For the withdraw action:
Withdraw
This is a full round action allowing for the safe extrication from melee combat. The character makes a Bluff check as a free action against a threatening attacker's Sense Motive. If successful, the character has faked his opponent out sufficiently to allow him a 10' step away from his opponent. If he is able to escape his opponent's threat range, he suffers no AoO for the movement. Then, the character is able to take a single move action (presumably to escape from their attacker).
If the Sense Motive check succeeds, the attacker gets to make a single AoO against his opponent before the opponent can leave his threat area. Because the attacker has seen through the Bluff and knows the target is attempting to leave, he may forego a Move action from the next round to make an immediate action and pursue the fleeing character up to his base movement rate. If the attacker has not acted yet on the same round, as a full round action, he may pursue the fleeing character up to his base movement rate as an immediate action.
Special: If the defender has at least 1 level of Fighter, he may make an Intimidate check instead of Bluff when initiating the withdraw. The attacker, if they have at least 1 level of Fighter, may also use Intimidate to contest the roll rather than Sense Motive.
Defenders that have the Improved Feint feat force their attacker to contest their roll with whichever Intimidate or Sense Motive skill that has the lesser number of ranks. In case of equal ranks, the skill with the lowest ability score modifier is used.
If the defender is threatened by multiple opponents, no AoO are drawn while taking his 10' step unless the 10' step ends with him in a threatened area. Then, whatever attacker is still threatening him gets an AoO. For each attacker beyond the first that threatens him, the defender takes a -1 penalty to his Bluff or Intimidate check to initiate the Withdraw action.
Explanation:
Withdraw is a full round action in the PHB, and should remain so. Allowing a 10' step and a move action should allow the character to escape the threat range of their primary opponent (even if they have reach) without drawing an AoO, so long as their 10' step places them outside of their enemy's threat range. This also eliminates the "I move 60' (or greater!) while my enemy stands there and does nothing but watches" factor. Once the character is out of threat range, he does not have to use his Move action to move, but may take any Move action.
My reason for allowing Fighters to use Intimidate is to make full use of the skills they have now. Fighters are rarely able to invest in Bluff or Sense Motive, without seriously neglecting their current class skills. Yet, they are considered masters of combat and should be able to feint (tricking an opponent) in combat and have an advantage when doing so over other classes.
Also, since this uses a type of Feinting (different result, but same basic mechanic), someone with the Improved Feint ability should get some benefit for having that feat while attempting to do this.
Withdraw
This is a full round action allowing for the safe extrication from melee combat. The character makes a Bluff check as a free action against a threatening attacker's Sense Motive. If successful, the character has faked his opponent out sufficiently to allow him a 10' step away from his opponent. If he is able to escape his opponent's threat range, he suffers no AoO for the movement. Then, the character is able to take a single move action (presumably to escape from their attacker).
If the Sense Motive check succeeds, the attacker gets to make a single AoO against his opponent before the opponent can leave his threat area. Because the attacker has seen through the Bluff and knows the target is attempting to leave, he may forego a Move action from the next round to make an immediate action and pursue the fleeing character up to his base movement rate. If the attacker has not acted yet on the same round, as a full round action, he may pursue the fleeing character up to his base movement rate as an immediate action.
Special: If the defender has at least 1 level of Fighter, he may make an Intimidate check instead of Bluff when initiating the withdraw. The attacker, if they have at least 1 level of Fighter, may also use Intimidate to contest the roll rather than Sense Motive.
Defenders that have the Improved Feint feat force their attacker to contest their roll with whichever Intimidate or Sense Motive skill that has the lesser number of ranks. In case of equal ranks, the skill with the lowest ability score modifier is used.
If the defender is threatened by multiple opponents, no AoO are drawn while taking his 10' step unless the 10' step ends with him in a threatened area. Then, whatever attacker is still threatening him gets an AoO. For each attacker beyond the first that threatens him, the defender takes a -1 penalty to his Bluff or Intimidate check to initiate the Withdraw action.
Explanation:
Withdraw is a full round action in the PHB, and should remain so. Allowing a 10' step and a move action should allow the character to escape the threat range of their primary opponent (even if they have reach) without drawing an AoO, so long as their 10' step places them outside of their enemy's threat range. This also eliminates the "I move 60' (or greater!) while my enemy stands there and does nothing but watches" factor. Once the character is out of threat range, he does not have to use his Move action to move, but may take any Move action.
My reason for allowing Fighters to use Intimidate is to make full use of the skills they have now. Fighters are rarely able to invest in Bluff or Sense Motive, without seriously neglecting their current class skills. Yet, they are considered masters of combat and should be able to feint (tricking an opponent) in combat and have an advantage when doing so over other classes.
Also, since this uses a type of Feinting (different result, but same basic mechanic), someone with the Improved Feint ability should get some benefit for having that feat while attempting to do this.