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View Full Version : [3.X] Replacement for Full Attacks (incl. parry, block, move+full attack, and more)



Dark.Revenant
2013-05-17, 09:55 PM
If anyone can suggest a better name than Combat Action, please do so. I'm using Pathfinder as a baseline, but this works for all 3.X systems with minor adjustments.

Short Version

When full attacking, you can replace your iterative attacks (including the first) with Combat Actions. The Combat Actions available at the start are:

Break: Combines attacks into one attack with a higher attack modifier
Guard: Raises your AC
Parry: Opposed attack roll to parry one attack, forces reroll of enemy's attack regardless
Protect: Raises ally's AC
Riposte: Parry plus counterattack, uses up two attacks


Later on, you can gain the following by taking feats:

Bistrike: Vital strike as part of a full attack
Cleave: Replaces two attacks with a great cleave
Counter: Riposte except it uses up only one attack
Cripple: Full attack and called shot
Deathstroke: Deadly stroke as part of a full attack
Feint: Full attack and feint
Flyby: Full flyby attack
Focus: Replaces two attacks with a focused shot
Maim: Full attack and multiple called shots, can also combine attacks into one called shot with a higher attack modifier
Maneuver: Full attack and combat maneuver (like grapple), can also combine attacks into one combat maneuver with a higher CMB
Move: Full attack and move
Quadstrike: Greater vital strike as part of a full attack
Spring: Full spring attack
Shatter: Break, except you can increase critical threat instead of attack modifier
Tristrike: Improved vital strike as part of a full attack


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Preface

Anyway, this system is designed to make high-level martial combat more interesting. At low levels (BAB +0 to +5), the only use is to guard with your offhand weapon or shield for a small boost to AC, or perhaps parry with your weapon if you really need to. At the BAB +6 to +10 range, the system starts to see some use, especially with two-weapon fighters and people who take the Battle Swiftness feat (a hasted level 6 fighter with that feat, even while two-handing, can move and do a +6/+1 attack sequence).

But it's at the levels of BAB +11 and higher that this system starts to add real dynamics. It's around this point that casters normally take the floor (6th level spells at level 11) and the martial classes are relegated to close-in-and-full-attack. Normally, full attacks are boring. However, with this, full attacks have much greater depth and variety. Once the BAB gets to +11/+6/+1, there are three (later four at +16/+11/+6/+1) possible Combat Actions per round. This system favors shield-users and especially two-weapon fighters the most, as a two-weapon fighter can use up all of his Combat Actions and still make four attacks while hasted.
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Combat Action Rules

Using a Combat Action replaces one or more attacks gained from BAB on a full attack or standard attack (generally replacing the entire standard attack, as most standard attacks involve only a single attack). When two-weapon fighting, these attacks are taken from either the off-hand weapon or the main weapon, but you still incur the two-weapon fighting penalties regardless of which weapon is used or replaced for the Combat Action. A shield capable of making a shield bash is considered an off-hand weapon for the purposes of Combat Actions. A tower shield can be used for the Block and Guard Combat Actions, but does not gain iterative attacks from the Two-Weapon Fighting feat chain. Bonuses and penalties gained from Combat Actions last until your next turn. Unless otherwise specified, Combat Actions do not incite attacks of opportunity.

Natural attacks can be used for Combat Actions, as in they can be arbitrarily replaced regardless of which iteration of your base attack bonus is being replaced. However, for the purposes of bonuses granted by Combat Actions, natural attacks are treated as having a base attack bonus equal to the BAB iteration being replaced for the Combat Action. If a creature’s number of BAB iterations (e.g. +16 BAB has 4 iterations: +16, +11, +6, and +1) is greater than the creature’s number of attacks, add a number of “phantom” secondary natural attacks that deal no damage, such that the creature has enough attacks (before effects like Haste) to account for his BAB iterations. These “phantom” secondary natural attacks are intended for the sole purpose of being replaced by Combat Actions for the purposes of granting bonuses. “Phantom” secondary natural attacks cannot be used to grant attacks on their own (you cannot Break by replacing only “phantom” secondary natural attacks), which also prevents them from being used on the Parry and Riposte Combat Actions.

