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Combat
Combat Statistics
Attack Rolls
An attack roll represents your attempt to strike your opponent on your turn in a round. When you make an attack roll, you roll a d20 and add your attack bonus. (Other modifiers may also apply to this roll.) If your result equals or beats the target’s Armor Class, you hit and deal damage. A natural 1 on the roll applies an automatic -5 to the attack, while a natural 20 results in a +5 on the result.
Critical Hits
Standard Critical Rolls
Any attack that involves a to hit roll and inflicts HP damage has to potential to Critically hit. On the roll of a natural 20 first this grants a +5 on the roll, just as any other time a natural 20 is rolled. The attacker then rolls to confirm the Critical hit. They roll the attack again at all the same bonuses, if it hits they Confirm the Critical Hit. There are two options when determining what a critical hit does and you may choose one of them upon confirming…
- Double Damage: You roll any damage dice twice as well as double any bonus added to the roll (from strength for example). All enchantment bonuses are also doubled in this.
- Go to Wounds: Instead of doubling damage you may inflict normal damage, but it goes straight to to Wounds. Unless the attack was specifically aimed, this damage goes to the Body
Critical Range and Multiplier
Some weapons have a higher chance to score a critical hit, represented by the Critical Range of a weapon. If a weapon as a critical Range of 19-20, this means it can score a critical on the natural roll of a 19 or 20. No attack can ever have a critical range lower then 15.
In addition most weapons will have a critical multiplier listed next to the Critical Range. the standard is x2, which means they use the rolls presented above. However for weapons with x3 and x4, use the below rules.
x3 Multiplier
- Triple Damage: You roll any damage dice three times as well as triple any bonus added to the roll (from strength for example). All enchantment bonuses are also tripled in this.
- Go to Wounds: Instead of tripling damage you may inflict double damage (like base critical hit rules), but it goes straight to to Wounds.
x4 Multiplier
- Quadruple Damage: You roll any damage dice four times as well as quadruple any bonus added to the roll (from strength for example). All enchantment bonuses are also quadruple in this.
- Go to Wounds: Instead of quadrupling damage you may inflict triple damage (like base x3 rules above), but it goes straight to to Wounds.
Instant Kill Critical Hits
If another natural 20 is rolled when confirming a critical hit, the player (Not normally available to npcs or monsters) may roll to see if its an Instant Kill. if the player rolls another natural 20 then the target is instantly slain with no save, gaining the Dead condition.
Attack Bonus
Attacking an enemy usually involves spending your Half Action to attempt to hit the enemy's Armor Class. To attack, roll 1d20 and add your relevant Ability Score Modifier (typically STR or DEX), your Base Attack Bonus, and any miscellaneous bonuses (for example, if your weapon is magical or of exceptional craftsmanship, you receive a bonus to the roll from it). If your check meets or exceeds the enemy's Armor Class, you hit them successfully, and may roll damage.
Damage is typically the Damage Dice of the weapon you are using (for example, a Longsword deals 1d8 points of damage), plus your STR modifier.
Attacks of Opportunity
Whenever a creature moves through your threatened area, they risk provoking an Attack of Opportunity from you. You may make a number of Attacks of Opportunity each round equal to 1 + your Dexterity modifier (minimum 0), and you may gain further Attacks of Opportunity by selecting the Combat Reflexes Universal Talent.
Defense
BaB is added directly to your Defense (AC) and a Dodge Bonus. When calculating Defense you add your BAB as a Dodge bonus to Defense.
If Carl has a Bab of 8 and a 14 Dex and no other conditions or bonuses; his Defencse (AC) would be a 20.
Defense = 10+ BaB + Dex + Talents + Conditions + Circumstance
Total Defense
Total Defense is an action you can take in combat, by spending a Half Action. Doing so grants you a +4 bonus to your AC until the beginning of your next turn. You cannot make attacks of opportunity whilst in Total Defense, and you must spend additional Half Actions to maintain it for following rounds. You can't combine Total Defense with Defensive Fighting, or any Combat Stances or Styles.
