Combat

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Steps of Combat

  1. All creatures involved in combat roll initiative.
  2. Perform surprise round if applicable starting with the creature with the highest initiative.
  3. Begin combat round starting with the turn for the creature with the highest initiative.
    Turns follow these steps:
    1. Start of turn events are resolved (things like extra saving throws are resolved at this step).
    2. Any ongoing damage is resolved.
    3. The creature performs actions if able and those actions are resolved. See actions. Other creatures may perform actions based on the actions chosen. See threatened squares.
    4. End of turn events are resolved (certain effects from abilities/actions may end). Saving throws are performed for each condition if applicable.
  4. Continue the combat round for the next creature in the initiative order. Repeat this step until all able creatures have completed a turn.
  5. Repeat combat rounds until a victor is determined (usually once all opposition is dead).

Combat Round

A round of combat represents 6 seconds of time. 10 rounds of combat occur in 1 minute. A combat round does not end until all combat participants have taken a turn. The exception to this is a surprise round where only those who are aware of their opponents can take a turn.

Surprise Round

When an ambush occurs some or all of the combatants on one side may not be aware of combatants on the other side. Whether or not a creature is aware of their opponents may be determined by a Perception check. Once all creatures that have awareness are determined they then take a standard action in initiative order. Once all aware creatures have performed a standard action then combat proceeds as normal. Unaware creatures may not perform attacks of opportunity and are at a disadvantage.

Actions

Full Round Action OR
Standard Action
Move Action
Swift Action

A creature can take one full round action or one standard, move, and swift action. Any number of free actions may be taken at any time during a round even when it is not a creature's turn.

Full Round Action
A full round action takes all the time available to a creature during a round. A creature cannot threaten any squares when performing a full round action. Some full round actions allow a swift action or a shift to be performed before, during, or after and will detail the limitations of such extra actions in their descriptions.
Standard Action
A standard action is usually an attack but may be something else that takes a similar amount of time. A move or swift action may be performed in place of a standard action.
Move Action
A move action allows a creature to move up to their speed but may also be an action that takes a similar amount of time to perform. A swift action may be performed in place of a move action.
Swift Action
A swift action is an action that takes a small amount of time to perform such as drawing a sword from its scabbard. Some abilities may allow you to perform a swift action as part of a full round, standard, or move action.
Free Action
Free actions take almost no time at all and may be performed any number of times during a round even outside of a creature's turn.
Interrupt
An interrupt is a triggered action and is resolved before the action that triggers it even if it occurs out of a creature's turn. Interrupts may have further limitations that will be covered in their descriptions.
Reaction
A reaction is a triggered action and is resolved after the action that triggers it even if it occurs out of a creature's turn. Reactions may have further limitations that will be covered in their descriptions.

Below are the actions that any creature may perform during their turn. Abilities may alter how these actions work and/or if they provoke attacks of opportunity (AoO) but those alterations will not be covered here.

