Combat Maneuvers

Back to FateWeaver
Back to Combat

Combat Maneuvers

Combat Maneuver Brief Description
Adjust Alter priority between accuracy, damage, and defense
Aid Another Assist another character in their action
Attack An attempt to directly damage a target
Bull Rush Move an opponent about the battlefield
Charge A rushing attack
Coup de Grâce A lethal attack against a helpless opponent
Counterattack An attack provoked by an opponent’s opening
Demoralize Use of Intimidation to weaken opponents
Dirty Trick Crafty fighting that inflicts inconveniences on opponents
Disarm An attack that knocks an opponent’s weapon from their grip
Disengage An attempt to get away from an opponent without provoking a counter attack
Feint A false attack that reduces an opponent’s defenses
Full Attack An all out assault against as many opponents as one can strike
Goad Use of the Diplomacy skill to draw an opponent’s attention
Grapple An attack that grabs an opponent rather than damaging them
Drag (Grapple) Moving a grappled opponent about the battlefield
Escape (Grapple) Use of Acrobatics to escape a grapple
Pin (Grapple) An attack that holds an opponent immobile rather than damage them
Choke (Grapple) An attack that holds an opponent immobile and damages them
Hide Use of Sneak to avoid detection in combat
Multistrike A deft attack with two or more weapons
Overrun An attempt to aggressively move through an opponent’s space
Parley Use of the Diplomacy skill to talk an opponent down
Ready Action Biding one’s time rather than springing directly into action
Contingent Action (Ready) Preparing oneself to interrupt others’ actions with one’s own
Counter Spell (Ready) Preparing oneself to specifically disrupt an opponent’s spells
Hold Action (Ready) Preparing oneself with no specific action or contingency in mind
Recover Use of (Athletics?) to restore Hp or recover from [Fatigue]
Size Up Use of Sublinguistics to assess the difficulty of an opponent
Snipe An attack that takes advantage of being hidden without losing it
Sunder An attack that attempts to break an item rather than damage an opponent
Take Aim By taking their time a character can line up a solid attack
Trip An attack that attempts to knock an opponent prone, rather than deal damage
Run (Travel) Faster movement across the battlefield
Withdraw An attempt to remove oneself from battle

Adjust [Free Action]
A character can adjust their fighting style to suite their tactical advantages.

At the beginning of their turn a character may use a [Free Action] to adjust. This alters how a character’s Base Combat Bonus is distributed between the character’s Attack bonus, Armor Class, Damage Bonus, and Save Bonuses. This adjustment lasts until the beginning of the character’s next turn. Normally a character’s Base Combat Bonus is added directly to their Armor Class and their Attack Bonus. When Adjusting, a character can do any number of the following;

Reduce Increase
Attack Bonus Armor Bonus
Attack Bonus Damage Bonus
Armor Bonus Attack Bonus
Armor Bonus All Save Bonuses

The character can shuffle no more bonus points than their Base Combat Bonus.

Reducing Attack Bonus with the Adjust action does not reduce the number of [Attack Actions] a character gains with the Attack Maneuver, likewise, increasing the Attack Bonus does not increase the number of [Attack Actions] either.
Use of the adjust combat maneuver does not provoke Counter Attacks.

Aid Another [Standard Action]
A character can offer assistance to their allies rather than taking an action of their own.

As a [Standard Action], a character may elect to assist an ally. The character does not need to elect how they will assist that ally specifically, but they do need to choose which ally they will be assisting. Generally speaking, a character must be within 4 paces of this ally in order to effectively assist them, though some situations may allow for a greater distance (at a GM’s discretion). Until the beginning of the character’s next turn, they can provide one instance of a +2 bonus to any single action that ally takes, alternatively the character may provide a single instance of a +2 bonus to that ally’s Armor Class or any one Saving Throw to avoid a single attack or effect. If the character fails to choose any such action by the beginning of their next turn, then the action was wasted.
Use of the aid another combat maneuver does not provoke Counter Attacks.

Attack [Attack Action]
A character can put their weaponry directly to work as originally intended in order to damage their enemies.

As an [Attack Action], a character may make an [Attack check] with any weapon they are wielding. If the character meets or overcomes their opponent’s [Armor Class], the attack hits and the character deals damage. They roll the appropriate damage for their weapon. Damage is reduced by the target’s relevant [Damage Reduction], and the result is deducted from the target’s current [Hit Points].

Melee Attacks
With a normal melee weapon, a character can strike any opponent within 1 pace. (Opponents within 1 pace are considered adjacent.) Some melee weapons and characters have reach increased, as indicated in their descriptions. With a typical reach weapon, a character can strike opponents 2 paces away, but can’t strike adjacent foes (those within 1 pace).
Use of the melee attack combat maneuver does not provoke Counter Attacks.

A melee attack check is typically 1d20 + Base Combat Bonus + Strength Modifier.

Finesse Attack
With a light melee weapon, and a few other specific weapons a character may use a finesse attack. This is otherwise similar to a melee attack. A character need not use this particular type of attack with such weapons if it is not more advantageous to them.
Use of the finesse attack combat maneuver does not provoke Counter Attacks.

A finesse attack check is typically 1d20 + Base Combat Bonus + Dexterity Modifier.

