Post by The Dungeon Master on Apr 20, 2011 14:34:24 GMT -5
You can assess an opponent as a standard action using Sense Motive (handy for a Knight)
Don't forget about Aid Another in combat
Casting a touch spell and touching a target does provoke. Trying to deliver a dangerous touch spell to an opponent does not.
Combat tactics: Standard actions: Bull rush (provokes), demoralize an opponent, feint, overrun (provokes) (if the target gets out of your way you don't use the standard action), total defense.
Combat tactics: Move actions: Crawl 5' (provokes), hide after sniping, make active listen or spot check, note the direction of scent, sheathe weapon (provokes), switch hands with an item (includes changing grip)
Combat tactics: Full-Round actions: Cast a touch spell of 1 std action casting time or less and touch 2 to 6 allies (provokes), prepare oil with fuse (provokes), trample (provokes), withdraw
Combat tactics: Free actions: Drop an item in yours or an adjacent square, drop prone in your space, speak (even when it isn't your turn - no long speeches!)
Combat tactics: No actions: Duel of wills (Intimidate), identify spell being cast is a Spellcraft check DC 15+spell level), make passive listen or spot check
Combat tactics: Action varies: Disarm (provokes), grapple (provokes), sunder weapon (provokes), trip (provokes)
Spell-like abilities provoke, supernatural and extraordinary abilities do not
For the purposes of drawing weapon, wands count as light and rods count as 1-handed
Aid another; can't take 10 or 20, must be able to make a melee attack against the opponent in question, attack is against AC 10, if you succeed ally either gets +2 to next attack against target opponent or gets +2 to AC against that opponent's next attack. For each +5 of your BAB add +1 to the aid.
Appraise: if you;re not appraising your loot do you think you are getting a good deal?
Cover gives a +4 to AC and +2 to Reflex saves (limited copver is +2, +1; improved cover is +8, +4, +10 to hide and effects of evasion)
Kneeling or sitting gives you a +2 to AC vs ranged but a -2 to AC vs melee
Prone gives you a +4 to AC vs ranged but a -4 to AC vs melee
Higher ground grants a +1 to melee attack rolls
Cover negates Attacks of Opportunity
Don't forget about Aid Another in combat
Casting a touch spell and touching a target does provoke. Trying to deliver a dangerous touch spell to an opponent does not.
Combat tactics: Standard actions: Bull rush (provokes), demoralize an opponent, feint, overrun (provokes) (if the target gets out of your way you don't use the standard action), total defense.
Combat tactics: Move actions: Crawl 5' (provokes), hide after sniping, make active listen or spot check, note the direction of scent, sheathe weapon (provokes), switch hands with an item (includes changing grip)
Combat tactics: Full-Round actions: Cast a touch spell of 1 std action casting time or less and touch 2 to 6 allies (provokes), prepare oil with fuse (provokes), trample (provokes), withdraw
Combat tactics: Free actions: Drop an item in yours or an adjacent square, drop prone in your space, speak (even when it isn't your turn - no long speeches!)
Combat tactics: No actions: Duel of wills (Intimidate), identify spell being cast is a Spellcraft check DC 15+spell level), make passive listen or spot check
Combat tactics: Action varies: Disarm (provokes), grapple (provokes), sunder weapon (provokes), trip (provokes)
Spell-like abilities provoke, supernatural and extraordinary abilities do not
For the purposes of drawing weapon, wands count as light and rods count as 1-handed
Aid another; can't take 10 or 20, must be able to make a melee attack against the opponent in question, attack is against AC 10, if you succeed ally either gets +2 to next attack against target opponent or gets +2 to AC against that opponent's next attack. For each +5 of your BAB add +1 to the aid.
Appraise: if you;re not appraising your loot do you think you are getting a good deal?
Cover gives a +4 to AC and +2 to Reflex saves (limited copver is +2, +1; improved cover is +8, +4, +10 to hide and effects of evasion)
Kneeling or sitting gives you a +2 to AC vs ranged but a -2 to AC vs melee
Prone gives you a +4 to AC vs ranged but a -4 to AC vs melee
Higher ground grants a +1 to melee attack rolls
Cover negates Attacks of Opportunity