Grod_The_Giant
2013-06-19, 11:03 PM
This is an updated collection of a handful of tweaks I've posted piecemeal over the years. It's not going to address melee-caster balance, but it should make mundane combat a bit faster and more effective.
Damage
"Normal damage" is the weapon damage die plus your Strength (if melee) or Dexterity (if ranged). Add 1/2 your strength again if the weapon is a two-handed melee weapon.
Move Actions
Charge
As a move action, you may move up to twice your normal speed in a straight line. If you do, you take a -2 penalty to attack and AC until the beginning of your next turn. You must make an attack or bull rush attempt at the end of a charge, or an overrun attempt during the charge.
Feint
Add your BAB to your Bluff check, and do not suffer a penalty against nonhumans. (With the Improved Feint feat, you may feint as a swift action)
Standard Actions
Aid Another
Roll against an AC of 10, as normal. If successful, when the aided ally attacks, he and each ally aiding him roll 1d20. He uses whichever result is highest, adding his own attack modifiers as if he had rolled that die for his normal attack.
Attack
When taking a standard action to attack, add your BAB to the damage roll. In addition, for every 5 points of BAB you possess, roll your weapon damage die an additional time. Thus, a 5th level fighter with 18 strength and a longsword would deal 2d8+9 damage.
Bull Rush
Does not provoke an attack of opportunity, and you are not knocked prone if you fail. If you charged, you get a +2 bonus to the strength check.
Disarm
Does not provoke an attack of opportunity. Your attack roll isn't modified by your weapon size (smaller weapons are more maneuverable-- speed verses power comes out as a wash). There is no retaliatory disarm attempt on a failure.
Multiattack
As a standard action, you may attempt to attack multiple targets within melee range. You may choose to attack any number of targets; however, all attacks you make take a penalty to attack and damage equal to the number of targets you attempted to attack. This penalty is halved if you are wielding a weapon in each hand.
Note the this is not a standard attack option, and so you do not add your BAB to damage.
Thus, Bob the fighter may attack 3 goblins, but he takes a - penalty to attack and damage on each attack, and he does not add his BAB to damage.
Grapple
Does not provoke an attack of opportunity.
Overrun
Does not provoke an attack of opportunity. You opponent cannot attempt to knock you prone if you fail to push past him.
Sunder
Does not provoke an attack of opportunity. Your attack roll isn't modified by your weapon size (smaller weapons are more maneuverable-- speed verses power comes out as a wash).
Trip
Does not provoke an attack of opportunity. There is no retaliatory trip attempt on a failure.
Total Defense
When attacked, roll d20+your armor modifiers, instead of having a static AC of 10+armor modifiers. If your roll is less than 11, add 10.
Two-Weapon Fighting
You may attack with a weapon in each hand as a standard action. Make two separate attacks, each at a -4 penalty (-2 if your weapons are light). On a hit, each attack deals normal damage, plus one-half your BAB.
Notes
Missing Full Attacks
Feats and abilities like Rapid Shot, which normally allow you to make extra attacks during a full attack, instead give the following option:
Extra Attack
You may make two attacks as a standard action, each at a -2 penalty. On a heat, each attack deals normal damage, plus one-half your BAB.
Feats and abilities like Whirlwind Attack, which normally allow you to attack a number of foes within reach, instead eliminate the normal penalty for multiattacking.
Improved _____ Feats
Improved Bull Rush, Disarm, and so on allow you to add one-half your BAB to any checks made during the maneuver. They have a new prerequisite of 2 BAB, but no longer require feats.
Damage
"Normal damage" is the weapon damage die plus your Strength (if melee) or Dexterity (if ranged). Add 1/2 your strength again if the weapon is a two-handed melee weapon.
Move Actions
Charge
As a move action, you may move up to twice your normal speed in a straight line. If you do, you take a -2 penalty to attack and AC until the beginning of your next turn. You must make an attack or bull rush attempt at the end of a charge, or an overrun attempt during the charge.
Feint
Add your BAB to your Bluff check, and do not suffer a penalty against nonhumans. (With the Improved Feint feat, you may feint as a swift action)
Standard Actions
Aid Another
Roll against an AC of 10, as normal. If successful, when the aided ally attacks, he and each ally aiding him roll 1d20. He uses whichever result is highest, adding his own attack modifiers as if he had rolled that die for his normal attack.
Attack
When taking a standard action to attack, add your BAB to the damage roll. In addition, for every 5 points of BAB you possess, roll your weapon damage die an additional time. Thus, a 5th level fighter with 18 strength and a longsword would deal 2d8+9 damage.
Bull Rush
Does not provoke an attack of opportunity, and you are not knocked prone if you fail. If you charged, you get a +2 bonus to the strength check.
Disarm
Does not provoke an attack of opportunity. Your attack roll isn't modified by your weapon size (smaller weapons are more maneuverable-- speed verses power comes out as a wash). There is no retaliatory disarm attempt on a failure.
Multiattack
As a standard action, you may attempt to attack multiple targets within melee range. You may choose to attack any number of targets; however, all attacks you make take a penalty to attack and damage equal to the number of targets you attempted to attack. This penalty is halved if you are wielding a weapon in each hand.
Note the this is not a standard attack option, and so you do not add your BAB to damage.
Thus, Bob the fighter may attack 3 goblins, but he takes a - penalty to attack and damage on each attack, and he does not add his BAB to damage.
Grapple
Does not provoke an attack of opportunity.
Overrun
Does not provoke an attack of opportunity. You opponent cannot attempt to knock you prone if you fail to push past him.
Sunder
Does not provoke an attack of opportunity. Your attack roll isn't modified by your weapon size (smaller weapons are more maneuverable-- speed verses power comes out as a wash).
Trip
Does not provoke an attack of opportunity. There is no retaliatory trip attempt on a failure.
Total Defense
When attacked, roll d20+your armor modifiers, instead of having a static AC of 10+armor modifiers. If your roll is less than 11, add 10.
Two-Weapon Fighting
You may attack with a weapon in each hand as a standard action. Make two separate attacks, each at a -4 penalty (-2 if your weapons are light). On a hit, each attack deals normal damage, plus one-half your BAB.
Notes
Missing Full Attacks
Feats and abilities like Rapid Shot, which normally allow you to make extra attacks during a full attack, instead give the following option:
Extra Attack
You may make two attacks as a standard action, each at a -2 penalty. On a heat, each attack deals normal damage, plus one-half your BAB.
Feats and abilities like Whirlwind Attack, which normally allow you to attack a number of foes within reach, instead eliminate the normal penalty for multiattacking.
Improved _____ Feats
Improved Bull Rush, Disarm, and so on allow you to add one-half your BAB to any checks made during the maneuver. They have a new prerequisite of 2 BAB, but no longer require feats.