Below are a list of attacks that can be used in melee (only). If an attack is granted as a special character class or creature ability, it will be noted. Otherwise, any creature can use the attack form (although tactics are often determined by a creature's Intelligence rating).
Parry. [complex]
Any creature with an Intelligence of Low or higher and wielding a manufactured melee weapon (including improvised weapons, like a chair or a stool) can declare a parry. Parrying means the creature spends the entire round in a defensive stance, doing nothing but using the weapon to deflect blows.
This action grants the creature a +2 bonus to armor class during that round. Once declared, no other action may be taken during the round. The defender can choose to forgo this bonus to themselves and instead, grant the bonus against melee attacks to an ally in melee range.
If using a Fall Back (Flee) manuever, parrying can be declared against a single opponent in melee. In this case, parrying occurs as part of the movement and only affects free attacks taken against the one fleeing by the declared target.
Any parry maneuver that does not target an individual opponent (such as the improved parry manuever or a fall back Flee maneuver) will not cause an invisible creature to become visible (i.e. it is not treated an attack action). However, parrying will break concentration (whether the one parrying is attacked or not).
Protecting an Ally from Ranged Attacks. [parry; complex]
Targeting a single creature in a group with a missile weapon (assuming no melee conditions exist) will give the target a cover bonus if the others in the group are providing active protection. The protector must declare a parry and the creature or object they are protecting. A protector loses any Dexterity bonuses to Armor Class or Saving Throws for the round. This grants the protected creature (or object) a +2 Cover bonus to armor class and Dexterity saving throws during that round. If more than one protector declares a parry, the bonus is a +4 Cover bonus to armor class and Dexterity saving throws during that round.
Any missile attack that misses the target due to the cover bonus provided may strike one of the defenders selected randomly (if the attack result would otherwise be able to hit the defender).
SPECIAL ATTACKS: Back Stab. [melee] (major, weapon speed factor) Special Class or Creature Ability.
Certain classes or creatures will have a special ability that allows them to do more damage if attacking a creature from behind.
If you can attack a creature’s “back” with a piercing weapon in melee, you will do more damage with your first attack if the attack is successful. The rest of your attacks (if any) do normal damage.
Striking From Behind. This includes situations such as: surprise (where you strike a target who is unaware of you from behind), attacking a blinded opponent (from behind), situations where you are invisible to the target, or the case where a target is surrounded by your allies and you are granted a rear attack (see Combat Facing).
Creatures without a definable "back" (per the GM) cannot be back-stabbed but all other creatures are vulnerable to the attack (including undead).
Before the attack roll is made, the thief must announce their intent to use a back stab attack and the attack roll gains the standard +2 bonus for a rear attack (the attack does not need to be declared, but must be announced before the attack roll).
If the creature is surprised, the thief is allowed an additional +2 bonus to the attack roll (for a total of +4).
Only one attack per round can be a back stab attempt.
The melee weapon used to back stab must be a piercing weapon equal to or smaller than the size of the thief (e.g. up to a medium sized weapon if the thief is man-sized). If using a dagger, armor defense is ignored.
A back stab cannot be made as part of a free attack or immediate attack.
If the attack hits, certain types of damage will be multiplied as per the Back Stab Damage Multiplier table:
Weapon damage dice are multiplied. A 1d8 becomes 2d8, etc.
Any magical enhancement bonus attributed to the weapon is multiplied.
Examples of damage not multiplied:
Strength bonus
Class or racial bonuses
Temporary bonuses such as magical effects, rage, etc.
Coup de Grâce Attack. [complex] (declared)
A coup de grâce melee attack can only be used against a helpless creature and is designed to dispatch it in one blow (carefully striking vital areas).
A coup de grâce can only be used against creatures with the helpless condition and the attack form must be able to inflict full damage on the creature (i.e. the victim does not possess resistance of any kind to the attack).
A coup de grâce can only be used by an attacker not in melee.
A coup de grâce can only be used against living creatures with vital areas (or those with specific vulnerable areas; e.g. a vampire).
Creatures that regenerate are only affected by coup de grâce attacks that bypass their regeneration (e.g. fire damage against a troll).
