Combat Actions

ACCURATE ATTACK: VARIANT ATTACK
When you make an attack, you can take a penalty of up to –2 to the attack’s damage and add the same number to your attack roll as a bonus. The changes are declared before you make the attack check and last until the start of your next turn. This does not work on attacks that do not do damage. You can’t reduce the damage past the damage you could do with the attack.

AID: STANDARD ACTION
If you are in position to attack an opponent, you can attempt to aid an ally engaged in melee with that opponent as a standard action. You make an attack check against DC 10 + Opponent’s CR. If you succeed, you don’t actually hit or affect the opponent, but success grants your ally gains a +2 circumstance bonus on an attack check against that opponent or a +2 circumstance bonus to Defense against that opponent (your choice) until the end of your ally’s next turn. Three or more degrees of success grant a +5 bonus.

AIM: STANDARD ACTION
By taking a standard action to aim and line up an attack, you get a bonus to hit when you make the attack. If you’re making a close attack, or a ranged attack at close range, you get a +5 circumstance bonus on your attack check. If you’re making a ranged attack from a greater distance, you get a +2 circumstance bonus. However, you are vulnerable while aiming and it requires a free action to maintain your aim before you make your attack. If you are unable to maintain it, you lose its benefit. Once you aim, your next action must be to make the attack. Taking a different action spoils your aim and you lose the bonus.

ALL-OUT ATTACK: VARIANT ATTACK
When you make an attack you can take a penalty of up to –2 on your defense and add the same number to your attack bonus. The changes to attack and defense are declared before you make the attack check and last until the start of your next turn.

BULL RUSH: STANDARD ACTION
You attempt to push an opponent backwards in a straight line without doing any real harm. This provokes an attack of opportunity from the target. Make an attack check against the defender with a –2 penalty. Each degree of success pushes the target back 5 feet. Two or more degrees of failure, and you fall prone.

CAUTIOUS ATTACK: VARIANT ATTACK
When you make an attack you can take a penalty of up to –2 on your damage rolls and add the same number to your defense. The changes to damage and defense last until the start of your next turn. This does not work on attacks that do not do damage. You can’t reduce the damage past the damage you could do with the attack.

CHARGE: STANDARD ACTION
You rush forward to attack. You move your speed rank in a mode of movement available to you in a relatively straight line towards your target. At the end of your movement, you perform a close attack against your opponent with a +2 circumstance bonus to the attack check, but take a -2 to your Defense until the start of your next turn. You can combine a charge action with a move action, allowing you to move up to twice your speed (your speed rank as a move action, then your speed rank again when you charge).

DEFEND: STANDARD ACTION
Rather than attacking, you focus on defense. Make an opposed check of your appropriate active defense versus any attack made on you until the start of your next turn. The attacker must equal or exceed your opposed check result in order to hit you.

DEFENSIVE ATTACK: VARIANT ATTACK
When you make an attack you can take a penalty of up to –2 on your attack rolls and add the same number to your defense. The changes to attack and defense last until the start of your next turn.

DIRTY TRICK: STANDARD ACTION
This provokes an attack of opportunity from the target. Make an attack check against the defender with a –2 penalty. Examples include kicking sand into an opponent’s face to blind him for 1 round, pulling down an enemy’s pants to halve his speed, or hitting a foe in a sensitive spot to make him sickened for a round. The GM is the arbiter of what can be accomplished with this maneuver, but it cannot be used to impose a permanent penalty, and the results can be undone if the target spends a move action. The penalty is limited to one of the following conditions: blinded, dazzled, deafened, entangled, shaken, or sickened. This condition lasts for 1 round. For every 5 by which your attack exceeds your opponent’s CMD, the penalty lasts 1 additional round.

