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Combat

Combat is when physical altercations need to be resolved. This is done through a turn-based system in which dice are rolled to determine the outcome of such a conflict. The following rules will explain how to do this and all the nuance involved.

Basics

Health Points (HP)

Your character has a number of health points that represent their current condition in combat. Losing HP doesn't necessarily mean that they've been cut or hit, but just a decrease in their overall stamina to fight. HP is determined by a character's chosen progression chart and their Constitution. When damage is taken, it is subtracted from your current HP total.

Hit points recover at a rate of Constitution modifier × Hit Dice per day without medical treatment. If the creature has a negative or zero Constitution modifier, they are treated as if having a 1 Constitution modifier.

Non-Lethal Damage (NLD)

Your character can take hits and effects that are intended to render them unconscious. When NLD is taken, it is added to the character starting from 0. If your character's NLD is equal to or greater than your character's current HP total, they are rendered unconscious.

NLD naturally recovers at a rate five times as fast as HP. This does not apply to healing spells.

Weapons/Focuses/Shields

Your character has a primary slot and an offhand slot. A weapon occupies the primary slot. A shield or focus occupies the offhand slot. Any offhand item can also be used in the primary slot.

A character can wield:

  • A weapon (including a two-handed weapon) in one slot and a shield in the other.
  • A weapon (including a two-handed weapon) in one slot and a focus in the other.
  • A focus in one slot and a shield in the other.

This system does not support dual wielding normally; in the future, there might be alternative rules for it.

Use of weapon/armor untrained: A character wearing armor they are not trained in takes a check penalty to attacks, movement skills, and riding, and has a 50% spell failure chance. When untrained with a weapon, a character does not threaten squares and suffers a -3 training penalty to attack and damage.

Note: Having two shields or two foci provides no additional benefit. If you are holding more than one shield or more than one focus, only one applies at a time (usually the better one).

Death

Death is when a character fails three death saves in a row. A table must decide on which death roll type they want for the campaign.

Three death roll types

In death, all are equal: Roll a d% and if the number is 51 or higher, it is a save. If it is 50 or lower, it is a fail. Every failure makes the next roll 10% (61, 71, etc..) more difficult. A new attempt is made once per round on the incapacitated character's turn.

Stats matter!: A Fortitude save must be made every round on the character's turn. DC is equal to 10 + Character Hit Dice - Constitution modifier. On success, the character stabilizes. On failure, the character gains 1 failed death-save.

Brutality: A Fortitude save must be made every round on the character's turn. DC is equal to 10 + damage dealt that dropped your character to 0. On success, the character stabilizes. On failure, the character gains 1 failed death-save.

Stabilized

A stabilized character remains unconscious and at 0 HP but will no longer need to make death saves and is not bleeding out.

Incapacitation

Any time a character is reduced to 0 HP, they gain a wound-type affliction determined by the DM (Definition Master) based on what reduced them to 0. They also fall unconscious in their square. This leaves them exposed. See wounds. Wounds are time-sensitive; if not properly treated within about a day, they can worsen into injuries.

Instant Incapacitation from Massive Damage

If a character takes damage equal to one-half of their maximum HP or more from a single hit, after any reductions, they must immediately make a Fortitude save against a DC 10 + the attacker's Hit Dice. On a failure, the character drops to 0 HP and automatically fails their first death-save.

Initiative Roll

Start combat with an initiative roll. This should be done by rolling 1d20 and adding your character's initiative bonus to the roll.

If there is a conflict of two rolls being the same, have the conflicting characters roll against each other and arrange them from high to low before slotting them into your initiative order.

As a suggested rule, divide your bonus by 100 (or, equivalently, multiply by 1.01) and add it to the end as a decimal to help reduce the number of initiative conflicts. Example: 1d20+8 with a roll of 12 would be 20.08

Delay

On your turn, you may delay without declaring an action or trigger. You take no actions now and choose to act later in the round. When you choose to take your turn, your initiative position moves to that point, and you act from that new position in future rounds.

