Hands of the Dark Side
Ways of Dying:
- Drop to 0hp from an atk that dealt dmg equal to, or greater than your dmg threshold
- Roll a 1 on a death saving throw (dc 10 con check)
- Fail the above save by 5 or more
- Reduce to 0 hp as a result of a Coup De Grace
- Subject to Coup De Grace while unconscious
Melee: 1d20 + BAB + str
Range: 1d20 + BAB + range penalty (if any)
Melee: wpn dmg + ½ heroic level + Str Mod
2h melee: wpn dmg + ½ heroic level + (2* Str Mod)
Range: Wpn dmg + ½ heroic level
Critical: 2x damage.
Combat options and strategies:
Aid another: dc 10 atk, Choose an all to gain +2 to atk against target
Suppress Fire: dc 10 atk, Target takes -2 to atk roll on next atk.
Fighting Defensively: -5 to atk, but +2 ref until next turn;
if trained in acrobatics, +5 to ref, or chose not to atk and increase the ref bonus to +10.
Unattended ref defense of Obj: 5+ size mod
Attended ref defense of obj: 10 + size mod
Held/worn/wield def of obj: 10 + size mod + ref of carrier (not counting armor bonus)
Charge: Straight line, +2 to atk roll, -2 to ref until beginning of next turn. Cannot charge through low obj, difficult terrain, or enemy sqrs.
Grab: Unarmed atk with -5 atk
Grapple: Grab, but must have pin or trip feat (or both). grapple check = 1d20+BAB+Str/Dex (highest) + size. Winner can make free melee atk with light wpn (if wielding).
Disengage: Moving out of threatened sqr and into a non-threatened sqr; does not provoke AoO (Attack of Opportunity).
Take Aim: 2 swift actions, must have LoS (line of sight), you can Ignore Cover.
Actions that provoke AoO:
- Making Unarmed w/o martial arts feat
- Loading wpn
- Picking up obj
- Retrieving stowed item
- Moving through threatened square
- Using skill that distracts
Cover: +5 to Ref
Improved Cover: +10 to Ref
Total Cover: Cannot be attacked
Ion Damage: Subtract half the ion damage from targets HP. If Target is vulnerable to Ion (uses cybernetic components) then: -5 condition if the dmg dropped target to 0 hp, or -2 down condition, if dmg met or exceeded threshold.
-5 on atk rolls when fighting prone
+5 on melee atks made against prone target
-5 on range atks made against prone target
Shooting into Melee: -5 on atk roll
Stun Dmg: Subtract half stun damage from hp. If target is reduced to 0, -5 down condition track. If result meet or exceeds threshold, -2 condition.
Normal Unarmed Atk: 1d4 + str (for medium), or 1d3 + str (for small)