For example, a Level 7 Two-Weapon Fighter (+7/+2 BAB with an overall +17/+17/+17/+12/+12 attack schedule while Hasted) can replace the +7, the +2, or both the +7 and +2 for Combat Actions during a full attack. Supposing that character uses the +7 attack for a Combat Action; chooses to use his off-hand weapon; and is Hasted and has a total +10 bonus to attack from buffs, feats, two-weapon fighting, and ability scores; he would perform the Combat Action with a +7 base attack bonus and proceed to make a +17/+17/+12 attack with his main weapon and a +12 attack with his off-hand weapon.

As another example, an Adult Black Dragon (+14/+9/+4 BAB with a +21/+20/+20/+15/+15/+15 natural attack schedule (1 bite, 2 claws, 2 wings, 1 tail)) with the Critical Strike feat decides to Shatter by replacing all three iterations of the BAB (+14, +9, +4), choosing the bite and 2 wing attacks to be replaced, in that order. The bite has the highest attack bonus of the replaced attacks, thus the granted attack is also a bite. The 2 wing attacks (+9, +4) take an additional -5 penalty due to being secondary attacks, for an overall +4, -1. The resulting +4 increases the bite’s critical threat range by 2, and the resulting -1 increases the bite’s critical threat range by 1. Overall, the dragon’s bite attack has a critical threat range of 17-20 as a result of the Shatter Combat Action, and the dragon can still make attacks with his 2 claws and 1 tail, as usual.
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Special Weapons

Blocking: Certain items are better at blocking blows than others. These weapons are treated as having a +2 bonus to BAB for the purposes of the Guard and Protect Combat Actions.

Bo Staff, Dan Bong, Heavy Shield, Light Shield, Sansetsukon, Tekko-Kagi, Tonfa, Tower Shield

Parrying: Certain weapons are better at parrying and deflecting attacks than others. These weapons are treated as having a +2 bonus to BAB for the purposes of the Parry Combat Action (and the parry portion of the Riposte and Counter Combat Actions).

Bill, Dueling Sword, Flindbar, Hooked Axe, Jutte, Ranseur, Rapier, Sai, Sansetsukon, Seven-Branched Sword, Shang Gou, Swordbreaker Dagger, Tekko-Kagi, Tri-Bladed Katar

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Combat Actions

Break: Replaces two or more attacks; grants a single attack using the highest attack bonus (and its corresponding type) of the attacks that were replaced. This single attack has an additional attack bonus equal to the sum of the base attack bonuses of the other replaced attacks (excepting the highest) (minimum of +1 per replaced attack).

Special: Secondary natural attacks are considered to have a -5 penalty (regardless of possessing Multiattack) to their base attack bonuses for the purpose of granting an attack bonus (to a minimum of +1 per attack).


Guard: Replaces one attack; grants a bonus to AC and CMD. This bonus does not apply against flanking attackers, does not apply to Touch AC, and does not apply when you are denied your Dexterity bonus to AC.

Light Weapon, Ranged Weapon, or Secondary Natural Attack: The AC bonus is one quarter of the replaced attack’s base attack bonus (rounding down, minimum +1).
Light Shield, One-Handed Weapon, or Primary Natural Attack: The AC bonus is one third of the replaced attack’s base attack bonus (rounding down, minimum +1).
Heavy Shield or Two-Handed Weapon: The AC bonus is one half of the replaced attack’s base attack bonus (rounding down, minimum +1).
Tower Shield: The AC bonus is equal to the replaced attack’s base attack bonus (minimum +1). Treat the tower shield as a one-handed weapon for the purposes of the two-weapon fighting penalty.


Parry: Replaces one attack; grants a parry using the attack bonus (and type) of the attack that was replaced. As a free action at any time until your next turn, you may expend this parry against an attack made against you. You must declare that you are parrying an attack before said attack is rolled. Roll an attack roll using the parry's attack bonus; if the result equals or exceeds the attack roll of the incoming attack, then the incoming attack is harmlessly redirected regardless of what your AC is. If the parry fails, the incoming attack must still roll separately against your AC. Multiple parries may be made in one round, but only one parry may be applied to an individual attack. Parries of ranged attacks are made at a -10 penalty. Parries of touch attacks are made at a -10 penalty. These penalties stack.

Special: Parries made using a ranged weapon incur an improvised weapon penalty (-4 to attack), but do not expend ammunition.


Protect: Replaces one attack; grants a bonus to AC and CMD for an ally within reach. This bonus does apply to Touch AC and still applies while flanked, but does not apply when you are denied your Dexterity bonus to AC.

