edross |
Howdy,
I'm working on a larger chunk of homebrew for my game which will be reliant on me having formalized rules for crouching/ducking in combat. Unless I missed something in one of the books, Pathfinder doesn't seem to explicitly model crouching in the rules. This is what I've come up with so far. Please share your thoughts and suggestions, specifically regarding game balance, realism, consistency with overall PF rules, and overall elegance/smoothness of the mechanics:
As a move action You enter a crouching position from a normal standing position. This does not provoke attacks of opportunity. You gain the Crouching position (defined below). If you have a Base Attack bonus of +1 or greater, you may draw a weapon as a part of this action.
As a move action you may leave the crouching position, losing the Crouching condition and defaulting to a normal standing position. This action provokes attacks of opportunity from those who threaten you. This action is not considered movement, for the purpose of determining if you can take a free 5 foot step in the same round, so you may do so. If you have a Base Attack bonus of +1 or greater, you may draw a weapon as a part of this action.
If you are Prone, you may rise to a Crouching position in exactly the same manner that you would rise to a standing position. If do so you gain the Crouching condition.
Anytime you enter a prone position, you lose this condition.
This condition provides the following benefits:
+1 to Reflex saves
+1 to melee attacks made with light weapons against non-crouching foes
+1 to AC against attacks from non-adjacent foes
+1 additional AC against all attacks of opportunity
+1 CMD versus all maneuvers made in place of an attack of opportunity
+1 to CMB for Trip and Dirty Trick manuevers
+1 to CMD vs Bull Rush, Trip, Reposition, Drag, Sunder, Disarm,& Dirty Trick
-If you have partial cover from a low wall, you gain full cover.
-You may use a swift action instead of a move action to pick up an object from the ground, and doing so provokes attacks of opportunity.
This position give you the following penalties:
-2 when attacking with two-handed weapons
-2 to CMD against Grapple and Overrun
-2 to AC against adjacent foes
-Land speed is halved
-Spells with somatic components have +10% spell failure (cumulative with armor) and cost an additional round to cast. Special abilities that reduce your spell failure do not apply to this penalty.