TEXT: 1
  5 Meta-CoMbat Feats
  Sometimes rules supplements read like the world-setting bible of frustrated novelists. 
  While solid world-building is a useful skill, you don’t always need four paragraphs 
  of flavor text to tell you swords are cool, magic is power, shadows are scary, and orcs 
  are savage. Sometimes a GM doesn’t have time to slog through a page of history for 
  every magic weapon. Sometimes all that’s needed are a few cool ideas, with just enough 
  information to use them in a game. Sometimes, all you need are bullet points.
  #1 With A Bullet Point is a line of very short, cheap 
  PDFs each of which gives the bare bones of a set of 
  related options. It may be five spells, six feats, eight 
  magic weapon special abilities, or any other short 
  set of related rules we can 
  cram into about a page. 
  Short and simple, these 
  PDFs are for GMs and 
  players who know how 
  to integrate new ideas 
  into their campaigns 
  without any hand-
  holding, 
  and 
  just 
  need fresh ideas and 
  the rules to support 
  them. 
  No 
  in-character 
  fiction 
  setting 
  the 
  game 
  world. No charts and tables. 
  No sidebars of explanations 
  and optional rules. Just one 
  sentence of explanation for 
  the High Concept of the 
  PDF, then bullet points.
  #1 With a bullet Point
  one idea. one Page. one dollar.
  
  2
  the high ConCePt: 
  Provide resource-management 
  feats for characters focusing on 
  combat rather than magic, in the 
  same vein as metamagic.
  Meta-Combat 
  Feats: 
  Meta-
  combat feats represent your 
  ability to take advantage of specific 
  circumstances on a battlefield 
  (a foe’s balance is thrown off 
  for a split second by stepping 
  on a pebble, or an explosion 
  briefly distracts everyone from 
  your presence) to accomplish 
  displays of prowess and cunning 
  normally impossible. Each meta-
  combat 
  feat 
  modifies 
  attack 
  options to allow combatants new 
  and interesting options. They 
  do this at the cost of counting 
  as 
  full-attack 
  actions 
  (thus 
  requiring full-round actions), but 
  limiting the number of attacks 
  you get to make (though most 
  specify additional actions you 
  are allowed to take as part of 
  that action). Some also restrict 
  the benefit of some of your other 
  feats or normal combat options, 
  as described in each feat.
  Because 
  meta-combat 
  feats 
  represent your ability to exploit 
  the chaotic, ever-changing nature 
  of combat conditions, it’s not 
  possible to use them back-to-
  back. Each requires a specific set 
  of circumstances that might or 
  might not come into play round 
  after round. However, it would 
  slow play considerably to require 
  the GM and players to track every 
  possible mis-step, distraction, 
  and coincidental positioning that 
  would make meta-combat feats 
  possible. Instead, each meta-
  combat feat has a cooldown 
  period which represents how 
  long after use a character is able 
  to use it again. Note that each 
  cool-down period is for that 
  meta-combat feat alone, and that 
  a cool-down of 1 round means 
  the character can re-use the meta-
  combat feat on his next turn.
  For example, Sir Mark is a 
  paladin with the Over the Top 
  and Running Attack meta-combat 
  feats, and he is fighting a red 
  dragon and its brood. To reach 
  the dragon, he uses Running 
  Attack to slash at two broodlings 
  while moving across the field 
  of battle. After doing so he rolls 
  its cooldown, and discovers he 
  cannot use Running Attack again 
  for 3 rounds. However he is still 
  free to use Over the Top when he 
  reaches the red dragon on his next 
  round, as it has its own cooldown.
  bind and bash 
  (Meta-CoMbat)
  You can use a primary weapon to 
  bind a weapon of your foe, and 
  then smash him with a shield or 
  secondary weapon.
  Prerequisites: Base attack +1, 
  Weapon Focus
  Benefit: You can attempt to bind 
  a foe’s weapon (manufactured or 
  natural), wand, rod, or staff with 
  your own weapon so neither can 
  be used, while striking with an 
  off-hand weapon. As a full round 
  action you make a CMB check 
  against the foe’s CMD. If you 
  succeed the foe’s item is bound 
  (and cannot be used until it is 
  unbound), and your weapon is 
  also bound. Additionally, if you 
  bind your foe’s weapon you may 
  make a single attack with your 
  off-hand weapon (or shield bash, 
  or make an unarmed strike), 
  dealing damage normally.
  Making a Bind and Bash attack 
  provokes an attack of opportunity 
  from your target, but not from 
  any other combatant.
  On your foe’s turn he may drop 
  an item you have bound as a free 
  action, ending the bind effect. Or 
  as a standard action he may make 
  a CMB check against your CMD 
  to break free of the bind. Or, he 
  may move away from you (which 
  provokes an attack of opportunity, 
  even if he only takes a 5-foot step, 
  unless the foe takes a withdrawal 
  action). On any turn that begins 
  with you in a bind you may break 
  the bind using the same options 
  as listed above, or as a standard 
  action you may make a single off-
  hand attack and maintain the bind 
  (keeping the weapon you used to 
  bind, and your foe’s bound item 
  both unusable). Unlike an initial 
  bind, this does not provoke an 
  attack of opportunity.
  You can maintain a bind as 
  long as your foe doesn’t get 
  away from you, but to initiate a 
  new bind there is a cooldown of 
  1d4 rounds.
  duCk out oF sight 
  (Meta-CoMbat)
  You can duck out of a creature’s 
  field of vision.
  Prerequisites: 
  Skill 
  Focus 
  (Stealth) or skill master (Stealth)
  Benefit: Select one target. As a 
  move action you may make a 
  Stealth check at -10 against that 
  target for it to no longer consider 
  you in its line of sight, and count 
  you as invisible. No other factors 
  (such as being in bright light) 
  prevent this Stealth check (though 
  you still can’t make it against a 
  foe in a grapple with you). You 
  are considered unseen by the 
  target until you successfully hit it 
  in combat, or at the beginning of 
  your next turn. All other creatures 
  perceive you normally.
  Duck Out of Sight has a 
  cooldown of 2d4 rounds.
  
