combat basics bb

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COMBAT BASICS

HOW COMBAT WORKS

COMBAT STATISTICS

INITIATIVE

ACTIONS IN COMBAT

ATTACK ACTIONS

MAGIC ACTIONS

OTHER ACTIONS

INJURY & DEATH

MOVEMENT & POSITION

Combat Basics

Rounds

Combat is broken up into rounds. Each round, each combatant gets to do something. A round represents 6 seconds in the game world.

Initiative

Before the first round, each player makes an initiative check for her character. The DM makes initiative checks for the monsters or foes. An initiative check is a Dexterity check (1d20+Dexterity modifier). Characters act in order from highest initiative result to lowest, with the check applying to all rounds of the combat (unless a combatant takes an action that changes her initiative). Use: !init

Attacks

You can move and make a single attack. Making a ranged attack provokes attacks of opportunity from threatening enemies (see below).

Attack Roll

To score a hit that deals damage on your attack roll, you must roll the target’s Armor Class (AC) or better.

Melee Attack Roll: 1d20 + base attack bonus + Strength modifier + size modifier = AC hit

Ranged Attack Roll: 1d20 + base attack bonus + Dexterity modifier + size modifier + range penalty = AC hit

Damage

If you score a hit, roll damage and deduct it from the target’s current hit points. Add your Strength modifier to damage from melee and thrown weapons. If you have a Strength penalty (not a bonus), add it to damage from bows and slings (but not crossbows). If you’re using a weapon in your off hand, add half your Strength modifier (if it’s a bonus). If you’re wielding a weapon with both hands, add one and a half times your Strength modifier to the damage (if it’s a bonus).

Armor Class (AC)

A character’s Armor Class (AC) is the result you need to get on your attack roll to hit that character in combat.

Armor Class: 10 + armor bonus + shield bonus + Dexterity modifier + size modifier

Hit Points

Hit points represent how much damage a character can take before falling unconscious or dying.

Attack Options

When attacking, you have several basic options:

Attack: You can move and make a single attack, or attack and move.

Charge: When making a charge, you move in a straight line for up to double your speed and then make one attack with a +2 charge bonus on the attack roll. You suffer a –2 charge penalty to your AC until your next action.

Full Attack: Some characters can strike more than once each melee round, but only when making a full attack. Other than taking a 5-foot step, you can’t move when you make a full attack.

Spells

You can move and cast a single 1-action spell. Casting a spell provokes attacks of opportunity from threatening enemies (see below).

Saving Throws

When you are subject to an unusual or magical attack, you generally get a saving throw to negate or reduce its effect. To succeed at a saving throw, you roll a result equal to or higher than its Difficulty Class. Saving throws come in three kinds: Fortitude, Reflex, and Will.

Fortitude Saving Throw: 1d20 + base save bonus + Constitution modifier

Reflex Saving Throw: 1d20 + base save bonus + Dexterity modifier

Will Saving Throw: 1d20 + base save bonus + Wisdom modifier

Movement

Each character has a speed measured in feet. You can move that distance as well as attack or cast a 1-action spell, and you can move before or after attacking or casting.

You can also make a double move, which lets you move double your speed, or a run, which lets you move quadruple your speed.

When you move in or away from an area that an enemy threatens, you provoke an attack of opportunity (see below) from that enemy.

Exceptions to these conditions for attacks of opportunity due to moving in or away from a threatened area include the following:

• If all that you do is move (but not run) during your turn, the space (generally about 5 feet across) that you start out in is not considered threatened, and therefore enemies do not get attacks of opportunity for you moving from that space. If you move into another threatened space, however, enemies get attacks of opportunity for you leaving it.

• If your entire move for the round is 5 feet (a 5-foot step), enemies do not get attacks of opportunity for you moving.

Attacks Of Opportunity

You threaten the area next to you, even when it’s not your action. An enemy that takes certain actions while in a threatened area provokes an attack of opportunity from you. An attack of opportunity is a single attack, and you can only make one per round. Actions that provoke attacks of opportunity include moving (except as noted above in the Movement section), casting a spell, and attacking with a ranged weapon.

 

Idle Attacks

This is important.

If you want to kick, slap, hit, headbutt, or other miscallenous type of attacking someone, the required roll is a !check Str. If you get higher than your target's AC you hit 'em.

If you want to grab someone, the required roll is a !check Str. If you get higher than your target's AC you have nabbed them and hold them with your strength.. Since this isn't a move to inflict damage your target gets no bonus from armor or shields.

To break someone's hold you do a !check Str each, if the holder is higher he keeps hold, if the holdee is higher he breaks free.

If you have WeaponFinesse UnarmedStrike you can use !check Dex instead of !check Str.

Death, Dying, And Healing

Your hit points represent how much damage you can take before being disabled, knocked unconscious, or killed.

0 Hit Points: If your hit points drop to 0, you are disabled. You can only take partial actions, and you take 1 point of damage after completing an action.

–1 to –9 Hit Points: If your hit points drop to from –1 to –9 hit points, you’re unconscious and dying, and you lose 1 hit point per round. Each round, before losing that hit point, you have a 10% chance to stabilize. While stabilized, you’re still unconscious. Each hour you have a 10% chance to regain consciousness, and if you don’t, you lose 1 hit point instead.

–10 Hit Points: If your hit points fall to –10 or below, you’re dead.

Healing: You can stop a dying character’s loss of hit points with a successful Heal check (DC 15) or with even 1 point of magical healing. If healing raises a character’s hit points to 1 or more, he can resume acting as normal.

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