Difference between revisions of "Talk:MLP Dramatic Systems"

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'''Deadeye:''' If you have the Deadeye feat (page 84), you deal extra damage when you take the time to aim first.
 
'''Deadeye:''' If you have the Deadeye feat (page 84), you deal extra damage when you take the time to aim first.
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Acrobatics: If you are trained in the Acrobatics skill (see page 62), you can fall prone as a free action with a successful DC 15 Acrobatics check.

Revision as of 00:13, 14 August 2013

Hier sind einige Maneuver die es nicht geschaft haben zur Standart aktion erklährt zu werden. Diese können später in der World Guide zu den Combat Maneuver hinzugefügt werden.

Charge As a standard action, you can move your speed (minimum 2 squares) in a straight line through unobstructed terrain, and then make a melee attack at the end of your movement. You gain a +2 bonus on your attack roll and take a -2 penalty to your Reflex Defense until the start of your next turn. You cannot charge through low objects, difficult terrain, or squares occupied by enemies, but allies do not hinder your charge.

Disarm As a standard action, you may attempt to disarm an opponent, forcing him to drop one weapon (or other object) that he is holding.

Making a Disarm Attack:

Make a normal melee attack roll against your opponent, who gets a + 10 bonus to his Reflex Defense. If your opponent is holding the weapon with more than one hand, you take a -5 penalty on your attack roll to disarm him.

If the attack succeeds, your opponent is disarmed. If you successfully disarm your opponent with an unarmed attack, you can take the disarmed weapon. Otherwise, it's on the ground at your opponent's feet (in his fighting space). If your disarm attack fails, your opponent can make an immediate free attack against you.

Improved Disarm: If you have the Improved Disarm feat (see page 85), you get a +5 bonus on your melee attack roll to disarm an opponent, and your opponent doesn't get to make an immediate free attack against you if your disarm attack fails.

Ranged Disarm: If you have the Ranged Disarm talent (see page 217), you can attempt to disarm your opponent with a ranged attack. If the attack fails, your opponent doesn't get an immediate free attack against you.

Fight Defensively As a standard action, you can concentrate more on protecting yourself than hurting your enemies. You can take a -5 penalty on your attack rolls and gain a +2 dodge bonus to your Reflex Defense until the start of your next turn. If you choose to make no attacks until your next turn (not even attacks of opportunity). you gain a +5 dodge bonus to your Reflex Defense until the start of your next turn.

Acrobatics: If you are trained in the Acrobatics skill, you instead get a +5 dodge bonus to your Reflex Defense when you fight defensively, or a + 10 dodge bonus if you choose to make no attacks.

Grapple A grapple is an improved version of a grab (see above). You can only make a grapple attempt (a standard action) if you have the Pin feat, the Trip feat, or both. You can only grapple an opponent up to one size category larger than you, and only one opponent at a time. A grappling attack is treated as an unarmed attack except that it deals no damage. If the grappling attack hits, you and the target immediately make opposed grapple checks. A grapple check is 1d20 + base attack bonus + Strength or Dexterity modifier (whichever is higher) + size modifier (see below). If your check result equals or exceeds the target's check result, the target is grappled. The effects of a grapple depend on the specific feat or combination of feats you are using (see the feat descriptions in Chapter 5: Feats): Pin, Pin and Crush, Trip, or Trip and Throw. Alternatively, if you are armed with a light weapon, you may deal damage with that weapon if you win the opposed grapple check; no attack roll is necessary. Size modifiers for the grapple check are as follows: Fine, -20; Diminutive, -15; Tiny, -10; Small, -5; Medium, +0; Large, +5; Huge, +10; Gargantuan, +15; Colossal, +20.

Acrobatics: If you are trained in the Acrobatics skill (see page xxx), you can stand up from a prone position as a swift action with a successful DC 15 Acrobatics check.

Withdraw You can withdraw from combat as a move action. To withdraw, the first 1 square of your movement must take you out of your opponent's threatened area by the shortest possible route. If you must move more than 1 square to escape the threatened area, you can't withdraw. You can move normally (take a move action) in order to escape an opponent, but you provoke an attack of opportunity when doing so. Once you clear the threatened area, you may continue to move, up to a total of half your speed. You can disengage from more than one opponent in the same action, but only if you can clear all threatened areas in your first 1 square of movement. Disengaging protects you from attacks of opportunity during your first square of movement, but you may provoke attacks of opportunity later in your turn (for example, you may move through another character's threatened area).

Aim 2 Swift Actions You can take two consecutive swift actions in the same round to more carefully line up a ranged attack. When you do so, you ignore all cover bonuses to your target's Reflex Defense on your next attack. You still must have line of sight to the target, however. You lose the benefits of aiming if you lose line of sight to your target or if you take any other action before making your attack.

Careful Shot: If you have the Careful Shot feat (page 82), you gain a + 1 bonus on your ranged attack roll when you take the time to aim first.

Deadeye: If you have the Deadeye feat (page 84), you deal extra damage when you take the time to aim first.

Acrobatics: If you are trained in the Acrobatics skill (see page 62), you can fall prone as a free action with a successful DC 15 Acrobatics check.