Ranged Attacks
With a ranged weapon, a character can shoot or throw at any target that is within the weapon’s maximum range and in line of sight. The maximum range for a thrown weapon is five range increments. For projectile weapons, it is ten range increments.
If a character makes a ranged attack at a target adjacent with an ally, the character suffers a -4 penalty on the attack check. An unconscious or otherwise immobilized ally does not provide this penalty.
Use of the melee attack combat maneuver does provoke Counter Attacks.

A ranged attack check is typically 1d20 + Base Combat Bonus + Dexterity Modifier.

Attack Check
An attack check represents a character’s attempt to strike an opponent. If the result of an Attack Check is at least as high as the target’s AC, the attack hits and deals damage.

Automatic Misses and Hits
A natural 1 (the d20 comes up 1) on the attack check is always a miss, and threatens a Fumble.
A natural 20 (the d20 comes up 20) on the attack check is always a hit, and threatens a Critical.

Bull Rush [Attack Action]
A character can knock enemies around the battlefield, rather than damaging them directly.

As an [Attack Action], a character may make an opposed Strength check with any single target that they threaten. If the character beats the target’s Strength check result, the defender is pushed back by 1 pace.
Use of the bull rush combat maneuver usually does not provoke Counter Attacks, however any movement caused by the Bull Rush does provoke counter attacks as normal.
The character and the target do not provoke counter attacks from each other, however.

Strength Check Modifiers
In a Bull Rush, a character’s strength check gains the following modifications.
A +4 bonus for each size category they are larger than Medium.
A -4 penalty for each size category they are smaller than Medium.
A +2 bonus if the Bull Rushing character is making use of the Charge maneuver.
A +4 bonus if the defender has more than two legs or is otherwise exceptionally stable.

Exceptional Success
If the bull rushing character wishes to move with the defender, they can push the defender back an additional pace for every 5 points by which the bull rushing character’s check result is greater than the defender’s check result. A character can’t, however, exceed their normal movement limit.

Failure
If the bull rushing character’s Strength Check fails, they fail to bull rush the opponent. If they fail by 10 or more, the opponent has blocked the character, and they are knocked [Prone].

Push/Pull
A character may attempt to push their Target in a different direction than straight back, such as to the side, or even pull them back towards them. This functions exactly as a normal Bull Rush, but the defender gains a +2 bonus on their opposed strength check to avoid the movement.

Ranged Bull Rush
A bull rush may be attempted with a ranged weapon, but it is a very difficult maneuver to pull off. A ranged bull rush may only be made within a weapon’s first range increment, and can only push an opponent back directly, but they may push an opponent several paces back if their Strength check is high enough. When moving an opponent back several paces with a ranged bull rush, the bull-rushing character need not move with them.
The bull rushing character suffers a -5 penalty on their opposed Strength check to successfully implement the ranged bull rush.
A ranged bull rush that fails by 10 or more does not knock the bull rusher prone.
This provokes counter Attacks as a Ranged Attack normally would.
[If a character has a feat or special ability to do precision damage in greater range categories than their first, they may also make Bull Rush attacks at these ranges as well]

Obstacles
If a character is bull rushed into an obstacle, they suffer 1d6 points of damage plus the bull rushing character’s Strength modifier, and falls [Prone].

Charge [Full-Round Action]
A character can rush headlong into combat to gain advantage over their opponents.

As a [Full-Round Action], a character may move up to twice their speed and make an [Attack Action] at the end of their movement. An [Attack Action] made at the end of a charge gains a +2 bonus on any checks relating to it (Including Strength Checks, Dexterity Checks, Attack Checks, Damage Checks, and the like). The character suffers a -2 penalty to their Armor Class until the beginning of their next turn. However, this action carries tight restrictions on how a character can move.
Use of the charge combat maneuver does not provoke Counter Attacks directly, but the movement involved with a charge provokes counter attacks as normal.

Movement During a charge
A character must move before their [Attack Action], not after.
A character must move at least 2 paces and may move up to double their speed directly toward the designated opponent.
A character must have a clear path toward the opponent, and nothing can hinder their movement (such as difficult terrain or obstacles. Helpless creatures don’t stop a charge.)

Blind Charge
If a character doesn’t have line of sight to the opponent at the start of their turn, they may attempt to make a blind charge towards a space they believe the opponent occupies. If they attempt to pass through any spaces that are occupied, or that contains difficult terrain, the character’s [Charge] ends prematurely and the character falls [Prone]. If the character misses their [Attack Action] based on the miss chance for attacking an opponent they cannot see, or because there was nothing to attack in the space that they charged up to, the charging character continues moving forward for 1 pace (even if this exceeds their allowed movement), and falls [Prone]. If they cannot move forward 1 pace, they instead fall [Prone] at the end of the charge.

Restricted Actions
If a character is able to take only a [Standard Action] on their turn, they can still make use of the charge maneuver, but they are only allowed to move up to their speed (instead of up to double their speed). A character cannot use this option unless they are restricted to taking only a [Standard Action] on their turn.

Additional Attacks on a Charge
There are some ways that a character may gain additional attacks at the end of their charge, regardless, only the first attack they make gains any benefits from the charge.

Ready Action against a Charge
A character may use the Ready Action maneuver in order to make an attack or an evasive movement against a charge.