Effects
One helpless creature can be killed automatically per round spent executing a coup de grâce attack (no save; no attack roll necessary).
Death Blow Attack. [melee] (declared; major, weapon speed)
A deathblow melee attack can only be used against a helpless creature and is designed to maximize damage—this attack form is used when you cannot execute a full coup de grâce.
A deathblow can only be used against creatures with the helpless condition.
A deathblow can only be used against living creatures that have vital areas.
Effects
Once declared against a specific helpless target in melee range, the attacker gains the multi-attack (+1) ability against the selected target (including the initiative benefit). Each attack routine will hit automatically for maximum damage.
SPECIAL ATTACKS: Disarm. [melee] (major, weapon speed) Weapon Attribute (and/or Special Class Ability).
A disarm melee attack seeks to relieve an opponent of a held weapon and deposit it on the ground nearby.
This attack form is only usable by fighters and fighter sub-classes wielding weapons with the disarm attribute or those proficient with and wielding a ranseur or spetum.
A single disarm attack is considered one attack routine.
When making the attack, the attacker must specify the weapon targeted for the disarm attack.
A weapon held by an opponent in two hands cannot be disarmed using this attack.
A disarm attack gains a -4 penalty to the attack roll.
Items held other than melee weapons cannot be disarmed.
Effects
A creature hit by a disarm attack must make a Dexterity save vs. Petrify or drop the weapon held.
If the disarming weapon is longer than the weapon being disarmed, the disarmed weapon will land 1d10 feet away from the creature holding it. Use the chart for grenade-type missiles for location. Otherwise, the weapon lands at the target’s feet.
A creature can retrieve an item from the ground (up to 10-ft. away) as a delaying activity.
When you want to grab a creature or wrestle with it, you can use a major action to make a special melee attack, a grapple.
Unless using a Special Ability, you must use all of your arms (or fore-limbs) to grapple and can only make the attempt against a creature in melee range that is less than twice your height/length. In the case of grappling, items worn or carried will not count toward this or any adjustments. You cannot be holding anything when attempting to grapple. You can make up to one grapple attempt per attack routine unless using a Special Ability.
Initiative. If opponents desiring to Grapple are both weaponless and neither is using a Special Ability to grapple, initiative is determined by the following (in order): Surprise, Charge attack, Dexterity Score, Initiative Die, and finally, length of limb. Otherwise, the grapple attempt is made on the Attacker’s turn in group initiative during Melee attacks.
Starting a Grapple. Unless using a Special Ability, if the target of your grapple is armed with a manufactured or natural weapon, they gain a free attack routine against you using that attack mode. As you move in for a grapple, unarmed, you are treated as if you were grappling. If you are hit (even for no damage), the grapple attempt fails. Exception. If the defender is using a contact attack, the attack must either cause damage or render the attacker incapable of grappling for it to cause the grapple attack to fail. In instances where the target is being attacked by multiple grapplers in the same segment, only one free attack can be made, but the target can “fend off” other attackers by using a single free attack roll (with a weapon in hand or pummel). If this “fend off” attack hits, it does no damage, but the grapple attempt for that attacker fails (contact attacks cannot be used to fend off a grapple in this case). If the target is surrounded, and attacked from behind, the fend off attack is treated as if the target is blind. If the target has no weapons in hand (or natural weapon attacks), they are still allowed a single fend off attack (treated like a pummel attack without armor defense adjustments and doing no damage). If the attack succeeds, it will end the grapple attempt.
Immobile/Concentrating Targets. If attempting to grapple a creature casting a spell, the target cannot use a fend off attempt (or free attack) without ruining the spell. However, they can choose to do so right as the grappler attacks.
Charging. If you are charging, you can only make a regular attack or overbear attack (you can treat it like a tackle if successful). Then, in the next round, you can attempt to grapple.
Special Abilities (Grab, Hug, or Constrict). A creature that has the listed Special Ability will automatically grapple (no Grapple Attack roll needed) the target hit by a standard attack tied to the ability (bite, claw, tentacle, etc.) and the target is not granted a free attack or a fend off attack.
