –10
Effect: Stagger: –10
Drawback: Saving Throw (Stagger, Fortitude, DC 10 + half base attack + Strength modifier): +5
Drawback: Full-Round Action: +5
Net Effect: Total attack roll penalty: –10
This attack is meant to model a careful, deliberate strike. The maneuver avoids provoking attacks of opportunity by waiting for the proper moment to strike (hence the full-round action), but it comes at a cost. This attack can only stagger a foe, since it lacks the wild strength of the other called shots.
Called Shot, Hand [Strength]
Effect: Disarming Attack: –20
Drawback: Effects Only: +5
Drawback: Saving Throw (Fortitude, DC 10 + half base attack + Strength modifier): +5
Net Effect: Total attack roll penalty: –10
You smash your foe’s weapon and hand, causing stinging pain and forcing him to drop his weapon. This attack focuses on brute force to knock a weapon away. Compare it to the standard disarm attack from the core rules to see how the maneuver system can use a different path to achieve a similar end. This attack forgoes dealing normal damage to reflect the fact that it is a strike against a weapon and hand, and to keep the attack roll penalty manageable.
Called Shot, Legs [Dexterity]
Effect: Movement Damage: –10
Drawback: Saving Throw (Reflex, DC 10 + half base attack + Dexterity modifier): +5
Net Effect: Total attack roll penalty: –5
You slash at your opponent’s legs, wings, or other body parts associated with movement, slicing tendons and muscle to slow him down. This relatively low-risk maneuver proves useful for capturing opponents or for slowing down a mighty foe who could pursue you if you attempted to flee.
Called Shot, Vitals [Intelligence]
Effect: Bonus Damage (+2): –5
Effect: Stun: –30
Drawback: Attack of Opportunity, Total: +10
Drawback: Full-Round Action: +5
Drawback: Saving Throw (Stun, Will, DC 10 + half base attack + Intelligence modifier): +5
Net Effect: Total attack roll penalty: –15
You land a blow at a sensitive portion of an opponent’s anatomy. This maneuver shows how Intelligence can serve as a key ability. It relies on knowing where to strike rather than striking with tremendous force. The attack of opportunity drawback is a great leveler, making this maneuver most useful in one-on-one fights where the attacker doesn’t have to worry about multiple attacks of opportunity.
Glowering Display (Charisma)
Effect: Forced Movement: –10
Drawback: Full-Round Action: +5
Net Effect: Total attack roll penalty: –5
You make a show of easily knocking aside an opponent’s attacks before easily breaking through his defenses. Daunted by your skill, your opponent steps away from you.
Jawbreaker (Strength)
Effect: Disable Natural Attack: –20
Drawback: Free Strike: +10
Drawback: Saving Throw (Fortitude, DC 10 + half base attack + Strength modifier): +5
Net Effect: Total attack roll penalty: –5
As a monstrous foe snaps at you with its bite attack, you slam its jaw, shattering teeth and bone.
Joint-Piercing Strike (Wisdom):
Effect: Disable Natural Attack: –20
Drawback: Attack of Opportunity, Target Only: +5
Drawback: Effects Only: +5
Drawback: Full-Round Action: +5
Net Effect: Total attack roll penalty: –5
You carefully study a creature’s moves, seeking the one perfect place to strike it to ruin a joint and disable one of its natural attacks. Contrast with jawbreaker, above.
Overpowering Strike [Strength]
Effect: Bonus Damage (+10): –25
Drawback: Attack of Opportunity, Target Only: +5
Drawback: Overwhelming Effort: +5
Net Effect: Total attack roll penalty: –15
This wild shot represents a hurried strike aimed at a foe. It has little chance of hitting a competent foe, but when it strikes, it can be devastating, making it the preferred attack of the desperate, the crazed, or the lucky. Unfortunately, the attacker loses his guard (provoking the attack of opportunity), and the wild, uncontrolled swing sends him tumbling to the ground. This maneuver puts the attacker in a bad position after his strike. Hopefully for him, it’s the last attack he needs to make against this foe. Otherwise, he’s in trouble.
Power Hammer [Strength]
Effect: Knockback: –10
Effect: Knockdown: –20
Drawback: Attack of Opportunity, Target Only: +5
Drawback: Full-Round Action: +5
Drawback: Reflective Effects: +10
Net Effect: Total attack roll penalty: –10
This maneuver is useful against smaller foes that have superior combat training and are outnumbered. By throwing yourself at your opponent, you send him reeling backward and off his feet. While your leap also leaves you knocked back and prone, your allies are in a good position to step in and finish off your now very vulnerable foe.
Taunting Defense (Charisma)
Effect: Inflict Penalty (–2 to attacks): –10
Drawback: Full-Round Action: +5
Net Effect: Total attack roll penalty: –5
Using your skill at arms and your natural ability to manipulate others, you deliver a series of stinging blows that enrages your opponent and makes him take wild, poorly aimed attacks.
Throw Debris (Dexterity)
Effect: Inflict Penalty (–3 to AC): –15
Drawback: Effects Only: +5
Drawback: Full-Round Action: +5
Net Effect: Total attack roll penalty: –5
You grasp a fistful of dirt, sand, or some other debris and cast it at your opponent’s face. While he coughs and wipes at his eyes, you can take advantage of the distraction.
Weapon Lock [Strength]
Effect: Disarming Attack: –20
Drawback: Effects Only: +5
Drawback: Opposed Check (Strength): +5
Drawback: Reflective Attack: +5
Net Effect: Total attack roll penalty: –5
You lock your opponent’s weapon with your own, tangling it on your pommel or blade. The two of you struggle for a moment, giving you the opportunity to tear your foe’s weapon from his grasp.