Full Round Action
Name Description Provokes AoO?
Coup de Grace Perform a basic attack against an adjacent helpless target. The attack automatically hits and is a critical hit. If the damage delt is greater than 0 and the target is still alive then the target must make a saving throw. If the target fails the saving throw then they are reduced to 0 HP. Yes
Run Move up to 4 times your speed or 3 times for creatures in heavy armor. Apply a -5 penalty to DR and AR until the start of the next turn. Yes
First Aid Use a first aid kit or physician's tools to heal and/or stabilize an adjacent target creature, allowing them to regain some HP and remove ongoing damage. Requires a Medicine check. A Shift may be performed before or after using the kit/tools as part of this action. Shifting does not provoke AoO. Yes
Rally
Make a basic attack. If the attack was successful make a Diplomacy check (against allies - DC 10). If the check succeeds then Cower is removed from all allies that can see or hear you and they gain Courage until the end of your next turn. This action cannot be performed by creatures afflicted by Cower. Yes if basic attack is ranged.
Gather Energy
You may attempt to gather energy from the environment and take a -5 penalty to DR until the start of your next turn. Any attack that hits you is treated as a critical. If you are not dealt damage by the start of your next turn then you gain EP equal to your level. This amount may be increased with the use of Fate Points. Yes
Standard Action
Name Description Provokes AoO?
Second Wind
Spend 3 fate points and gain 4d4 + (Level * Resilience) HP. This can only be performed once per encounter. No
Basic Attack
Make an attack roll against a target within range/reach. If successful roll weapon damage to determine the damage of the attack. Yes if attack is ranged.
Charge You may move up to your speed and then perform a basic attack (melee only) as soon as you are within reach of your chosen target with a +2 bonus to AR. You must be able to move at least 2 squares during the movement in order to charge. Each square of movement must bring you closer to your target. You provoke attacks of opportunity during the movement. A charge ends your turn. Certain abilities or actions may be used in place of the basic attack during a charge. During movement
Bull Rush You may attempt to push an adjacent target creature not larger than one size step 1 square. You must make a power check with a result higher than the target's resilience check to perform this action. This action may be performed in place of the basic attack during a charge with a +2 bonus to the power check if you are adjacent to the target at the end of movement. Yes
Ready an action You may ready a standard, move or swift action treating it like an interrupt with the trigger specified by yourself. Readying an action ends a your turn. If the readied action is not triggered by the start of your next turn then nothing happens and you take your turn as normal. If the readied action is triggered then your initiative is changed to right before the current turn and you do not take your turn at your previous initiative. Depends on the action readied
Throw Grenade If the grenade is set to trigger on impact then a creature may be chosen as the target, otherwise use a square within range (treat squares as having 5 DR). Make an attack roll against the target's DR. Use pathfinder's rules when missing the target. See grenades. Yes
Trip Make a power check against an adjacent target creature not larger than one size step that is on the ground and not prone. If the check beats the target's resilience check then the target becomes prone. You may attempt a trip while prone yourself. No
Grab Make a power check against an adjacent target creature not larger than one size step that is on the ground. If the check beats the target's resilience check then the target becomes grabbed. Grabbing a prone target makes them stand up. You may not attempt a grab if you are prone. No
Defend
You may enter a defensive stance and gain a +3 bonus to DR until the start of your next turn. This ends your turn. No
Disarm You may attempt to disarm an adjacent target creature that is holding a weapon. You must make a power check with a result higher than the target's resilience check to perform this action. If successful then you choose a weapon the target is holding and the target drops that weapon. If you are hit by an attack before resolving this action (such as an attack of opportunity) then this action automatically fails. You may not attempt this action if you are prone. Yes
Withdraw You may shift one square then move up to twice your speed. You provoke attacks of opportunity when moving but not when shifting. This ends your turn. Yes
Move Action
Name Description Provokes AoO?
Walk/Hustle You move a number of squares up to your speed. You may use 1 square of movement to stand up if you are prone. Yes
Shift
You move one square. This cannot be performed if you are prone or grabbed. The square you are entering cannot be difficult or hazardous terrain or be occupied by any creature even if they are prone. No
Instant Movement Select a square within range of your speed and instantly move there. You must move in a straight line and there must not be any obstacles (allies, enemies and blocking terrain are valid obstacles, difficult terrain or dropped items are not) in the way. This action costs 1 EP and cannot be performed if you can't spend energy points. No
Jump
You can perform a jump traversing a number of squares up to your jump length. The height of the jump is equal to half the distance traveled unless you jump straight up then the height is up to 75% of your jump length. Space must be available to perform a jump. Jumping ignores the movement cost of difficult and hazardous terrain. Landing in a threatened square provokes an attack of opportunity but starting a jump in a threatened square does not. Yes
Feint
You gain advantage against a target on a successful guile check. This advantage lasts until you make an attack roll against the target or until the start of your next turn. No
Escape a Grab You may end a grab by rolling a resilience check or power check with a result that matches or is higher than the power check of the creature that holds the grab. No
Retrieve a stored item You may retrieve an item that isn't in a holster. You must have at least one hand free in order to perform this action. Yes
Sheathe or store an item You may store an item in your hand to a bag, belt or holster. Yes
Pick up an item within reach You may pick up an item within your reach. Yes
Mount or Dismount a steed Get on or off a mount. Yes
Calm Mount You may make a saving throw for your mount to remove a cower or fear condition. Only one condition may be removed at a time. Yes
Swift Action
Name Description Provokes AoO?
Draw a holstered item You may draw an item that is holstered. Belts or sashes allow weapons, potions, and/or tools to be holstered on them. No
End ability effect You may end one effect caused by an ability you performed. No
Free Action
Name Description
Speak Converse using a known language.
Drop item Drop a held item. The item lands in the chosen space occupied by you.
Drop prone You become prone.