Light Weapon, Ranged Weapon, or Secondary Natural Attack: The AC bonus is one quarter of the replaced attack’s base attack bonus (rounding down, minimum +1).
Light Shield, One-Handed Weapon, or Primary Natural Attack: The AC bonus is one third of the replaced attack’s base attack bonus (rounding down, minimum +1).
Heavy Shield or Two-Handed Weapon: The AC bonus is one half of the replaced attack’s base attack bonus (rounding down, minimum +1).
Tower Shield: The AC bonus is equal to the replaced attack’s base attack bonus (minimum +1). Treat the tower shield as a one-handed weapon for the purposes of the two-weapon fighting penalty.


Riposte: Replaces two attacks; grants a parry using the highest attack bonus (and corresponding type) of the attacks that were replaced. This parry works as described in the Parry Combat Action, with the exception that if the parry is successful, as a free action you can make an immediate attack against the creature that incited the parry, as long as it is within reach (or range, in the case of a ranged weapon). This attack is made with the same attack bonus and type as the parry.

Special: Ranged ripostes do not incite an attack of opportunity from the creature whose attack you parried, but do incite an attack of opportunity from other nearby creatures as usual.

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Feats

Battle Swiftness [Combat, Combat Action]
Your deftness allows you to quickly reposition yourself while you attack.
Prerequisites: Dodge, Mobility, Dex 13; base attack bonus +9, or fighter level 6, or monk level 6, or ninja level 8, or rogue level 8.
Benefit: The Battle Swiftness feat enables the use of the following Combat Action:

Move: Replaces one attack; grants a single move action. This move action may be used before or after the current full attack. The replaced attack must be the attack at the highest base attack bonus. The Move Combat Action may be used once per turn.

Special: The replaced attack cannot be an offhand weapon, shield, or secondary natural attack.
Special: A monk may add Battle Swiftness to their bonus feat list at 6th level.


Battle Celerity [Combat, Combat Action]
Your focus and training allow you to blend into and out of battle, switching targets as freely as a leaf on the wind.
Prerequisites: Battle Swiftness, Dodge, Mobility, Spring Attack, Dex 13; base attack bonus +12, or fighter level 10, or monk level 10, or ninja level 10, or rogue level 10.
Benefit: The Battle Celerity feat enables the use of the following Combat Action:

Spring: Replaces one attack; grants a single move action. This move action must be used to move up to your speed and perform the rest of the current full attack on any targets in reach of your movement path. In this case, you can move both before and after each attack or action during your full attack without provoking attacks of opportunity from the targets of your attacks. To do this, you must move at least 10 feet before you start attacking, the total distance that you move cannot be greater than your speed, and you cannot use this ability to attack a foe that is adjacent to you at the start of your turn. The replaced attack must be the attack at the highest base attack bonus. The Spring Combat Action may be used once per turn.

Special: The replaced attack cannot be an offhand weapon, shield, or secondary natural attack.
Special: A monk may add Battle Celerity to their bonus feat list at 10th level.


Battle Flight [Combat, Monster, Combat Action]
This creature has mastered flight to the point that it can attack multiple creatures during a single attacking swoop.
Prerequisites: Battle Swiftness, Dodge, Flyby Attack, Mobility, Fly 12 ranks, Fly speed, base attack bonus +12, Dex 13.
Benefit: The Battle Flight feat enables the use of the following Combat Action:

Flyby: Replaces one attack; grants a single move action. This move action must be used to fly up to your fly speed and perform your current full attack on any targets in reach of your flight path. In this case, you can move both before and after each attack or action during your full attack without provoking attacks of opportunity from the targets of your attacks. The replaced attack must be the attack at the highest base attack bonus. The Flyby Combat Action may be used once per turn.

Special: The replaced attack cannot be an offhand weapon, shield, or secondary natural attack.


(Note: It is highly recommended that you combine the Dodge and Mobility feats into a single feat.)


Critical Strike [Combat, Combat Action]
You are skilled at taking your time to line up a single, perfect attack for devastating effect.
Prerequisites: Critical Focus, base attack bonus +9.
Benefit: The Critical Strike feat enables the use of the following Combat Action:

Shatter: Replaces two or more attacks; grants a single attack using the highest attack bonus (and type) of the attacks that were replaced. For each replaced attack other than the one with the highest attack bonus, grant to this single attack either an additional attack bonus equal to the replaced attack’s base attack bonus, or an increase to its critical threat range by an amount equal to one-half of the replaced attack’s base attack bonus (rounding down, minimum +1).