When Ready Action is used to implement an evasive movement against a charge, the charging character must make a Reflex Save with a DC equal to (10 + the evading character’s Base Combat Bonus + the evading character’s Dexterity modifier). If the save is successful, the charging character ends their movement where the [Charge] would have ended normally. If the charging character fails their save, they continue their [Charge] for 1-pace further than they had intended (even if this exceeds their allowed movement) and fall [Prone].

When Ready Action is used to implement an attack against a charge, the defender’s attack is resolved before the charger’s attack is. There are some weapons such as spears and tridents that deal double damage when readied (set) and used against a charging character.

Coup de Grâce [Standard Action]
A character can deliver a swift and cruel blow to deal with a helpless opponent.

As a [Standard Action] character may attempt a Coup de Grâce against a [Helpless] opponent that a character is adjacent to. The character must be adjacent to their target regardless of their weapon’s reach or range to execute this special attack. The character automatically hits with an attack and scores a critical, even if the enemy is normally immune to criticals. If the [Helpless] opponent survives the damage, they must make a Fortitude Save DC (10 + Damage Dealt) even if they are immune to things that normally require Fortitude Saves. If they fail this save, they are killed or be destroyed, as if reduced in hp below their death/destruction threshold. This is a [Death Effect].
A Coup de Grâce never provokes a counter attack, even if the weapon used normally would do so.

Soft Coup de Grâce
The Soft Coup de Grâce is an attempt to less lethally deal with a helpless opponent. A Soft Coup de Grâce behaves in all ways like a regular Coup de Grâce, except it deals [Non-Lethal] damage, the opponent must make a Fortitude save or be rendered [Unconscious] for 1d4+1 hours. A Soft Coup de Grâce is not a [Death Effect], but has no effect on enemies immune to [Non-Lethal] damage.

Counter Attack [Interrupt Action]
A character can strike an opponent during a brief lapse in their defense.

As a [Interrupt Action] a character may make an [Attack Action] against a target in a space they threaten that has provoked a counter attack.

Threatened Spaces
A character threatens all spaces into which they can make a melee attack, even when it is not their action. Generally, that means everything in all squares adjacent to a character’s space (including diagonally).

Reach Weapons
Most creatures of Medium or Small size have a reach of only 1 pace. This means that they can make melee attacks only against creatures up to 1 pace (1 space) away. However, Small and Medium creatures wielding reach weapons threaten more spaces than a typical creature. In addition, most creatures larger than Medium have a natural reach of 2 paces or more.
Note: Small and Medium creatures wielding reach weapons threaten all squares 2 paces (2 spaces) away, even diagonally. (This is an exception to the rule that 2 spaces of diagonal distance is measured as 3 paces.)

Provoking a Counter Attack
Two kinds of actions can provoke counter attacks: moving out of a threatened square and performing an action within a threatened square.

Moving
Moving out of a threatened square usually provokes a counter attack from the threatening opponent. There are two common methods of avoiding such an attack; the One-pace Step and use of the Acrobatics skill.

Performing a Distracting Act
Some actions, when performed in a threatened square, provoke counter attacks as a character diverts their attention from the battle. The table below notes many of the actions that provoke counter attacks. Remember that even actions that normally provoke counter attacks may have exceptions to this rule.

Making a Counter Attack
A counter attack is a single [Attack Action] that requires the use of an [Interrupt Action], and a character generally only has access to a number of [Interrupt Actions] equal to their Dexterity Modifier (min. 1) per round. Nevertheless, any given action can never provoke more than one counter attack from a single character. For example, moving out of more than one space threatened by the same opponent in the same round doesn’t provoke more than one counter attack. However if a character takes multiple actions that provoke multiple counter attacks, a character with more than one [Interrupt Action] per round could make multiple counter attacks (since each one represents a different opportunity). All these [Attack Actions] are at a character’s full normal attack bonus.
A character doesn’t have to make a counter attack if they don’t want to.
Counter Attacks never provoke other counter attacks.

Tble: Provoking Counter Attacks
Manuever Provokes?
Attack (Melee) No
Attack (Ranged) Yes
Activation No
Adjust No
Aid Another No
Bull Rush Yes (Movement)
Charge Yes (Movement)
Communicate No
Coup de grace No
Coup de grace, Soft No
Counter Attack Never
Demoralize No
Dirty Trick No
Disarm No
Disengage No
Drop Prone No
Feint No
Goad No
Grapple No
Drag (Grapple) Yes (Movement)
Escape (Grapple) No
Pin (Grapple) No
Choke (Grapple) No
Hide No
Multistrike No
Overrun Yes (Movement)
Parley No
Pick up an item off the ground Yes
Ready Action No*
Recover No
Size Up No
Snipe No
Stand Up Yes
Sunder No
Travel (Move) Yes (Movement)
Travel (One-Pace Step) No
Travel (Run) Yes
Trip No
Use a Consumable Yes
Withdraw Yes
Use extraordinary ability No
Use skill Yes
Use spell Yes
Use spell-like ability Yes
Use supernatural ability No
Other Actions -
Draw/Sheath No
Drop an Item No
Manipulate an Item Yes

Demoralize [Attack Action]
A character may attack their opponents’ morale rather than damaging them directly.

As an [Attack Action] a character may use the Intimidate skill in combat to demoralize an opponent. To do so, the character makes an Intimidate check opposed by the target’s Intimidate DC (10 + their Hit Dice + Charisma modifier). If the check is successful, the target becomes [Shaken] for 1 round.
A character may only demoralize any single target within 6 paces that they are aware of.

