Combat Combat Basics Almost inevitably, the life of an adventurer is a violent one. In combat, every second counts; players take their actions in six second rounds and move and position themselves on a grid of 5-ft squares. Despite this added structure, combat is by no means a separate game. All the problem solving and clever improvisation used outside of combat are just as important here. How Combat Works Combat takes place in six second rounds, during which each combatant acts out a turn. Combat flows through the following steps: 1.  The GM determines which characters are aware of their opponents at the start of the battle. If some but not all of the combatants are aware of their opponents, a surprise round happens before regular rounds of combat begin. If no one or everyone starts the battle aware, there is no surprise round. Surprise Rounds: The combatants who are aware of the opponents can act in the surprise round, so they roll for initiative. In initiative order (highest to lowest), combatants who started the battle aware of their opponents each take one action (either a major action or a minor action) during the surprise round. Combatants who were unaware do not get to act in the surprise round. If no one or everyone starts the battle aware, there is no surprise round. 2.  A regular round of combat begins with each combatant rolling an initiative check. 3.  Combatants act in initiative order (highest to lowest). Initiative Ties: When two characters tie on their initiative check, they act at the exact same moment. Their players declare their actions simultaneously. All their actions are treated as happening simultaneously (it is totally possible for two combatants to skewer each other). If their actions directly conflict (such as passing through the same doorway, or grabbing the same item), the GM may call for an opposed check, as appropriate. 4.  When everyone has taken their turn, a new round begins at step two. Combat Statistics Attack Roll An attack roll represents your attempt to strike your opponent on your turn in a round. When you make an attack roll, you roll a d20 and add your attack bonus. (Other modifiers may also apply to this roll.) If your result equals or beats the target’s Armor Class, you hit and deal damage. Automatic Misses and Hits: A natural 1 (the d20 comes up 1) on an attack roll is always a miss. A natural 20 (the d20 comes up 20) is always a critical hit. Attack Bonus Your attack bonus with a melee weapon is: Base combat bonus + Strength modifier With a ranged weapon, your attack bonus is: Base combat bonus + Dexterity modifier + range penalty Strength Modifier: Strength helps you swing a weapon harder and faster, so your Strength modifier applies to melee attack rolls. When wielding a light weapon or a weapon with the finesse tag, you can opt to use your Dexterity modifier instead of your strength modifier. Dexterity Modifier: Dexterity measures coordination and steadiness, so your Dexterity modifier applies to attacks with ranged weapons. Damage When your attack succeeds, you deal damage to the target. When the target has as many points of damage as they have hit-points, they might be knocked unconscious or killed. The type of weapon used (see Weapons) determines the amount of damage you deal. Your damage with a weapon is: Weapon damage die + Base combat bonus + Strength modifier Minimum Damage: If penalties reduce the damage result to less than 1, a hit still deals 1 point of damage. Base Combat Bonus: When you hit with a weapon with which you are proficient, add your BCB to damage. Strength Bonus: When you hit with a melee or thrown weapon, add your Strength modifier to the damage result. Other ranged weapons don’t normally benefit from a strength bonus.Off-Hand Weapon: When you deal damage with a weapon in your off hand, you add only 1/2 your Strength bonus.Wielding a Weapon Two-Handed: When you deal damage with a weapon that you are wielding two-handed, you add 1-1/2 times your Strength bonus. However, you don’t get this higher Strength bonus when using a light weapon with two hands (see Weapon Tags). Armor Class Your Armor Class (AC) represents how hard it is for opponents to land a solid, damaging blow on you. To hit you, an attack roll must equal or exceed your AC. The average, unarmored peasant has an AC of 10. Your AC is equal to: 10 + armor bonus + shield bonus + Dexterity modifier Armor and Shield Bonuses: Your armor and shield each provide a bonus to your AC. This bonus represents their ability to protect you from blows. Dexterity Modifier: If your Dexterity is high, you are adept at dodging blows. If your Dexterity is low, you are inept at it. That’s why you apply your Dexterity modifier to your AC. Note that armor limits your Dexterity bonus, so if you’re wearing armor, you might not be able to apply your whole Dexterity bonus to your AC (see Armor). Sometimes you can’t use your Dexterity bonus (if you have one). If you can’t react to a blow, you can’t use your Dexterity bonus to AC. (If you don’t have a Dexterity bonus, nothing happens.) You lose your Dexterity bonus when you're caught off-guard: when an invisible opponent attacks you, when you’re hanging on the face of a crumbling cliff high above a river of lava, or when you’re surprised at the beginning of a combat. Touch Attacks: Some attacks disregard armor. For example, a wizard’s touch with a shocking grasp spell hurts you regardless of what armor you’re wearing or how thick your skin happens to be. In these cases, the attacker makes a touch attack roll (either ranged or melee). When you are the target of a touch attack, your AC doesn’t include any armor bonus. All other modifiers apply normally. Other Modifiers: Many other factors modify your AC: cover, magic, feats, and defensive or reckless actions can all alter your AC. Hit Points Your hit points (HP) represent your character’s ability to use skill, stamina, and toughness to turn a dangerous or even lethal strike into a less serious one.  Your hit points are based on your class and level, and your Constitution modifier applies as well. Bloodied: When your accumulated damage equals at least half your HP, you become bloodied. A bloodied character takes a -1 penalty on attacks and checks (including initiative checks). Wounded: When your accumulated damage equals at least three-quarters of your HP, you are wounded. A wounded character takes an additional -1 penalty on attacks and checks, which stacks with the penalty for being bloodied. Damage past this point represents dangerous injuries which take time to heal (see Healing Wounds). Wound Points: Each time a blow deals damage to you past this threshold, record the severity of the wound (how many points over the wounded threshold did this wound give you?) and its location (determined by the GM). Wound points count as damage, but can't be removed as easily. Nasty Wounds: Some wounds are especially punishing. Wounds caused by critical hits or by critically failing a saving throw are nasty wounds, which impose greater penalties and are harder to heal. Dying: When your accumulated damage equals or exceeds your HP, you are dead or in very bad shape (see below). Nonlethal Damage: Some attacks deal nonlethal damage. Nonlethal damage does not cause wounds. If such an attack deals enough damage to cause the target to make a Death save, they are unconscious on a failed save, instead of dying. If they fail by 10 or more, they are dying instead of dead. Recovering from Damage: Most damage is easy enough to recover from, but wounds can take a long time to heal. When you have a few minutes out of combat to catch your breath, you can roll some or all of your recovery dice to remove damage (see Rest and Recovery). Wounds points can only be removed as wounds are healed, a process can take weeks. Death and Dying A character can only take so much damage before they drop. When a character accumulates damage equal to their HP, they must attempt a Death saving throw. The DC of this save is based on how much the damage exceeds their HP. The Death Save DC is equal to: 10 + 1 per 2 points of excess damage. Success: the character is staggered.Failure by less than 10: the character is dying.Failure by 10 or more: the character is dead. Staggered: A staggered character is conscious, but can only take a single minor or major action each turn. They move at half speed, unless aided by others. Taking most minor actions doesn’t risk further injury, but if a staggered character takes any major action (or any action the GM deems strenuous), they must succeed on another Death save to remain staggered; otherwise, they become dying after they complete the action. If a staggered character takes any lethal damage they must make a new Death save, but any result other than dead means the character is now dying. Dying: A dying character is unconscious (or nearly so) and near death. At the end of each round, a dying character must make another Death save. Whether you succeed or fail, you take 1 Constitution damage. Each success or failure does nothing else until you have tallied 3 failures or 4 successes. If you accumulate 3 failures, you die. If you accumulate 4 successes, you become stable. Critical Failures and Successes: A natural twenty causes a dying character to immediately become stable, and a natural one causes a character to immediately die. Taking More Damage: If a dying character takes damage, they must immediately roll a new death save against the new attack (to see if they die immediately). If they survive this attack, they continue to roll death saves (likely with a higher save DC). Helping a Dying Character: An adjacent character can make a heal check as a full round action to try