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Effect
+5 Attack in Melee range, +2 at greater range
Full movement and attack with +2 bonus Move through occupied square Push the opponent back Knock opponent prone Relieve opponent of an item Prepare an action or move +4 Dodge Gain up to +2 Defense in exchange for accuracy Gain up to +2 Attack in exchange for Defense Bypass Armor Toughness with accuracy Automatic Crit and possible K.O.
Roll
N/A If hit: Concentration vs 10 + Dmg bonus to keep aiming
Time
Description
If target is immobile, melee automatically hits and ranged attacks get +4 bonus to attack. While Aiming, you lose Dex bonus and if hit, must make Concentration check to maintain Aim. Must move at least 10 ft and attack once within melee range. Gain a +2 on attack, Take -2 penalty to Defense next round Must move at least 10 ft in a straight line towards target. If he blocks you, make a Trip attack. If you succeed you move through. If you fail, stop in front of opponent. If you fail and are tripped, fall prone. Can be part of a Charge +4 bonus per size category. +4 for more than 2 legs. Cannot exceed normal movement. If you fail, stop in front of opponent. Can be part of a Charge. +4 bonus per size category. +4 for more than 2 legs. If you lose, opponent may try to immediately trip without an attack roll. Prone characters have -4 Attack and Defense to melee and +4 Defense to ranged If unarmed, you now have the opponents weapon. If you fail, opponent may try to immediately disarm without an attack roll. Specify the action you will take and the circumstances under which you will take it. If trigged before you next turn, your action activates and that becomes your new place in Initiative. Instead of attacking, you take a defensive posture that round. Take a penalty of up to -4 on your next attack roll to gain half that as a dodge bonus for the round
Aim
Full Round
Charge
Attack vs. Defense Attack vs Defense, Then STR/DEX vs STR/DEX/Acrobatics STR vs STR Each point of success moves opponent 5 ft. Attack vs Defense, Then STR/DEX vs STR/DEX/Acrobatics Attack vs Defense, Then Dmg Bonus Roll vs STR N/A N/A N/A
Full Round
Overrun
Standard
Rush
Standard
Trip
Standard
Disarm
Standard
Aggressive Stance
N/A
Free
Take a penalty of up to -4 on your Defense to gain half that on your Attack rolls for the round If attack succeeds, Armor bonus is not added to Toughness save. Can make attack with melee. Precise Shot Feat needed to make ranged Finesse attack in 1 range increment. Creatures immune to critical hits are immune. Only affects Armor bonuses. Only against Helpless opponents. Automatic critical hit. If opponent takes damage, make a Fort save to resist being K.O. Targets immune to critical hits are immune. Successful Grapples grant one of the following effects: Damage, Throw, Pin, Break, Escape While Grappling you lose your Dodge Bonus to anyone you arent Grappling. Repeat Grapple check every round Treated as unarmed attack Distance depends on weight. Grabbing, Grappling, then Throwing is a Full Round action. Holds opponent down immobile (but not helpless) for one round. Opponent must escape from Pin before escaping from a Grapple Break hold opponent has over ally If being Pinned, you are no longer being Pinned but still Grappled upon success. If being Grappled, you are free to move normally. If Grappled by more than one, must make check for each opponent. You can attack the opponents weapon instead of the opponent. Weapons break when Staggered. Wood has a toughness of 2 + damage bonus, steel=5+DMG. Masterwork weapons increase toughness by +1, Supernatural increase toughness by +10 or more
Finesse Attack
Attack vs Defense + Armor Toughness Bonus Critical Hit Dmg vs Toughness, Then Fort vs 10 + Dmg bonus Attack vs Defense, Then Grapple vs Grapple (BCB+STR+Size) Must win Grapple check Must win Grapple check
Standard
Coup de Grace
Full Round
Grab an opponent Deal unarmed damage Toss the opponent Opponent has -4 Defense on top of losing Dodge bonus Help ally End Pin or Grapple Attack and break opponents weapon
Standard
Standard Move
Must win Grapple check Must win Grapple check Grapple vs Grapple/Escape Artist
Sunder
Standard