  3
  haMMer doWn 
  (Meta-CoMbat)
  You can batter your way through 
  a foe’s defensive efforts.
  Prerequisites: Base attack +6
  Benefit: You can make numerous 
  attacks in rapid succession in an 
  effort to bat aside a foe’s shield, 
  break his guard, and land a blow 
  in a soft spot. As a full round action 
  you make a single melee attack 
  with a +5 bonus. This provokes 
  an attack of opportunity from foes 
  other than your target. Because the 
  attacks are made so quickly, they 
  lack the full power of your normal 
  weapon strikes. If the attack hits, 
  you deal half damage.
  Hammer Down has a cooldown 
  of 1d3 rounds.
  over the toP 
  (Meta-CoMbat)
  You can throw yourself over a 
  foe as part of a melee attack, and 
  try to knock them down.
  Prerequisites: Base attack +1
  Benefit: You can attempt to run 
  up a target that is your size or 
  larger, attack it at the apex of 
  your movement, and use your 
  weapon attack to drag the target 
  off its feet. As a full round action 
  you can move from your current 
  location adjacent to a foe to any 
  adjacent location on the far side 
  of your target. (The two locations 
  should be arranged so that if 
  there were combatants in them, 
  they would flank your foe). The 
  total distance you move cannot 
  exceed your movement rate.
  You make a single attack halfway 
  through this movement at your 
  highest attack bonus. If the attack 
  hits, compare your attack total 
  to the target’s CMD. If your total 
  matches or exceeds the target’s 
  CMD, you also knock it prone.
  Neither 
  the 
  maneuver 
  nor 
  movement provoke from the 
  creature 
  you 
  attack, 
  though 
  performing an Over the Top 
  maneuver counts as making a trip 
  attack for purposes of determining 
  if you provoke attacks from other 
  creatures threatening you.
  Over the Top has a cooldown 
  of 1d4+1 rounds.
  running attaCk 
  (Meta-CoMbat)
  You can dash in and out of foe’s 
  grasps as you cut your way 
  through a battlefield.
  Prerequisites: Dex 13, Dodge, 
  Mobility, Spring Attack, base 
  attack +16
  Benefit: You can move up to 
  double your move rate, and make 
  two attacks as you do so. These 
  attacks may be made at any point 
  along your movement, and both 
  use your highest attack bonus -2. 
  You do not gain the benefit 
  of your Mobility feat against 
  attacks of opportunity made by 
  any creature not the target of 
  one of these two attacks.
  Running 
  Attack 
  has 
  a 
  cooldown of 1d3 rounds.
  
  4
  We err on the side oF aWesoMe
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  #1 With a Bullet Point: 5 Meta-Combat Feats. © 2013, Owen K.C. Stephens; Author: Owen K.C. Stephens.
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