to help a dying character (see Heal). Stable: A stable character is unconscious. Every hour, a stable character must succeed on a Death save to remain stable. Whether or not you succeed, you take one point of Constitution damage. Success by 5 or more: the character becomes conscious and is staggered. Success by less than 5: the character remains stable and unconscious.Failure: the character is again dying. Helping a Dying Character:  An adjacent character can make a heal check to try to help a stable character (see Heal). Dead: A dead character’s soul has departed. Initiative Your initiative score is a measure of your character’s ability to predict and react to other combatants. Like other checks, an initiative roll is 1d20 plus your modifier. Your modifier on initiative checks is equal to: Base Combat Bonus + Dexterity modifier Movement Speed Your movement speed is the distance (in feet) your character can travel with a single move action. Encumbrance from armor and carried equipment can reduce your character's movement speed (See Armor and Encumbrance). Saving Throws If you are subject to an unusual or magical attack, you may be allowed a saving throw to escape or reduce the effect. Like an attack roll, a saving throw is a d20 roll plus a bonus based on your class, level, and sometimes an ability score. Your saving throw modifier is: Base save bonus + ability modifier Base Save Bonus: A saving throw modifier derived from character class and level. Base save bonuses increase at different rates for different character classes. Critical Failures and Successes: A natural 1 (the d20 comes up 1) on a saving throw roll is always a failure. A natural 20 (the d20 comes up 20) is always a success. Saving Throw Types: The five kinds of saving throws are Charm, Reflex, Death, Fear and Spell: Charm: Charm saves resist mental control and manipulation. A character’s Charm save equals their base save bonus + their Charisma OR Wisdom bonus, whichever is higher. Reflex: Reflex saves resist area attacks. A character's Reflex save equals their base save bonus + their Dexterity bonus. Death: Death saves resist death. A character’s Death save equals their base save bonus only. Fear: Fear saves resist terror. A character’s Fear save equals their base save bonus only. Spell: Spell saves resist magic spells and effects. A character’s Spell save equals their base save bonus only. Actions in Combat Each round represents 6 seconds in the game world. At the table, a round presents an opportunity for each character involved in a combat situation to take an action. Anything a person could reasonably do in 6 seconds, your character can do in 1 round. When a character’s turn comes up, they take their actions for this round. Types of Action An action’s type essentially tells you how long the action takes to perform (within the framework of the 6-second combat round). There are four types of actions: major actions, minor actions, full-round actions, and free actions. In a normal round, you can perform a major action and a minor action, or you can perform a full-round action. You can also perform as many free actions as your GM allows. You can always take a minor action in place of a major action. In some situations (such as in a surprise round), you may be limited to taking only a single minor or major action (but see below). Major Actions Reaction Attack Attack No Cast a Spell Yes Ready an Action No Total Defense No Minor Actions Reaction Attack Move By Movement Shift 5 ft No Prepare a Spell Yes Swift Attack No Direct or Redirect a Spell No Draw or Sheathe a weapon No Manipulate an Object Maybe Mount or Dismount No Ready or Loose a Shield No Stand up from Prone Yes Full-Round Actions Reaction Attack Cast a Spell Yes Charge By Movement Load a Weapon Yes Sprint By Movement Withdraw No Major Action: A major action allows you to do something. The most common type of major action is an attack—a single melee or ranged attack. Other common major actions include casting a spell, concentrating to maintain an active spell or using a special ability. Minor Action: A minor action allows you to move your speed or perform an action that takes a similar amount of time. You can move your speed, climb one-quarter of your speed, draw or stow a weapon or other item, stand up, pick up an object, or perform some equivalent action. You can take a minor action in place of a major action. For instance, rather than moving your speed and attacking, you could stand up and move your speed (two minor actions), put away a weapon and climb one-quarter of your speed (two minor actions), or pick up an item and stow it in your backpack (two minor actions). Full-Round Action: A full-round action consumes all your effort during a round. You can still perform free actions (see below) as your GM allows. Some full-round actions can be taken as major actions, but only in situations when you are limited to performing only a major action during your round (such as in a surprise round). The descriptions of specific actions, below, detail which actions allow this option. Free Action: Free actions consume a very small amount of time and effort, and over the span of the round, their impact is so minor that they are considered free. You can perform one or more free actions while taking another action normally. However, the DM puts reasonable limits on what you can really do for free. For instance, calling out to your friends for help, dropping an object, and ceasing to concentrate on a spell are all free actions. Restricted Activity: In some situations (such as during a surprise round), you may be unable to take a full round’s worth of actions. In such cases, you are restricted to taking only a single major action or a single minor action (plus free actions as normal). You can’t take a full-round action (though you can start or complete a full-round action by using a major action). Major Actions Most major actions involve making an attack, casting a spell, or activating an item. These are the most common, straightforward actions that a character might take in a combat round. Some more specialized actions are covered in Combat Maneuvers. Attack Making an attack is a major action. Melee Attacks: With a normal melee weapon, you can strike any adjacent opponent. Some melee weapons have reach, as indicated in their descriptions. With a typical reach weapon, you can strike opponents 10 feet away (one square past adjacent), but your attacks against adjacent enemies are at a -4 penalty. Unarmed Attacks: Striking for damage with punches, kicks, and head butts is much like attacking with a light melee weapon, except for the following: Reaction Attack: Attacking unarmed provokes reaction attack from the character you attack, provided they are armed. The reaction attack comes before your attack. An unarmed attack does not provoke reaction attacks from other foes, as shooting a bow does. You provoke the reaction attack because you have to bring your body close to your opponent. An unarmed character doesn’t normally threaten squares around them, so they can’t make reaction attacks (but see “Armed” Unarmed Attacks, below). Damage: Without proper training, you can only deal nonlethal damage with your unarmed attacks, and you do not add your base combat bonus to damage when you hit with an unarmed strike (but see “Armed” Unarmed Attacks, below). “Armed” Unarmed Attacks: Sometimes a character’s or creature’s unarmed attack counts as an armed attack. A character with the Improved Unarmed Strike feat, a spellcaster delivering a touch attack spell, and a creature with claws, fangs, and similar natural physical weapons all count as being armed. Note that being armed counts for both offense and defense. A creature which counts as “armed” threatens enemies normally and can make reaction attacks. Ranged Attacks: With a ranged weapon, you can shoot or throw at any target that is within the weapon’s maximum range and in line of sight. The maximum range for a thrown weapon is five range increments. For projectile weapons, it is ten range increments. Some ranged weapons have shorter maximum ranges, as specified in their descriptions. Attack Rolls: An attack roll represents your attempts to strike your opponent. It does not represent a single swing of the sword, for example. Rather, it indicates whether, over several attempts in the round, you managed to connect solidly. Your attack roll is 1d20 + your attack bonus with the weapon you’re using. If the result is at least as high as the target’s AC, you hit and deal damage. Rolling a 1 or a 20: A natural 1 (the d20 comes up 1) on the attack roll is always a miss. A natural 20 (the d20 comes up 20) is always a hit (this is called a critical hit). Damage Rolls: If the attack roll result equals or exceeds the target’s AC, the attack hits and you deal damage. Roll the appropriate damage for your weapon. If the opponent’s accumulated damage equals or exceeds their hp, they’re in bad shape (see Injury and Death, page ???). Critical Hits: On a critical hit, you deal double damage--roll damage twice, including bonus damage from strength, BCB, and the like. Bonus dice (such as those from a sneak attack or a flaming sword) are still applied only once. If a critical hit wounds a creature, the wound is a nasty wound (link ???). Spells and Critical Hits: A spell that requires an attack roll, such as shocking grasp or acid arrow, can score a critical hit. A spell attack that requires no attack roll, such as lightning bolt, cannot score a critical hit. Sneak Attacks: If you can catch an opponent when they are unable to effectively defend themselves, you can try to strike a vital spot. On a successful hit against an off-guard