Attack Roll:
Melee: 1d20 + base attack + STR mod
Damage: weapon damage + 1/2 ECL + STR mod
Range: 1d20 + base attack + DEX mod + range penalty
Damage: weapon damage + 1/2 ECL
Combat Round:
Standard + Move + Swift
Move + Move + Swift
Move + Swift + Swift
Swift + Swift + Swift
Flanking:
A situation where two opponents are on either side of a target, they gain a +2 on attack rolls, the target gains -2 on defense rolls.
Shooting Into a Melee:
Generally, a ranged attack at an opponent adjacent to an ally causes a -5 on the attack roll. Precise Shot feat negates this.
Standard Action:
Attack with a Melee Weapon
Attack with a Range Weapon
Aid Another
DC 10 adds +2
Attack An Object
Charge
Move your speed and attack with +2 bonus. Take -2 penalty to REFLEX Def until your next turn.
Disarm
Melee attack, they get a +10 bonus to REFLEX Def, another +5 if held by more than one hand.
If fail, the opponent can make an immediate free attack against attacker.
Fight Defensively
Take a -5 penalty on attacks to gain +2 REFLEX Def bonus until next turn, +5 if you make no attacks.
Acrobatic: If you are trained in Acrobatics, bonus is +5 and +10 if no attacks.
Grab
Take a -5 penalty to make an unarmed attack that doesn't deal damage. Grabbed target takes -2 penalty on attack
rolls, unless it uses a natural or light weapon. Also it cannot move until it breaks the grab. Breaking a grab is a
standard action and automatically clears one grabber per ECL.
Grapple
Improved Grab attack. You can only Grapple if you have Pin or Trip. A grapple check is 1d20 + base attack + STR or
DEX (Highest) + size mod. If you beat the targets grapple, they are grappled. The effects are based on Pin and Trip.
If you are armed with a light weapon, you may deal damage with that weapon, no attack roll is necessary.
Move Actions:
Move
Draw or Holster Weapon
Manipulate an Item
Stand Up
If trained in Acrobatics, you can do as a swift action with DC 15.
Withdraw
To withdraw, the first 1 square of your movement must take you out of your opponent's threatened area by the shortest route possible.
If you have to do more than 1 square, you can't withdraw. Once out of threatened area, can move up to half your speed. This protects you from an attack of opportunity for the first square.
Swift Actions:
Activate an Item
Aim (2 Swift Actions)
Carefully line up a ranged shot. Ignore all cover bonuses to your target's reflex defense. You must have line of sight, and lose this benefit if you lose line of sight without attacking first.
Catch a Second Wind
Can catch once per day. If you are reduced to 1/2 or less of max hit points, heals one-quarter of your full hit point total(rounded down) or a number of hit points equal to CON score, whichever is higher.
Drop an Item
Fall Prone
Trained in Acrobatics, make a DC 15 as a free action.
Recover (3 Swift Actions)
In same or across rounds to move +1 step on condition track. Cannot use if affect by a persistent condition.
Switch Weapon Mode
Full-Round Actions:
Coup de Grace
Use a melee weapon against a helpless creature or droid. You can also use a ranged weapon, provided you are adjacent. You automatically score a critical hit and deliver double damage.
A defender reduced to 0 hit points automatically dies instantly. An unconscious or disabled defender also dies instantly.
Full Attack
Have to have double weapons or two handed weapon.
Run
Move up to 4x your movement speed in a straight line.
Delay
Take no action when your turn arrives, instead act later at your discretion. You are placed there in Initiative order for the rest of the encounter.
Ready
Lets you prepare to take an action later, after your turn is over but before your next turn has begun. You can ready a single standard action or move action, but you define when and how you will use the action.
If you act after the end of the round but before your turn, your initiative increases, but you don't get your regular action that round.
Attacks of Opportunity:
If an enemy moves out of a square adjacent to you or performs an action that forces him to let down his guard, you can make a single, immediate attack against that enemy.
Can only make with melee weapons, natural weapons, pistols, carbine, and any weapon with a fold stock.
You provoke an AoO if
: move out of a threatened square
: making an unarmed attacked without Martial Arts 1
: Aiming
: Loading a weapon
: Picking up an item
: Retrieving a stored item
: Moving into an enemy's square
: Using any skill that distracts you or forces you to drop your guard (GM Discretion)
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