Gabriel Domingues's page

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The rule presented bellow could be included in the PFRPG as a FEAT or as a COMBAT OPTION (no feat required) for characters using the full-attack action, in order to fix the problem of iterative attacks low BAB (specially at higher levels):

Updated rules for full-attack action (Concentrate attacks):
==============================================================

You may choose to forgo one or more of your extra attacks, to add your attack bonus to other attack roll made in the
same round. For example, a 11th level Fighter with three attacks at BAB +11/+6/+1 could forgo his third attack to increase his
second attack bonus and make two attacks at BAB +11/+7. This option cannot increase your attack bonus beyond your
BAB.
For example, a 20th Fighter whith four attacks at BAB +20/+15/+10/+5 could not forgo its forth attack to increase his
first attack bonus beyond +20, but he could forgo his forth attack to increase his third attack bonus and make three
attacks at +20/+15/+15.

Please note that this option can only be used by a Character with BAB 11+, since if a character has only 2 iterative attacks (e.g. +10/+5), he cannot forgot his second attack in order to increase his first attack bonus beyond his BAB.


Here is my suggestion:

Pin
===
As an attack action, you may attempt to pin your opponent's weapon, but you provoke an attack of
opportunity from the defender.
If the attack of opportunity from the defender deals any damage, your pin attempt automatically fails.
Special: If you have the Improved Pin Feat, your pin attempt does not provoke an attack of opportunity
from the defender.

You have to make a pin check (DC 15 + target's CMD) to attempt to pin the target's weapon.
Special: You gain a +2 bonus on your pin check for each size category your weapon is larger than your opponent's
weapon, and you take a -2 penalty on your disarm check for each size category your opponent's weapon is larger than
yours.
Special: If you have the Improved Pin Feat, you gain a +2 bonus on your pin checks.

If you succeed in your pin check, you trap your opponent's weapon against his body, a wall, or some other sort of
obstruction, making impossible for him to attack with it until the start of your next action.

Pinning: While pinning, you cannot attack with the weapon you used to pin the defender's weapon, but can attack with
an unarmed strike or secondary weapon (if fighting with two weapons).

Weapon pinned: If your weapon is pinned, you may choose to attack with an unarmed strike or a secondary weapon
(if fighting with two-weapons), or even drop the pinned weapon on the ground and draw another weapon to attack (but
doing so, you provoke an attack of opportunity from the opponent that is pinning your weapon).

Break the pin: If your weapon is pinned, as an attack action you can attempt to break the pin by making a pin
check (DC 15 + opponent’s CMB, this does not provoke an attack of opportunity). If you succeed, you break the pin
and can attack normally with your weapon.

Special:
If your check result exceed the pin check DC by 5 or more, you can combine a pin with sunder maneuver.
-If you combine it with a sunder maneuver, you pin the target's weapon and deal damage to it.


It´s my first Post here. I would like to thank Paizo for its wonderful work and serious effort to make D&D an even better game.

Your work is great, and as a form of retribution for sharing it with us, I would like to post below two humble suggestions reggarging Feint and Tumble combat maneuvers.

Feint
=====

As a move action, you can attempt to feint your opponent in combat, but if you fail your feint check, you provoke an attack of opportunity from the defender.

You have to make a feint check (1d20 + BAB + Dex Mod or 1d20 + Bluff skill bonus) against DC 10 + target's BAB + Wis Mod or DC 10 + Target's Sense Motive Skill bonus, to attempt to feint your opponent in combat.
Special: If you have the Improved Feint Feat, you gain a +2 bonus on your feint checks.

If you succeed in your feint check, the target is considered flat-footed on the next attack you make against him on your current turn.

If you fail in your feint check, the defender can make an attack of opportunity against you.
Special: If you have the Improved Feint Feat, your failed feint attempt does not provoke an attack of opportunity from the defender.

Tumble
======
As a move action, you may attempt to tumble past your opponents without provoking attacks of opportunity, and position yourself in the opposite side of the target you were threatening before the start of your movement.

You have to make a Tumble Skill check against DC 10 + target's BAB + Dex Mod or DC 10 + Target's Acrobatics Skill bonus, to attempt to tumble past your target without provoking attacks of opportunity from him.
Special: If you have the Improved Tumble Feat, you gain a +2 bonus on your Tumble checks.

If you succeed in your Tumble check, the target is considered flat-footed on the next attack you make against him on your current turn.

If you fail in your tumble check, you move to the opposite side of the target, but provoke an attack of opportunity from the defender as normal, and he is not considered flat-footed to you.
Special: If you have the Improved Tumble Feat, your failed tumble attempt does not provoke an attack of opportunity from the defender.

Special: If there are other opponents (beyond the defender) threatening the spaces you move past, you must make a Tumble check against each opponent (DC 12 + opponent's BAB + Dex Mod or DC 10 + opponent's Acrobatics Skill bonus), to avoid provoking attacks of opportunity from then. The Tumble check base DC increases by +2 for each additional opponent avoided in the same round.

Acrobatic Tumble: If you take a -5 penalty on your Tumble check, you can make a acrobatic tumble to move through your opponent’s square, and end your movement at the opposite side, without provoking attacks of opportunity.

If you succeed in your cinematic tumble check, the target is considered flat-footed and suffer a -2 penalty in his armor class on the next attack you make against him on your current turn.

If you fail in your cinematic tumble check, your movement ends before you enter the opponent’s space and you provoke an attack of opportunity as normal (except, if you have the Improved Tumble Feat).

I hope it helps to improve your product even more.

GDD.