target, you deal an extra 1d6 damage and automatically bloody the target (even if you didn’t deal enough damage to bloody them). They remain bloodied until they recover from at least 1 point of damage. This damage also applies to ranged attacks against targets up to 30 feet away. You can’t make a sneak attack against a creature with concealment, or while striking the limbs of a creature whose vitals are out of reach. Rogues can use sneak attacks much more effectively. Shooting or Throwing into a Melee: If you shoot or throw a ranged weapon at a target engaged in melee with a friendly character, you take a –4 penalty on your attack roll because you have to aim carefully to avoid hitting your friend. Two characters are engaged in melee if they are enemies of each other and either threatens the other. (An unconscious or otherwise immobilized character is not considered engaged unless they are actually being attacked.) If your target (or the part of your target you’re aiming at, if it’s a big target) is at least 10 feet away from the nearest friendly character, you can avoid the –4 penalty, even if the creature you’re aiming at is engaged in melee with a friendly character. If you have the Precise Shot feat, you don’t take this penalty. Cast a Spell Most spells require one major action to cast. You can cast such a spell either before or after you take a minor action. See Chapter ???: magic for details on casting spells, their effects, and so on. Spell Components: To cast a spell with a verbal (V) component, your character must speak in a firm voice. If you’re gagged or in the area of a silence spell, you can’t cast such a spell. A spellcaster who has been deafened has a 20% chance to spoil any spell they try to cast if that spell has a verbal component. To cast a spell with a somatic (S) component, you must gesture freely with at least one hand. You can’t cast a spell of this type while bound, grappling, or with both your hands full or occupied (swimming, clinging to a cliff, or the like). To cast a spell with a material (M) component, you have to have the proper materials, as described by the spell. Unless these materials are especially bulky or elaborate, preparing these materials is a free action. Concentration: You must concentrate to cast a spell. If you start casting a spell but something interferes with your concentration, such as an ogre taking the opportunity to hit you with its club (successfully hitting you with his reaction attack), you must make a Concentration check or lose the spell. The check’s DC depends on what is threatening your concentration (see the Concentration skill, and Concentration, page ???). If you fail, the spell fizzles with no real effect and spell points are wasted. Concentrating to Maintain a Spell: Some spells require continued concentration to keep them going. Concentrating to maintain a spell is a major action that doesn’t provoke an attack. Anything that could break your concentration when casting a spell can keep you from concentrating to maintain a spell. If your concentration breaks, the spell ends. Reaction Attacks: Casting a spell provokes reaction attacks from adjacent enemies (unless you have the Combat Casting feat). If you take damage from a reaction attack, you must make a Concentration check (DC 10 + points of damage taken + spell level) or lose the spell. Spells cast as a reaction or free action don’t provoke attacks. Touch Spells in Combat: Many spells have a range of touch. To use these spells, you cast the spell and then touch the subject, either in the same round or any time later. In the same round that you cast the spell, you may also touch (or attempt to touch) the target. You may take your move before casting the spell, after touching the target, or between casting the spell and touching the target. You can automatically touch one friend or use the spell on yourself, but totouch an opponent, you must succeed on an attack roll. Touch Attacks: Since you need only touch your enemy, you make a touch attack instead of a regular attack. Touching an opponent with a touch spell is considered to be an armed attack and therefore does not provoke reaction attacks. However, the act of casting a spell does provoke an attack, so you may want to cast the spell and then move to the target. Touch attacks come in two types: melee touch attacks (for touches made with, say, your hand) and ranged touch attacks (for touches made with magic rays, for example). You can score critical hits with either type of attack. Your opponent’s AC against a touch attack does not include their armor bonus. All other modifiers apply normally. Holding the Charge: If you don’t discharge the spell in the round when you cast the spell, you can hold the discharge of the spell (hold the charge) indefinitely. You can continue to make touch attacks round after round. You can touch one friend as a major action or up to six friends as a full-round action. If you touch anything or anyone while holding a charge, even unintentionally, the spell discharges. If you cast another spell, the touch spell dissipates. Alternatively, you may make a normal unarmed attack while holding a charge. If the attack hits, you deal normal damage for your unarmed attack or natural weapon and the spell discharges. If the attack misses, you are still holding the charge. Dismiss a Spell: Dismissing an active spell (such as alter self) is a major action that doesn’t provoke reaction attacks. Ready an Action As a major action, you can prepare an action to take later, after your turn is over but before your next one has begun. Readying an action does not provoke a reaction attack (though the action that you ready might do so). You can ready a major action, a minor action, or a free action. To do so, specify the action you will take and the conditions under which you will take it. For example, you might specify that you will shoot an arrow at whatever emerges from a nearby doorway. Then, any time before your next action, you may choose to take the readied action in response to that condition. You can only take your readied action once. The action occurs just before the action that triggers it. If the triggered action is part of another character’s activities, you interrupt the other character. Assuming they are still capable of doing so, they continue their actions once you complete your readied action. Total Defense You can defend yourself as a major action. You get a +4 dodge bonus to your AC for until the start of your next turn. Your AC improves at the start of this action, so it helps you against any reaction attacks you incur during the round. You also gain your shield bonus (if you have one) as a bonus on Reflex saves. You can’t make reaction attacks while using total defense, although if you have other abilities which can be used as reactions, you can use them normally. Minor Actions With the exception of specific movement-related skills, most minor actions don’t require a check. Move The simplest minor action is moving your speed. Many nonstandard modes of movement are also covered under this category, including climbing (up to one-quarter of your speed) and swimming (up to one-quarter of your speed). Accelerated Climbing: You can climb one-half your speed as a minor action by accepting a –5 penalty on your Climb check. Crawling: You can crawl 5 feet as a minor action. Crawling incurs reaction attacks from any attackers who threaten you at any point of your crawl. Shift 5 feet As a minor action, you can move 5 ft without provoking any reaction attacks. You can only take this action if your movement isn’t hampered by difficult terrain (see page ???) or darkness. You may not shift 5 ft using a form of movement for which you do not have a listed speed. For example, if you don’t have a Climb speed listed, you can’t use climbing to shift 5 ft. Similarly, you can’t shift 5 ft when swimming unless you have a listed swim speed. Prepare a Spell Mages must spend a minor action to ready a spell before they can cast it. Preparing a spell requires a readily available source of magical notation and provokes reaction attacks. Swift Attack If you have this ability, you can make an attack as a minor action, at a -4 BCB penalty. As part of this action, you can also shift 5 ft before or after the attack (resolved as the shift action). Only some classes grant this ability. Direct or Redirect a Spell Some spells, such as Create Image, allow you to redirect the effect to new targets or areas after you cast the spell. Redirecting a spell requires a minor action and does not provoke reaction attacks or require concentration. 