Combat

Combat


Bite Attacks

Creatures who succeed on a bite attack, may choose not to release their jaws to make more bite attacks and instead continuously deal automatic damage by clamping their jaws on the target. This means they are grappled with the target.

The attacker may only roll damage during their turn, when they would normally make their attack. This damage only applies to the part of the target that was originally bit. If the attacker wants to bite another part of the target, they must release their bite and roll another attack roll and hit location roll as usual. Biters or those that are bit may not attack another target while they are clamping their jaws/have jaws clamped upon them.

If the original bite attack is a critical hit, then damage dealt on consecutive rounds by that bite attack if they clamp their jaws will also deal critical damage.

No Threatened Squares
A target that is bit does not threaten any squares while they are bit.

No Dexterity Bonus
A target that is bit looses their Dexterity bonus to AC (if they have one) against opponents that aren’t biting them. (You can still use it against opponents that are biting them.)

Moving while an attacker has clamped their jaws
An attacker or a target can move half their speed (bringing all others who bit them with them) by winning an opposed grapple check. This requires a standard action, and the target must beat all the other individual check results to move the biters.

Escape from Clamped Jaws
You can escape clamped jaws of an attacker by winning an opposed grapple check in place of making an attack. You can make an Escape Artist check in place of your grapple check if you so desire, but this requires a standard action. If more than one opponent has bit you, your grapple check result has to beat all of their individual check results to escape. If you escape, you finish the action by moving into any space adjacent to your opponent(s).

Retrieve a Spell Component while an attacker has clamped their jaws
Assuming the attacker isn’t biting the arm you need to reach for a spell component, you can produce a spell component from a pouch while bit by using a full-round action. Doing so does not require a successful grapple check.

Activate a Magic Item
Both the target and the attacker can activate a magic item, assuming they have a free hand to do so, as long as the item doesn’t require spell completion activation. You don’t need to make a grapple check to activate the item.

Attack Your Opponent
The target or the attacker can make an attack with an unarmed strike, natural weapon, or light weapon against their opponent but take a -4 penalty on such attacks.

You can attack with two weapons while you are biting or being bit, but you have to have both arms free to attack with two weapons, and both weapons must be light weapons.

Cast a Spell
You can attempt to cast a spell while biting or being bit (see below), provided its casting time is no more than 1 standard action, and you have both arms free to use somatic components, and you have any material components or focuses you might need already in your hand. Biters cannot cast a spell requiring verbal components. Any spell that requires precise and careful action is impossible to cast while biting or being bit. If the spell is one that you can cast while grappling, you must make a Concentration check (DC 20 + spell level) or lose the spell. You don’t have to make a successful grapple check to cast the spell.


Called Shots

Called Shot: = Special Damage Effects (appropriate to the weapon-type used), NOT an auto-crit. Called Shots can be attempted with a ranged or melee attack and with some spells. A PC must declare a called shot.

If an attacker threatens for a critical hit during a called shot it specifically affects the targeted area. (In other words, a randomized roll for hit location is not necessary.) If the attacker fumbles during a called shot he will provoke an attack of opportunity from the target even if he normally would not.

Example Modifiers

Attacker has Sneak Attack, Precise Shot or Combat Reflexes, and has enemy flat footed: -2 to hit limbs, -4 to hit hands, -6 to hit head (or object) -8 to hit eyes or throat.

Attacker has Sneak Attack, Precise Shot or Combat Reflexes: -3 to hit limbs, -5 to hit hands, -7 to hit head (or object) -9 to hit eyes or throat.

Attacker has none of the benefits above: -6 to hit limbs, -8 to hit hands, -10 to hit head (or object), -12 to hit eyes or throat.


Damage Effects

Special Damage Effect: Is being hit by a called shot

Serious Damage: Is when taking more DMG then your Con score in one hit (or half your total hp’s, whichever is higher)… Suffering Serious Damage causes Serious damage effects.

Massive Damage: When you take 50 DMG or more from one attack. Fortititude Saving Throw vs. Massive Damage = DC 15 or 10+ ECL of attacker (whichever is higher).

Massive Damage Effects:
Slashing Weapons (sever limbs or instant death if hit body or skull), Piercing Weapons (impale through limb or instant death if hit body or skull) Bludgeoning Weapons (crush/pulverize bones or instant death if hit body or skull.)


Flat-Footed

You are no longer considered flat footed until your turn in initiative arises. You are only considered flat footed in circumstances where you are denied your Dex to AC (usually because you can’t see your attacker) or if you are wholly surprised and your attacker gets a surprise attack against you.


Grappling

If you are grappling with a target and successfully stab them with a piercing weapon, you are not required to make another attack roll with that weapon to hit them again. Instead, you may choose to leave the weapon stuck in their flesh where it is and then continuously twist and jerk the blade within the wound each consecutive round dealing automatic damage.

You may also do this if the target you are grappling with already has weapons stuck in their flesh, such as an arrow. Instead of rolling to attack with your weapon, you can simply make a grab at the weapon that’s already stuck in them and deal automatic damage with it. Treat grabbing for a weapon thus, like a touch attack. The target AC to grab a weapon that is already stuck in their flesh is 10+ the targets Dex modifier.


Hit Location

All saves for effects (example dropping/maintaining an item when your hand is hit) is equal DC = Damage Dealt.

