SPECIAL COMBAT RULES:
Attacks of Opportunity:
You provoke Attacks of Opportunity when moving out or in a threatened
Square (except 5ft. Step or withdraw).
You provoke Attacks of Opportunity when manipulating things (drinking a potion,
Ranged Attacks, Unarmed Attacks, using Spell completion items, casting spells
or spell-like-abilities, reloading, pick up an item, sheathe a weapon etc.).
Trip, Sunder, Disarm can be made instead oft he melee attack.
COMBAT MANEUVERS:
Bull Rush:
Standard Action o ras part of a Charge. Up to one size category larger than
you. You can move with the target if you have movement left. Success means
pushing 5ft., +5ft. For every 5 you succeed the CMD.
Disarm:
In place of a Melee Attack. For Two Handed Weapons you must succeed CMD by 10.
If you fail by 10 or more you drop your weapon. If you try unarmed -4 penalty.
Grapple:
Standard Action. Without two free hands -4 penalty. Success mena syou and
target gain the grappled condition. If you initiated the grapple you can
release as free action and must use a Standard Action each round to maintain
the grapple. You gain +5 on checks to maintain the grapple in subsequent
rounds. You can move the target with you up to ½ your speed. At the end of
movement you can place the target in any square adjacent to you. If in
hazardrous terrain, the target gets a free check to get free with a +4 Bonus. You
can inflict damage with unarmed or handheld one handed weapon. 2nd check for
pinning, third check for tying up.
If you are grappled you can break free with a CMB check or Escape Artist check
(or you can become the grappler) as Standard Action, or you can try any action
requiring one free hand (casting spells, attacking etc.).
Overrun:
Standard Action or as part of a Charge. Up to one size category larger than
you. On a failure your move stops. Target can choose to avoid you (no check
required). On a success you move through the target. Success by 5 or more drops
the target prone.
Sunder:
In place of a Melee Attack. On a success you deal damage to the item. If item
drops to 0 HP you can choose to leave the item with 1 HP.
Trip:
In place of a Melee Attack. On a success you drop the target prone. If you fail
by 10 or more you drop prone.
Feint:
Standard Action. Against Nonhumanoids -4 penalty, against Animal like
Intelligence -8 penalty. Next attack vs. Target no Dex. Bonus to AC.
Shooting or Throwing into melee:
Take a -4 penalty except the target is at least 10ft. Away or two size
categories larger (-2 penalty).
Fighting Defensively:
You can take a -4 penalty on attack rolls to gain a +2 Dodge bonus to AC
(+3 if at least 3 Ranks in Acrobatics). This stacks with Combat Expertise.
Total Defense:
Standard Action, 1 Round +4 Dodge Bonus to AC. No Attacks of Opportunity
meanwhile.
Draw or Sheathe a Weapon:
Move Action or as part of a move (Free Action). With Two Weapon Fighting
(Two Weapons). Same with Shields.
Run:
Full Round Action. Move 4 times (3 times in heavy armor) in a straight
line, No Dexterity Bonus to AC (except with Run Feat). Not in Difficult
Terrain.
Withdraw:
Full Round Action. Move up to double your speed. The square you start is
not considered threatened. Page 188 CRB.
Squeezing:
Squeezing in narrow squares or occupying the same square as an ally incurs
a -4 penalty on AC and Attack Rolls.
Aid Another:
Standard Action. If you threaten an enemy you can make an attack roll vs.
AC 10. On a success an ally gains +2 on his next attack roll or AC against that
opponents next attack. Multiple allies can work together, ist effects stack.
Also for Combat Maneuvers, Saves or Skill checks.
Casting Spells:
Verbal (V) Components: If gagged or in
Silence Area you can´t cast these Spells. When deafened 20% chance to spoil.
Somatic (S) Components: At least one free hand. You can´t cast
these spells when bound, grappling or both hands occupied.
Material (M)/Focus (F): Prepared as Free Action.
Concentration: If something interferes with concentration you
have to succeed at a concentration check. Concentrating to maintain a spell is
a Standard Action that does not provoke attacks of opportunity. If something
breaks your concentration (hits etc.) the spell ends.
Casting on the Defensive: DC 15+ double Spell Level or lose the
spell (but no Attacks of Opportunity).
Touch Spells: Can score critical hits. Melee Touch spells stay
active when you miss with the attack. You can hold the charge.
Dismiss a Spell: Standard Action
Redirect a Spell: Move Action
Quickened Spells: Spells cast as Free or Swift Action don´t incur
attacks of Opportunity.
Nonlethal Damage:
Tracked separately. When Nonlethal Damage exceeds your current HP you fall
Unconscious. To deal nonlethal damage with lethal weapons you take a -4 penalty
on attack rolls.
Mounted Combat:
If not combat trained, Ride check DC 20 as Move Action each round to
control the mount if you don´t dismount (Move Action or Free action with Ride
DC 20). On a Failure the Move Action becomes a Full Round Action. On a success
you can use your Standard Action. The Mount uses ist Actions to move and acts
on your initiative. DC 5 Ride check to guide with your knees. Gain a +1 on
Attack rolls if the target iss maller than the Mount. Ranged Attacks on a Mount
take -4 penalty when double move, and -8 when running. Casting spells requires
a Concentration check when double move (10+SL) or run (15+SL).
Flying Combat:
Da die Regeln nur sehr kurz und basal beschrieben werden hier ein paar Hilfestellungen bzw. Houseruling meinerseits zu diesem Thema. Diese Regeln "overrulen" die Basisregeln. Je nach Größe und Maneuverability gibts Abzüge/Boni für die fliegende Kreatur (ad hoc).
Grapple: Grapple im fliegen lassen den grappler ebenfalls Kreaturen nach unten ziehen, egal ob die Kreatur Flügel hat oder nicht (wie bei einem normalen Grapple horizontal).
Trip: Auch fliegende Wesen können getript werden (Regeln wie Trip was Größe betrifft). Erfolgreiches Maneuver bedeutet Größenkategorie an Höhenverlust bzw. 10ft. (pro 5 über CMD geht auch auch mehr). Jedoch keine weiteren Folgen.
Sunder: Ähnlich wie bei Hydra um Kopf abzutrennen, können Flügel mit Sunder attackiert werden. Bei Erfolg Höhenverlust wie bei Trip.
Schaden: Schaden im fliegen ist Fly check DC 10 oder gleich Schaden (sonst Höhenverlust)
Gezielter Angriff (auf Flügel): Je nach Kreatur und Größe unterschiedlich. Rechnet mit Angriff -5 penalty oder Ref Save +2 bis +5.
Danach Fly check DC variiert je nach Maneuverability
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