Parry Attempts
Any attack made against a character wearing a shield allows the shield-wearer to attempt to Parry the incoming attack: the shield-wearer may make an opposed attack roll against their attacker - if he meets or exceeds the enemy attack roll, they successfully deflect the attack using the shield. A shield may be used to attempt to deflect a number of attacks per turn equal to its Parry Bonus. When a shield is used to successfully deflect an attack, the shield takes the damage in place of its wielder, so more brittle shields may not last very long! Parries require quick reflexes, and thus your Armor Check Penalty applies to Parry attempts.
Damage
Most damage falls into one of two broad damage types. There are always unique cases where damage cannot be categorized as Energy or Physical. Often damage is hybrid and a mix of 2 or more damage types. When a damage source has multiple sources it is treated as each type at once for all purposes. Often Damage is increased or decreased based on a targets defensive abilities. (If Garry using fire damages against foe with Fire Resistance; the damage will be reduced based on the foes defensive ability.)
- Energy Damage - There are two sub-categories for Energy, Aligned and Elemental.
- Physical Damage - The three main types of Physical damage are bludgeoning, piercing, and slashing.
If your attack succeeds, you deal damage. The type of weapon used determines the amount of damage you deal.
Damage reduces a target’s current hit points.
Minimum Damage
If penalties reduce the damage result to less than 1, a hit still deals 1 point of nonlethal damage.
Ability Bonus
Many weapons add damage based on a characters Ability bonus. Most often this is Strength or Dexterity, however many Talents and weapon Traits can change this.
- When you hit with a melee or thrown weapon, add your Strength modifier to the damage result, by default.
Light Weapon
- When you deal damage with a light weapon in your 1/2 your Ability bonus.
- If you have a Strength penalty, the entire penalty applies.
Wielding a Weapon Two-Handed
- When wielding a weapon two-handed, add 1-1/2 times your Ability bonus (Strength penalties are not multiplied).
- You do not get this higher bonus when using light weapons with two hands.
Multiplying Damage
Sometimes you multiply damage (e.g., on a critical hit).
- Roll the damage (with all modifiers) multiple times and total the results.
Note: When multiplying damage more than once, each multiplier uses the original, unmultiplied damage. For example, doubling damage twice results in three times normal damage.
Exception: Extra damage dice (beyond the weapon’s normal damage) are never multiplied.
Physical
Weapons are classified by the type of damage they deal:
- B – Bludgeoning
- P – Piercing
- S – Slashing
Some monsters may be resistant or immune to certain types of damage.
Weapons may deal multiple damage types:
- If a weapon deals two types of damage, all damage is treated as being of both types.
- Example: A weapon that deals B/S damage is considered fully bludgeoning and slashing — not half of each.
- A creature must be immune to both types to ignore the damage completely.
- Some weapons can deal either of two types of damage.
- In such cases, the wielder may choose which type to deal when it matters.
Ability Damage
Certain creatures and magical effects can cause temporary or permanent ability damage (a reduction to an ability score).
Damage Dice Progression
Damage (That's a lot of damage!) Chart 1-1
Damage Dice (1-1)
| Decrease | Base | Increase |
|---|---|---|
| N/A | 1 | 1d2 |
| 1 | 1d2 | 1d3 |
| 1d2 | 1d3 | 1d4 |
| 1d3 | 1d4 | 1d6 |
| 1d4 | 1d6 | 1d8 |
| 1d6 | 1d8 | 1d10 |
| 1d8 | 1d10 | 2d6 |
| 1d10 | 2d6 | 2d8 |
| 2d6 | 2d8 | 3d6 |
| 2d8 | 3d6 | 3d8 |
| 3d6 | 3d8 | 5d6 |
| 3d8 | 5d6 | 5d8 |
| 5d6 | 5d8 | 7d6 |
| 5d8 | 7d6 | 7d8 |
Common Armor, Weapon, and Shield Hardness and Hit Points (1-2)
| Weapon or Shield | Hardness | Hit Points |
|---|---|---|
| Light blade | 10 | 2 |
| One-handed blade | 10 | 5 |
| Two-handed blade | 10 | 10 |
| Light metal-hafted weapon | 10 | 10 |
| One-handed metal-hafted weapon | 10 | 20 |
| Light hafted weapon | 5 | 2 |
| One-handed hafted weapon | 5 | 5 |
| Two-handed hafted weapon | 5 | 10 |
| Projectile weapon | 5 | 5 |
| Armor | special⁴ | armor bonus × 5 |
| Buckler | 10 | 5 |
| Light wooden shield | 5 | 7 |
| Heavy wooden shield | 5 | 15 |
| Light steel shield | 10 | 10 |
| Heavy steel shield | 10 | 20 |
| Tower shield | 5 | 20 |
ⁱ Add +2 Hardness for each +1 enhancement bonus.