Joining an Existing Grapple. You can attempt to join an existing grapple with multiple creatures. The number of grapplers allowed to attack a single creature is the same as the allowed number of melee attackers. The target is granted a fend off attack and if that fails, you can roll a grapple attack as normal. Note that the highest grapple result when joining an existing grapple is a torso grab or equal to the existing hold (whichever is lower). Only one grappler (the original) can cause grappling damage due to a hold. The target can make a break free attempt against each grappler on their turn in combat (only doing damage to one).
Variable Bonus. Both the Attacker and the Target can assign a bonus (penalty) to either the Grapple Attack roll or the Grapple Result roll.
The bonus (Attacker) or Penalty (Target) should be assigned before the Grapple Attack roll (defaults to Grapple Result roll for both). This is a d6 for the Attacker and a d4 for the Target and is modified by class or hit dice and level. Creatures without classes use hit dice (Based on Attack Matrix column: 0 = +1; 1-1 = +2; 1 = +3; 1+ = +4; 2-3+ = +5; 4-5+ = +6; 6-7+ = +7; 8-9+ = +8; 10-11+ = +9; 12-13+ = +10; and so on). Fighter-type classes use level divided by 2 (rounding up) plus 1. Cleric-type classes including monks use level divided by 3 (rounding up). Thief-type classes use level divided by 4 (rounding up). Magic-user-type classes use level divided by 5 (rounding up). Exception. An attacker using a special ability to grapple does not add the variable bonus to the Grapple Result.
Assuming the free attack misses or the target is weaponless and no Special Ability is being used, the Attacker makes a Grapple Attack roll to initiate the grapple. The roll must be equal to or less than the Chance to Grapple to score a “hit”.
Base Chance to Grapple. The base Chance to Grapple is equal to the Attacker’s Armor Defense rating (no AD equals 10) plus any magical enhancement bonus to that armor type (ignoring all other adjustments to AC) multiplied by 10.
The Base Chance to Grapple is further modified by:
The Variable Bonus rolls (bonuses or penalties)
Attacker’s Dexterity score +1 per point
Target has no AD: -20
Target Armor-only AD 8-9: +10
Target Armor-only AD is 4-7: +20
Target Armor-only AD less than 4: +30
Target Speed vs Attacker Speed: -10 per +30-ft delta
Target slowed or stunned: +20
Target is immobile: +20
Target hasted or similar: -20
Target Hit Dice: -5 per Hit Die
Target AC adjustments: -5 per adjustment
Target is slick or wet: -20
Grapple Attack Roll. The Attacker rolls a d100 vs. the Chance to Grapple value. A result that is less than or equal to will mean the attack succeeds and the Attacker will roll to determine the Grapple Result.
Once the Attacker succeeds a Grapple Attack, the specific type of “hold” must be determined.
Special Abilities. Some special abilities specify the type of hold so in this case, the Grapple Result is not rolled and the hold is automatic (e.g. Bear hug).
Grappled Condition. Unless the Attacker is using a Special Ability (that specifies) or one of the grapplers is much larger than the other, both opponents gain the Grappled condition (No Dex, No Shield, -4 AC penalty) while grappling. Those with the grappled condition cannot move but if one does not have the condition, they can move at half speed dragging their opponent assuming they are strong enough.
Non-Grapplers Attacking Those Grappling. Non-grapplers targeting one member of a grapple have a random chance to strike another unless a grappler is stunned or pinned.
Grapple Result. The Attacker rolls a d100 adjusted by the following:
The Variable Bonus rolls (bonuses or penalties)
Difference in Height: +/- 5 per +/- 10% (half if prone)
Difference in Weight: +/- 5 per +/- 10%
Attacker Dexterity: Bonus equal to Ability Score
Attacker Strength up to 18: Bonus equal to Ability Score plus..
Attacker Strength over 18: +1 per 10% over 18 (ie. +10 per full point)
Target Dexterity: -1 per point over 14
Target Strength up to 18: -1 per point over 12 plus..