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 minor action. This action also applies to weapon-like objects carried in easy reach, such as wands. If your weapon or weapon-like object is stored in a pack or otherwise out of easy reach, treat this action as retrieving a storedItem. If you have a base attack bonus of +1 or higher, you may draw a weapon as a free action combined with a regular move. Drawing ammunition for use with a ranged weapon (such as arrows, bolts, or sling bullets) is a free action. Manipulate an Item In most cases, moving or manipulating an item is a minor action. This includes retrieving or putting away a stored item, picking up an item, moving a heavy object, and opening a door. If this action is difficult or distracting it provokes reaction attacks. Mount or Dismount Mounting or dismounting from a steed requires a minor action. Fast Mount or Dismount: You can mount or dismount as a free action with a DC 20 Ride check (your armor check penalty, if any, applies to this check). If you fail the check, mounting or dismounting is a minor action instead. (You can’t attempt a fast mount or fast dismount unless you can perform the mount or dismount as a minor action in the current round.) Ready or Loose a Strapped Shield Strapping a shield to your arm to gain its shield bonus to your AC, or unstrapping and dropping a shield so you can use your shield hand for another purpose, requires a minor action. If you have a base combat bonus of +1 or higher, you can ready or loose a shield as a free action combined with a regular move. Dropping a carried (but not worn) shield is a free action. Stand up from Prone Standing up from a prone position requires a minor action and provokes reaction attacks. Full Round Actions A full-round action requires an entire round to complete. Thus, it can’t be coupled with a standard or a minor action. Cast a Spell A spell that takes 1 round to cast is a full-round action. It comes into effect at the beginning of the next round, after characters have declared actions but before any have acted. A spell that takes 1 minute to cast comes into effect at the same time (that is, the start of next round after you have spent 10 full round actions casting the spell). These actions must be consecutive and uninterrupted, or the spell automatically fails. When you begin a spell that takes 1 round or longer to cast, you must continue the invocations, gestures, and concentration from one round to just before your turn in the next round (at least). If you lose concentration after starting the spell and before it is complete, you lose the spell. You only provoke reaction attacks when you begin casting a spell, even though you might continue casting for at least one full round. While casting a spell, you don’t threaten any squares around you. This action is otherwise identical to the cast a spell action described under major actions. Charge Charging is a special full-round action that allows you to move up to twice your speed and attack during the action. However, it carries tight restrictions on how you can move. Movement During a Charge: You must move before your attack, not after. You must move at least 10 feet (2 squares) and may move up to double your speed directly toward the designated opponent. You must have a clear path toward the opponent, and nothing can hinder your movement (such as difficult terrain, obstacles or even allies). If you are able to take only a major action or a minor action on your turn, you can still charge, but you are only allowed to move up to your speed (instead of up to double your speed). You can’t use this option unless you are restricted to taking only a major action or minor action on your turn (such as during a surprise round). Attacking on a Charge: After moving, you may make a single melee attack. Since you can use the momentum of the charge in your favor, you get a +2 bonus on the attack roll. Since a charge is a bit reckless, you also take a –2 penalty to your AC until the start of your next turn. A charging character gets a +2 bonus on the Strength check made to bull rush an opponent. Spears and Charge Attacks: A spear deals critical damage if employed by a mounted character in a charge. Weapons Readied against a Charge: Spears, halberds, and certain other piercing weapons deal critical damage when readied and used against a charging character. Sprint You can run as a full-round action. When you sprint, you can move up to four times your speed in a straight line (or three times your speed if you’re in heavy armor). You lose any Dexterity bonus to AC while sprinting. You can run for a number of rounds equal to your Constitution score, but after that you must make a DC 10 Constitution check to continue running. You must check again each round in which you continue to run, and the DC of this check increases by 1 for each check you have made. When you fail this check, you must stop running. A character who has run to their limit must rest for 1 minute (10 rounds) before running again. During a rest period, a character can move no faster than a normal minor action. You can’t sprint across difficult terrain (page ???), or if you can’t see where you’re going. Withdraw Withdrawing from melee combat is a full-round 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 do not get reaction attacks against you when you move from that square. (Invisible enemies still get reaction attacks against you, and you can’t withdraw from combat if you’re blinded.) If, during the process of withdrawing, you move out of a threatened square (other than the one you started in), enemies get reaction attacks as normal. You may not withdraw using a form of movement for which you don’t have a listed speed. For example, a monstrous spider has a listed climb speed, so it can withdraw by climbing away. Your character doesn’t normally have a listed climb speed (unless you’re under the effect of a spider climb spell, for example), so you can’t use climbing to withdraw from combat. Note that despite the name of this action, you don’t actually have to leave combat entirely. For instance, you could use a withdraw action to move away from one enemy and toward another. Restricted Withdraw: If you are limited to taking only a major action each round (for instance if you are staggered or during a surprise round), you can withdraw as a major action. In this case, you may move up to your speed (rather than up to double your speed). Free Actions Free actions don’t take any time at all, though your GM may limit the number of free actions you can perform in a turn. Some common free actions are described below. Cast a Spell Some especially simple spells can be cast as free actions. Only one such spell can be cast in any round, and such spells don’t count toward your normal limit of one spell per round. Casting a spell with a casting time of a free action doesn’t incur a reaction attack. Drop to the ground Dropping to a prone position in your space is a free action. Speak In general, speaking is a free action that you can perform even when it isn’t your turn. Speaking more than few sentences is generally beyond the limit of a free action; to communicate more information than that, your GM may require that you take a minor action or even a full round action. Reactions Unlike other actions, reactions aren’t only taken on your turn. You can make a reaction at any time, even interrupting another character’s turn to resolve your reaction. You can only make a reaction when you have a specific opportunity to do so, such as if an enemy turns their back on you to flee, or attacks an ally you are protecting. You can’t react when you are off-guard or unaware of the triggering opportunity. You can normally only use one reaction per round, but some feats and special abilities can grant the ability to make multiple reactions in a round. You regain your reactions at the beginning of your turn. Even if you can make multiple reactions, you can only make one reaction per opportunity, though an enemy could create multiple different opportunities. Reactions Reaction Attack Reaction Attack No Cast a Reaction Spell No Cover an Ally's Retreat No Reaction Attack Reaction attacks are the most common kind of reaction. In combat, characters are normally active in their own defense, dodging, parrying, and even threatening the enemy to keep them back. Sometimes, however, a combatant in a melee lets their guard down. In this case, combatants near them can take advantage of their lapse in defense to attack her for free. These free attacks are called reaction attacks. Threatened Squares: You threaten all squares into which you can make a melee attack, even when it is not your action. Generally, that means everything in all squares adjacent to your space (including diagonally). An enemy that takes certain actions while in a threatened square provokes an attack from you. If you’re unarmed, you don’t normally threaten any squares and thus can’t make reaction attacks (but see Unarmed Attacks). Reach Weapons: Most creatures of Medium or smaller size have a reach of only 5 feet. This means that they can make melee attacks only against creatures up to 5 feet (1 square) away. However, Medium creatures wielding reach weapons (such as a pike) threaten more squares than a typical creature. For instance, a pike-wielding human threatens all squares 10 feet (2 squares) away, even diagonally. In addition, most creatures larger than Medium have a natural reach of 10 feet or more; see Big and Little Creatures in Combat, page ???. Provoking a Reaction Attack: Two kinds of actions can provoke attacks: moving out of a threatened square and performing an action within a threatened square. Moving: Moving out of a threatened square usually provokes an attack from the threatening opponent. There are twocommon methods of avoiding such an attack—the shift action and the withdraw action. Performing a Distracting Act: Some actions, when performed in a threatened square, provoke reaction attacks as you divert your attention from the battle. Casting a spell and attacking with a ranged weapon, for example, are distracting actions. Remember that even actions that normally provoke reaction attacks may have exceptions to this rule. For instance, a character with the Improved Unarmed Strike feat doesn’t incur a reaction attack for making an unarmed attack. Making a Reaction Attack: A reaction attack is a single melee attack. You don’t have to make a reaction attack if you don’t want to. You make your reaction attack at your normal attack bonus—even if you’ve already attacked in the round. You can't make a reaction attack against a character who has cover from your attacks. Cast a Reaction Spell Some spells, such as counterspell can be cast as reactions to their own specified