Dirty Trick [Attack Action]
A character may execute a cunning plan rather than damaging an opponent directly.

This maneuver covers any sort of situational attack that imposes a penalty on a foe for a short period of time. Examples include kicking sand into an opponent’s face to [Dazzle] them, pulling down an enemy’s pants to render them [Entangled], or hitting a foe in a sensitive area to make them [Bewildered]. 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].

As an [Attack Action] character may make a melee attack against a target that they threaten, but rather than targeting their AC, they must overcome a DC of (10 + Target’s Dex + Target’s BCB). If the character beats their target’s Dirty Trick DC, the trick is successfully executed, and the target suffers the intended condition.
Use of the Dirty Trick maneuver does not provoke Counter Attacks.

Dirty Trick Conditions Duration DC Modifier
[Anchored] 1 Round +4
[Bewildered] 1 Round +4
[Clumsy] 1d4+1 Rounds -
[Dazzled] 1 Round +4
[Enfeebled] 1d4+1 Rounds -
[Entangled] 1 Round +4
[Ringing] 1d4+1 Rounds
[Stupified] 1d4+1 Rounds -

Exceptional Success
For every 5 points that a character’s dirty trick check over comes the DC the penalty lasts for an additional round.

Failure
If the character attempting the Dirty Trick fails their attack roll, they fail to execute their mischief. If they fail by 10 or more, they make a false move, and provoke a counter attack from their target.

Ranged Dirty Trick
A dirty trick may be attempted with a ranged weapon, but it is a very difficult maneuver to pull off. A ranged dirty trick may only be made within a weapons first range increment.
The dirty trick pulling character suffers a -5 penalty on their attack check to successfully implement the ranged dirty trick.
This provokes counter Attacks as a Ranged Attack normally would.
[If a character has a feat or special ability to do precision damage in greater range categories than their first, they may also make Dirty Trick attacks at these ranges as well]

Disarm [Attack Action]
A character can knock the items out of their opponents’ hands, rather than damaging them directly.

As an [Attack Action] a character may make an opposed melee attack against a target that they threaten, this attack check is against the opponents attack check, and not their AC. If the character beats their target’s attack check result, the target is disarmed.
If the disarming character has a free hand, they may hold onto the item they have disarmed.
If the disarming character does not have a free hand the weapon falls to the ground in the opponents’ space.
Use of the Disarm maneuver does not provoke Counter Attacks.

Disarm Attack Check Modifiers
In a Disarm, a character’s attack check gains the following modifications.
A +4 bonus for each size category they are larger than Medium.
A -4 penalty for each size category they are smaller than Medium.
A +2 bonus if the Disarming character is making use of the Charge maneuver.
A +2 bonus if the item being used is a Shield.
A +4 bonus if the weapon being used/disarmed is a Two-Handed Weapon
A -4 penalty if the weapon being used/disarmed is a Light Weapon (Natural Weapons do not suffer this penalty)
A -4 penalty if the item being used is not a melee weapon (e.g. a wand, a bow, a crumb cake, etc.)

Exceptional Success
For every 5 points that a character’s disarm check over comes their opponents attack check, they may send the item skittering or tumbling 1d4 paces in any direction that they choose. The item comes to a halt at any solid object or creature it comes across.

Failure
If the disarming character’s disarm attempt fails, they fail to disarm the opponent. If they fail by 10 or more, the opponent has counter-disarmed the character, and they are disarmed of the weapon they attempted to disarm with. (Some weapons cannot be disarmed, such as natural attacks and specially strapped on weapons, and are thus cannot be counter-disarmed).

Ranged Disarm
A disarm attack may be attempted with a ranged weapon, but it is a very difficult maneuver to pull off. A ranged disarm may only be made within a weapon’s first range increment.
The disarming character suffers a -5 penalty on their attack check to successfully implement the ranged disarm.
A ranged disarm that fails by 10 or more does counter disarm the character’s weapon.
This provokes counter Attacks as a Ranged Attack normally would.
[If a character has a feat or special ability to do precision damage in greater range categories than their first, they may also make Disarm attacks at these ranges as well]

Disengage [Standard Action]
A character can attempt to safely back away from melee engagement.

As a [Standard Action] a character may move up to half their move speed, however this movement does not provoke counter attacks, even if the character leaves a threatened space.

Feint [Attack Action]
A character can telegraph false movements to throw an opponent off, rather than damaging them directly.

As an [Attack Action] a character may make a Bluff check against their opponents Bluff DC (10 + Hit Dice + their Wisdom modifier), alternatively they may make an opposed attack check against their opponent’s attack check. If the Feint check is successful, the target is [Flat-Footed] until they are next attacked or until the beginning of their next turn.

Ranged Feint
A feint attack may be attempted with a ranged weapon, but it is a very difficult maneuver to pull off. A ranged feint may only be made within a weapons first range increment.
The feinting character suffers a -5 penalty on their attack check or bluff check to successfully implement the ranged feint.

Exceptional Success
For every 5 points that a character’s feint check over comes their opponents attack check or Bluff DC, they gain a +2 bonus to attack and damage with their attack against the opponent while they are [Flat-Footed].

