Aim (new combat maneuver)


Homebrew and House Rules

Verdant Wheel

modeled after Feint - a short range counterpart

Aim (new):

Spoiler:

Aiming is a standard action. To Aim, make a Perception skill check against a target within your point blank range (usually 30 feet). The DC of this check is equal to your opponent's CMD. If your opponent is trained in Acrobatics, the DC is instead equal to 10 + your opponent's Acrobatics bonus, if higher. If successful, the next ranged attack you make against the target does not allow him to use his Dexterity bonus to AC (if any). This attack must be made on or before your next turn. If you move before you make this next attack, you lose these benefits.

When aiming for a creature of a different size category than you, you take a +4 bonus to your Perception check for each size category he is larger than you, or a -4 for each size category he is smaller than you. If your target has cover, you take his cover bonus as a penalty to your Perception check. You cannot aim for a creature that benefits from concealment. Aiming in combat provokes an attack of opportunity.

New Aim Feats

Spoiler:

Improved Aim (combat feat)
You are skilled at hitting your opponent in point blank range
Prerequisites: Dex 13, Point Blank Shot
Benefit: You can make a Perception check to aim in combat as a move action.
Normal: Aiming in combat is a standard action.

Greater Aim (combat feat)
You are skilled at holding your aim even while you move
Prerequisites: Dex 13, Point Blank Shot, Improved Aim, base attack bonus +6
Benefit: Whenever you use aim to cause an opponent to lose his Dexterity bonus, you may move before you make your next attack without ruining your aim.
Normal: Moving after aiming but before making the attack spoils the attempt.


...

this should go in the "Little love for Rogues" thread...

unless anyone has strong reservations, i'm going to loose this on my players.


Not quite a combat maneuver, but it's certainly in the vein of demoralize and feint (a notion that your feats support). Its not neccessary, but in their spirit, this could be resolved like one of those. Using CMB, not Perception, would make it a combat maneuver. So either vs BAB + ability mod or vs HD + ability mod. CMD would include Strength, and I don't see how Strength would help in avoiding this ability. There was a 3.5 feat that was abit like this, except it allowed the attacker to resolve his next attack as a touch attack. Flavor-wise, he was looking for a weak spot in it's armor.

Liberty's Edge

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I just use a circumstance bonus in my game. If a player wants to use a move action to take a little extra time aiming, he gains a +2 on the next shot.

Verdant Wheel

my bad

i want to leave CMB out (even BAB+WIS)

also want to avoid touch attacks

RedDogMT, why a move action and not a standard? seems kind of unfair. do you cap it at 30 feet and have it provoke?

thinking about throwing concentration in there - probably too complicated to port over from spellcasting though...

the main reason is to facilitate sneak attack and utilize the "dodge this" meme to take away from the dominance of the Dexterity ability score in general.

Liberty's Edge

rainzax wrote:

RedDogMT, why a move action and not a standard? seems kind of unfair. do you cap it at 30 feet and have it provoke?

the main reason is to facilitate sneak attack and utilize the "dodge this" meme to take away from the dominance of the Dexterity ability score in general.

I don't follow you with how having the 'extra time' cost a move action is unfair compared to a standard.

The player uses his move action to take extra time to aim. They will then gain a +2 on the next shot. They then use a standard action to make the attack.

As far as provoking, yes; taking extra time would provoke since the character is focused on aim and not dodging. Getting hit would also spoil the attempt to focus.

On the distance, no; I would not limit the distance.

Verdant Wheel

fair enough

my goal here is not really to model the realism of aiming (despite the title) except inasfar as it facilitates a 'free' but also 'investable' mechanic that helps a ranged rogue get more use out of sneak attack

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