These are aditional combat options, many of them based on Iron Heroes.
Autofire (Standard Action)
Single Target: To use an autofire attack against a single target, make an attack roll as a standard action with a -2 penalty in exchange for a +1 bonus to damage. This damage bonus can be increased even further, by a +1 for every additional -2 penalty to the attack applied. Every damage increase requires 5 bullets, which usually caps the max damage of weapons depending on their magazine space.
Combat Maneuvers
Basics
Combat Maneuver Bonus: Each character and creature has a combat maneuver bonus (or CMB) that represents its skill at performing and resisting combat maneuvers. A creature’s CMB is determined using the following formula:
CMB = Combat bonus + Strength modifier + special size modifier
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 feats and abilities grant a bonus to your CMB when performing specific maneuvers.
Combat Maneuver Defense: Combat Maneuver Defense (CMD) is your ability to resist special maneuvers performed by your enemies and is equal to:
DC = 15 + the target’s CMB
Performing a Combat Maneuver: When performing a combat maneuver, you must use an action appropriate to the maneuver you are attempting to perform. While most combat maneuvers can be performed as part of a standard action (in place of a melee attack), others require specific actions. When you perform a combat maneuver, make a combat maneuver roll and compare it to your target's CMD.
Determine Success: If your result equals or exceeds the DC of the target, your maneuver is a success and has the listed effect. Some maneuvers, such as bull rush and grapple, have varying levels of success depending on how much your result exceeds the DC.
Bull Rush (Standard Action)
You can make a bull rush as a standard action or as part of a charge. A bull rush attempts to push an opponent straight back without doing any harm. If your maneuver is successful, your target is pushed back 5 feet. For every 5 by which your Combat Maneuver result exceeds the CMD you can push the target back an additional 5 feet. You can move with the target if you wish but you must have the available movement to do so. If your attempt fails, your movement ends in front of the target.
Cling (Standard Action)
You can only cling onto a target that is 2 sizes or more larger than you. If the maneuver is succesful, you are considered to be clinging. You can use your Athletics check instead of your CMB for the check. On his action, the target may attempt to Shake you Off.
Clinging: The target can't attack you, but he is not considered flat-footed against you or others. You can attack it with one handed weapons, but all attacks or power checks take a -4 penalty. You are in his space, and move with him to wherever he does.
Special: If you use Ride instead of Athletics, you can attempt the cling action against a target one size larger than you.
Disarm (Standard Action)
You can attempt to disarm your opponent as a standard action. You may use either your Combat Maneuver bonus or your attack bonus with the weapon you are using to make a disarm attempt. Attempting to disarm a foe while unarmed (possessing the Improved Strike feats counts as armed) imposes a -4 penalty on the roll. If your attempt is successful, your target drops one item it is carrying of your choice. If your result exceeds the DC 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). If your result fails by 10 or more, you drop the weapon that you were using to attempt the disarm. If you successfully disarm your opponent without using a weapon, you may automatically pick up the item dropped.
Grapple (Standard Action)
As a standard action, you can attempt to grapple a foe, hindering their combat options. Attempting to grapple a foe without two free hands imposes a –4 penalty on the roll. If you successfully grapple an opponent, both you and your opponent gain the grappled condition. You must continue to make a check, as a standard action, each round to maintain the hold. If your target does not break the grapple, you get a +5 circumstance bonus on grapple checks made against the same target next round.
Once you are successfully grappling an opponent, a successful check allows you to continue grappling the foe, and also allows you to perform one of the following actions.
Move: You can move both you and your target up to half your speed. At the end of your movement, you can place your target anywhere beside you.
Damage: You can inflict damage to your target equal to your unarmed damage. This damage can be either lethal or nonlethal.
Pin: You can give your opponent the pinned condition. Despite pinning your opponent, you still only have the grappled condition. You must make separate grapple check each round you wish to maintain the pin.
Breaking a Grapple: If you are grappled, you can attempt to break the grapple as a standard action by making a combat maneuver roll or Escape Artist check (DC 10 + opponent’s CMB). If you succeed, you break the grapple and can act normally.
Throw: You can pick up and throw your opponent like an inanimate object. The throw occurs as a move action as part of the grapple (making grabbing, grappling and throwing an opponent a full-round action). The distance you can throw an opponent is based on weight like any other object, and a throw automatically ends the grapple.
If you have your target pinned or otherwise restrained, or unconscious, you can use rope to tie them up. This works like a pin effect, using your CMB + 5 to determine the DC to escape the bonds. The ropes do not need to make a check every round to maintain the pin. If you are grappling the target, you can attempt to tie them up in ropes, but doing so requires a combat maneuver check at a –10 penalty.
Grappled
A grappled creature is being restrained by another creature, trap, or effect. Grappled creatures cannot move or use their Dodge or Parry bonuses to Defense. A grappled creature also takes a –2 penalty on all attack rolls and combat maneuver rolls, except those made to grapple or escape a grapple. In addition, grappled creatures can take no action that requires two hands to perform. A grappled character that attempts to use a supernatural power must make a Concentration check (DC 10 + the power's rank) or the power fails to manifest.