Failure
If the feinting character’s feint attempt fails, they fail to render the opponent [Flat-Footed]. If they fail by 10 or more, they have made a false move, and provoke a counter attack from their target.

Full Attack [Standard Action]
A character may unleash a full onslaught of their offensive force against an opponent

As a [Standard Action] a character can make all of their [Attack Action]s granted to them against an opponent. They may make their attacks in any order they choose.

Base Combat Bonus Iterative Attacks
Normally a character has one [Attack Action], but gains an additional [Attack Action] at 6 Base Combat Bonus, 11 Base Combat Bonus, and 16 Base Combat Bonus. When making a full attack with iterative attacks, their first attack is at no penalty, and all of the other iterative attacks are at a -5 penalty.

Other Sources of Extra Attacks
Some feats or abilities allow a character to gain extra [Attack Actions], normally a character must use the Full Attack action to gain the ability to make these attacks.

Goad [Attack Action]
A character may draw the attention of their opponent’s rather than damaging them directly.

As an [Attack Action] a character may use the Diplomacy skill in combat to goad an opponent into attacking them. To do so, the character makes an Diplomacy check opposed by the target’s Diplomacy DC (10 + their Hit Dice + Intelligence modifier). If the check is successful, the target must either take direct aggressive actions against the goading character (making attacks, launching violent spells, or the like), or they may opt to suffer from the [Bewildered] condition for 1 round, as they are distracted from their actions.
A character may only goad any single target within 6 paces that they are aware of.

Grapple [Attack Action]
A character can attempt to clinch with an opponent rather than damaging them directly.

As an [Attack Action], a character may make grapple check, an opposed Strength check with any single target that they threaten with their natural weapons (or a special grappling weapon). The opponent may opt to make a Dexterity check rather than a Strength check if they wish to simply avoid the grapple. If the character beats the target’s Strength or Dexterity check result, they may then either move their opponent adjacent to themself, or move adjacent to their opponent, and their opponent becomes [Grappled] by the character until they are no longer adjacent to that opponent.
This movement does not provoke attacks of opportunity.
Use of the grapple combat maneuver does not provoke Counter Attacks.

Strength Check Modifiers (These apply to grapple, drag, and pin)
In a Grapple, a character’s strength check gains the following modifications.
A +4 bonus for each size category they are larger than Medium.
A -4 penalty for each size category they are smaller than Medium.
A +2 bonus if the Grappling character is making use of the Charge maneuver.
A +2 bonus for every additional pair of arms or arm-like limbs that a character possess.

Dexterity Check Modifiers (These apply to grapple, drag, and pin)
In a Grapple, a character’s Dexterity check gains the following modifications.
A +4 bonus for each size category they are smaller than Medium.
A -4 penalty for each size category they are larger than Medium.

Exceptional Success
If the character initiating the grapple wishes to move with their defender, they can push or pull the defender in any direction for one pace for every 5 points by which the grapple initiating character’s check result is greater than the defender’s check result. A character can’t, however, exceed their normal movement limit.

Failure
If the grappling character’s Strength Check fails, they fail to grapple the opponent. If the opponent opted to use Strength in opposing the grapple and the character failed by 10 or more, the opponent has counter-grappled the character, and they are [Grappled] instead.

Drag (Grapple) [Move Action]
A character can move with an opponent they are grappling with.

As a [Move Action] a character may drag a character they have [Grappled], at half their move speed.
Every pace moved requires a grapple check, an opposed Strength Check, if the Strength check fails, the cost of moving the pace is lost, but the grappling character may continue to attempt to drag the opponent.
An opponent suffers a -4 penalty if they are being dragged by a move speed that they do not have (such a Fly or Swim).
A [Pinned] opponent automatically fails their Strength check.
A character may attempt to drop both themself and their opponent [Prone] while grappling with the expenditure of one pace’s worth of movement (at the half-movement speed penalty).

Pin (Grapple) [Attack Action]
A character can attempt to render an opponent immobile rather than damaging them directly.

As an [Attack Action], a character may make an opposed Strength check with any single adjacent [Grappled] or [Entangled] target. The opponent may opt to make a Dexterity check rather than a Strength check if they wish to simply avoid the pin. If the character beats the target’s Strength or Dexterity check result, they become [Grappled] themself and have successfully [Pinned] the opponent, until they are no longer adjacent to that opponent.
Use of the pin combat maneuver does not provoke Counter Attacks.

Dexterity and Strength Check Modifiers
The same modifiers apply to a Pin attempt as do to a grapple attempt.

Failure
If the pinning character’s Strength Check fails, they fail to pin the opponent.
If the opponent opted to use Strength in opposing the pin and the character failed by 10 or more, the opponent has counter-grappled the character, and they are [Grappled] as well.
If the opponent opted to use Dexterity in opposing the pin and the character failed by 10 or more, the opponent has broken free and is no longer considered [Grappled].

Choke (Grapple) [Attack Action]
A character can attempt to damage an opponent held immobile if they so choose.

As an [Attack Action], a character may damage an opponent that they have [Pinned], automatically dealing a critical with with one of their natural weapons. This damage may be non-leathal if the attacking character chooses.
This action maintains a pin.

Restrain
Alternatively, as a [Standard Action] a character may either make use of any rope that they have on hand, a pair of shackles, or similar equipment, to restrain an opponent. See Use Rope (?) or Equipment for details on how these restraints work.