D20 Location Normal Special/Called Critical serious
1-3 Right Arm -1 Str -1d3 Str cannot use limb
4-6 Left Arm -1 Str -1d3 Str cannot use limb
7 Right Leg -5’ Move if arrow is stuck in it 2/3 move half move cannot walk
8 Left Leg -5’ Move if arrow is stuck in it 2/3 move half move cannot walk
9 Right hand drop item on failed Reflex Save drop item cannot hold item cannot hold item
10 Left Hand drop item on failed Reflex Save drop item cannot hold item cannot hold item
11-13 Gut +1 DMG -1 Con, +1 DMG -2 Con +2 DMG organ damage -3 Con +3 DMG
14-16 Chest Bruised Rib +2 DMG Cracked Rib -1 Con +2 DMG Broken Rib –2 con +3 DMG punctured lung, -4 Con +4 DMG
17 Throat Bleeding at 1hp per round Bleeding at 1hp per round Bleeding at 2hp per round Bleeding at 3hp per round
18-19 Skull Fort Save or Stunned Fortitude save to remain conscious, or stunned Fortitude save to remain conscious, or stunned incapacitated
20 Eye blinded in eye for 1d3 Rounds blinded in one eye until damage is healed blinded in one eye until damage is healed blinded in one eye permanently


Missile Weapons

Arrows/Small Sized Missile Weapons: If you suffer damage from a small missile weapon it is stuck in your flesh until you pull it out! -1 to all checks for each weapon you have in your body, unless you are under the effects of a Rage. Pulling it out is a swift action and deals an additional 1hp of damage unless you roll a heal check which is a standard action.

Thrown Spears/Javelins: If you suffer Serious Damage from a larger missile weapon like a spear or javelin you will suffer -5 to all checks until you pull it out, unless you are under the effects of a Rage. Pulling it out is a swift action and deals an additional 1hp of damage unless you roll a heal check which is a standard action.


Parrying

Fighting Defensively and Total Defense are based on the principle that instead of dividing your attention equally between attack and defense you can boost your AC by using your weapon more defensively by parrying.

Active Parrying

However, those general actions do not do justice to truly skilled fighters that can parry attacks with more skill then a mere +2 or +4 AC bonus would indicate. Thus, it is now a House Rule that as a free action, a warrior can use one or more of his attacks to Actively Parry, which means he can choose to make an opposed attack role to parry an attack rather than relying on his normal AC against that attack.

It should be noted that an attack made against them that would not otherwise hit, does not have to be parried at all and does not ‘use up’ the active parrying. Active parrying can also be used against attacks of opportunity made against them, especially those they provoke against themselves.


Example:
Purusartha the ranger wields a shortsword and has 2 attacks at +9 / +4 respectively. His normal AC is a 17. He is facing off against two wererats who have an AC of 20. One of whom dual-wields a shortsword and a dagger, the other is casting spells at him. The wererats have him at a disadvantage because if he tries to attack the spellcaster he has to move more than 5ft away from the wererat in melee with him while leaving a threatened square provoking an AOO. But Puru decides to Actively Parry with his first attack vs. the AOO and use his 2nd attack to attack the spellcaster.
As he moves, that wererat in melee with him makes his AOO on Purusartha like normal at his highest attack bonus and hits an AC of 19. Even if Purusartha was Fighting Defensively that blow would normally have hit him. However, because Purusartha decided to Actively Parry he gets a chance to parry that AOO against him and deflects it away harmlessly as he moves to attack the spellcaster.
  • Note: If both opponents decide to actively parry with their first attacks and thus, neither attacks, it is optional for the one who would have normally acted first to attack first instead of actively parrying. If he declines, it is then optional for the one who would have acted next to then attack instead of actively parrying.
  • Note: Active Parrying cannot be done while also Fighting Defensively or using a Total Defense.

Passive Parrying

Those who do not wish to give up their attacks can also decide to use passive parrying, which means they choose to withhold attacks of opportunity they would normally get to make attacks, to use them instead to try and parry attacks against them. Normally attacks of opportunity are made at the highest attack bonus, but that is not the case with passive parrying. Opposed attacks used to passively parry are normally made with a -5 penalty as if they were secondary attacks, because they are not given the same forethought and preparation that someone actively parrying does.

The Combat Reflexes feat is very helpful for someone who wants to passively parry because it allows them to make more AOO’s and thus parry more attacks.

Dual-wielders who give up all attacks with one weapon to use it for passive parrying reduce the normal -5 penalty to a -3 for opposed attacks with that weapon. Dual Wielders who also have the Two Weapon Fighting feat reduce it further to a -2, and Improved Two Weapon Fighting removes the penalty altogether.

It should be noted that an attack made against them that would not otherwise hit, does not have to be parried at all and does not ‘use up’ the Passive Parrying. Passive Parrying can also be used against attacks of opportunity made against them, especially those they provoke against themselves.

  • Note: Passive parrying cannot be done while also Fighting Defensively or using a Total Defense.


Using Potions in Combat

In combat when time is sparse you can normally only take 1 potion as a standard action. House Rules allow you to take two potions as a full round action. You can attempt to drink two potions at once as a standard action via Sleight of Hand Check (DC 18) if you have both hands free. Failure means it takes the normal full round to drink two potions. A Fumble during this check (natural 1) means you spill and ruin both potions.

Combat

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