Target Strength over 18: -1 per 10% over 18 (ie. -10% per full point)
Target AD* under 5: -10
Target wearing helmet: -10
Target wielding a shield: -10
Target is slowed: +10
Target is stunned: +20
Target is helpless: +30
* For armor only.
Break Free. On the Target’s turn in initiative, the Target can make one Break Free attempt per Attacker holding them. The Target will Break Free if the result is at least one category higher than the hold. Damage occurs to the one maintaining the hold whether the individual attempting to Break Free is successful or not. In any case, the one maintaining the hold can release the Target as a minor action (“other”).
Counter Grapple. Instead of attempting to break free, on the Target’s turn in initiative, the Target (now the “Attacker”) can choose to Start a Grapple with one creature that has a hold on them. No Grapple Attack roll is necessary. In this case, the Grapple Result is a hold and will not break the opponent’s hold (unless you stun your opponent, see Gouge below). If two grapplers are maintaining their holds, neither can make a Break Free attempt.
Weapon Attack. A creature in a hold can attack the opponent grappling them with natural weapons (minus any limbs held) or with a short (3-ft or shorter) piercing weapon if one was in hand when grappled (including two-weapon fighting if both hands hold appropriate weapons and are not being held). Otherwise, assuming a hand is free, the Target can draw a single short weapon or similar object as a major action. Attacks against a grappling opponent are likely to succeed if they have the grappled condition. Damaging an opponent maintaining a hold will not cause the opponent to release the hold unless they become unconscious or willingly let go. A monk can attack using their normal number of open hand attacks no matter the limbs being held (unless pinned, see Joining an Existing Grapple above).
Grapple Damage. Unless using a Special Ability, all damage done using the Grappling Table is 75% non-lethal damage (25% normal damage). If damage is 1 point, it will be lethal. Non-lethal damage “heals” at a rate of 1 point per round. A creature that becomes unconscious can be slain/attacked by their opponent using a Coup de Grâce or Death Blow attack, otherwise a grappler can maintain the hold (unintelligent creatures typically maintain a hold for several rounds until it determines its prey is dead).
Pinned. If the number of opponents holding a creature equals the maximum allowable number of melee attackers, the target is considered pinned/fully bound (helpless). Creatures in melee range not grappling can attack the helpless creature without a chance to strike another of the grappling creatures.
Grab. [melee] (major)
This is not normally possible unless a creature is helpless (or pinned). If allowed, the attacker must declare the attack and must roll a natural 20 on the attack roll for success. The opponent is granted a free attack and if this causes damage, the attempt will fail.
When you are charging, instead of using a weapon to attack, you can instead attempt to overbear (bull rush) a target such that they lose their balance and fall prone, incidentally taking damage.
You cannot overbear an opponent that weighs double your weight or more (not counting anything worn or carried). You do not need to use your limbs, so they can be holding things, as you are using your body mass to dislodge the target. Creatures that trample (a Special Ability) will inflict this damage on a successful attack.
Initiative. This works as per the rules for a charge attack. As such, the target will typically be allowed an immediate attack before the Overbear attempt due to weapon length. This attack is NOT part of the fend-off/avoid action, below.
Fend Off/Avoid. Unless using a Special Ability, the target gains a free attack routine against you to fend-off/avoid the overbear attack. If the target is unarmed, treat this as a pummel attack (with no armor defense adjustments). As you hurtle into the target, not using your weapons, you are treated as if you were grappling (unless the attacker has a Dexterity modifier, this will not stack with charging modifiers). If the fend off attempt succeeds, the overbear attempt fails. Whether successful or not, this fend off attempt does no damage. If the fend-off attempt fails, the overbear attack can proceed.
Special Abilities (Trample). A creature that has the listed Special Ability will automatically overbear (no Overbear Attack roll needed) and the target is not granted a free attack or a fend off attack. Only Overbear results that cause damage will result in a successful trample attack (doing damage).