Hide [Move Action]
A character can attempt to damage an opponent held immobile if they so choose.

As a [Move Action] a character that has either Concealment or Cover may attempt to disappear from their opponents’ awareness. Unless the opponent has a reason to track the character, they generally will go unnoticed.
If any opponents have any reason to notice the hiding character, the hiding character makes a Stealth check opposed by each opponents Perception checks.

Revealing Actions
If a character takes a revealing action, such as attacking, opening a door, or manipulating an large object, they must make a new Stealth check at a penalty opposed by any opponents’ Perception checks.
Attacking generally infers a -10 penalty to a character’s Stealth check.
Other actions can range anywhere from -2 to -10 depending on the GM’s best judgement.

Multistrike [Attack Action]
A character may attempt to use with two or more weapons with one attack.

As an [Attack Action], a character may attempt to strike one target with two or more weapons they are capable of wielding at the same time. A character may attempt to multistrike with up to a number of weapons equal to their Dexterity Bonus (min 2).

The character nominates one of their weapons to be their primary attack.
The character makes a single attack check, for their primary weapon, if this greater than the opponent’s AC the mulitstrike hits, and the character deals damage with all the weapons used as normal.
Only the primary weapon can Critical or Fumble.

Penalties to attack
All the penalties below are cumulative.
A character suffers a -1 penalty to this attack check for every weapon involved.
A character suffers a -2 penalty to this attack check for every 1-handed melee weapon used.
A character suffers a -4 penalty to this attack check for every ranged projectile weapon used.
A character suffers a -4 penalty to this attack check for every 2-handed melee weapon used.

Sweep
Instead of attacking one target with two or more weapons, a character may attempt to attack two or more separate targets that any of the weapons may normally target. This still requires only one attack roll, which is compared against each opponent normally. The character must designate each attack against an additional opponent.
Still Only the primary weapon can Critical or Fumble.
A sweep suffers an additional -2 penalty for each opponent targeted by this attack, including the first.

Overrun [Free Action]
A character can attempt to plough through or past enemies that are in their way.

As part of a [Move Action] while moving, a character may make spend an additional pace of movement speed to make an opposed Strength check with any single target they are attempting to move through or over. The opponent may opt to avoid the Overrun, simply allowing the character to continue moving, or they may stand their ground. If the character beats the target’s Strength check result, the defender is pushed aside as they pass through their space. (Effectively, however, the opponent remains in their own space).
Use of the overrun combat maneuver usually does not provoke Counter Attacks, however any movement caused by the overrun does provoke counter attacks as normal.

Strength Check Modifiers
In an Overrun, a character’s strength check gains the following modifications.
A +4 bonus for each size category they are larger than Medium.
A -4 penalty for each size category they are smaller than Medium.
A +2 bonus if the Overrunning character is making use of the Charge maneuver.
A +4 bonus if the Overrunning character is Running.
A +4 bonus if the defender has more than two legs or is otherwise exceptionally stable.

Exceptional Success
If the defender attempted to stand their ground and the Overrunning character beat their Strength Check by 5 or more, the defender is knocked [Prone].

Failure
If the defender attempted to stand their ground and the Overrunning character fails their movement is stopped adjacent to the defender. If they fail by 10 or more, the opponent has blocked the character, and they are knocked [Prone].

Parley [Attack Action]
A character may attempt to end the animosity between themself and an opponent with words.

As an [Attack Action] a character may use the Diplomacy skill in combat to rapidly parley with an opponent. To do so, the character makes an Diplomacy check opposed by the target’s Diplomacy DC (10 + their Hit Dice + Intelligence modifier). If the check is successful, the target must either avoid taking direct aggressive actions against the parleying character (making attacks, launching violent spells, or the like), or they may opt to suffer from the [Bewildered] condition for 1 round, as they are distracted from their actions.
A character may only parley with a single target within 6 paces that they are aware of.

Include Allies
A parleying character may attempt to include any of their allies in the request for parley, albeit at a -2 penalty to their Diplomacy check for each additional ally.

Making Offers
As the Diplomacy skill, a character that makes an offer may modify their Diplomacy check, anywhere between -10 to +10, depending on on the target’s appreciation of the offer.

Special
A successful parley may be enough to end a fight, at the GM’s discretion, if only temporarily.

Ready Action [Varies]
A prudent character may hold off on acting right away, in order to take advantage of the opportune moment.

A character may ready an action on their turn rather than take an action. There are two ways for a character to ready an action.

Contingent Action
A character may ready a specific action in the case of a specific scenario. The specifications don’t have to be precise, but they should be something the character can use as a cue to take action. If a character readies an action in this way, they spend the type of action during their turn (Standard Action, Move Action, Swift, etc) but the action doesn’t take place until the cue occurs. Specifically, the action occurs just before the cue (interrupting it, much like an [Interrupt Action], but this is not an Interrupt action).
This contingent action is readied until the beginning of the character’s next turn.

Hold Action
A character may hold off on using any part of their actions (Standard Action, Move Action, Swift, etc) until later in the round. They can take their action at any given time after their turn, but cannot interrupt another action (though they may take an action during another character’s turn, for example, between their [Move Action] and [Standard Action].)