opportunities (counterspell can be cast in reaction to an enemy casting a spell, for example). Casting a reaction spell does not provoke reaction attacks. Reaction spells are tricky for mages to use because they must spend an action preparing their spells, and they can only have one spell prepared at a time. For this reason, many mages choose to use their spell mastery ability to keep these spells ready at all times. Cover an Ally's Retreat If an enemy makes a reaction attack against an ally moving out of a square they threaten, you can expend a reaction to negate this attack if the enemy is within your reach.Movement and Positioning intro bullshit? Tactical Movement Where you can move, how long it takes you to get there, and whether you’re vulnerable to reaction attacks while you’re moving are key questions in combat. Movement Speed Your speed is determined by your race and your Encumbrance. Your speed while unarmored is your base land speed. Encumbrance: A character encumbered by carrying a large amount of gear, treasure, or fallen comrades may move slower than normal. Hampered Movement: Difficult terrain, obstacles, or poor visibility can hamper movement. Movement in Combat: Generally, you can move your speed in a round and still do something, such as swing an axe or cast a spell. If you do nothing but move (that is, if you use both of your actions in a round to move your speed), you can move double your speed. If you spend the entire round running, you can move quadruple your speed. If you do something that requires a full round, you can't move at all. Bonuses to Speed: Some class features, feats, and spells can boost a character's base speed. Always apply any modifiers to a character’s speed before adjusting the character’s speed based on armor or encumbrance. Measuring Distance Diagonals: When measuring distance, each diagonal move counts as 1.5 squares (round down). You can’t move diagonally past a corner (even by taking a 5-foot step). You can move diagonally past a creature, even an opponent. You can also move diagonally past other impassable obstacles, such as pits. Closest Creature: When it’s important to determine the closest square or creature to a location, if two squares or creatures are equally close, randomly determine which one counts as closest by rolling a die. Moving Through Occupied Squares Friend: You can move through a square occupied by a friendly character, unless you are charging. When you move through a square occupied by a friendly character, that character doesn’t provide you with cover (see ???). Opponent: You can’t move through a square occupied by an opponent, unless the opponent is helpless (dead, unconscious, paralyzed, bound, or the like). You can move through a square occupied by a helpless opponent without penalty. (The GM may rule that some creatures, such as an enormous dragon, present an obstacle even when helpless. In such cases, each square you move through counts as 2 squares.) Ending Your Movement: You can’t end your movement in the same square as another creature unless it is helpless. Bull Rush: During your movement, but not a charge, you can attempt to move through a square occupied by an opponent (a Bull Rush). Tumbling: A trained character can attempt to tumble through a square occupied by an opponent (see the Tumble skill, ???). Very Small Creatures: A Fine, Diminutive, or Tiny creature can move into or through an occupied square. The creature provokes reaction attacks when doing so. Very Large Creatures: Any creature can move through a square occupied by a creature three size categories larger than it is. A child (Small), for example,can run between the legs of an elephant (Huge). A big creature can move through a square occupied by a creature three size categories smaller than it is. An elephant, for example, can step over a child. Designated Exceptions: Some creatures break the above rules. Any creature that completely fills the squares it occupies cannot be moved past, even with the Acrobatics skill or similar special abilities. Terrain and Obstacles The rules presented so far in this section assume that you’re moving through an area clear of obstacles or difficult terrain. However, in dungeons and wilderness areas, that’s often not the case. Difficult Terrain: Difficult terrain, such as rubble, an uneven cave floor, thick undergrowth, and the like, hampers movement. Each square of difficult terrain counts as 2 squares of movement. Each diagonal move into a difficult terrain square counts as 3 squares. You can’t run or charge across difficult terrain. Large and small creatures may be impacted differently by difficult terrain; for example, a child could slip through dense brambles, and a giant could walk on dense rubble like it was gravel. Obstacles: Like difficult terrain, obstacles can hamper movement. If an obstacle hampers movement but doesn’t completely block it, such as a low wall or a deadfall of branches, each obstructed square or obstacle between squares counts as 2 squares of movement. You must pay this cost to cross the barrier, in addition to the cost to move into the square on the other side. If you don’t have sufficient movement to cross the barrier and move into the square on the other side, you can’t cross the barrier. Some obstacles may also require a skill check to cross (such as Climb of Jump). On the other hand, some obstacles, such as floor-to-ceiling walls, block movement entirely. A character can’t move through a blocking obstacle. Squeezing: In some cases, you may have to squeeze into or through an area that isn’t as wide as the space you take up. (This is particularly true for creatures whose space fills more than one square, such as a giant.) You can squeeze through or into a space that is at least half as wide as your normal space. For instance, an ogre (whose space is 10 feet, or 2 squares, wide) can squeeze through or into a space at least 5 feet (1 square) wide. Each move into or through a narrow space counts as if it were 2 squares, and while squeezed in a narrow space you take a –4 penalty on attack rolls and a –4 penalty to AC. When a Large creature (which normally takes up four squares) squeezes into a space that’s one square wide, the creature’s miniature figure occupies two squares, centered on the line between the two squares. For a bigger creature, center the creature likewise in the area it squeezes into. A creature can squeeze past an opponent while moving but it can’t end its movement in an occupied square. To squeeze through or into a space less than half your space’s width, you must use the Escape Artist skill (page ???). You can’t attack while using Escape Artist to squeeze through or into a narrow space, you are off-guard. Big and Little Creatures in Combat Creatures smaller than Small or larger than Medium have special rules relating to position. Size Example Space Reach Fine Fly .5 ft 0 ft Diminutive Mouse 1 ft 0 ft Tiny Cat 2.5 ft 0 ft Small Child 5 ft 5 ft Medium Human 5ft 5 ft Large Troll 10 ft 10 ft Huge Giant 15 ft 15 ft Gargantuan Baleen Whale 20 ft 20 ft Colossal Ancient Dragon 30 ft or more 20 ft or more Tiny, Diminutive, and Fine Creatures: Very small creatures take up less than 1 square of space. This means that more than one such creature can fit into a single square. For example, a Tiny creature (such as a cat) typically occupies a space only 2-1/2 feet across, so four can fit into a single square. Twenty-five Diminutive creatures or 100 Fine creatures can fit into a single square. Creatures that take up less than 1 square of space typically have a natural reach of 0 feet, meaning they can’t reach into adjacent squares. They must enter an opponent’s square to attack in melee. This provokes a reaction attack from the opponent. You can attack into your own square if you need to, so you can attack such creatures normally. Since they have no natural reach, they do not threaten the squares around them. You can move past them without provoking reaction attacks. Large, Huge, Gargantuan, and Colossal Creatures: Very large creatures take up more than 1 square. For instance, an ogre (Large) takes up a space 10 feet on a side (2 squares wide). Creatures that take up more than 1 square typically have a natural reach of 10 feet or more, meaning that they can reach targets even if they aren’t in adjacent squares. For instance, an ogre can attack targets up to 10 feet (2 squares) away from it in any direction, even diagonally. (This is an exception to the rule that 2 squares of diagonal distance is measured as 15 feet.) Unlike when someone uses a reach weapon, a creature with greater than normal natural reach (more than 5 feet) still threatens squares adjacent to it. A creature with greater than normal natural reach usually gets a reaction attack against you if you approach it, because you must enter and move within the range of its reach before you can attack it. (This reaction attack is not provoked if you take a 5-foot step.) Large or larger creatures using reach weapons can strike up to double their natural reach but can’t strike at their natural reach or less. For example, an ogre with a Large longspear could strike with the longspear at opponents 15 or 20 feet away, but not at those 5 or 10 feet away.Combat Modifiers Favorable and Unfavorable Conditions Depending on the situation, you may gain bonuses or take penalties on your attack roll. Generally, any situational modifier created by the attacker’s position or tactics applies to the attack roll, while any situational modifier created by the defender’s position, state, or tactics applies to the defender’s AC. Your GM judges what bonuses and penalties apply, using the following tables as guides. Attacker