² HP values are for Medium-sized items. Divide/multiply for different sizes.
³ Add 10 HP for each +1 enhancement bonus.
⁴ Varies by material; see Substance Hardness and Hit Points.
Size and Armor Class of Objects (1-3)
| Size | AC Modifier |
|---|---|
| Colossal | –8 |
| Gargantuan | –4 |
| Huge | –2 |
| Large | –1 |
| Medium | +0 |
| Small | +1 |
| Tiny | +2 |
| Diminutive | +4 |
| Fine | +8 |
Substance Hardness and Hit Points (1-4)
| Substance | Hardness | Hit Points (per inch) |
|---|---|---|
| Glass | 1 | 1 |
| Paper or cloth | 0 | 2 |
| Rope | 0 | 2 |
| Ice | 0 | 3 |
| Leather or hide | 2 | 5 |
| Wood | 5 | 10 |
| Stone | 8 | 15 |
| Iron or steel | 10 | 30 |
| Mithral | 15 | 30 |
| Adamantine | 20 | 40 |
Object Hardness and Hit Points (1-5)
| Object | Hardness | Hit Points | Break DC |
|---|---|---|---|
| Rope (1 in. diameter) | 0 | 2 | 23 |
| Simple wooden door | 5 | 10 | 13 |
| Small chest | 5 | 1 | 17 |
| Good wooden door | 5 | 15 | 18 |
| Treasure chest | 5 | 15 | 23 |
| Strong wooden door | 5 | 20 | 23 |
| Masonry wall (1 ft. thick) | 8 | 90 | 35 |
| Hewn stone (3 ft. thick) | 8 | 540 | 50 |
| Chain | 10 | 5 | 26 |
| Manacles | 10 | 10 | 26 |
| Masterwork manacles | 10 | 10 | 28 |
| Iron door (2 in. thick) | 10 | 60 | 28 |
DCs to Break or Burst Items (1-6)
| Strength Check to: | DC |
|---|---|
| Break down simple door | 13 |
| Break down good door | 18 |
| Break down strong door | 23 |
| Burst rope bonds | 23 |
| Bend iron bars | 24 |
| Break down barred door | 25 |
| Burst chain bonds | 26 |
| Break down iron door | 28 |
*Condition DC Adjustments: Hold portal (+5), Arcane lock (+10); use the higher value if both apply.
Items Affected by Magical Attacks (1-7)
| Order | Item |
|---|---|
| 1st | Shield |
| 2nd | Armor |
| 3rd | Magic helmet, hat, or headband |
| 4th | Item in hand (e.g., weapon, wand) |
| 5th | Magic cloak |
| 6th | Stowed or sheathed weapon |
| 7th | Magic bracers |
| 8th | Magic clothing |
| 9th | Magic jewelry (including rings) |
| 10th | Anything else |
Breaking and Entering
You can smash or break an object with a weapon or sheer strength.
Smashing an Object
- Use the sunder maneuver with a weapon.
- Combat maneuver check is opposed by the object’s AC.
Object Armor Class
- AC = 10 + size modifier + Dexterity modifier (usually –5) – 2 penalty
- Full-round aiming: automatic melee hit or +5 to ranged attack
Hardness
- Represents how much damage is resisted.
- Subtract hardness from each damage instance.
- Only excess damage is subtracted from HP.
Hit Points
- Depends on material and size.