Special: Secondary natural attacks are considered to have a -5 penalty (regardless of possessing Multiattack) to their base attack bonuses for the purpose of granting an attack bonus or increased critical threat range. The Shatter Combat Action replaces the Break Combat Action.


Battle Maneuvering [Combat, Combat Action]
You can seamlessly weave attacks between your maneuvers in combat and, if necessary, focus a great deal of force and attention toward a particular maneuver.
Prerequisite: Base attack bonus +6.
Benefit: The Battle Maneuvering feat enables the use of the following Combat Action:

Maneuver: Replaces one or more attacks; grants any single combat maneuver, even if the maneuver normally requires a standard action, using the highest base attack bonus of the attacks that were replaced. This combat maneuver has an additional bonus equal to the sum of the base attack bonuses of the other replaced attacks (excepting the highest), if any. Attacks of opportunity are provoked if you lack the proper feats. The Maneuver Combat Action may be used once per turn.
Special: A monk may add Battle Maneuvering to their bonus feat list at 6th level.


(Note: This replaces the Improved Called Shot feat.)
Precise Strike [Combat, Combat Action]
You are skilled at landing blows right where you want to.
Prerequisites: Combat Expertise, Int 13.
Benefit: The Precise Strike feat enables the use of the following Combat Action:

Cripple: Replaces one attack; performs a called shot using the attack bonus (and type) of the replaced attack. Penalties associated with called shots apply as usual. The Cripple Combat Action may be used once per turn.
Special: A monk may add Precise Strike to their bonus feat list at 1st level.


(Note: This replaces the Greater Called Shot feat.)
Exact Strike [Combat, Combat Action]
You are an expert at striking your foes in strategic bodily locations.
Prerequisites: Combat Expertise, Precise Strike, Int 15; base attack bonus +9, or monk level 6, or ninja level 8, or rogue level 8.
Benefit: The Exact Strike feat enables the use of the following Combat Action:

Maim: Replaces one or more attacks; performs a called shot using the highest attack bonus (and type) of the attacks that were replaced. This called shot has an additional bonus equal to the sum of the base attack bonuses of the other replaced attacks (excepting the highest), if any. Penalties associated with called shots apply as usual. The Maim Combat Action can be used multiple times per turn.

Special: The Maim Combat Action replaces the Cripple Combat Action.
Special: A monk may add Exact Strike to their bonus feat list at 6th level.


Counter Strike [Combat, Combat Action]
Feint, parry, riposte! The movement of weapons, the openings of opportunity, and counters of gambits have become second nature to you, allowing swift retaliation after a parried blow.
Prerequisites: Wis 13; base attack bonus +11, or monk level 11, or ninja level 11, or rogue level 11.
Benefit: The Counter Strike feat enables the use of the following Combat Action:

Counter: Replaces one attack; grants a parry using the attack bonus (and type) of the attack that was replaced. This parry works as described in the Parry Combat Action, with the exception that if the parry is successful, as a free action you can make an immediate attack against the creature that incited the parry, as long as it is within reach (or range, in the case of a ranged weapon). This attack is made with the same attack bonus and type as the parry. In addition, this parry does not suffer a penalty if made against ranged and/or touch attacks.

Special: Parries made using a ranged weapon incur an improvised weapon penalty (-4 to attack), but do not expend ammunition. Ranged counters do not incite an attack of opportunity from the creature whose attack you parried, but do incite an attack of opportunity from other nearby creatures as usual. The Counter Combat Action replaces the Parry Combat Action and the Riposte Combat Action.


(Note: This replaces the existing Greater Feint feat.)
Battle Feint [Combat, Combat Action]
You are skilled at making foes overreact to your attacks.
Prerequisites: Combat Expertise, Improved Feint, base attack bonus +6, Int 13.
Benefit: Whenever you use feint to cause an opponent to lose his Dexterity bonus, he loses that bonus until the beginning of your next turn, in addition to losing his Dexterity bonus against your next attack. In addition, the Greater Feint feat enables the use of the following Combat Action:

Feint: Replaces one attack; grants a single feint attempt with the standard modifiers for a normal feint attempt. The Feint Combat Action may be used once per turn.