is... Modifier Defender is... Modifier On higher ground +1 on attack Behind Cover +4 AC Flanking +2 on attack Off-guard -2 AC, no dex bonus Prone +4 on attack Prone +4 or -4  AC(see Prone) Squeezing though a space -4 on attack Squeezing though a space -4 AC Cover One of the best defenses available is cover. By taking cover behind a tree, a wall, the side of a wagon, or the battlements of a castle, you can protect yourself from attacks, especially ranged attacks, and also from being spotted. To determine whether your target has cover from your ranged attack, choose a corner of your square. If any line from this corner to any corner of the target’s square passes through a square or border that blocks line of effect or provides cover, or through a square occupied by a creature, the target has cover (+4 to AC). When making a melee attack against an adjacent target, your target has cover if any line from your square to the target’s square goes through a wall (including a low wall). When making a melee attack against a target that isn’t adjacent to you (such as with a reach weapon), use the rules for determining cover from ranged attacks. Low Obstacles and Cover: A low obstacle (such as a wall no higher than half your height) provides cover, but only to creatures within 30 feet (6 squares) of it. The attacker can ignore the cover if they are closer to the obstacle than their target. Cover and Reaction Attack: You can’t execute a reaction attack against an opponent with cover relative to you. Cover and Reflex Saves: Cover grants you a +2 bonus on Reflex saves against attacks that originate or burst out from a point on the other side of the cover from you, such as a red dragon’s breath weapon or a lightning bolt. Cover and Stealth Checks: You can use cover to make a Stealth check. Without cover, you usually need concealment (see below) to make a Stealth check. Soft Cover: Creatures, even your enemies, can provide you with cover against ranged attacks, giving you a +4 bonus to AC. However, such soft cover provides no bonus on Reflex saves, nor does soft cover allow you to make a stealth check. Big Creatures and Cover: Any creature with a space larger than 5 feet (1 square) determines cover against melee attacks slightly differently than smaller creatures do. Such a creature can choose any square that it occupies to determine if an opponent has cover against its melee attacks. Similarly, when making a melee attack against such a creature, you can pick any of the squares it occupies to determine if it has cover against you. Total Cover: If you don’t have line of effect to your target (for instance, if they are completely behind a high wall), they are considered to have total cover from you. You can’t make an attack against a target that has total cover. Varying Degrees of Cover: In some cases, cover may provide a greater bonus to AC and Reflex saves. For instance, a character peering around a corner or through an arrow slit has even better cover than a character standing behind a low wall or an obstacle. In such situations, the GM can double the normal cover bonuses to AC and Reflex saves (to +8 and +4, respectively). A creature with this improved cover takes half damage from any effect that allows partial damage on a reflex save, and no damage on a successful save. Furthermore, improved cover provides a +10 bonus on Stealth checks. The GM may impose other penalties or restrictions to attacks depending on the details of the cover. For example, to strike effectively through a narrow opening, you need to use a long piercing weapon, such as an arrow or a spear. A battleaxe or a pick just isn’t going to get through an arrow slit. Concealment Besides cover, another way to avoid attacks is to make it hard for opponents to know where you are. Concealment encompasses all circumstances where nothing physically blocks a blow or shot but where something interferes with an attacker’s accuracy. Concealment gives the subject of a successful attack a chance that the attacker missed because of the concealment. Typically, concealment is provided by fog, smoke, a shadowy area, darkness, tall grass, foliage, or magical effects that make it difficult to pinpoint a target’s location. To determine whether your target has concealment from your ranged attack, choose a corner of your square. If any line from this corner to any corner of the target’s square passes through a square or border that provides concealment, the target has concealment. When making a melee attack against an adjacent target, your target has concealment if his space is entirely within an effect that grants concealment (such as a cloud of smoke). When making a melee attack against a target that isn’t adjacent to you (for instance, with a reach weapon), use the rules for determining concealment from ranged attacks. In addition, some magical effects provide concealment against all attacks, regardless of whether any intervening concealment exists. Concealment Miss Chance: Concealment gives the subject of a successful attack a 20% chance that the attacker missed because of the concealment. If the attacker hits, the defender must make a miss chance percentile roll to avoid being struck. (To expedite play, make both rolls at the same time). Multiple concealment conditions (such as a defender in a fog and under the effect of a blur spell) stack, but only up to a 50% miss chance. Concealment and Stealth Checks: You can use concealment to make a Stealth check. Without concealment, you usually need cover to make a Stealth check. Total Concealment: If you have line of effect to a target but not line of sight (for instance, if they are in total darkness or invisible, or if you’re blinded), they are considered to have total concealment from you. You can’t attack an opponent that has total concealment, though you can attack into a square that you think they occupy. A successful attack into a square occupied by an enemy with total concealment has a 50% miss chance (instead of the normal 20% miss chance for an opponent with concealment). You can’t execute a reaction attack against an opponent with total concealment, even if you know what square or squares the opponent occupies. Ignoring Concealment: Concealment isn’t always effective. For instance, a shadowy area or darkness doesn’t provide any concealment against an opponent who can see in darkness. Varying Degrees of Concealment: As with cover, it’s usually not worth differentiating between more degrees of concealment than described above. However, the GM may rule that certain situations provide more or less than typical concealment, and modify the miss chance accordingly. For instance, a light fog might only provide a 10% miss chance, while near-total darkness could provide a 40% miss chance (and a +10 circumstance bonus on Hide checks). Helpless Defenders A helpless opponent is someone who is bound, sleeping, paralyzed, unconscious, or otherwise at your mercy. Regular Attack: A helpless character is worse than off-guard; they take a –4 penalty to AC against melee attacks, and their Dexterity modifier to AC is treated as if it were –5. Coup de Grace: As a full-round action, you can use a melee weapon to deliver a coup de grace to a helpless opponent. You can also use a projectile weapon, provided you are adjacent to the target. Roll your attack with an additional +4 bonus to hit (and the target already has a -9 penalty to their AC, see above). If you hit, the target dies unless they succeed on a Death save (DC 10 + damage dealt). If they succeed, they are staggered and their damage now equals their hp. It may be more difficult (or even impossible) to land a killing blow on massive creatures, or those with bizarre anatomies. You can deliver a coup de grace against a creature with total concealment, but doing this requires two consecutive full-round actions (one to “find” the creature once you’ve determined what square it’s in, and one to deliver the coup de grace). Conditions Many conditions can affect your ability to fight; these are the most common. Confusion: These conditions hinder the mind and body, and are usually gained by magic or specific physical effects. Blinded: Unable to see. A blind character is off-guard and must move at half speed or risk falling (unless aided by others). All creatures are treated as having total concealment relative to a blinded character. Dazed: A dazed character can take no actions (other than reactions), but takes no penalty to AC. Some magical effects can daze creatures. Deafened: Unable to hear. A deaf character takes a -4 penalty on initiative checks and has a 20% chance to fumble to verbal components of spells. Debilitated: A debilitated character is crippled by pain or nausea, and can take only a single minor action each turn. Disoriented: A disoriented character is slower to react, often because its sight has been weakened; it takes a -2 penalty on attacks and AC. Sand thrown into eyes and sudden flashes of light can disorient creatures. Sickened: A sickened character counts as bloodied and takes a -2 penalty on saving throws (except death saving throws). Poison and illness can sicken a creature. Stunned:  A stunned drops anything they are holding, takes no actions, and is off-guard. Some magic can stun creatures. Exhaustion: These conditions are gained by overexertion and sleeplessness. They are covered in greater detail in Exhaustion. Fatigued: A fatigued character takes a -2 penalty to all ability scores and a -5 ft penalty to speed. Exhausted: An exhausted character takes an additional -2 penalty to all ability scores and can't run or charge. Unconscious: An unconscious character is helpless. Injury: These conditions are gained by taking damage. They