Combat Round

A combat round is when all of the turns have been taken and the current initiative order is back at the top. The duration of a combat round is approximately 6 seconds.

Space

Space is the number of squares a character takes up. For most characters, this will be 5 ft. by 5 ft., or one square. It is not possible, without using the acrobatics skill, to pass through a hostile square. Passing through allied squares can be done freely should that ally allow it.

Please note: Small characters take up 5 ft. by 5 ft. as well.

Reach

Reach is how many squares a character threatens. Medium and Small size creatures with non-reach weapons threaten all adjacent squares. Creatures smaller than Small size must occupy the same square as an opponent.

If a Medium size creature has a reach weapon, their reach expands out another set of squares. A Small size creature using a reach weapon does the same, but loses the corners of the larger square. Diagram Pending

Size Modifiers

For many combat maneuvers, size affects quite a few different rolls. Depending on the size of the creature, the size modifier might change. Sometimes size helps; sometimes it hinders, depending on the rolls.

Opposed Rolls

For advanced combat maneuvers, they will often make mention of opposed rolls. These are rolls where the aggressor and defender during a maneuver must roll against each other. Whichever of the two rolls higher is the winner. If there happens to be a tie, both parties reroll the opposed roll until the tie is settled.

Turn and Actions

A character's turn is broken down into action types:

  • Move action
  • Standard action
  • Swift action
  • Free Action
  • Immediate Action

Move Action

A move action is typically limited to readying a weapon or moving up to your character's movement. Most move actions provoke attacks of opportunity, a feature explained later.

In place of a move action, a five-foot step can be taken, which provokes no attacks of opportunity.

Standard Action

A standard action is something that takes more thought and energy, such as lighting a lantern, casting a spell, using abilities, and so on. If something is labeled as a standard action, it takes the entire standard action to do it.

Your character's standard action can be given up for another move action, but not vice versa.

In place of standard action, a character can instead take one, multiple, or all of its attack actions. Most characters start with one attack action, though as their base attack bonus increases, the number of attack actions will increase. This will be denoted in the attack curve chart as +x/+y/+z... when there is a slash and a number that tells you the base attack bonus used with that attack. If your character has three attacks, they can get three attack actions in a round.

Please note: if attack actions are used, no other standard action can be taken.

Free Action

A free action is something that can be done with little to no thought and at the same time as other actions. This would include speaking, grabbing something from a readily available place on the character's person, drawing a weapon while moving, and whatever else might fit. No two free actions can be the same action, but a character is allowed as many free actions as they can use.

Swift Action

A swift action, sometimes called a bonus action, is an action that can occur with everything else happening. These are often spells or abilities, rarely any kind of physical or martial combat maneuver. A character can only use a single swift action per round.

Full Round Action

A full-round action takes your entire turn and lasts until the start of your next turn. You cannot take a move action or a standard action during a full-round action. You also cannot take a swift action unless a rule explicitly says you can (such as the Charge Swift Exception). You may still take free actions as normal. Immediate actions still follow the Immediate Action rules.

That’s it. The “free actions” sentence is the only thing I’d add, because otherwise someone will try “so I can’t speak while charging?” and you’ll have to resist the urge to throw a d20 at them.

Immediate Action

The rarest kind of action is an immediate action, sometimes called a reaction. These actions can be used at any point during a round by a character. A character can only use one immediate action per round, unless a feat or definition allows for more.

Immediate Action Exclusivity

Immediate actions fall into three categories: Attacks of Opportunity, Counterspells, and all other immediate actions (including held actions and immediate actions granted by spells, abilities, or definitions).

  • If you use an immediate action that is not an Attack of Opportunity or a Counterspell (including a held action), you cannot make Attacks of Opportunity or attempt Counterspells until the start of your next turn.
  • If you make an Attack of Opportunity, you cannot use any other type of immediate action until the start of your next turn. For the rest of the round, you may only make additional Attacks of Opportunity, if you have a feat or definition that allows more.
  • If you attempt a Counterspell, you cannot use any other type of immediate action until the start of your next turn. For the rest of the round, you may only attempt additional Counterspells, if you have a feat or definition that allows more.

