Revised Combat Rules
In standard D&D, there are completely different rules for two-weapon fighting and fighting with natural weapons, not to mention that iterative attacks (for high BAB) are their own thing. When you add to that how the new races each have at least one natural weapon, and how classes and races are granting extra attacks, and we have a mess. Fortunately, these rules are simple enough to clean up.
All weapons, manufactured or natural, are marked as either a primary or secondary attack. As a standard action, the character can make a single primary or secondary attack at his full attack bonus; this is what is referred to as a standard attack. As a full-round action, a character can make all of his primary attacks at his full attack bonus, and all of his secondary attacks his full attack bonus minus 5; this is a full attack. Class features and feats can modify the number of attacks a character makes.
All humanoid creatures have, at bare minimum, a primary slam attack, which is used just as any other natural weapon. Creatures with multiple natural attacks will usually have one (or a pair) designated as their primary natural weapon in their description. Creatures are always proficient in their natural weapons. “Unarmed strike” is now synonymous with “natural attack”; a creature is “fighting unarmed” when it is only using natural weapons for a standard attack, full attack, or other action where they make an attack.
When a creature is actively wielding a manufactured weapon (i.e., making an attack with it) during a round, it is treated as his primary weapon, and all natural weapons are treated as secondary.
Any creature with a free limb can pick up a second (or third, or fourth, or whatever) weapon. Each round, the creature chooses one weapon to be primary, and all the rest are secondary. Certain feats or class features can modify this.
Characters with +6 BAB gain an additional attack at their full BAB when they make a standard attack or full attack.
Characters have a number of options when they attack their opponents.
You leverage your combat skill into defense rather than offense.
- Requirement: You must make an attack action and have a BAB of at least +1. You need not specifically attack an enemy.
- Effect: Before making an attack roll, you may take an attack penalty of up to your BAB on this attack and all further attacks until your next turn, and gain an equal Dodge Bonus to AC. You may only use this option once per turn.
You leverage your combat skill into devastating attacks at the expense of accuracy.
- Requirement: You must make an attack action and have a BAB of at least +1.
- Effect: Before making an attack roll, you may voluntarily take an attack penalty of up to your BAB, and inflict two times that amount in extra damage with that attack. If the attack is with a melee weapon being held in two hands, you instead add three times that amount in extra damage. You may take this option on any or all of your attacks if you wish.
These are some of the additional options you have in combat. If a maneuver is labelled as an “Attack Action”, then whenever you could make a regular attack (including attacks of opportunity or martial maneuvers), you can substitute that maneuver in place of the attack.
If you have more BAB than the target of your attacks, you are considered to “Have the Edge” on that attack. Combat Maneuvers will perform better when used by someone with the Edge. So while anyone can attempt to Disarm an opponent (provoking an attack of opportunity and dropping the weapon on the ground on a successful opposed attack roll), a character with the Edge can Disarm better (provoking no attack of opportunity and sending the weapon flying in a direction of his choice).
Bull Rush (Melee Attack Action, Unarmed)
If you have not moved your entire allotted distance this turn, you may attempt to push your opponent back as a melee attack. First, you move into your opponent’s square (which probably provokes an attack of opportunity). Then, you make an opposed size-modified strength check against a DC of 10 + the target’s Strength modifier + the target’s size modifier (you do not have to roll to hit). If you succeed, you push your opponent back 5 feet. If you succeed by more than 1, you may move your opponent back a single 5’ square for every 2 points your check exceeds the DC.
- Modifiers: The Size Modifier to both the Bull Rush check and the DC is +4 for every size larger than medium and -4 for every size smaller than medium.
- Special: The movement used during a Bull Rush counts against your movement this turn. If you do not take a move or charge action this turn, you will normally be limited to five feet of movement. This movement does not provoke an attack of opportunity from you or the target, but is quite likely to provoke an attack of opportunity from any other creature standing nearby. During a Bull Rush, both characters provide cover for each other.
- Edge Option: If you have the Edge on your target, you do not provide cover for your opponent even if they are the same size as you. Further, you may move your opponent in a direction up to 45 degrees off from your initial approach, altering your own course to push them more than 5 feet if necessary. If you fail the initial Strength check, you may choose which adjacent square you are pushed into.