are covered in greater detail in Hit Points and Death and Dying. Bloodied: A bloodied character takes a -1 penalty on attacks and checks (including initiative checks). A character who has taken damage equal to half their hp is bloodied. Wounded: A wounded character takes a -1 penalty on attacks and checks (including initiative checks). A character is bloodied as long as they have any wound points. Staggered: A staggered character is barely standing. They can only take a single minor or major action each turn, and move at half speed, unless aided by others. Worse yet, they risk more serious injury if they take any strenuous action or if they take more damage. A creature is staggered when it has taken damage equal to or greater than its hp. Dying: A dying character is unconscious and helpless, and could slip away at any moment. A creature is dying when it has taken damage greater than its hp and failed a death save. Stable: A stable character is unconscious and helpless, and their condition could improve or worsen over time. A creature becomes stable if they don't die right away. Dead: A dead character's soul has departed their body. Fear: These conditions are gained by witnessing horrifying things, like the grisly death of a comrade, or by facing terrifying monsters. Fear can usually be overcome with a successful save. Shaken: A shaken character takes a -2 penalty on attacks, checks and saves. Frightened: A frightened is shaken, and retreats from the source of their terror, fighting only if cornered. Panicked: A panicked character is shaken, and flees senselessly from the source of their terror, cowering if cornered. Cowering: A cowering character is off-guard and takes no actions. Combat: These conditions occur frequently in battle. Flanking: When making a melee attack, you get a +2 flanking bonus on the attack roll if your opponent is threatened by an ally on the opponent’s opposite side. Held: A held character is entangled in some way or held in a grapple???. They are mostly limited to struggling against whatever has them held. Off-Guard: An off guard character takes a -2 penalty to AC, loses their dexterity bonus to AC and Reflex saves, and cannot take reactions. You are off-guard against any attack that surprises you. You are no longer off-guard when you get a chance to act. Prone: On the ground. A prone character takes a -4 penalty to AC against melee attacks, but a +4 bonus against ranged attacks. Your melee attacks while prone are at a -4 penalty, and you can't make ranged attacks except with a crossbow. Combat Maneuvers This section covers grappling, attacking objects, and an assortment of other special attacks. The common maneuvers listed in Actions are repeated here for the sake of completeness. Maneuver Action Aid Another Major Action Bull Rush Major Action Charge Full Round Action Defend an Ally Readied Action Delay Special Desperate Attack Major Action Disarm Attack Drive Back Attack Feint Major Action Fight Back-to-back Attack Grapple Intercept Reaction Attack Sunder Attack Take Aim Full Round Action Total Defense Major Action Trip Attack Withdraw Full Round Action Aid Another You can use this major action to help a friend in a variety of ways, such supporting a badly wounded character or assisting another character’s skill check (see page ???). In melee combat, you can help a friend attack or defend by distracting or interfering with an opponent. If you’re in position to make a melee attack on an opponent that is engaging a friend in melee combat, you can attempt to aid your friend as a major action. You make an attack roll against AC 10. If you succeed, your friend gains either a +2 bonus on their next attack roll against that opponent or a +2 bonus to AC against that opponent’s next attack (your choice), as long as that attack comes before the beginning of your next turn.Multiple characters can aid the same friend, and the bonuses stack. Bull Rush You can make a bull rush as a major action or at the end of a charge (see Charge). When you make a bull rush, you attempt to push an opponent straight back instead of damaging them. You can't bull rush an opponent who more than one size category larger than you. Initiating a Bull Rush: First, you move into the defender’s space. Doing this provokes a reaction attack from each opponent that threatens you, including the defender. Any reaction attack made by anyone other than the defender has a 25% chance of accidentally targeting the defender instead, and any reaction attack by anyone other than you against the defender likewise has a 25% chance of accidentally targeting you. Second, you make a Strength check against DC 10 + defender’s strength bonus. You each add a +4 bonus for each size category you are larger than Medium or a –4 penalty for each size category you are smaller than Medium. You get a +2 bonus if you are charging. The defender gets a +4 bonus if they have more than two legs or are otherwise exceptionally stable (such as a dwarf). Bull Rush Results: If you beat the defender’s DC, you push them back 5 feet. If you wish to move with the defender, you can push them back an additional 5 feet for each 5 points by which your check result exceeds the DC. You can’t, however, exceed your normal movement limit. (Note: The defender provokes attacks if they are moved, and so do you, if you move with them. The two of you do not provoke attacks from each other, however.) If you fail to beat the defender’s Strength check result, you move back to where you were before you moved into their space. Pushing Past an Enemy: Instead of pushing an enemy back, you can try to knock them down and move past them. This usage is still a major action, but may be taken during a movement or charge. Your enemy may simply let you pass (after making their reaction attack). If they try to block you, make the Strength check as normal; if you succeed, they are knocked prone and you can move past them. If you fail, they stop you, and they may spend a reaction to try to knock you prone (rolling as if they were bull rushing you). Charge Charging is a special full-round action that allows you to move up to twice your speed and attack during the action. However, it carries tight restrictions on how you can move. Movement During a Charge: You must move before your attack, not after. You must move at least 10 feet (2 squares) and may move up to double your speed directly toward the designated opponent. You must have a clear path toward the opponent, and nothing can hinder your movement (such as difficult terrain, obstacles or even allies). If you are able to take only a major action or a minor action on your turn, you can still charge, but you are only allowed to move up to your speed (instead of up to double your speed). You can’t use this option unless you are restricted to taking only a major action or minor action on your turn (such as during a surprise round). Attacking on a Charge: After moving, you may make a single melee attack. Since you can use the momentum of the charge in your favor, you get a +2 bonus on the attack roll. Since a charge is a bit reckless, you also take a –2 penalty to your AC until the start of your next turn. A charging character gets a +2 bonus on the Strength check made to bull rush an opponent. Spears and Charge Attacks: A spear deals critical damage if employed by a mounted character in a charge. Weapons Readied against a Charge: Spears, halberds, and certain other piercing weapons deal critical damage when readied and used against a charging character. Defend an Ally As a readied action , you can position yourself to defend an adjacent ally. When this ally would be struck by an attack, you can intervene as a reaction, causing the attack to target you instead. The attack is rolled and deals damage normally, but affects you instead (even if you were out of the attacker’s reach). Neither readying nor taking this action provokes reaction attacks. Delay Rather than taking your turn when it comes up, you can voluntarily reduce your initiative result. You can specify this new initiative result or just wait until some time later in the round and act then. Delaying doesn't use up any of your actions. You can’t interrupt anyone else’s action (as you can with a readied action). Desperate Attack When you make a melee attack against an adjacent creature as a major action, you can strike more effectively at the risk of leaving yourself open. You gain a +4 bonus on this attack roll, but you expose yourself to a reaction attack after your attack has been resolved, and you take a -2 penalty to AC until the start of your next turn. Disarm As a melee attack, you may attempt to disarm your opponent. If you do so with a weapon, you knock the opponent’s weapon out of their hands and to the ground. If you attempt the disarm while unarmed, you end up with the weapon in your hand. If you’re attempting to disarm a melee weapon, follow the steps outlined here. If the item you are attempting to disarm isn’t a melee weapon (for instance, a bow or a wand), the defender may still oppose you with an attack roll, but takes a penalty and can’t attempt to disarm you in return if your attempt fails. Step 1: Reaction Attack. You provoke a reaction attack from the target you are trying to disarm. (If you have the Improved Disarm feat, you don’t incur an attack  for making a disarm attempt.) If the defender’s reaction attack deals any damage, your disarm attempt fails. Step 2: Opposed Rolls. You and the defender make opposed attack rolls with your respective weapons. The wielder of a two handed weapon on a disarm attempt gets a +4 bonus on this roll, and the wielder of a light weapon takes a –4 penalty. (An unarmed strike is considered