Variable Bonus. Both the Attacker and the Target can assign a bonus (penalty) to either the Overbear Attack roll or the Overbear Result roll. The bonus (Attacker) or Penalty (Target) should be assigned before the Overbear Attack roll (defaults to Overbear Result roll for both). This is a d6 for the Attacker and a d4 for the Target and is modified by class or hit dice and level. Creatures without classes use hit dice (Based on Attack Matrix column: 0 = +1; 1-1 = +2; 1 = +3; 1+ = +4; 2-3+ = +5; 4-5+ = +6; 6-7+ = +7; 8-9+ = +8; 10-11+ = +9; 12-13+ = +10; and so on). Fighter-type classes use level divided by 2 (rounding up) plus 1. Cleric-type classes including monks use level divided by 3 (rounding up). Thief-type classes use level divided by 4 (rounding up). Magic-user-type classes use level divided by 5 (rounding up). Exception. An attacker using a special ability to grapple does not add the variable bonus to the Overbear Result.
Base Chance to Overbear. The base Chance to Overbear is equal to the Attacker’s Armor Defense rating (no AD equals 10) plus any magical enhancement bonus to that armor type (ignoring all other adjustments to AC) multiplied by 10.
The Base Chance to Overbear is further modified by:
The Variable Bonus rolls (bonuses or penalties)
Attacker’s Dexterity score +1 per point
Target has no AD: -20
Target Armor-only AD 8-9: +10
Target Armor-only AD is 4-7: +20
Target Armor-only AD less than 4: +30
Target Speed vs Attacker Speed: -10 per +30-ft delta
Target slowed or stunned: +20
Target is immobile: +20
Target hasted or similar: -20
Target Hit Dice: -5 per Hit Die
Target AC adjustments: -5 per adjustment
Overbear Attack Roll. The Attacker rolls a d100 vs. the Chance to Overbear value. A result that is less than or equal to will mean the attack succeeds and the Attacker will roll to determine the Overbear Result.
Overbear Result. The Attacker rolls a d100 adjusted by the following:
The Variable Bonus rolls (bonuses or penalties)
Difference in Height: +/- 5 per +/- 10% (half if prone)
Difference in Weight: +/- 10 per +/- 10%
Attacker Strength up to 18: Bonus equal to Ability Score plus..
Attacker Strength over 18: +2 per 10% over 18 (ie. +20 per full point)
Target Dexterity: -1 per point over 14
Target Strength up to 18: -1 per point over 14 plus..
Target Strength over 18: -2 per 10% over 18 (ie. -20% per full point)
Target is slowed: +10
Target is hindered: +10
Target is stunned: +20
Target is entangled: +20
Overbear Damage. Unless using a Special Ability, all damage done using the Overbear Table is 50% non-lethal damage (50% normal damage). If damage is 1 point, it will be lethal. Non-lethal damage “heals” at a rate of 1 point per round. A creature that becomes unconscious can be slain/attacked by their opponent using a Coup de Grâce or Death Blow attack.
Note. If you declare a “tackle attempt” (verbally noting this to the GM; you must declare a charge), it means that if your target becomes prone, you will also be prone. The benefit is that, next round, if you win initiative, you can make a grapple attempt without granting the overborne target a free attack or fend off attempt. However, if you do no damage during your overbear attempt (your attempt fails, or results in an Avoid or Kicked leg), you will become prone after the overbear attack/roll.
Set for Charge Attack. [melee] (declared; major, immediate)
If you declare a set for charge attack, you can use a melee weapon with the brace attribute to do double damage to a charging opponent that enters melee with you.
Your brace weapon must be longer than the charger's weapon and used as part of an immediate attack.
If an opponent does not charge, you can change your action before your group initiative and act on LOW initiative (as per a delay).
Slay the Sleeping Attack. [complex]
This attack is used to quietly slay a sleeping opponent who is asleep normally (i.e. not helpless. So—not magically asleep, induced by poison or drugs, etc. Helpless foes not in combat can be killed using a coup de grâce attack).
The creature to be slain must be asleep (surprised). The attack must be performed with a melee weapon that can damage the target.
The attacker must be in melee range of the sleeping victim.
The attacker will automatically hit with a single melee attack (not attack routine) and the victim must make a save vs. Poison with a penalty of -2 per five hit dice you possess (-2 at 5th; -4 at 10th; -6 at 15th; and -8 at 20th) or immediately die (save negates). If the save is successful, the creature takes normal damage from the melee attack.