Move Actions

  • Moving: Moving up to a character's movement is considered a move action. When moving out of a threatened square, this provokes an attack of opportunity.
  • Item Retrieval: Getting an item from a well-organized bag is a move action and provokes an attack of opportunity.
  • Activating motion-based items: Such as a magical item that needs to be spun, swung, or unlocked to function. This
  • provokes an attack of opportunity.
  • Drawing a weapon: When drawing a weapon during movement is not specified, or the character is standing still, it is a move action. This provokes an attack of opportunity. This becomes a free action if done while moving.
  • Standing/Dropping: Standing up or dropping to prone is a move action. This provokes an attack of opportunity.
  • 5-foot step: A 5-foot step is a special move action where a character carefully moves to avoid being struck. This can sometimes be called a shift or a reposition.
  • Drinking a Potion: Drinking a potion is a move action and provokes an attack of opportunity. Note: A potion belt turns this into a swift action, and as a result will not provoke an attack of opportunity.

Standard Actions

  • Attack(s): Using your attack, or multiple attacks, takes the place of your standard action slot. Some things are considered attack actions that must be used with an attack roll. This would be some spell touch attacks, trips, shatter, and disarms.
  • Casting a Spell: Most spells are standard actions, and casting one provokes an attack of opportunity.
  • Grappling: Grappling is a standard action and provokes an attack of opportunity. See Advanced Combat Maneuvers for further details on grappling.
  • Shove: Pushing a creature into another square.
  • Use-activated items: Items that are use-activated. This would be something like a grenade, a wand, or a staff.

Free Actions

  • Speaking: Speaking is a free action on your turn; try to keep it to a 6-second blurb or simple thought in combat.
  • Simple item retrieval: If an item is on a belt hoop, in a very easily accessed pocket, or stored for quick usage, retrieving it is a free action.
  • Command word/thought activated items: Some magical items are activated through thoughts or command words; activating these are free actions.
  • Drawing a weapon while moving: While performing a move action a sheathed weapon can be drawn as a free action. If done without any movement, this becomes a move action.
  • Using a knowledge skill: Using a knowledge skill to get insight on a monster or tactics.

Swift Actions

  • Ability/Spell Specified: The only kinds of swift actions are specified in abilities and spell entries. No swift action provokes an attack of opportunity.
  • Drinking a potion on a potion belt: Normally drinking a potion is a move action, but if your character has a potion belt, it becomes a swift action.

Immediate Action

Attack of Opportunity

If at any point during your round a creature leaves one of your threatened squares, and isn't using a 5-foot step, you can make an attack of opportunity on them as an immediate action. Other actions can also allow for an attack of opportunity as specified in their entries. Without feats, a character only gets one attack of opportunity in a round.

Battle Prowess: This feat increases the number of attacks of opportunity a character can make per round. However, once a character makes an attack of opportunity in a round, they cannot use any other type of immediate action until the start of their next turn. They may still make additional attacks of opportunity this round if they have a feature that allows it.

Counterspell

Some abilities, spells, or feats allow a character to counterspell as an immediate action when a spell is being cast (see the specific counterspell rules on that ability/spell/feat).

Once a character attempts a counterspell in a round, they cannot use any other type of immediate action until the start of their next turn. For the rest of the round, they may only use immediate actions that are counterspells (including additional counterspells granted by feats/abilities).

Held Action

On your turn, you may hold your move or standard action by declaring something like the following:

  1. the action you will take, and
  2. a clear trigger (“When X happens…”).

When the trigger occurs, you may resolve the held action immediately (this counts as your immediate action for the round). After resolving it, your initiative position moves to the point just after the triggering creature/event, and you act from that new position in future rounds.

Using a held action uses your immediate action for the round and follows Immediate Action Exclusivity.

If the trigger does not occur before the start of your next turn, the held action is lost.

