| Cuup |
Charge (Move; 2 Acts): You move twice your speed directly toward a designated foe within your line of sight, ending the move in the closest space from which you can attack that foe. You must have a clear path to your foe. If anything hinders or blocks your movement along the path of a charge, you can't take the charge action. As long as you have a base attack bonus of +1 or higher, you can draw a weapon as a free action at any point during the charge. At the end of the charge, you gain a +2 bonus on any melee attacks, bull rush combat maneuver checks, or overrun combat maneuver checks you attempt until the end of your turn, as long as those attacks or combat maneuver checks are made against the creature you designated when you charged.
Make All Natural Attacks (Attack; 3 Acts): A creature that is using only its natural attacks can make all its natural attacks with this action instead of making separate attacks with attack simple actions.
When a creature with this special attack makes a charge, it can make a full attack (including rake attacks if the creature also has the rake ability).
Attack Actions: Actions with the attack subtype involve making at least one attack roll against an opponent or object. They typically provoke attacks of opportunity only if the attack is a ranged attack or you don't have the appropriate feat to take that attack action without provoking attacks of opportunity, such as Improved Unarmed Strike for unarmed strikes or Improved Trip for trip attempts. In the latter case, the action provokes an attack of opportunity only from the creature you target. When an attack action provokes an attack of opportunity, the attack of opportunity is made before the provoking attack roll is made.
The first time during your turn that you take an action with this subtype, you roll the attack as normal. Each subsequent attack action taken during your turn imposes a cumulative –5 penalty on the attack roll or combat maneuver check (so the second attack action has a –5 penalty on the attack roll, the third has a –10 penalty, and so on).
Using the Unchained Action Economy, it appears a creature with Pounce (especially creatures with multiple natural attacks) benefit from a (hopefully) overlooked synergism. While it's normally a full-round action (3 acts) to attack with all natural attacks, a creature with pounce can do so using 2 acts (which doesn't contain the Attack subtype), and then make an additional attack using the attack action still at full BAB. Is anyone aware of any erratas to fix this?
| Mike J |
You are mixing and matching rule sets which is likely to produce strange results. Pounce is just one of many rules that wasn't rewritten for the alternate paradigm. Revised Action Economy is not a complete rule set and requires additional adjudication. Most rules were not "converted" to RAE, as that would have required a full rewrite of the rule set.
Core Charge includes an attack as part of the charge. Core Pounce turns that attack into a full attack.
RAE Charge does not include an attack. You just get a bonus to attacks against the charge target. RAE Pounce was not included in Unchained. The term "full attack" does not exist in RAE. So, RAW Pounce allows a creature to <undefined> as part of a charge in RAE.
In my RAE games, Pounce allows an attack with all natural weapons as an Attack Action made after a charge. A reasonable interpretation, I think. Each GM using RAE will have to make their own decision on what RAE Pounce looks like since it provides an undefined benefit.
I don't expect there to be any official errata, FAQ, or further definition of anything in Unchained unless Paizo makes a new edition of the rules and chooses to adopt something from Unchained.