Pinned
A pinned creature is tightly bound and can take few actions. A pinned creature cannot move and is flat-footed. A pinned character also takes an additional –4 penalty to his Defense. A pinned creature is limited in the actions that it can take. A pinned creature can always attempt to free itself, usually through a combat maneuver check or Escape Artist check. A pinned creature can take verbal and mental actions, but cannot cast any spells that require a somatic or material component. A pinned creature that attempts to use a supernatural power must make a Concentration check (DC 10 + the power's rank) or the power fails to manifest. Pinned is a more severe version of grappled.
Overrun (Standard Action)
As a standard action taken during your move, or as part of a charge, you can attempt to overrun your target, moving through its square. You can only overrun an opponent who is one size category larger than you or smaller. When you attempt to overrun a target, it 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 roll as normal. If your attempt is successful, you move through the target’s space. If your attempt exceeds the DC by 5 or more, you move through the target’s space and the target is knocked prone. If the target has more than two legs, add +2 to the DC of the combat maneuver roll for each additional leg it has.
Shake him Off (Full-Round Action)
The target can try to shake you off, with a CMB check against your CMD or 10+Climb modifier, whichever is higher. This is a Full-round action, but can be reduced by using the standard fast completion challenges.
Sunder (standard Action)
You can attempt to sunder an item held or worn by your opponent as part of a standard action. You must be wielding a weapon or possess the Improved Strike feat to attempt a sunder. If your attempt is successful, you deal damage to the item normally.
Trip (Standard Action)
You can attempt to trip an opponent as a standard action. You may use either your Combat Maneuver bonus or your attack bonus with the weapon you are using (if any) to make a trip attempt. You can only trip an opponent who is one size category larger than you or smaller. If your attempt is successful, the target is knocked prone. If your attempt 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 roll for each additional leg it has. Some creatures, such as oozes without legs and flying creatures, cannot be tripped.
Feint (Standard Action)
You can exploit your skills to take your opponent at unawares in combat. To use this challenge, make a skill check as a standard action in melee. The DC of this check is equal to your opponent's Feint Defense. If you win the check, your foe loses their dodge or parry bonus to defense against the next attack that targets them, provided it is made before the end of your next turn.
At a minimum, you can feint with the Acrobatics, Jump, Intimidate, Bluff and Sleight of Hand skills. You can also use this with any other skill you have, provided you can come up with a suitably plausible description of its use, and the skill would normally take a standard action to complete. What counts as plausible is left to the narrator's discretion.
Special: This replaces the skill uses found in various places that deny an opponent their dodge or parry defense bonus (bluff, acrobatics, sleight of hand).
Feint Defense: Feint Defense is your ability to resist bluffing and feinting in combat, and can be calculated as 10 + your combat bonus + your Wisdom. If you are trained in Sense Motive, the FD is instead equal to 10 + your Sense Motive modifier, if higher.
Stunts (Move Action)
Stunts work like this- take the total bonus under any given skill you are stunting with (Ranks, Ability Mods, miscellaneous bonuses, etc.), divide by 5 (round up). The number you get is the Stunt Modifier- provided you can justify how you're using the skill to help you, you can add the Stunt Modifier to one of the following as a Move Action:
- A Skill Check or Ability Check
- An Attack Roll
- A Saving Throw
- Defense
Restriction: You can only use the same skill 3 times in a single encounter. After that- it's just too predictable.
Special: You can use Challenge to reduce the action to a Free Action. Applying the normal -5 challenge penalty means you're stunt bonus is one less. Stunts using movement based skills (Acrobatics, Athletics), occur as part of that movement.
Example 1: I want to use my Acrobatics Skill to try to avoid any grenades thrown my way. I've got 5 Ranks, +3 Ability Modifier, for a total of +8. Divide by 5 and rounded up? Stunt Modifier is +2, which I use to add to my Reflex Save.
Example 2: I want to use my Athletics to leap against a wall and attack from an unexpected angle. I've got 12 Ranks, +1 Ability Modifier, for a total of +13. Divide by 5 and rounded up? Stunt Modifier is +3, which I use to add to my attack roll.
Example 3: I want to use my Ride to hang from the side of my horse and improve my defense, all while I charge. I've got 7 Ranks, +1 Ability Modifier, for a total of +8. Since Charging is a full round action, I have a -5 penalty to stunt as a free Action, for a total of +3. Divide by 5 and rounded up? Stunt Modifier is +1, which I use to add to my defense.
Damage Conversion
When converting from multiple dice of damage, instead of using the bestiary rules, use the following:
| # Dice |
Bonus |
| 2 |
+2 |
| 4 |
+4 |
| 8 |
+6 |
| 16 |
+8 |
| 32 |
+10 |
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