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Special Actions

Aid Another

You can spend a Half Action to help your allies instead of attacking or defending yourself. This usually takes the form of you directly defending your ally, or interfering with an opponent. If you're in the position to make a melee attack against an opponent who is Threatening your ally, you may spend a Half Action to grant your ally a +2 Circumstance bonus to hit, or to their Defense. If capable, multiple allies may Aid the same character - bonuses from Aid Another always stack.

Furthermore, you may use Aid Another to assist your allies with Skill checks or on saving throws (at GM discretion). When using Aid Another for a Skill, roll the same Skill yourself and consult the following table. If you do not possess the skill, you may still roll a simple D20, but you must hit a 10 or more to provide any use.

Table: Aid Another Skill Check Bonus

Result Bonus Provided
10 +2
20 +3
30 +4
40 +5

Charge

To make a Charge you must move at least 10ft towards the intended target in a straight line. You may move up to twice your movement speed during a charge and it must be in a straight line and not across rough terrain or barriers. You must move to the closest space to attack as well. This grants a +2 Circumstance bonus on the attack or combat maneuver.

You may draw a weapon as part of a Charge action.

You must have line of sight of a creature to charge them.

Normally it is a Full Round action to make any charge attack, however if you only have a Half Action (As through the Stunned Condition) you may make a charge attack but only move your standard movement rather than double.


Total Defense

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