If using a slashing weapon and striking an exposed artery, the sleeping target can be killed very quietly if the attacker can make a successful Move Silently check. Otherwise, noise will be made during the killing, possibly alerting creatures nearby.
Subdual Attack. [melee] (major, weapon speed)
A subdual attack is an attempt to beat a living creature into unconsciousness, typically without killing it.
On their turn, the attacker states the attack will be a subdual attack and will note the weapon being used.
Only living creatures that can be damaged by the attack type used can be affected. Certain mindless creatures will be immune to non-lethal damage (per the GM).
The weapon is used in such a way as to do (partially) non-lethal damage.
Weapons that are blunt/bludgeoning or have a long haft (5-ft. or longer) will do full damage. Other weapons do half damage.
All damage done is 75% non-lethal and 25% regular (lethal) damage.
Any NPC beaten into unconsciousness using subdual damage that subsequently becomes conscious will automatically lose Morale versus the foe(s) that damaged it. Creatures without a morale rating are immune to this effect.
Armor defense is standard versus the weapon type used. For effects and healing of non-lethal damage, see Damage and Healing.
Most two-armed/two-handed humanoids will have a "primary hand" and a "secondary hand". This means they are normally better at certain tasks with one hand (the primary) versus the other. This normally does not affect combat unless fighting with two weapons.
Any two-armed/two-handed humanoid character can fight in melee with a manufactured or improvised weapon in each hand as part of their primary attack routine. Typically, this will come with a -2 and -4 penalty to attacks with the primary and secondary hand attacks respectively. A high or low Dexterity score will modify this standard attack roll adjustment. See Dexterity.
Weapon Size. Creatures can normally only use a weapon smaller than their size in their secondary hand. Small creatures can use weapons with the off-hand attribute in their secondary hand. See also Weapon Details.
Ambidexterity. Creatures with a 19+ Dexterity are naturally ambidextrous and can treat either hand as primary or secondary (they still suffer any stated penalties). Creatures with the ambidextrous extraordinary ability suffer no penalties when two-weapon fighting.
Switching Weapons. [simple] A creature with a weapon in each hand can easily switch weapons in combat. Drawing two weapons is a delaying activity.
Multi-attack and Two-weapon Fighting. Two-weapon attacks are only allowed as part of a primary attack routine. Then any iterative attacks will occur. Iterative attacks must be with the primary hand and suffer primary hand penalties (if any) for two-weapon fighting.
Creatures with Multi-attack as a Special Ability. The first attack listed is always the primary attack routine using the "primary" hand of the creature. If a creature gains iterative attacks due to multi-attack, these will be noted. A creature noted as having multi-attack with natural weapons will not gain multi-attack with manufactured weapons unless noted in the creature's description (these manufactured weapon attacks will be noted as iterative).
SPECIAL ATTACKS: Whirlwind Attack. [melee] (declared; major, weapon speed) Special Class Ability.
A whirlwind attack allows a fighter or fighter sub-class to attack minor creatures multiple times based on class level.
Anytime a fighter is in melee and wielding a weapon with proficiency, they may declare a whirlwind attack if they suspect they are in melee with foes that possess less than one full hit die.
If their guess is correct and all foes within melee range are under 1 full hit die, the fighter may take one attack per level targeting any foe within melee range.
Fighters wielding two weapons can declare either weapon to attack but more attacks are not possible.
A high level fighter with iterative attacks must choose to forgo these attacks in favor of the declared whirlwind attack.
Mixed Groups. If in melee with a mixed group, this special attack mode does not allow any attacks against the higher hit die opponents and makes the fighter more vulnerable to attacks by higher hit die opponents.
If a whirlwind attack is declared and a higher hit die opponent is or comes within melee range, they will be granted an immediate attack as if attacking the fighter’s rear or rear flank (+2 to-hit, and no Dexterity modifiers or shield benefits to armor class).
In certain situations, the fighter may not know there are higher hit die opponents present. The fact that there are, should become quickly apparent once the whirlwind attack form is declared.