Coup de Grace (Full-round Action)
You may attempt to slay an opponent outright if they are helpless. As a full-round action, you may automatically hit a helpless opponent in melee range. This attack is automatically a critical hit. This action provokes an attack of opportunity.
- Interrupting a Coup de Grace: A character who suffers damage during the Coup de Grace must make a Concentration Check (DC 10 + Damage Inflicted) or the action is resolved as a normal attack.
- Edge Option: If you have the Edge on an opponent who threatens you during a Coup de Grace, you do not provoke an attack of opportunity from them.
Covering Fire (Ranged Attack Action)
You may use your ranged attacks to provide cover for your allies. Take an attack with your ranged weapon and roll a normal attack roll. Until the beginning of your next turn one of your allies may use the result of your attack roll as their Armor Class against one attack of opportunity.
- Edge Option: If you have The Edge against an opponent whose attack of opportunity was negated by Covering Fire, your ranged weapon may hit them. Simply compare the attack roll to their armor class as if it was also a normal attack.
Disarm (Melee Attack Action)
You may attempt to disarm your opponent with a melee attack. Disarm is a special attack action. Make an attack roll against an “armor class” of 10 + the target’s melee attack bonuses with the item in question. If you succeed, one weapon or held item is snatched out of your opponent’s grasp. Failing a Disarm attempt provokes an attack of opportunity from the target. A disarmed item lands in a randomly determined square adjacent to the target.
- Modifiers: An item held in two hands is harder to disarm, increasing the DC by +4. An item tied to one’s body with a sword-wrap or locked gauntlet is much harder to disarm, increasing the DC by +8.
- Special: A Disarm may be used to attempt to remove a weapon that is presently being used in an attack against the disarmer even if the creature using the weapon is out of range or otherwise not threatened by the character. A Disarm (or any attack) is normally only usable during an attack against such creatures as an Attack of Opportunity or a Readied Action.
- Edge Option: If you have the Edge on your target, your Disarm attempt does not provoke an attack of opportunity, and you may choose which adjacent square your opponent’s weapon or held item lands in. If you have a free hand, the item may end up in your possession instead.
Feint (Melee Attack Action)
By performing a distracting maneuver or fencing your opponent into a poor position, you may make an attack against them at their worst. You take an attack action to make a Legerdemain check with a DC of 10 + your opponent’s Wisdom modifier + the higher of your opponent’s BAB or ranks in Psychology. If you succeed, your opponent is flat-footed for the next attack you make against them before the end of your next turn.
- Edge Option: If you have the Edge on your target and you successfully Feint, your opponent is flat-footed for all attacks you make until the end of your next turn.
Trip (Melee Attack Action)
As an attack action, you may attempt to knock an opponent prone. Make a touch attack, and if you succeed make a Strength + BAB check against a DC of 10 + your opponent’s Strength + BAB or Balance modifier (whichever is greater). Success leaves your opponent prone. Failure provokes an attack of opportunity.
- Modifiers: The DC to trip an opponent who has four legs or is otherwise inherently stable is increased by 4. Radially symmetrical creatures like Oozes cannot be tripped at all.
- Edge Option: If you have the edge on your target, you do not provoke an attack of opportunity if your trip attempt fails, but your target provokes an attack of opportunity from you if your trip succeeds.
These are other minor revisions that tangentially affect combat.
To find your new base weapon damage when an ability tells you to increase the step:
- Find the row for your current size.
- Find your current base weapon damage.
- Move the indicated number of steps to the right.
|Medium||1d2||1d3||1d4||1d6||1d8 *||1d10||2d6 **||3d6||4d6||6d6|
|* 2d4 damage weapons are considered equivalent to this.|
|** 1d12 damage weapons are considered equivalent to this.|
- Multiple Attacks
- Attack Options
- Combat Maneuvers
|Combat||Crafting||Creature Training/Riding||Magic Items||Movement/Fatigue||Special Conditions||Miscellaneous|