- Damage ≥ 50% HP: broken condition
- HP = 0: destroyed
Special Rules
- Ineffective Weapons: Some weapons cannot damage certain objects
- Immunities: Objects are immune to nonlethal damage and most critical hits
- Magical Items: +1 enhancement = +2 Hardness, +10 HP
- Vulnerabilities: Some attacks deal double damage and ignore hardness
- Damaged Objects: Still function (with broken condition) until 0 HP; can be repaired via Craft or spells (e.g., *make whole*, *mending*)
Saving Throws
- Magical Items: Always allowed; save bonus = 2 + 1/2 caster level
- Unattended Non-Magic Items: No saving throws; always fail
- Attended Items: Use owner's save bonus unless otherwise stated
Animated Objects
- Use creature rules for Armor Class
Breaking Items with Strength
- Use Strength check (not damage)
- DC based on construction, not hardness
- Broken condition lowers DC by 2
- Size bonuses/penalties:
- Fine –16
- Diminutive –12
- Tiny –8
- Small –4
- Large +8
- Huge +16
- Gargantuan +24
- Colossal +32
Tools: Crowbar or ram improve checks (see Equipment)
Energy
Energy Damage is a broad term used to describe most non-physical attacks. Fire and Cold are the most common forms of naturally occurring sources, while a acidic pool or lightning strike would be examples of Electrical or Acid damage. There are many types of less natural types as well.
All damage listed in the Wiki is BASE damage. It is then modified by whatever element it takes on. For Example Fire Storm inflicts 1d6 fire damage per CL, which is modified up to 1d8 per CL
Elemental Energy
- Acid
- Electricity
- Fire
- Cold
- Sonic
Aligned Energy
- Anarchic
- Axiomatic
- Holy
- Primal
- Unholy
Damage Effects
Acid
Acid damage wears and tears at creature more then simply damage. All Acid damage has it's damage dice reduced by one step. A d6 would become a d4. In addition whenever a creature or object suffers Acid damage it has all resistences reduced by 1 for every 5 points of damage dealt. The reduction lasts for 1 minutes and is refreshed whenever any amount of Acid damage is taken.
Electricity
Electric damage is increased by 50% if the target is flying, falling or otherwise more then 5ft above the ground. When ever a creature takes Electrical damage they take -1 on initiative for one round per 5 points of damage taken. The penalty refreshes and is cumulative if additional Electrical damage is taken prior to the penalty expiring.
Fire
Fire damage is most effective against flammable objects and creatures. The searing flames increase the base damage dice by one step. A d6 would become a d8 against most creatures and objects unless one is especially non-flammable, such as a wall made of stone would only take standard d6's. Most creatures outside of constructs take this additional damage.
Cold
Cold damage is creeping and insidious. The damage dice of Cold damage is reduced by one step. A d6 would become a d4. In addition, whenever a creature takes cold damage it becomes hindered for 1 round. If cold damage is applied to wounds it must make a Fort save equal to the damage dealt or become Immobilized on a successful save they are instead Hindered. If a creature was already Hindered and take Cold damage to woulds it is automatically Immobilized for 1 round. If an object takes Cold damage it has it's hardness reduced by 1 for every 5 damage dealt, regardless of whether or not the damage is resisted by hardness. Flexible objects become rigid and brittle. A object moving or rolling on the ground imediately ceases movement and is frozen in place. (This does not work on a falling or flung object. It must be incontact with another solid surface.)
Sonic
Sonic damage is extremely effective against most objects. Any rigid or crystaline object takes double damage from Sonic damage and hardness is ignored unless the object is magical. Crystaline or sound sensitive creature may take an additional 50% damage and have the damage dice increased by two steps.
Anarchic
Anarchic damage is made of distilled chaos. Anarchic damage deals double damage against object but cannot deal damage to an object with the broken condition. In addition before damage is rolled flip a coin. If heads all damage is increased by 50%; if tails all damage is reduced by 50%.
Axiomatic
- Axiomatic damage is refined law and always orderly.
- Axiomatic damage may always take the average damage instead of rolling.
- A d6 average damage is 3.5.
- Always round down when using this function.
- End of description.
Holy
Holy damage is pure righteousness. When inflicting Holy damage you may have it harmlessly cascade against and living creatures unless they are Evil Outsiders, Undead, Aberrations, or is an Evil Dragon.
Primal
Primal damage is incarnate nature and the energy that came before. Primal damage can ignore some natural life. When inflicting Primal damage you may have it cause no harm to Animals or Plants. Primal damage crashes harmlessly off natural structures and unhewn stone. Against artificial structures the damage is doubled but does not ignore hardness. This has no affect on objects that are not apart of a structure. A magically shaped tree or stone is immune unless it was changed to appear artificial.
Unholy
Unholy damage is hate, lothing and evil manifest. Unholy damage allows the user to have it dissapate without dealing damage to Undead, Evil Outsiders and Evil Dragons.