Combat Actions

Below are the rules for each combat action that can be taken, both advanced and standard.

Attack

A normal attack is done by rolling 1d20 + Base Attack Bonus + Strength/Dexterity Mod + other modifiers. It is then compared to the opponent's Armor Class (AC). If your attack is equal to or greater than the opponent's AC, it is considered a hit.

Ranged Attack

A ranged attack is done by rolling 1d20 + Base Attack Bonus + Dexterity + size modifiers + any other modifiers. Like normal attacks, it also compares against AC to determine if a hit happens. If in a threatened square, this will provoke an attack of opportunity. It is possible to shoot through an allied square without difficulty. Shooting at two grappling characters will create a 50% miss chance on the intended target for the other target.

Shield Bashing

Shield bashing is an attack action that can be performed in place of any of your character's attacks. The attack roll is 1d20 + Base Attack of that attack action + Strength or Dexterity (whichever is higher) + any other modifiers. Bucklers do 1d4 damage, Full Shields deal 1d6 damage, and Tower Shields deal 1d10 damage.

Multiple Attacks

When a character has more than a +5 base attack bonus, they gain another attack action at 5 less attack bonus, up to a maximum of four attacks. So if a character's base attack bonus is +11, they get a second attack at +6 and a third attack at +1. This will be shown in charts as +11/+6/+1. This means when attacking, the first attack in a round is the most likely to hit, and the last attack is the least.

Note: Typically, advanced combat maneuvers that are attack actions use the bonus from the attack order. So if a character does a disarm as their second attack, the melee touch attack uses the bonus for the character's second attack.

Damage

Damage is rolled after you hit an opponent. Each weapon has its own damage die, listed in its weapon entry. Roll the weapon’s damage die, then add your Strength modifier and any other applicable modifiers.

Example (assuming 18 Strength): A one-handed straight sword deals 1d8+4.

When a weapon is wielded in two hands, add 1.5× your Strength modifier to damage (round down).

Example (assuming 18 Strength): A two-handed weapon deals 1d8+6 (because 4 × 1.5 = 6).

A negative Strength modifier is also multiplied (round down).

Critical Threat

Most weapons have a critical threat range of 20, though some weapons threaten on a wider range.

If your attack roll’s d20 result falls within your weapon’s critical threat range, and the attack roll meets or exceeds the target’s AC, the attack is a critical threat. You must then roll to confirm the critical hit.

Any spell that makes an attack roll (melee touch, ranged touch, melee, or ranged) can score a critical hit. Spells have a critical threat range of 20 and a ×2 multiplier unless stated otherwise.

Confirming a Critical Hit

To confirm, roll the attack again using the same modifiers as the original attack roll. If the confirmation roll meets or exceeds the target’s AC, the hit is a critical hit and deals critical damage. If it fails, the hit is normal damage.

For a spell, confirming works the same way, roll the spell's attack roll again. If it matches or exceeds the target's AC, the spell will deal critical damage.

Critical Damage

When a critical hit is confirmed, roll the weapon’s base damage multiple times equal to the weapon’s critical multiplier.

Extra damage dice are not multiplied. This includes bonus dice from imbuements, opportunist die, or spells (or other effects) that add dice to the damage roll. Those extra dice are rolled once and added after the multiplied weapon damage.

Example (assuming 18 Strength, ×2 critical): A one-handed straight sword deals 2d8+8.

Flat bonuses are multiplied. Any flat bonus to damage is added once per weapon damage roll. For example, Weapon Offensive Training adds a +2 training bonus to damage; on a ×2 critical, that +2 is applied twice.

Example (same assumptions, plus Weapon Offensive Training): 2d8+12.

On a spell critical hit, roll the spell’s listed damage twice. Additional damage dice from other sources (such as imbuements or other “extra dice” riders) are not multiplied unless the source explicitly says they are.

Reckless Fighting

This is an option when attacking to take a -4 dodge penalty to AC and gain a +2 circumstance bonus to damage.