Cleaving Strike [Combat, Combat Action]
Your attacks carve wide arcs through your enemies, causing damage to many different foes.
Prerequisites: Cleave, Great Cleave, Power Attack, base attack bonus +8, Str 15.
Benefit: The Cleaving Strike feat enables the use of the following Combat Action:

Cleave: Replaces two attacks; grants a cleave attack using the highest attack bonus (and type) of the attacks that were replaced. A cleave is a single attack against a foe within reach. If you hit, you deal damage normally and can make an additional attack (at the same attack bonus) against a foe that is adjacent to the previous foe and also within reach. If you hit, you can continue to make attacks against foes adjacent to the previous foe, as long as they are within your reach. You cannot attack an individual foe more than once during a single particular cleave. Unlike other cleave methods, the Cleave Combat Action does not penalize your AC.


Focused Strike [Combat, Combat Action]
Your insight has reached deadly levels, allowing you to focus your shots toward your foes’ weak points.
Prerequisite: Focused Shot, Point Blank Shot, Precise Shot, base attack bonus +6, Int 15.
Benefit: The Focused Strike feat enables the use of the following Combat Action:

Focus: Replaces two ranged attacks; grants a single ranged attack using the highest attack bonus (and type) of the attacks that were replaced. If you are within 30 feet of the target, you add your Intelligence modifier on the damage roll. Creatures immune to critical hits and sneak attacks are immune to this extra damage.

Special: Starting at 6th level, a ranger with the archery combat style may select Focused Strike as a combat style feat.


(Note: This replaces the existing Vital Strike feat.)
Vital Strike [Combat, Combat Action]
You make a single attack that deals significantly more damage than normal.
Prerequisite: Base attack bonus +6.
Benefit: When you use the attack action, you can make one attack at your highest base attack bonus that deals additional damage. Roll the attack’s damage dice for the attack twice and add the results together before adding bonuses from Strength, weapon abilities (such as flaming), precision-based damage, and other damage bonuses. These extra damage dice are not multiplied on a critical hit, but are added to the total. In addition, the Vital Strike feat enables the use of the following Combat Action:

Bistrike: Replaces two attacks; grants a single attack using the highest attack bonus (and type) of the attacks that were replaced. Roll this attack’s damage dice for the attack twice and add the results together before adding bonuses from Strength, weapon abilities (such as flaming), precision-based damage, and other damage bonuses. These extra damage dice are not multiplied on a critical hit, but are added to the total.

Special: The Bistrike Combat Action acts as Vital Strike for the purposes of feats and abilities such as Devastating Strike.


(Note: This replaces the existing Improved Vital Strike feat.)
Improved Vital Strike [Combat, Combat Action]
You make a single attack that deals a large amount of damage.
Prerequisite: Vital Strike, base attack bonus +11.
Benefit: When you use the attack action, you can make one attack at your highest base attack bonus that deals additional damage. Roll the attack’s damage dice for the attack three times and add the results together before adding bonuses from Strength, weapon abilities (such as flaming), precision-based damage, and other damage bonuses. These extra damage dice are not multiplied on a critical hit, but are added to the total. In addition, the Improved Vital Strike feat enables the use of the following Combat Action:

Tristrike: Replaces three attacks; grants a single attack using the highest attack bonus (and type) of the attacks that were replaced. Roll this attack’s damage dice for the attack three times and add the results together before adding bonuses from Strength, weapon abilities (such as flaming), precision-based damage, and other damage bonuses. These extra damage dice are not multiplied on a critical hit, but are added to the total.

Special: The Tristrike Combat Action acts as Improved Vital Strike for the purposes of feats and abilities such as Devastating Strike.


(Note: This replaces the existing Greater Vital Strike feat.)
Greater Vital Strike [Combat, Combat Action]
You make a single attack that deals significantly more damage than normal.
Prerequisites: Improved Vital Strike, Vital Strike, base attack bonus +16.
Benefit: When you use the attack action, you can make one attack at your highest base attack bonus that deals additional damage. Roll the attack’s damage dice for the attack four times and add the results together before adding bonuses from Strength, weapon abilities (such as flaming), precision-based damage, and other damage bonuses. These extra damage dice are not multiplied on a critical hit, but are added to the total. In addition, the Greater Vital Strike feat enables the use of the following Combat Action:

Quadstrike: Replaces four attacks; grants a single attack using the highest attack bonus (and type) of the attacks that were replaced. Roll this attack’s damage dice for the attack four times and add the results together before adding bonuses from Strength, weapon abilities (such as flaming), precision-based damage, and other damage bonuses. These extra damage dice are not multiplied on a critical hit, but are added to the total.

