BUILD YOUR OWN WORLD Like what you see? Become the Master of your own Universe!

Combat References

  Action Types:
Standard Move Swift Full Action (takes your entire turn for the round - do not combine with other actions) Reaction (once per round) in response to something (example: Attack of Opportunity)   On your turn, you can take:
1 standard action + 1 move action + 1 swift action OR 1 Full Action   You can trade a standard action for a move action You can trade a move action for a swift action  

Standard actions:

1) Activate an item
2) Attack:
• Ranged attacks: add DEX modifier to determine if you hit. No additional damage
• Thrown weapons: add STR to determine if you hit. Add STR mod to damage (except grenades)
• Melee attacks: add STR modifier to determine if you hit. Add STR mod to damage
3) Cast a spell, concentrate on a spell, dismiss a spell
4) Use a special ability
5) Combat Maneuver: (pg 246)
• Bull rush: knock target back 5 ft + 5 ft extra per 5 you succeed the DC (target’s KAC+8)
• Dirty trick: You make an unorthodox attack to briefly hinder the target. Examples: throwing sand in the target’s eyes, jamming a rock into his actuators, or any other improvised action designed to put your opponent at a disadvantage. Your target is blinded, deafened, entangled, off-target, shaken, or sickened (your choice) for 1 round, plus 1 additional round for every 5 by which the result of your attack roll exceeds the target’s KAC + 8 (see Conditions pg 273). The target can remove the condition as a move action. Normally melee but GM can allow ranged, in which case you take a –2 penalty to your attack roll for every 5 feet between you and the target.
• Disarm: knock an item the target is holding out of its hand. If you have a free hand, you can automatically grab the item as it falls • Grapple: (pg 246, 276-277)
• Reposition: change target’s position to a new location within your reach and within 5 ft of its original location. Additional 5 feet for every 5 you succeed vs target’s KAC+ 8
• Sunder: Attempt to damage something the target is holding (pg 246, 409)
• Trip: attempt to knock target prone. In zero gravity, off-kilter (target’s KAC+8)
6) Covering Fire: make an attack vs AC 15. Selected ally gains +2 AC to the next attack from a creature in your line of sight 7) Feint: Bluff check DC either 10+target’s sense motive or 15+1.5 x targets CR. Cannot feint a creature with no intelligence. Treat opponent as flat footed for your next attack vs them (until end of next turn) 8) Fight Defensively: take -4 to attacks, +2 AC until start of next turn 9) Harrying Fire: make attack vs AC 15. If you hit, next ally to attack that foe gains +2 to attack (attack must occur before your next turn) 10) Total Defense: +4 AC (no attacks or attacks of opportunity)  

Move Actions:

1) Crawl (crawl 5 feet)
2) Direct or redirect an effect
3) Draw/sheath weapon (if have BAB +1, can combine with moving your speed)
4) Guarded step: Move 5 feet, does not provoke Attacks of Opportunity
5) Manipulate an item: retrieve an item, put away an item, open a door, move an object, etc
6) Move your speed
7) Reload
8) Stand up  

Swift Actions

Change grips, drop prone, etc. GM discretion  

Full Actions

1) Charge - move double your speed and make a melee attack (-2 attack, -2 AC until start of next turn)
• Must move at least 10 feet, in straight line towards opponent. Path must be clear
2) Coup de Grace - automatically hit and critical hit. If target survives, he must roll Fortitude save (DC is 10+your level or CR)
3) Fight Defensively (when attacking as a full action. -4 all attacks that round (in addition to normal penalties for making a Full Attack). Gain +2 AC until start of next turn
4) Full Attack (make two attacks, each at -4 penalty)
5) Run - move up to 4x your speed in a straight line. Gain flat footed. Cannot do across difficult terrain or if you can’t see where you’re going. Provokes Attacks of Opportunity. Can run # of rounds = your CON score.
6) Withdraw: move up to double your speed. Initial square you move from does not provoke Attacks of Opportunity.    

Attack of opportunity

Three things provoke an AoO:
• moving from a threatened square
• casting a spell
• ranged attacks  

Delay

Wait until later in the round. This changes your initiative order.  

Ready an action

Prepare to take an action when a certain trigger occurs. This changes your initiative order.
Example: as soon as that spellcaster starts casting a spell, I shoot at it.  

Use a skill

sometimes requires an action. Depends on the skill  

Resolve Points

You have a number of RP = half your character level rounded down (min. 1) + your key attribute modifier (pg 22)   Spending Resolve Points: 1) Activate certain class features
2) Regain stamina points: spend 1 RP with a 10 minute uninterrupted rest
3) Stabilize: if you are dying (ie have 0 hitpoints), spend ¼ your maximum RP (min 1, max 3) on your turn to stabilize. This means you are no longer dying, but are still unconscious.
4) Stay in the Fight - spend 1 RP at beginning of your turn to gain 1 HP (only if at 0 HP and stable)  

Miscellaneous

Concealment: 20% miss chance (hard for enemy to see you clearly)
Total Concealment: 50% miss chance (enemy can’t see you at all, ie no Line of Sight)   Cover: +4 AC +2 Reflex saves // Soft cover (usually from creatures blocking LOS) +4 AC, but no bonus to reflex saves
Partial Cover: +2 AC +1 Reflex saves // Improved Cover: +8 AC, +8 Reflex saves
Total Cover: enemy can’t attack you at all   Flanking: +2 to attack (melee only) if target is threatened by an ally on opposite side.
Prone: -4 to your melee attacks. +4 AC vs ranged attacks, -4 AC vs enemy melee attacks

Comments

Please Login in order to comment!