Defensive Fighting

This is an option when attacking to take a -4 circumstance penalty to attack and gain a +2 circumstance bonus to AC.

Melee Touch Attack

This is usually a component to a spell, but it's an attack where armor does not matter since the effect need only make contact. Roll like any attack, but the target does not apply any Shield, Parry, Armor, or natural armor to their AC. Dexterity, Deflection, Dodge, Insight, and Luck bonuses still apply.

As a special note: if a spell requires a melee touch attack, the spell does not provoke an attack of opportunity even if in a threatened square.

Weapon Fixation (Unarmed) and its follow-up feats apply to melee touch attacks when rolling to attack.

Ranged Touch Attack

This is usually a component to a spell, but it's an attack where armor does not matter since the effect need only make contact. Roll like any ranged attack, but the target does not apply any Shield, Parry, Armor, or natural armor to their AC. Dexterity, Deflection, Dodge, Insight, and Luck bonuses still apply.

Casting a spell/using an ability

A spell being cast is simply called out; the DM will then check to see if you are in any threatened squares. Once done, then the effect of the spell is explained by the player; the monster must save against the spell. Please note: some spells incorporate an attack; see attack rules above.

Advanced Combat Maneuvers

There are things that can be done in combat that are a bit more involved than simply rolling an attack and damage. These things tend to have alternate outcomes that allow for the martially minded to control the combat arena a bit more. Many of these attacks work the same way, but will be explained as fully as they can be.

Charge

This is a full-round action in which your character moves up to twice their movement, and at least 10 ft. of movement, in a straight, unobstructed line toward a foe. If they end the move with a target in a threatened square, they can make their attacks. During a round where your character charges, they gain a +2 circumstance bonus to damage (+4 with a two-handed weapon) and a -2 circumstance penalty to AC until the beginning of their next turn.

Charge Swift Exception: While charging, you may take one swift action, but only if it is one of the following:

  • swapping a weapon
  • drinking a potion
  • applying an oil

Disarm

This is an attack action. To initiate a disarm, the aggressor must have a free hand or a disarming weapon. The aggressor will make a melee touch attack against the defender. This attack uses the attack bonus of the current attack, not always the highest. This provokes an attack of opportunity from the defender. If the defender is successful in dealing damage, the aggressor takes a -4 penalty on the following opposed roll. The targets must then make opposed Dexterity rolls. If the aggressor succeeds, the defender's weapon drops to the floor in an adjacent square. If the defender succeeds, the attempt fails. size modifiers apply.

Note: Attack of opportunity only applies if the aggressor is in the defender's threatened squares.

Feigned Strike

As a standard action, your character can choose to do a feigned strike. The opponent must make a level check (1d20 + HD + Wisdom modifier) or a Discern Intent against your Beguile roll. If they lose, they will be considered flat-footed for the rest of the round.

Full Defense

This is a full-round action wherein the character only defends themselves. So from the beginning of the turn it is used to the beginning of their next turn, a character using full defense will have a +4 dodge bonus to AC.

Grapple

Grabbing another foe and holding onto them is a grapple. This is a standard action.

To initiate a grapple attempt, the aggressor must make a melee touch attack. This attack uses 1d20 + base attack bonus + Strength or Dexterity + any other specified bonuses, whichever is higher. This provokes an attack of opportunity from the defender. If the defender is successful in dealing damage, the aggressor takes a -4 penalty on the following opposed roll.

Next, the aggressor and defender make opposed grapple rolls. This will be the grapple modifier on your character sheet. Typically, this roll is 1d20 + Highest Base Attack Bonus + Strength + size modifiers. The defender can instead substitute an Escape Artist check for the opposed grapple roll. If the defender wins, the grapple fails.

If the aggressor wins, the opponent is now grappled. At the beginning of the defender's turn, they can make another opposed grapple (or Escape Artist) as a free action to try to escape.