Special: The Quadstrike Combat Action acts as Greater Vital Strike for the purposes of feats and abilities such as Devastating Strike.


Deadly Strike [Combat, Combat Action]
With a single perfectly-placed strike, you can bring a swift and painful end to your foes.
Prerequisites: Dazzing Display, Deadly Stroke, Greater Weapon Focus, Shatter Defenses, Weapon Focus, proficiency with the selected weapon, base attack bonus +11.
Benefit: The Deadly Strike feat enables the use of the following Combat Action:

Deathstroke: Replaces two attacks; grants a single attack using the highest attack bonus (and type) of the attacks that were replaced. This attack must be made with the weapon for which you have Greater Weapon Focus against a stunned or flat-footed opponent. This attack deals double damage and deals 1 point of Constitution bleed. This additional damage and bleed is not multiplied on a critical hit.

Dark.Revenant
2013-05-18, 03:39 PM
Formatting improved and additional content added. I still don't have a better name than Combat Action though.

TuggyNE
2013-05-18, 07:24 PM
Guard and Protect have a weird quirk in that a swordbreaker or sai, which are specifically designed for defense against weapons, are a lot less effective than a greataxe (and similarly for other such weapons, though less dramatically).

A lot of the feats require levels in specific classes, which doesn't seem especially necessary, or particularly desirable. (Especially since Counter Strike, of all things, cannot be taken by a Fighter, of all classes.)

Dark.Revenant
2013-05-18, 07:46 PM
It doesn't list Fighter because by level 11 a Fighter already has a +11 BAB. Those feats are not class-restricted. Rather, some classes gain early access. There's a certain trick to using semicolons, commas, and the "or" qualifier. I do agree it should be clearer, though. How would you rewrite those prerequisites to be clearer?

Swordbreaker and Sai should indeed have bonuses, which I will probably list. However, these bonuses would be for Parry/Riposte/Counter; as these two weapons act like parrying daggers; you're not blocking the attack like in Skyrim, you're turning it aside. Light offhand weapons are more effective at parrying than anything else because you are giving up proportionally weaker attacks to do it; you've still got your main weapon to hit stuff with.

TuggyNE
2013-05-19, 12:15 AM
It doesn't list Fighter because by level 11 a Fighter already has a +11 BAB. Those feats are not class-restricted. Rather, some classes gain early access. There's a certain trick to using semicolons, commas, and the "or" qualifier. I do agree it should be clearer, though. How would you rewrite those prerequisites to be clearer?

Ouch. Upon re-reading that, I see that you're right, but it's very easy to mistake it.

Instead, I suggest just going clunky and putting "or" between each one.


Swordbreaker and Sai should indeed have bonuses, which I will probably list. However, these bonuses would be for Parry/Riposte/Counter; as these two weapons act like parrying daggers; you're not blocking the attack like in Skyrim, you're turning it aside. Light offhand weapons are more effective at parrying than anything else because you are giving up proportionally weaker attacks to do it; you've still got your main weapon to hit stuff with.

Hmm. Well, I guess that could be worse, though I still think adding a bit of bonuses/penalties to certain weapons (for example, arming/greatswords are generally designed for a wide range of maneuvers, defensive and offensive alike, while axes are designed somewhat more to chop straight through defenses) would be a good idea.

Dark.Revenant
2013-05-19, 01:19 AM
Hmm. Well, I guess that could be worse, though I still think adding a bit of bonuses/penalties to certain weapons (for example, arming/greatswords are generally designed for a wide range of maneuvers, defensive and offensive alike, while axes are designed somewhat more to chop straight through defenses) would be a good idea.

That's quite the challenge. While I am fairly well-versed in the intricacies of various weapons, Pathfinder's weapon list, as compared to 3.5's, is positively vast. And in addition, if these bonuses were to be anything but relatively minor +2s, the entire armory would have to be overhauled to keep a semblance of balance.

Dark.Revenant
2013-05-22, 12:13 AM
The main post has been updated with some more content. Fairly soon I'm running some test battles (Battle-Royale style) to give this system a workout. It'll be using my other house rules, but the Combat Action system will remain as it appears here. I'll post the results here once this is done.

Dark.Revenant
2013-05-24, 01:09 AM
Results: Oh God, PvP blows hard in 3.5, but the math turned out fine. I want to erase the memories from my brain.