Hit Points
When a character is subject to a damage-dealing effect, the effect first depletes the character's Hit Points, which are determined by their Hit Dice, Bonus HP and their Constitution modifier. A character's Hit Points restore hourly, of an amount equal to their total Hit Dice plus their Constitution modifier. If a character's Hit Points reach 0, or if the character is subject to a critical hit, they instead take Wound Damage.
Barrier
Barrier represents a “shield” of HP which mitigates damage. Barriers are typically a small amount of mitigation, and any excess damage applies to your HP or Wounds as normal. Barrier absorbs damage before your HP or Wounds, until the Barrier is depleted. Certain effects may still bypass Barrier. Barrier effects do not stack - the highest Barrier overwrites any others.
Barriers are represented by two factors - their strength, and their total amount. For example, a Barrier with a strength of 10 and a total of 100 would block up to 10 damage per attack or otherwise damage-inflicting effect, until 100 total points of damage have been blocked. This is typically illustrated as Barrier 10/100.
Shell
Shell operates similarly to Barrier, with some key differences. Shell provides a large amount of mitigation, which absorbs damage before affecting your HP or Wounds. Unlike Barrier, Shell does not have a strength factor - a Shell of 50 will absorb 50 damage in one go, if necessary. However, once Shell is used, it's gone. Additionally, Shell typically lasts for just one round, unless stated otherwise. Shell does not stack with Shell - the highest one overwrites.
Attack of Opportunity
As mentioned in the previous Tip. Whenever a creature moves through your threatened area, they risk provoking an Attack of Opportunity from you. You may make a number of Attacks of Opportunity each round equal to 1 + your Dexterity modifier (minimum 0), and you may gain further Attacks of Opportunity by selecting the Combat Reflexes Universal Talent.
Speed
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Saving Throws
Some effects don't directly target your armor or shield, but your physical or mental fortitude, or your reaction speed. For such dangers, you roll a Saving Throw to mitigate or to entirely avoid the effects. The Saving Throws are:
- Fortitude (CON) is typically for bodily dangers, such as disease and poison
- Reflex (WIS) is typically for getting out of the way of danger, such as falling rocks or dodging a slow-moving projectile
- Will (CHA) is typically for mental dangers, such as hostile magic spells trying to take over your character's mind
You possess two inherent adjustments to your Saving Throws - Base Saves and Ability Score Adjustments. Your base saves are determined by your Hit Dice (see below). At character creation, you choose two Saving Throws as your good saves, and one as your bad save. This provides you with a flat scaling bonus to your Saving Throws based upon the number of Hit Die you possess. See the Hit Dice page for more information on this scaling.
In addition, you add your relevant Ability Score Modifier to each Saving Throw, to determine your total bonus. When making a Saving Throw, roll 1d20 and add your total bonus (Base Save + Ability Score Modifier).
Movement and Distance
Tactical Movement
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Base Move Speed
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Diagonal Movement
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Measuring Distance
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Moving Through a Square
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Terrain and Obstacles
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Combat Modifiers
Conditions
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Cover
Cover is a unique status that can grant your character a bonus to AC. Cover is typically gained from hiding behind a solid object, or from magical effects.
Concealment
Concealment is a unique status that can grant your character a percentage chance of not being hit at all. Concealment is typically gained from hiding behind cover, or from magical effects.
Flanking
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Size
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Special Attacks
Aid Another
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Charge
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Combat Maneuvers
Combat Maneuver Bonus
Each character and creature has a Combat Maneuver Bonus (or CMB) that represents its skill at performing combat maneuvers. A creature’s CMB is determined using the following formula:
CMB [Limit BaB x 2] = [Skill / 2 + Strength modifier + talents + enhancement] + circumstance + special size modifier
Special Size Modifier
Creatures that are size Tiny or smaller use their Dexterity modifier in place of their Strength modifier to determine their CMB. The special size modifier for a creature’s Combat Maneuver Bonus is as follows:
- Fine –8
- Diminutive –4
- Tiny –2
- Small –1
- Medium +0
- Large +1
- Huge +2
- Gargantuan +4
- Colossal +8
Some talents and abilities grant a bonus to your CMB when performing specific maneuvers.