a light weapon, so you always take a penalty when trying to disarm an opponent by using an unarmed strike.) If the combatants are of different sizes, the larger combatant gets a bonus on the attack roll of +4 per difference in size category. If the targeted item isn’t a melee weapon, the defender takes a –4 penalty on the roll. Step 3: Consequences. If you beat the defender, the defender is disarmed. If you attempted the disarm action unarmed, you now have the weapon. If you were armed, the defender’s weapon is on the ground in the defender’s square. If you fail on the disarm attempt, the defender may immediately react and attempt to disarm you with the same sort of opposed melee attack roll. Their attempt does not provoke a reaction attack from you. If they fail their disarm attempt, you do not subsequently get a free disarm attempt against them. Grabbing Items: You can use a disarm action to snatch an item worn by the target (such as a necklace or a pair of goggles). If you want to have the item in your hand, the disarm must be made as an unarmed attack. If the item is poorly secured or otherwise easy to snatch or cut away, the attacker gets a +4 bonus. Unlike on a normal disarm attempt, failing the attempt doesn’t allow the defender to attempt to disarm you. This otherwise functions identically to a disarm attempt, as noted above. You can’t snatch an item that is well secured, such as a ring or bracelet, unless you have pinned the wearer (see Grapple). Even then, the defender gains a +4 bonus on their roll to resist the attempt. Drive Back As a melee attack, you can attempt to drive back your opponent. In doing so, you are attacking in a way that should force your opponent to back away from you. When you perform the drive back maneuver, your opponent can either choose to move 5-feet directly away from you or remain where they are.  If they choose to move, they suffer no adverse effects and your action concludes with no attack. However, you can choose to follow them (also moving 5 feet) if you have the necessary movement remaining this turn. If they choose not to move, you resolve your attack against them with a +2 circumstance bonus. The movement taken as part of the drive back does not count against your opponent’s movement for the round. This movement does not provoke reaction attacks. Feint As a major action which does not provoke reaction attacks, you can try to mislead an opponent in melee combat so that they can’t dodge your next attack effectively. To feint, make a Bluff check opposed by a Sense Motive check by your target. The target may add their base combat bonus to this Sense Motive check. If your Bluff check result exceeds your target’s Sense Motive check result, the next melee attack you make against the target does not allow them to use their Dexterity bonus to AC (which allows you to make this attack a sneak attack, see below). This attack must be made on or before your next turn. You can only feint once per round. Feinting against strange creatures may be more difficult because it can be difficult (or even impossible) to read their body language. Feinting as a Minor Action: With the Improved Feint feat, you can attempt a feint as a minor action instead of as a major action. Fight Back-to-Back As a melee attack which does not provoke attacks, you can fight back-to-back with an ally. The ally must be within 5 feet, and must choose to fight back-to-back with you on their turn. While fighting back-to-back, you and your ally work to protect each other--shoring up each other’s defense and, literally, watching each other’s back. You and your ally make attacks at a –2 penalty while fighting back-to-back, but so long as you are fighting back-to-back you cannot be flanked. You can fight back-to-back with multiple allies. However, in order to fight back-to-back with multiple allies, all your allies not only need to be within 5 feet of you, but within 5 feet of each other. Grapple (WIP) TBD Intercept When a foe provokes a reaction attack from you by moving past you, you can give up that attack to try to force the enemy to stop. The enemy must make a bull rush roll against you. If they fail, their movement ends in the square they were trying to leave. If they succeed, they can continue their movement. You can attempt to stop enemies multiple times if you can make multiple reactions in one round. Sunder You can use a melee attack with a slashing or bludgeoning weapon to strike a weapon or shield that your opponent is holding. Step 1: Reaction Attack. You provoke an attack from the target whose weapon or shield you are trying to sunder. (If you have the Improved Sunder feat, you don’t incur a reaction attack for making the attempt.) Step 2: Opposed Rolls. You and the defender make opposed attack rolls with your respective weapons. The wielder of a two handed weapon on a sunder attempt gets a +4 bonus on this roll, and the wielder of a light weapon takes a -4 penalty. If the combatants are of different sizes, the larger combatant gets a bonus on the attack roll of +4 per difference in size category. Step 3: Consequences. If you beat the defender, you have landed a good blow. Roll damage and deal it to the weapon or shield. See ??? to determine how much damage you must deal to destroy the weapon or shield. If you fail the sunder attempt, you don’t deal any damage. Sundering a Carried or Worn Object: You don’t use an opposed attack roll to damage a carried or worn object. Instead, just make an attack roll against the object’s AC. A carried or worn object’s AC is equal to 10 + its size modifier + the Dexterity modifier of the carrying or wearing character. Attacking a carried or worn object provokes a reaction attack just as attacking a held object does. You can’t sunder armor worn by another character. Take Aim As a full round action, you can take aim at a target with a projectile weapon. The round after you take aim, you can make a single attack at the target with the aimed weapon as a full round action. This attack gains a +4 bonus to hit and your dexterity bonus (if any) to damage. Taking aim also increases the maximum range of your sneak attacks to one range increment (see Sneak Attack). Taking aim provokes reaction attacks from enemies who threaten you, and you are off-guard until the beginning of your next turn. Total Defense You can defend yourself as a major action. You get a +4 dodge bonus to your AC for until the start of your next turn. Your AC improves at the start of this action, so it helps you against any reaction attacks you incur during the round. You also gain your shield bonus (if you have one) as a bonus on Reflex saves. You can’t make reaction attacks while using total defense, although if you have other abilities which can be used as reactions, you can use them normally. Trip You can try to trip an opponent as an unarmed melee attack. You can only trip an opponent who is within one size category of you. Making a Trip Attack: Make an unarmed melee touch attack against your target. This provokes a reaction attack from your target as normal for unarmed attacks. If your attack succeeds, make a Strength check against DC 10 + defender’s Strength or Dexterity bonus (whichever ability score has the higher modifier). A combatant gets a +4 bonus for every size category they are larger than Medium or a -4 penalty for every size category they are smaller than Medium. The defender gets a +4 bonus on his check if they have more than two legs or are otherwise more stable than a normal humanoid (such as a dwarf). If you win, you trip the defender. If you lose, the defender may immediately react and make a Strength check to try to trip you. Avoiding Reaction Attacks: If you have the Improved Trip feat, or if you are tripping with a weapon (see below), you don’t provoke a reaction attack for making a trip attack. Being Tripped (Prone): A tripped character is prone. Standing up is a minor action. Tripping a Mounted Opponent: You may make a trip attack against a mounted opponent. The defender may make a Ride check in place of their Dexterity or Strength check. If you succeed, you pull the rider from their mount. Tripping with a Weapon: Some weapons can be used to make trip attacks. In this case, you make a melee touch attack with the weapon instead of an unarmed melee touch attack, and you don’t provoke a reaction attack. If you are tripped during your own trip attempt, you can drop the weapon to avoid being tripped. Withdraw Withdrawing from melee combat is a full-round 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 do not get reaction attacks against you when you move from that square. (Invisible enemies still get reaction attacks against you, and you can’t withdraw from combat if you’re blinded.) If, during the process of withdrawing, you move out of a threatened square (other than the one you started in), enemies get reaction attacks as normal. You may not withdraw using a form of movement for which you don’t have a listed speed. For example, a monstrous spider has a listed climb speed, so it can withdraw by climbing away. Your character doesn’t normally have a listed climb speed (unless you’re under the effect of a spider climb spell, for example), so you can’t use climbing to withdraw from combat. Note that despite the name of this action, you don’t actually have to leave combat entirely. For instance, you could use a withdraw action to move away from one enemy and toward another. Restricted Withdraw: If you are limited to taking only a major action each round (for instance if you are staggered or during a surprise round), you can withdraw as a major action. In this case, you may move up to your speed (rather than up to double your speed).