I just got a lot of new macros set up for my game. I know they aren't perfect, but hopefully they will help others: ?{Combat Maneuver|
Bull Rush,
**Bull Rush**: [[1d20+?{melee attack bonus|0}]] vs KAC+8

**Success**: You knock the target back 5 feet, plus 5 additional feet for every 5 by which the result of your attack roll exceeds the target’s KAC + 8. If an obstacle is in the way, the target stops at the obstacle instead.|
Dirty Trick,
**Dirty Trick**: [[1d20+?{melee attack bonus|0}]] vs KAC+8

**Success**: You make an unorthodox attack to briefly hinder the target. A dirty trick could be throwing sand in the target’s eyes, jamming a rock into his actuators, or any other improvised action designed to put your opponent at a disadvantage. Your target is blinded, deafened, entangled, off-target, shaken, or sickened (your choice) for 1 round, plus 1 additional round for every 5 by which the result of your attack roll exceeds the target’s KAC + 8 **(conditions CRB. 273)**|
Disarm,
**Disarm**: [[1d20+?{melee attack bonus|0}]] vs KAC+8

**Success**: You knock an item the target is holding out of the target’s hands and onto the ground. If you have a hand free, you can automatically grab the item with your hand before it falls.|
Grapple,
**Grapple**: [[1d20+?{meleee attack bonus|0}]] vs KAC+8

**Success**: You hold the target in place. You must have at least one hand free to perform a grapple combat maneuver. Your target has the grappled condition, meaning she can’t move from her current space and takes further penalties until she either uses a standard action to attempt a grapple combat maneuver to grapple you (giving you the grappled condition) or uses the escape task of the Acrobatics skill to break free. If the result of your attack roll equals or exceeds the target’s KAC + 13, the target is instead pinned for the same duration, and she can’t take any actions that involve moving her limbs other than to attempt to escape.
The grappled or pinned condition lasts until the end of your next turn, unless you renew it on your next turn with another grapple combat maneuver. The condition ends immediately if you move away. As long as you have one target grappled or pinned, you cannot attempt to grapple another. **(CRB. 276)**|
Repostion,
**Reposition**: [[1d20+?{melee attack bonus|0}]] vs KAC+8

**Success**: You change the target’s position to a different location still within your reach and within 5 feet of its original placement. You can move the target 5 additional feet for every 5 by which the result of your attack roll exceeds the target’s KAC + 8, but all movement must remain within your reach. You cannot move the target past an obstacle.
If you reposition a creature as a full action, you can move a distance equal to the distance you repositioned your target (up to your move speed), dragging the target along with you.|
Sunder,
**Sunder**: [[1d20+?{melee attack bonus|0}]] vs KAC+8

**Success**: You deal damage to one object held in the target’s hand or accessible on its body. The object must be something that could be drawn easily by the target as a move action. **(CRB. 247)** The damage is reduced by an amount equal to the object’s hardness **(CRB 409)**|
Trip,
**Trip**: [[1d20+?{melee attack bonus|0}]] vs KAC+8

**Success**: You knock the target prone if it is on the ground. A target in the air instead descends 10 feet, falling prone if this causes it to fall to the ground. A target in zero gravity is instead knocked offkilter. **(CRB. 276)**}
?{Misc Standard Actions|
Covering Fire,
**Covering Fire**: [[1d20+?{ranged attack bonus|0}]] vs AC 15

**Success**: If you hit, you deal no damage but the selected ally gains a +2 circumstance bonus to AC against the next attack from a creature in your line of effect, so long as that attack occurs before your next turn. **(CRB 271)**|
Feint,
**Feint**: Bluff Check vs 10 + Opponent's Sense motive or 15 + 1.5 * CR, whichever is greater

**Success**: When you successfully feint, you treat your opponent as flat-footed for your next attack against him before the end of your next turn.|
Fight Defensively,
**Fight Defensively**: -4 to all attacks, +2 to AC until your next turn|
Harrying Fire,
**Harrying Fire**: [[1d20+?{attack bonus|0}]] vs AC 15