Performing a Combat Maneuver
When performing a combat maneuver, you must use an action appropriate to the maneuver you are attempting to perform. By default a combat maneuver requires a full-round action that does not provoke attacks of opportunity.
There are some talents that change this into a Half Action that can often be performed in place of a normal melee attack, apart of a charge action, or as an Attack of Opportunity.
When you attempt to perform a combat maneuver:
- Make an attack roll and add your CMB in place of your normal attack bonus.
- Add any bonuses you currently have on attack rolls due to spells, talents, and other effects.
- These bonuses must be applicable to the weapon or attack used to perform the maneuver.
- The DC of this maneuver is your target’s Combat Maneuver Defense (CMD).
- Combat maneuvers are attack rolls, so you must roll for concealment and take any other penalties that would normally apply to an attack roll.
Combat Maneuver Defense
Each character and creature has a Combat Maneuver Defense (or CMD) that represents its ability to resist combat maneuvers. A creature’s CMD is determined using the following formula:
CMD = 10 + Base attack bonus + Strength modifier + Dexterity modifier + special size modifier + miscellaneous modifiers
Special Size Modifier
The special size modifier for a creature’s Combat Maneuver Defense is as follows:
- Fine –16
- Diminutive –8
- Tiny –4
- Small –2
- Medium +0
- Large +2
- Huge +4
- Gargantuan +8
- Colossal +16
Some talents and abilities grant a bonus to your CMD when resisting specific maneuvers.
Miscellaneous Modifiers
A creature can also add any circumstance, talent, dodge, condition,te and sacred bonuses to AC to its CMD. Any penalties to AC also apply to CMD. A flat-footed creature does not add its Dexterity bonus to CMD.
Determine Success
If your attack roll equals or exceeds the target’s CMD, your maneuver is a success and has the listed effect. Some maneuvers, such as bull rush, have varying levels of success depending on how much your attack roll exceeds the target’s CMD.
- Rolling a natural 20 while attempting a combat maneuver is treat similar to a critical hit and adds an additional +5 to the total results. (except when attempting to escape from bonds).
- Rolling a natural 1 is treated similar to a critical failure and provides a -5 to the net results.
Combat Maneuver Types
Bull Rush
With the correct Talent you can make a bull rush as a standard action or as part of a charge, in place of the melee attack. A bull rush attempts to push an opponent straight back without doing any harm.
If you do not have the Powerful Maneuvers talent, or a similar ability, initiating a bull rush Requires a Full-Round Action.
If your attack is successful, your target is pushed back 10 feet. For every 5 by which your attack exceeds your opponent’s CMD, you can push the target back an additional 10 feet. You can move with the target if you wish, but you must have the available movement to do so. If your attack fails, your movement ends in front of the target.
An enemy being moved by a bull rush does not provoke an attack of opportunity because of the movement unless you possess the Greater Bull Rush Talent.
If you bull rush a creature into a square that is occupied by a solid object or obstacle, the target takes damage based on remaining movement as if it were falling damage. If there is another creature in the way of your bull rush, you must immediately make a combat maneuver check to bull rush that creature.
- You take a –4 penalty on this check for each creature being pushed beyond the first.
- If you are successful, you can continue to push the creatures a distance equal to the lesser result.
Example: If a fighter bull rushes a goblin for a total of 15 feet, but there is another goblin 5 feet behind the first, he must make another combat maneuver check against the second goblin after having pushed the first 5 feet. If his check reveals that he can push the second goblin a total of 20 feet, he can continue to push both goblins another 10 feet (since the first goblin will have moved a total of 15 feet).
Disarm
You can attempt to disarm your opponent in place of a melee attack.
If you do not have the Deft Manuevers talent, or a similar ability, attempting to disarm a foe requires a Full-Round Action.
Attempting to disarm a foe while unarmed imposes a –4 penalty on the attack.
If your attack is successful, your target drops one item it is carrying of your choice (even if the item is wielded with two hands).
- If your attack exceeds the CMD of the target by 10 or more, the target drops the items it is carrying in both hands (maximum two items if the target has more than two hands).
- Additionally for every 1 you attack exceeds knocks the weapon 1ft further away in a random direction.
- If your attack fails by 10 or more, you drop the weapon that you were using to attempt the disarm.
- If you successfully disarm your opponent with one hand free, you may automatically pick up the item dropped.
