Combat
HOW COMBAT WORKS
Combat is cyclical; everybody acts in turn in
a regular cycle of rounds. Combat follows this sequence:
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Each combatant starts out flat-footed. Once a combatant acts,
he or she is no longer flat-footed.
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Determine 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. 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 standard action or a move 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.
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Combatants who have not yet rolled initiative do so. All
combatants are now ready to begin their first regular round of
combat.
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Combatants act in initiative order (highest to lowest).
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When everyone has had a turn, the combatant with the highest
initiative acts again, and steps 4 and 5 repeat until combat
ends.
COMBAT STATISTICS
This section summarizes the statistics that
determine success in combat, and then details how to use
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 hit. A natural 20 is also a
threat—a possible critical hit.
ATTACK BONUS
Your attack bonus with a melee weapon is:
- Base attack bonus + Strength modifier + size
modifier
With a ranged weapon, your attack bonus is:
- Base attack bonus + Dexterity modifier + size modifier +
range penalty
Table: Size Modifiers
Size |
Size Modifier |
Size |
Size Modifier |
Colossal |
–8 |
Small |
+1 |
Gargantuan |
–4 |
Tiny |
+2 |
Huge |
–2 |
Diminutive |
+4 |
Large |
–1 |
Fine |
+8 |
Medium |
+0 |
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DAMAGE
When your attack succeeds, you deal damage.
The type of weapon used determines the amount of damage you deal.
Effects that modify weapon damage apply to unarmed strikes and
the natural physical attack forms of creatures.
Damage reduces a target’s current hit points.
Minimum Damage: If penalties reduce the damage result
to less than 1, a hit still deals 1 point of damage.
Strength Bonus: When you hit with a melee or thrown
weapon, including a sling, add your Strength modifier to the
damage result. A Strength penalty, but not a bonus, applies on
attacks made with a bow that is not a composite bow.
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.
Multiplying Damage: Sometimes you multiply damage by
some factor, such as on a critical hit. Roll the damage (with all
modifiers) multiple times and total the results. Note: When you
multiply damage more than once, each multiplier works off the
original, unmultiplied damage.
Exception: Extra damage dice over and above a
weapon’s normal damage are never multiplied.
Ability Damage: Certain creatures and magical effects
can cause temporary ability damage (a reduction to an ability
score).
ARMOR CLASS
Your Armor Class (AC) represents how hard it
is for opponents to land a solid, damaging blow on you.
It’s the attack roll result that an opponent needs to
achieve to hit you. Your AC is equal to the following:
-
10 + armor bonus + shield bonus + Dexterity modifier + size
modifier
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.
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.)
Other Modifiers: Many other factors modify your AC.
Enhancement Bonuses: Enhancement effects make your
armor better.
Deflection Bonus: Magical deflection effects ward off
attacks and improve your AC.
Natural Armor: Natural armor improves your AC.
Dodge Bonuses: Some other AC bonuses represent actively
avoiding blows. These bonuses are called dodge bonuses. Any
situation that denies you your Dexterity bonus also denies you
dodge bonuses. (Wearing armor, however, does not limit these
bonuses the way it limits a Dexterity bonus to AC.) Unlike most
sorts of bonuses, dodge bonuses stack with each other.
Touch Attacks: Some attacks disregard armor, including
shields and natural armor. 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, shield bonus, or natural armor bonus. All other modifiers,
such as your size modifier, Dexterity modifier, and deflection
bonus (if any) apply normally.
HIT POINTS
When your hit point total reaches 0,
you’re disabled. When it reaches –1, you’re
dying. When it gets to –10, you’re dead.
SPEED
Your speed tells you how far you can move in a
round and still do something, such as attack or cast a spell.
Your speed depends mostly on your race and what armor
you’re wearing.
Dwarves, gnomes, and halflings have a speed of 20 feet (4
squares), or 15 feet (3 squares) when wearing medium or heavy
armor (except for dwarves, who move 20 feet in any armor).
Humans, elves, half-elves, and half-orcs have a speed of 30
feet (6 squares), or 20 feet (4 squares) in medium or heavy
armor.
If you use two move actions in a round (sometimes called a
“double move” action), you can move up to double your
speed. If you spend the entire round to run all out, you can move
up to quadruple your speed (or triple if you are in heavy
armor).
SAVING THROWS
Generally, when you are subject to an unusual
or magical attack, you get a saving throw to avoid or reduce the
effect. Like an attack roll, a saving throw is a d20 roll plus a
bonus based on your class, level, and an ability score. Your
saving throw modifier is:
-
Base save bonus + ability modifier
Saving Throw Types: The three different kinds of saving
throws are Fortitude, Reflex, and Will:
Fortitude: These saves measure your ability to stand up
to physical punishment or attacks against your vitality and
health. Apply your Constitution modifier to your Fortitude saving
throws.
Reflex: These saves test your ability to dodge area
attacks. Apply your Dexterity modifier to your Reflex saving
throws.
Will: These saves reflect your resistance to mental
influence as well as many magical effects. Apply your Wisdom
modifier to your Will saving throws.
Saving Throw Difficulty Class: The DC for a save is
determined by the attack itself.
Automatic Failures and Successes: A natural 1 (the d20
comes up 1) on a saving throw is always a failure (and may cause
damage to exposed items; see Items Surviving after a Saving
Throw). A natural 20 (the d20 comes up 20) is always a
success.
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