Corefinder Design Digest #24: Just One Big One!

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To which the audience is supposed to shout out, “Just one BIG one!” 


So, about that segue, I kinda thought maybe an anime character with a REALLY BIG SWORD would make more sense than Rocky all oiled up so, with that in mind… the first kind of attack is the Attack action, which is focusing your energy and fighting skill into making one big attack. Focus rather than frenzy is the name of the game with the Attack action, and as you’ll see this rolls in much of the Vital Strike feat chain from PF1.  



Melee and ranged attacks follow the same basic rules, as described under Attacking in Combat above. In addition, the following special rules apply.

Unarmed Attacks: When you do not have a weapon, you can attack creatures within your reach but do not threaten creatures in those squares for the purpose of taking attacks of opportunity.

Ranged Attacks: You can target any creature within range that you can see with a ranged attack. You even can target creatures you cannot see if you know what square they occupy. Making a ranged attack while threatened provokes an attack of opportunity.

Natural Weapons: Attacks made with claws, fangs, and similar natural weapons follow most of the same rules as attacking with manufactured weapons, including threatening squares within your reach and taking attacks of opportunity, except as noted below.

If you have only one natural weapon, such as a bull’s horns or a shark’s bite, you add 1-1/2 times your Strength modifier on damage rolls.

If you have multiple natural weapons, such as a tiger’s jaws and claws, you can attack with any one natural weapon, adding your Strength bonus to damage. You also can use the full attack action to make multiple attacks.

Increasing Damage Dice: As your BAB increases, so too do the damage dice dealt when you use this action to make a single attack. These are bonus damage dice and are not multiplied on a critical hit. It likewise does not apply when using any other action to make attacks.

BAB  Bonus damage dice

0 to +4 –

+5 to +9 one extra die

+10 to +14 two extra dice

+15 to +19 three extra dice

+20 or greater four extra dice

If your weapon normally deals two dice of damage, such as a falchion (2d4) or greatsword (2d6), both dice together are treated as “one extra die” for the purpose of this rule. Hence, a single attack with a greatsword would deal 2d6 damage for a warrior with BAB of 0 to +4, and you would add 2d6 at BAB +5 to +9, 4d6 at BAB +10 to +14, and so on.

This ability replaces the Vital Strike feat chain from the Pathfinder Roleplaying Game.

Swift Combat Maneuver: When you are eligible to deal bonus damage dice, you can instead take a swift action to target the creature you have just struck with a combat maneuver. The type of maneuver you can take as this swift action depends on how many dice of damage you expend.

Dice Type of Action that the Combat Maneuver Normally Requires

1 die Attack or Use

2 dice Move

3 dice Standard

In addition, you can expend one additional die of damage in order to gain a +2 circumstance bonus on your combat maneuver check. The effect of your swift combat maneuver is resolved after the damage from the attack. A swift combat maneuver does not deal hit point damage like a normal combat maneuver would.


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