DISARM: STANDARD ACTION
You attempt to knock an item—such as a weapon or device—out of an opponent’s grasp. This provokes an attack of opportunity from the target. Make an attack check against the defender with a –2 penalty. If you attempt to disarm with a ranged attack, you are at –5 penalty. If your attack succeeds, make an opposed check of your attack’s damage against the defender’s Combat Maneuver Defense. If you win, the defender dropped the held object. If you made the disarm unarmed, you can grab the dropped object as a free action. If you make a disarm attempt with a melee weapon and lose the opposed check, the defender may immediately make an attempt to disarm you as a reaction. If this disarm attempt fails, you do not, however, get an additional attempt to disarm the defender.

ESCAPE GRAPPLE: STANDARD ACTION
You attempt to escape from a successful grapple. Make a check of your Acrobatics or Athletics against the opponent’s CMD. If you succeed, you break the grapple and can act normally. Alternatively, if you succeed, you can instead become the grappler, grappling the other creature.

FINISHING ATTACK: STANDARD ACTION
When you attack a helpless target at close range, you can choose to make a finishing attack, which generally kills your target. You automatically hit and score a critical hit. If the defender survives the damage, he must make a Fortitude check (DC 10 + damage dealt) or die. Delivering a finishing attack provokes attacks of opportunity from threatening opponents.

FULL-ATTACK: FULL-ROUND ACTION
After making a successful standard attack, you can follow it up with another standard attack at a -5 penalty. Assuming the second attack hits, you can follow that up with another standard attack at a -10 penalty. If the third attack hits, you can follow it up with another, fourth standard attack at a -15 penalty.


GRAPPLE: STANDARD ACTION
You attempt to grapple a foe, hindering his combat options. This provokes an attack of opportunity from the target. Make an attack check against the defender with a –2 penalty; this attack cannot (normally) be ranged. If successful, both you and the target gain a -2 penalty to Defense and Attacks, and the target cannot move or take any other action than freeing himself and talking. You can release the grapple as a free action, removing the condition from both you and the target. If you do not release the grapple, you must continue to make a check each round, as a standard action, to maintain the hold. If your target does not break the grapple, you get a +5 circumstance bonus on subsequent grapple checks made against the same target in subsequent rounds. As part of the standard action spent to maintain the grapple, a successful check allows you to continue grappling the foe and also allows you to perform one of the following actions:
Move: Move yourself and your target at half your speed.
Attack: Attack your opponent with an unarmed strike or light weapon.
Tie Up/Restrain: If you have restraints, you can place them on the target. If you have rope, you can tie up the target, with a DC to escape from the restraints equal to your CMD + 10, but to tie up your opponent, you must succeed at another grapple check, albeit at a -10.

RECKLESS ATTACK: VARIANT ATTACK
When you make an attack you can take a penalty of up to –2 on your defense and add the same number to your attack’s damage rolls. The changes to defense and damage last until the start of your next turn.

SUNDER: STANDARD ACTION
You attempt to damage or break an object held or worn by an opponent. This provokes an attack of opportunity from the target. Make an attack check against the defense of the character with the object, with a –2 penalty and with a –5 penalty instead if you are attacking a held object. If you attempt to sunder with a ranged attack, you are at –5 penalty or a -10 penalty instead if you are attacking a held object. Make an attack check against the defense of the character with the object, with a –5 circumstance penalty if you are attacking a held object. If your attack check succeeds, you inflict damage on the object rather than the character.

TRIP: STANDARD ACTION
You attempt to trip your opponent. This provokes an attack of opportunity from the target. Make an attack check against the defender with a –2 penalty; this attack cannot (normally) be ranged. 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.

TWO-WEAPON ATTACK: VARIANT ATTACK
When you can make a melee attack, you can hit with both your primary weapon and your off-hand weapon. If you are using a one-handed or light weapon in your primary hand and a light weapon in your off hand, you take a –6 penalty on this attack roll; otherwise you take a –10 penalty. Each weapon deals its normal damage. Damage reduction and other resistances apply separately against each weapon.

POWER ATTACK: VARIANT ATTACK
When you make an attack you can take a penalty of up to –2 on your attack check and add the same number to the damage roll of your attack. The changes to attack and effect are decided before you make your attack check and last until the start of your next turn.

Combat Actions

Left Behind: Your guide to the Rapture. EugeneGM