Drag
You can attempt to drag a foe as a half action. The aim of this maneuver is to drag a foe in a straight line behind you without doing any harm.
If you do not have the Powerful Maneuvers Talent or a similar ability, initiating a drag requires a Full-Round Action.
If your attack is successful:
- Both you and your target are moved 5 feet back.
- Your opponent now occupies your original space, and you are in the space directly behind that, forming a straight line.
- For every 5 by which your attack exceeds your opponent’s CMD, you can drag the target back an additional 10 feet.
- You must be able to move with the target to perform this maneuver.
- If you do not have enough movement, the drag ends at the maximum distance you can move.
An enemy being moved by a drag does not provoke an attack of opportunity from the movement unless you possess the Greater Drag Talent.
You cannot move a creature into a square that is occupied by a solid object or obstacle. If there is another creature in the way of your movement, the drag ends adjacent to that creature.
Grapple/Grab
As a half action, or as part of a charge, you can attempt to Grapple/Grab your target—taking firm hold of them or wrestling them. All participates (willing or unwilling) are treated as adjacent until the Grab or Grapple has ended despite the Reach of either creature. There are few exceptions to this such as bindings at 20 stacks of “Grappled!”, some spells and unique creature abilities or Talents.
- You must have both hands free or only be wielding a light weapon to Grapple.
- You must have one free hand to Grab a target.
If you do not have the Powerful Maneuvers Talent or a similar ability, initiating a Grapple/Grab requires a Full-Round Action.
If the Grabber/Grappler or Grabbed/Grappled is moved or repositioned by an outside force that moves either target outside the reach of the Grabber/Grappler, then the Grab or Grapple is ended immediately. A Grabbed/Grappled target may attempt a Bullrush or Reposition Manuever against a target actively Grabbing or Grappling them at a -4 or -1 per stack of “Grappled!” (whichever is higher)
Grab
If your attack exceeds the target’s CMD, the target is Immobilized and is treated as occupying one of your hands. As a Half action on the grabbed target may attempt to break free using their CMB vs your CMD. If they meet or exceed your CMD they are no longer grabbed or Immobilized.
Any attempts to move the target using a spell or combat maneuver is opposed by your CMD or Saving Throw.
Grapple
If your attack exceeds the target’s CMD, you and the target are Immobilized and is treated as occupying one of your hands. This applies one stack of Grappled! to your target. For every 5 you exceed the targets CMD you may apply an additional stack of Grappled!. If you currently possess stacks of Grappled! you may instead remove 2 stacks. For every 5 you exceed the targets CMD you may remove an additional 2 stacks.
Any attempts to move the target using a spell or combat maneuver is opposed by your CMD or Saving Throw.
Grappled!
Each stack of Grappled! applies a -2 on combat casting
- At 1 stack you are treated as Immobilized
- At 5 stacks you are treated as Staggered
- At 10 stacks you are treated as Staggered and Impaired
- At 15 stacks you are treated as Stunned and Impaired
- At 20 stacks you are treated as Paralyzed and Helpless
After 20 stacks a target may be bound with rope, chain or similarly appropriate bindings. This allows the 20 stacks to remain so long as they are bound successfully. Despite being paralyzed a Bound creature may, once per round, attempt to break the bindings via Escape artist, Break check (based on binding), or CMB. If they exceed your CMD +15 they break free of the bindings and remove all stacks and may take their turn as normal as if they had spent a Full-Round action breaking free.
Grapple Damage
Instead of applying stacks of grapple, and with at least one stack of Grappled! applied, you may spend a half action to roll a combat maneuver check to deal direct damage to the target. These deals Unarmed Damage, and an additional 1 damage as a Circumstance Bonus, per 5 stacks of grapple. Unarmed Damage is typically 1d3 + Strength Mod, but may be modified by other paths.
Overrun
As a half action, taken during your move or as part of a charge, you can attempt to overrun a target, moving through its square. You can only overrun an opponent who is no more than one size category larger than you.
If you do not have the Powerful Maneuvers Talent or a similar ability, initiating a drag requires a Full-Round Action.
If your overrun attempt fails, you stop in the space directly in front of the opponent, or the nearest open space in front of the creature if other creatures are occupying that space.