**Success**: You deal no damage, but the next ally to attack that foe gains a +2 circumstance bonus to her next attack roll, as long as that attack occurs before your next turn.|
Total Defense,
**Total Defense**: Starting at the beginning of this action, you get a +4 bonus to your Armor Class until the start of your next turn. You can’t combine total defense with other actions that increase your AC, nor can you make attacks of opportunity while benefiting from total defense.}
?{Move Actions|
Crawl,
**Crawl**: You can crawl 5 feet as a move action. A crawling character is considered prone.|
Direct or Redirect an Effect,
**Direct or Redirect an Effect**: Some technology and spells allow you to redirect an effect to new targets or areas. Redirecting requires a move action unless the technology or spell states otherwise.|
Draw or Sheathe a Weapon,
**Draw or Sheathe a Weapon**: Drawing a weapon so that you can use it in combat or putting it away so that you have a free hand requires a move action. This action includes activating or deactivating the weapon. This also applies to weapon-like objects that are easily accessible, such as remote controls and most tools or sensors you can carry and use with one hand. If your weapon or weapon-like object is stored in a pack or otherwise out of easy reach, you must instead retrieve it as a stored item before you can use it.
**Exception**: If you have a base attack bonus of +1 or higher, you can combine drawing or sheathing a weapon or weapon-like object with moving up to your speed as a single move action.|
Guarded Step,
**Guarded Step**: You can carefully step 5 feet as a move action. This movement doesn’t provoke attacks of opportunity|
Manipulate an Item,
**Manipulate an Item**: Moving or manipulating an item is usually a move action. This includes retrieving or putting away a stored item, picking up an item, moving a heavy object, and opening a door.|
Move Your Speed,
**Move Your Speed**: The simplest move action is moving up to your speed (see Speed on page 255 for more information). Many nonstandard modes of movement are also covered under this action, including burrowing (using your natural burrow speed, if you have one), climbing and swimming (using either the Athletics skill or your natural climb or swim speed, if you have one), or flying (using the Acrobatics skill if you have either access to flight or a natural fly speed). See Additional Movement Types on page 258 for more details.|
Reload,
**Reload**: Unless stated otherwise, reloading is a move action that includes grabbing ammunition you have readily available. Some weapons require different actions to reload; see the weapon’s description.|
Stand Up,
**Stand Up**: This special form of move action allows you to stand up from aprone position.}
?{Full Actions|
Charge, ?{With Attack|
Yes,I charge forward and strike wildly!
Swinging my weapon with a [[1d20+?{attack bonus|0}-2]] vs AC and -2AC until next turn
|
No, Chaarge
} |
Coup De Grace,**Coup De Grace**: (Against a helpless enemy) You automatically hit and crit. Target must succeed a DC 10 + your level Fortitude saving throw or die |
Fight Defensively,**Fight Defensively**: You carefully attack with a [[1d20+?{attack bonus 1|0}-8]] and [[1d20+?{attack bonus 2|0}-8]] -4 to all attacks (in addition to -4 from full attack), +2 to AC until your next turn |
Full Attack,**Full Attack**: You unleash a full volley with a [[1d20+?{attack bonus 1|0}-4]] and a [[1d20+?{attack bonus 2|0}-4]]
You can spend a full action to make two attacks, each with a –4 penalty to the attack rolls. These attacks can be made with the same weapon or different weapons, though certain weapons have a firing speed so slow that you can’t shoot them more than once in a round, even with a full attack. These weapons have the unwieldy special property **(CRB 182).|
Run,**Run**: You can run as a full action. When you run, you can move up to four times your speed in a straight line. You gain the flat-footed condition, and you can’t run if you must cross difficult terrain or can’t see where you’re going. Running provokes attacks of opportunity (see below). You can run for a number of rounds equal to your Constitution score.|
Withdraw, **Withdraw**: Withdrawing from melee combat is a full action. When you withdraw, you can move up to double your speed. The square you start out in is not considered threatened by any opponent you can see, and therefore visible enemies don’t get to make attacks of opportunity against you when you move from that square. Unseen enemies still get attacks of opportunity against you, and you can’t withdraw from combat if you’re blinded and have no other precise senses (such as blindsight).
If, during the process of withdrawing, you move out of a threatened square other than the one you in which started, enemies can make attacks of opportunity as normal. See Attack of Opportunity below for more information.
}