The defender and aggressor do not threaten any squares, and are flat-footed against every opponent except to each other. They cannot move unless the aggressor is the one that moves them. Only some weapons can be used in the grapple. The defender can attack normally with unarmed attacks, daggers, and/or blunt strikers.

The aggressor can attack normally with their unarmed strikes (or grapple compatible weapon).

Below is a list of other options an aggressor can perform. All of these require an opposed grapple to accomplish. If the defender succeeds, they prevent the maneuver, but remain grappled.

Break

This applies a broken bone injury to the defender.

Expose

Exposing can only be done to a pinned defender. This makes them helpless to an attacker's ally, allowing a kill-shot.

Move

This allows the aggressor to move the defender up to half their movement speed.

Submission

Holding a defender in a way that will make them faint. If successfully held for three rounds, the defender takes their max HP in non-lethal damage and falls unconscious. If the defender succeeds in an opposed grapple here, the submission is broken, but they are still grappled. An Escape Artist can be used by the defender in place of a grapple for this maneuver.

Pin

Pinning a defender makes them unable to attack or move, but they are not exposed. An Escape Artist can be used by the defender in place of a grapple for this maneuver.

Spellcasting While Grappled

While grappled, you cannot provide somatic components and therefore cannot cast spells that require them. You may still cast spells with no somatic component, or cast a spell that normally requires somatic components by applying Signless Spell (or another effect that removes the somatic requirement). All other casting requirements still apply (such as being able to speak for verbal components and being able to access any required components/focus). See the Spellcasting section for the full rules.

Shatter

This is an attack action made against the defender's weapon, shield, or armor. Making a shatter attempt gives the aggressor a -4 circumstance penalty to AC until the beginning of their next turn. The aggressor and defender must roll opposed attacks. This attack uses the attack bonus of the current attack. If the aggressor wins, the defender's weapon, shield, or armor takes damage. If the defender wins, the shatter attempt fails.

Shove

This is a standard action in which you push the defender out of their square and into another. The aggressor must make a melee touch attack. This attack uses 1d20 + base attack bonus + Strength or Dexterity, whichever is higher, + any other specified bonuses. This provokes an attack of opportunity from the defender. After this, both the aggressor and defender must make opposed Strength checks. Size modifiers apply. If the aggressor succeeds, they push the defender back 5 ft. and up to 5 ft. per 5 higher it rolled than the defender. If the defender wins, the shove fails.

Swallow Whole

This is a standard action wherein the attacker swallows the defender. The defender gets an opposed grapple or Escape Artist roll against the attacker's grapple. If the defender fails, they are swallowed. Once swallowed, the defender can attempt to slice their way out with a piercing or slashing weapon by dealing at least 20% of the attacker's health. After 3 rounds of being swallowed, the defender will become unconscious; if not retrieved within 2 minutes, the defender will die. To attempt this, the attacker must be 3 size categories larger than the defender, or have a feat allowing them to swallow bigger foes.

Trample

This is a full-round action in which you run through enemy squares at twice your movement speed. The aggressor must make a melee touch attack. This attack uses 1d20 + Base Attack Bonus + Strength or Dexterity, whichever is higher, + any other specified bonuses. This provokes an attack of opportunity from the defender. After this, both the aggressor and defender must make opposed Strength checks. Size modifiers apply. If the aggressor succeeds, they run through the defender's square and knock the defender prone. Any defender that is trampled takes damage equal to the creature's unarmed damage plus twice their Strength modifier as crushing damage.

Trip Attack

This is an attack action. To initiate a trip attempt, the aggressor must make a melee touch attack. 1d20 Base Attack Bonus of the used attack + Strength or Dexterity, whichever is higher, + any other specified bonuses. This provokes an attack of opportunity from the defender. If the defender is successful in dealing damage, the aggressor takes a -4 penalty on the following opposed roll. After the attack of opportunity, both parties must make opposed Strength rolls. Size modifiers apply. If the aggressor succeeds, the defender is knocked prone. If the defender succeeds, the trip attempt fails.

Note: Attack of opportunity only applies if the aggressor is in the defender's threatened squares.