When you attempt to overrun a target:
- The target can choose to avoid you, allowing you to pass through its square without requiring an attack.
- If your target does not avoid you, make a combat maneuver check as normal.
- If your maneuver is successful, you move through the target’s space.
- If your attack exceeds your opponent’s CMD by 5 or more, you move through the target’s space and the target is knocked prone.
Reposition
You can attempt to reposition a foe to a different location as a Half Action.
A reposition attempts to force a foe to move to a different position in relation to your location without doing any harm.
If you do not have the Deft Maneuvers Talent or a similar ability, initiating a drag requires a Full-Round Action.
You cannot use this maneuver to move a foe into a space that is intrinsically dangerous, such as a pit or wall of fire, unless you have the Greater Reposition Talent.
If your attack is successful:
- You may move your target 5 feet to a new location.
- For every 5 by which your attack exceeds your opponent’s CMD, you can move the target an additional 10 feet.
- The target must remain within your reach at all times during this movement, except for the final 5 feet, which may move them to a space adjacent to your reach.
An enemy being moved by a reposition does not provoke an attack of opportunity from the movement unless you possess the Greater Reposition Talent.
You cannot move a creature into a square that is occupied by a solid object or obstacle.
Steal
You can attempt to take an item from a foe as a Half Action. This maneuver can be used in melee to take any item that is neither held nor hidden in a bag or pack.
You must have at least one hand free (holding nothing) to attempt this maneuver. You must select the item to be taken before the check is made.
- Items tucked into a belt or loosely attached (such as brooches or necklaces) are the easiest to take.
- Items fastened to a foe (such as cloaks, sheathed weapons, or pouches) are more difficult and give the opponent a +5 bonus (or greater) to their CMD.
- Items that are closely worn (armor, backpacks, boots, clothing, rings) cannot be taken with this maneuver.
- Items held in the hands (like wielded weapons or wands) also cannot be taken with the steal maneuver—you must use the disarm combat maneuver instead.
The GM is the final arbiter of what items can be taken.
If you do not have the Deft Maneuvers Talent or a similar ability, initiating a drag requires a Full-Round Action.
Although this maneuver normally requires the target to be within your reach, you can use a whip to steal an object from a target within range, but take a –4 penalty on the attack roll.
If your attack is successful:
- You may take one item from your opponent.
- You must be able to reach the item (subject to GM discretion).
- Your enemy is immediately aware of the theft unless you possess the Greater Steal Talent.
Sunder
You can attempt to sunder an item held or worn by your opponent as part of an half action or in place of a melee attack
If you do not have the Powerful Maneuvers Talent or a similar ability, initiating a drag requires a Full-Round Action.
If your attack is successful:
- You deal damage to the item normally.
- Damage that exceeds the object's Hardness is subtracted from its hit points.
- If an object has half or less of its total hit points remaining, it gains the broken condition.
- If the damage you deal would reduce the object to less than 0 hit points, you may choose to destroy it.
- If you do not choose to destroy it, the object is left with only 1 hit point and becomes unusable until repaired.
Trip
You can attempt to trip your opponent in place of a melee attack.
If you do not have the Deft Maneuvers Talent or a similar ability, initiating a drag requires a Full-Round Action.
If your attack exceeds the target’s CMD, the target is knocked prone.
If your attack fails by 10 or more, you are knocked prone instead.
- If the target has more than two legs, add +2 to the DC of the combat maneuver attack roll for each additional leg it has.
- Some creatures—such as oozes, creatures without legs, and flying creatures—cannot be tripped.
Feint
You can attempt to Feint your opponent as a Swift Action.
If you do not have the Deft Maneuvers Talent or a similar ability, initiating a drag requires a Half Action.
If your attack exceeds the target’s CMD, the target is Impaired. If you exceed the target's CMD by 5 or more they are Impaired for 1d4+1 rounds. If you Exceed the target's CMD by 10 or more they are Vulnerable instead for 1 round and then become Impaired for 1d4 additional rounds after.
Special Cases
- –2 penalty against a creature of animal Intelligence (1 or 2)
- –4 penalty to feint a creature that lacks an Intelligence score
- Impossible to feint a creature that does not defend it's self.
Feinting in combat does not provoke attacks of opportunity.
Mounted Combat
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Splash Weapons
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Two-Weapon Fighting
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