*Free actions never provoke attacks of opportunity even if the action was altered by an ability to be a free action.

Interrupt
Name Trigger Description
Attack of Opportunity Target provokes an AoO in a square threatened by you. Make a basic attack (melee) against the target. This action can not be performed again until the start of your next turn.
Variable Actions
Name Description Provokes AoO?
Use an item You may use a held item. The item's description determines what type of action using the item is. Usually
Perform an ability The ability's description determines what the ability does, how many energy points it requires, and what type of action it is. Maybe
Skill check Any check that uses a skill such as a perception check, applying knowledge, or stealth. Stealth is part of a move action, applying knowledge is a swift action and perception is a limited use free action. No
Not Actions
Name Description
Delay action You may choose to wait and take your turn at a later time. Delaying is not an interrupt and you must wait for the current turn to end before taking actions. Once you decide to take an action then your turn begins, your initiative is changed to that point in the round, and you do not take your turn at your previous initiative. If you do not perform any actions before the start of what would be your next turn then perform your turn immediately as if you have taken no actions (for resolving ongoing damage, etc.) and then take your turn for the new round as normal.

Combat Statistics

Initiative

Your initiative is the result of a d20 roll. Items and abilities may provide a bonus to initiative. If two or more creatures have the same initiative then simply break the tie with another d20 roll.

Attack Roll

An attack roll is the result of a d20 roll plus the creature's AR. An attack roll needs to meet or exceed the target's DR to succeed.

Critical Hit

A critical hit occurs when a "natural" 20 or any number in the currently equipped weapon's critical range is rolled when making an attack roll. Natural in this case refers the the result of the d20 roll without any bonuses from AR. When this occurs simply use the maximum value for damage and do not bother rolling for damage (or ignore it if rolling damage with attack to save time). This also applies to any additional damage supplied from an action or ability (such as sneak attack). However, if the resulting value of the attack roll (with bonuses from AR) does not match or exceed the DR of the target then simply treat the attack as a normal hit and not a critical (using normal damage rules). This insures there is always a 5% (more for weapons with increased critical range) chance to hit any target regardless of stats or level.

Critical Miss

A critical miss occurs when a "natural" 1 is rolled when making an attack roll. Natural in this case refers the the result of the d20 roll without any bonuses from AR. When this occurs simply treat the attack as a miss and do not roll damage (or ignore it if rolling damage with attack to save time). Critical misses only occur when making attack rolls and do not apply to any checks (such as a knowledge check or power check). This provides an unavoidable 5% miss chance with any attack.

Power Check

A power check is a d20 roll plus your power. Power checks are used in grabs, trips, disarms, and other actions. For a grab you make one check to perform the grab then make another check each time the target attempts an escape.

Resilience Check

A resilience check is a d20 roll plus your resilience.

Reach

By default a creature's reach is 1. This may be increased by a weapon or an ability. You can melee attack any creature or object within your reach. A ranged attack is limited by the weapon used or the attack's specified range.

Threatened Squares

By default a creature does not threaten any squares. The Opportunist ability allows a creature to threaten squares within their reach. Actions that provoke an attack of opportunity will trigger a basic attack (treated as an interrupt) by the creature. An attack of opportunity is not a forced action and a creature can choose not to attack if provoked.

Advantage/Disadvantage

Certain effects or conditions may cause you to be at an advantage or disadvantage. When you are at an advantage and you must roll a power check or an attack roll then you attempt the roll twice and use the highest result. When you are at a disadvantage and you must roll a power check or an attack roll you must attempt the roll twice and use the lowest result.

Cover

Concealment

Flanking

Two creatures must be within reach of the target creature in order to be considered flanking (they must be in melee range).

