Special Moves:
In addition to simply moving and attacking, you can use various special
moves to turn the tide of battle in your favor.
Disarm:
When
you hit with a melee attack, you may choose try and disarm your foe
instead of dealing damage. If you do this, your foe rolls a Fortitude
save (DC 9+half your CR+your Str). If they fail the save, one
weapon/shield they were holding (your choice) is now either in your
hand or at your feet (your choice). However, if they pass the Fortitude
save to avoid being disarmed, you provoke an Attack of Opportunity from
them.
If the foe in question is using a two-handed weapon, they get a +3
bonus on their Fortitude save.
Trip:
When
you hit with a melee attack, you may choose try and trip your foe
instead of dealing damage. If you do this, your foe rolls a Reflex save
(DC 9+half your CR+your Dex). If they fail the save, they are knocked
to the ground (their land speed is reduced to 5 feet until they take a
move action to stand up). However, if they pass the Reflex save to
avoid being tripped, you provoke an Attack of Opportunity from them.
If
the foe in question is one size larger than you, they get a +3 bonus on
their Reflex save. If they are two or more sizes larger than you, you
can not trip them.
Trick:
When
you hit with a melee attack, you may choose try and trick your foe
instead of dealing damage. If you do this, your foe rolls a Will save
(DC 9+half your CR+your Cha). If they fail the save, they suffer a -4
penalty to attack rolls and Reflex saves until the end of your next
turn. However, if they pass the Will save to avoid being tricked, you
provoke an Attack of Opportunity from them.
If the foe in question has at least 6 ranks in Perception, they get a
+3 bonus on their Will save.
Shove:
When you
hit with a melee attack, you may choose try and shove your foe instead
of dealing damage. If you do this, your foe rolls a Fortitude save (DC
9+half your CR+your Str). If they fail the save, they are moved 5 feet
in the direction of your choice and you move into their former square.
However, if they pass the Fortitude save to avoid being shoved, you
provoke an Attack of Opportunity from them.
If the foe in question is wearing heavy armor, they get a +3 bonus on their Fortitude save.
Gambit:
When
someone misses you with a melee attack, you may choose to engage in a
gambit. If you do this, the attack hits anyway; however the attack
provokes an Attack of Opportunity from you.
Creature Sizes
Creatures smaller than Small or larger than Large have special rules
relating to position and reach.
Size |
AC/Atk |
Stealth |
Str |
Tiny |
+2 |
+8 |
-2 |
Small |
+1 |
+4 |
-1 |
Medium |
+0 |
+0 |
+0 |
Large |
-1 |
-4 |
+1 |
Huge |
-2 |
-8 |
+2 |
AC/Atk: Bonus/penalty to AC and attack rolls.
Stealth: Bonus/penalty to Stealth checks.
Str: Bonus/penalty to Strength score.
Tiny Creatures
Very
small creatures take up less than 1 square of space. This means that
more than one such creature can fit into a single square. A Tiny
creature occupies a space only 2½ feet across, so four can fit into a
single square. Creatures that take up less than 1 square of space
typically have a natural reach of 0 feet, meaning they can’t reach into
adjacent squares (they also threaten no squares and can not flank).
They must enter an opponent’s square to attack in melee. This provokes
an attack of opportunity from the opponent. You can attack into your
own square if you need to, so you can attack such creatures normally.
Huge Creatures
Very
large creatures take up more than 1 square. Huge creatures take up a
space 10 feet by 10 feet (2 squares by 2 squares). They have a 10 foot
reach; this means they can make a melee attack at any creature within
10 feet of any square they occupy (they also threaten all squares
within 10 feet of them).