Popular Ready Actions
Sunder a reach weapon when it’s used to strike at a distance (Contingent Action)
Attack an hiding opponent when they show themselves or attack (Contingent Action)
Set an Attack against a charge (Contingent Action)
Dodge out of the way of a Dragon’s Breath with no special ability (Contingent Action)
Attempt to Catch a Thrown Weapon with no special ability (Contingent Action)
Shoot anything that comes through a specific door or window (Contingent Action)
Attack a mage as they cast a spell (Contingent Action)
Wait to see what needs doing (Hold Action)

Recover [Full-Round Action]
A character can take a moment to collect their cool and catch their breath rather than directly acting.

As a [Full-Round Action] a character may roll a Fortitude Check, as dictated by their Fortitude Save, in order to recover from the drain and difficulty of combat. A DC 15 check removes the [Fatigued] Condition from a character, and provides 1 [Temporary HP] per HD of the character.
A character gains 1 additional [Temporary HP] per HD of the character for every 5 points they pass this check by.
These [Temporary HP] fade away in 10 minutes.

Size Up [Move Action]
A character may measure up their enemy to see just how hard of a fight its going to be.

A character may use the Sublinguistics skill in combat to size up an opponent as a [Move Action]. To do so, the character makes an Sublinguistics check with a DC of (10 + their Hit Dice or Level + Charisma modifier). If the check is successful, the character has a rough idea of how difficult their opponent is and their main niche of abilities. (Specifically, they know the target’s Hit Dice, Challenge Rating, and basic role in or out of combat). Failure indicates that an opponent is likely significantly more powerful than the character.
If the character’s Size Up action is successful, they gain a +2 bonus to Armor Class and Saves against that opponent.
A character may only gain this bonus against one opponent at any given time.

Knowledge
A character may also roll any relevant Knowledge Checks they have in order to Identify an opponent while sizing them up, as the same action.

Playing Down
A character may choose at anytime to “play down” their abilities or power. This requires no specific action, but often has a more role-play based aspect on their part to seem less powerful than they are.
When a character is playing down, they make a Bluff check against the one sizing them up (usually DC 10 + their Hit Dice or Level + Wisdom modifier). If they succeed, they may portray their power levels as lower. (Their Hit Dice and Challenge Rating may seem 2 points lower, or an additional 2 points lower for every 5 points they beat the DC by, as designated by the player “playing down.”)

Bolstering Bravado
A character may choose at anytime to “bolster bravado” their abilities or power. This requires no specific action, but often has a more role-play based aspect on their part to seem more powerful than they are.
When a character is bolstering bravado, they make an Intimidate check against the one sizing them up (usually DC 10 + their Hit Dice or Level + Charisma modifier). If they succeed, they may portray their power levels as higher.
(Their Hit Dice and Challenge Rating may seem 1 points higher, or an additional 1 points higher for every 5 points they beat the DC by, as designated by the player “bolstering bravado.”)

Flimflam
A character may choose at anytime to "flimflam " their niche. This requires no specific action, but often has a more role-play based aspect on their part to seem less powerful than they are.
When a character is flimflaming, they make a Disguise check against the one sizing them up (usually DC 10 + their Hit Dice or Level + Wisdom modifier). If they succeed, they may portray their niche as something else. (A Bruiser Fighter type may portray themselves as a Healing/Buffing Cleric, or a Stealthy Thief type could come across as a Dread Necromancer or similar)

Snipe [Standard Action]
A character can pop out of cover or concealment in order to quickly attack, and return to their protection.

As a [Standard Action] a character that has Cover, or that is hiding, may attempt to make a single [Attack Action] without sacrificing either.

Attacking from Cover
Normally attacking from behind cover also provides one’s enemies with the same cover. The Snipe action allows the character to make an attack without suffering the penalties imposed by their own cover.

Attacking from Hiding
Normally attacking while hiding inflicts a -10 penalty on the character’s stealth check. Sniping does not infer such a penalty, but still draws the attention of whoever is attacked. The attack action, when attacking from hiding, suffers a -5 penalty to any relevant checks.

Sunder [Attack Action]
A character can destroy the items of their opponents, rather than damaging them directly.

As an [Attack Action] a character may make an opposed melee attack against a target that they threaten, this attack check is against the opponents attack check, and not their AC. If the character beats their target’s attack check result, they must make a Break Check in order to destroy any item on their opponent’s person.
Use of the Sunder maneuver does not provoke Counter Attacks.

Sunder Attack Check Modifiers
In a Sunder, a character’s attack check gains the following modifications.
A +4 bonus for each size category they are larger than Medium.
A -4 penalty for each size category they are smaller than Medium.
A +2 bonus if the Sundering character is making use of the Charge maneuver.
A +4 bonus if the weapon being used/sundered is a Two-Handed Weapon
A -4 penalty if the weapon being used/sundered is a Light Weapon (Natural Weapons do not suffer this penalty)
A -4 penalty if the item being used is not a melee weapon (e.g. a wand, a bow, a crumb cake, etc.)

Exceptional Success
For every 5 points that a character’s Sunder check over comes their opponents attack check, they gain a an additional +2 bonus to their Break check to destroy the item in question.

