House Rules
Using Force Points (page 93)
If you are reduced to 0 hit points by an attack, you may spend
a Force Point as a reaction to suffer the effects of a severing
strike (page 218) instead. The attacker chooses which limb
is affected.
Weapon Ranges (page 129)
Reduce the range values of pistols by half: point blank at
0 to 10 squares, short range at 11 to 20 squares, and so on.
Blaster carbines have half
the range of blaster rifles: point blank at 0 to 15 squares,
short range at 16 to 30 squares, and so on.
Automatic Misses (page 145)
Any time you roll a natural "1" to attack in character-scale
combat, you fumble the attack badly. Choose one of the following
effects. If an option does not fit the circumstances, you
can't choose it. If you can't decide, roll 1d6.
- You trip and fall prone.
- You trip an ally, who falls prone.
- You drop your weapon.
- Your weapon runs out of ammunition unexpectedly.
- You hit yourself for half normal damage.
- You hit an ally for half normal damage.
Attack with a Melee Weapon (page 150)
Because lightsabers ignore object DR, characters wielding
lightsabers are at a significant advantage in melee combat.
Any time a character wielding a melee weapon that is not a
lightsaber attacks a target who is wielding a lightsaber,
and the attack roll misses by 6 or more, the attacking weapon
hits the lightsaber's deadly beam and takes damage equal to
its own damage roll. This damage ignores the weapon's own
DR.
Example: A Tusken raider with a gaffe stick (DR 10, hp 10, threshold 25, damage 1d8+4) attacks a Jedi wielding a lightsaber (Ref 20). The raider's attack roll comes up 14. That's 6 less than the Jedi's Ref save, so the raider's gaffe stick takes 1d8+4 damage, which ignores its own DR.
Attacks of Opportunity (page 155)
An attack of opportunity counts as a standard action. It may
be taken before your initiative, but you must take your other
actions in the round (i.e., a move action or two swift
actions) at your regular initiative.
The extra attacks of opportunity
granted by the Combat Reflexes feat are free actions. You
may use those bonus attacks of opportunity before using your
normal one as a standard action.
Melee Attack Maneuvers (page 160)
There are several special maneuvers you can attempt instead
of or as part of a normal attack. They may incur additional
penalties but give you certain advantages.
Maneuver | Atk | Ref | Notes |
Standard attack | +0 | +0 | — |
Aid another | — | — | Ally gains +2 bonus |
Beat blade | –2 | +0 | Combine with an attack; gain +2 to next attack roll |
Bull rush* | +0 | +0 | Str check to push opponent one square |
Charge | +2 | –2 | Move in straight line, then attack |
Defensive fighting | –5 | +2 | Can combine with other actions |
Disarm or grab item* | +0 | +0 | +10 to target's Ref |
Feint | — | +0 | Deception check; target loses Dex bonus to Ref |
Grapple* | +0 | +0 | Grab target; see rules |
Hanging guard | –2 | +1 | Must be wielding a parry weapon; can combine with other actions |
Hilt smash | –5 | +0 | Add 1d3+Str damage to standard attack |
Nonlethal attack | –5 | +0 | Inflict stun damage with lethal weapon (can't be used with a lightsaber) |
Overrun* | +0 | +0 | Str check to push past opponent |
Pass* | –5 | +0 | If attack succeeds, move through enemy's square without provoking an attack of opportuntity; combine with attack |
Riposte | +0 | +0 | Held action; gain attack of opportunity if opponent's melee attack misses you |
Spring and retreat | –5 | +0 | Increase reach to two squares; combine with attack |
Sunder | +0 | +0 | +10 + object's size modifier to target's Ref |
Total defense | — | +5 | Cannot attack; can combine with other actions |
Unexpected attack | +2 | +0 | Cannot be with your most effective weapon, or a readied off-hand weapon |
* Triggers an attack of opportunity if the attack fails. |
Unarmed Attacks (page 163)
Unarmed attacks by default are stunning attacks (page 162).
You may make an unarmed attack that does normal damage only
as a special attack with a –5 penalty to the attack
roll.