  • Tiny creatures cannot flank no matter their reach.
  • For small and medium sized creatures determine flanking by drawing a line between the centers of the squares occupied by the two possible flankers. If the line drawn crosses two opposing sides or corners of the potentially flanked creature's space then they are flanking. See flanking on the pathfinder srd for helpful images.
  • For large or larger creatures they are considered flanking if any square they occupy is flanking (use rules for small and medium creatures for each occupied square).

A creature is considered at an advantage if they are flanking and may be able to perform additional actions that might not be available to them normally (such as sneak attack). The flanked creature is NOT at a disadvantage by being flanked (though may be at a disadvantage via some other means).

Squeezing

If a creature needs to fit through a space smaller than what they normally occupy they may squeeze through the space. While squeezing the creature is at a disadvantage and cannot use the run, withdraw, defend, shift, or charge actions. A mounted creature may have their mount squeeze and gain all the penalties associated with squeezing themselves but may dismount to remove those penalties if the space they then occupy does not require them to squeeze.

Saving Throws

Saving throws are normally performed at the end of a creature's turn. For each condition the creature is subject to that can be saved against they roll a d20. A result of 10 or higher is a successful save (this normally removes the condition). Some abilities may provide bonuses to the result of a saving throw or provide extra chances to save against a particular condition. Extra saving throws provided by an ability might be performed before the end of the turn.

Dying

Dying is not a condition, it is a state of being (more specifically the state of losing your being). Rules for dying only apply to player characters or any NPC that the GM decides is important enough to apply these rules. Most monsters should die when their HP reaches 0 or less. When a character's hit point value reaches 0 or less they fall prone, become unconscious, and are dying. A dying character cannot perform any actions and must make a saving throw at the end of their turn to stabilize. On a successful saving throw the character's hit points are reset to 0. They are no longer dying but are still unconscious and will return to the dying state if damage is taken. If a character fails the saving throw three times in an encounter then they are dead. If a character sustains enough damage to put them at -1/2 * Max HP then they are dead. If all opposing forces are defeated but one or more characters are still dying then the encounter does not end until all dying characters are stabilized or dead.

Forced Movement

When pushing or pulling a target, ignore difficult terrain cost but not the cost for obstacles or hazardous terrain.

Push

Each square of movement must set the target farther from the pusher than the previous square.

Pull

Each square of movement must bring the target closer to the puller than the previous square.

Slide

There is no restriction on the direction of this type of forced movement.

Terrain

Type Movement Cost
Difficult 2
Obstacle* 2
Hazardous** 3

*Obstacles might require a climb check.
**Hazardous terrain normally causes damage or death when a creature attempts to or is forced to occupy the square. If forced into the square the creature can make a saving throw to stop forced movement and prevent being moved into the hazardous square.

Resistances

Some creatures or players may be resistant to certain types of damage or be granted resistances by actions or abilities. Resistances use the following format:

resist X type

Where X equals the amount of damage negated of the type specified. If all is used for the type then the resist applies to any and all types of damage. Resistances do not stack; only apply the highest resistance available for the type of damage sustained. Apply resistance for each type of damage received and if the damage is over multiple attacks then apply resistance for each attack separately.
Some abilities may ignore damage resistance. In such a case do not apply any resistances to that damage.

Vulnerabilities

Some creatures or players may have vulnerabilities to certain types of damage or be granted vulnerabilities by actions or abilities. Similar to resistances, vulnerabilities use the following format:

vulnerable X type

Where X equals the amount of damage added to damage of the specified type. If all is used for the type then the vulnerability applies to any and all types of damage. Vulnerabilities do not stack; only apply the highest amount for the type of damage sustained. Apply vulnerability for each type of damage received and if the damage is over multiple attacks then apply the vulnerability for each attack separately.

Immunities

Some creatures are immune to certain forms of magic. Immunities are specified by keywords such as Fire. Having an immunity means that you take no damage of the type associated with that keyword (if any) and do not suffer any effects from an action or ability with that keyword. This does not prevent other creatures from targeting you with an action or ability with that keyword but such actions or abilities will not affect you in any way. Abilities that ignore damage resistance do not ignore immunities.




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