Failure
If the sundering character’s sunder attempt fails, they fail to damage the item in question. If they fail by 10 or more, the opponent has counter-disarmed the character, and they are disarmed of the weapon they attempted to sunder with. (Some weapons cannot be disarmed, such as natural attacks and specially strapped on weapons, and are thus cannot be counter-disarmed).
The Break check (see below) never suffers from exceptional failure.

Ranged Sunder
A sunder attack may be attempted with a ranged weapon, but it is a very difficult maneuver to pull off. A ranged sunder may only be made within a weapon’s first range increment.
The Sundering character suffers a -5 penalty on their attack check to successfully implement the ranged sunder.
A ranged sunder that fails by 10 or more does counter disarm the character’s weapon.
This provokes counter attacks as a ranged attack normally would.
[If a character has a feat or special ability to do precision damage in greater range categories than their first, they may also make Sunder attacks at these ranges as well]

Sundering an unattended object
A character can sunder an unattended object with very little difficulty.
A melee Sunder requires no attack check, but immediately moves to Break Check, see below.
A ranged Sunder attack requires an attack check before moving to Break Check, see below, albeit attacking an unmoving target tends to be rather easy (AC of 5 + Size Modifier).

Break Check
A character that has successfully struck an item must make a break check against it. The character makes a Strength check, modified by the (magic) bonus to damage from their weapon.
If the check is enough to meet the item’s Break DC it is smashed into a state of disrepair.
Armor becomes [Cracked], Weapons and other items become [Broken].
If the check is not enough to meet the item’s DC, the item’s Break DC is decreased by the Sundering Character’s Strength Modifier.

Items Common Break DC
Simple Weapon 10
Martial Weapon/Shield 15
Exotic Weapon 20
Light Weapon -2
1-Handed/Thrown Weapon -
2-Handed/Projectile Weapon +2
Particularly Delicate Weapon -2
Particularly Sturdy Weapon +2
Special Material (Non Adamantine) +5
Adamantine +10
Magical Enhancement (per +1) +3

Exceptional Break Check
For every 5 points that a character’s Break Check overcomes the item’s break DC, it requires a second instance or repair before it no longer suffers from the [Broken] or [Cracked] condition. (I.e. two repair checks over the course of two hours, or two castings of a repair spell).

Take Aim [Move Action]
A character can take a moment to make sure their stance is strong and their point of attack is true.

As a [Move Action] a character may take aim for their next [Attack Action]. Their next Attack Action gains a bonus equal to (1 + 1/5 their Hit Dice, min 1) on any relevant checks, including damage, and cannot result in a [Fumble].

Trip [Attack Action]
A character can knock their opponents flat, rather than damaging them directly.

As an [Attack Action], a character may make an opposed Strength check with any single target that they threaten. The opponent may opt to use Dexterity opposed to Strength. If the character beats the target’s Strength check result, the defender knocked [Prone].
Use of the Trip combat maneuver does not provoke Counter Attacks

Strength Check Modifiers (Note: No modifiers for using Dexterity to avoid a Trip).
In a Trip, a character’s strength check gains the following modifications.
A +4 bonus for each size category they are larger than Medium.
A -4 penalty for each size category they are smaller than Medium.
A +2 if the tripping character is making use of the Charge maneuver.
A +4 bonus if the defender has more than two legs or is otherwise exceptionally stable.

Exceptional Success
For every 5 points the tripping character’s Strength check result is greater than the defender’s check result, they may throw their opponent 1 pace in any direction away from them.

Failure
If the tripping character’s Strength Check fails, they fail to trip the opponent. If they fail by 10 or more, the opponent has counter-tripped the character, and they are knocked [Prone].

Ranged Trip
A trip may be attempted with a ranged weapon, but it is a very difficult maneuver to pull off. A ranged trip may only be made within a weapon’s first range increment, and cannot be used to throw an opponent.
The tripping character suffers a -5 penalty on their opposed Strength check to successfully implement the ranged trip.
A ranged trip that fails by 10 or more does not knock the tripper prone.
This provokes counter Attacks as a Ranged Attack normally would.
[If a character has a feat or special ability to do precision damage in greater range categories than their first, they may also make Trip attacks at these ranges as well]

Dismounting a Rider
A character may make a trip attack against a mounted opponent. The defender may make a Handle Animal check in place of their Dexterity or Strength check. If the tripping character succeeds, the mounted character is pulled off of their mount, and must make a DC 15 reflex save or fall [Prone] if the mount is substantially large (Large sized or larger) or in the air, the mounted character is liable to suffer falling damage.

Tripping a Flying Creature
A character may make a trip attack against a flying opponent that is flying through the use of Wings or similar natural means. The defender may make an Acrobatics check in place of their Dexterity or Strength check. If the tripping character succeeds, the flying character staggers in their flight and falls 10 paces before. If the flying character strikes a solid surface from this fall they are knocked [Prone] and are liable to suffer falling damage.

Withdraw [Full-round Action]
A character can attempt to flee from combat entirely rather than staying to fight.

As a [Full-Round Action] a character may run away from the combat encounter, as if taking advantage of the Run action. This provokes attacks of opportunity as normal. If no foes give chase, before the character’s next round, they have successfully escaped the encounter.
If any foes wish to give chase, they may also run taking advantage of their own Run action after the withdrawing character.
At this point the foes giving chase and the withdrawing character have entered into the parkour minigame, and remain engaged until the minigame is resolved.

Combat Maneuvers

FateWeaver AugustNights