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Combat

Combat is used when physical conflict needs to be resolved in rounds and turns. These rules cover the action economy, attacks, damage, death, and the combat maneuvers that matter when positioning and timing become important.

Basics

Health Points (HP)

Health Points, or HP, represent a creature's current condition in combat. Losing HP does not always mean the creature has been cut or directly injured. It can also represent exhaustion, strain, luck running thin, or the loss of stamina needed to keep fighting.

HP is determined by a character's chosen progression chart and Constitution. When damage is taken, subtract it from the creature's current HP.

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

Non-Lethal Damage (NLD)

A creature can take hits and effects that are intended to render them unconscious rather than kill them. When a creature takes NLD, add it to their current NLD total starting from 0. If the creature's NLD is equal to or greater than their current HP, they are rendered unconscious.

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

Weapons/Focuses/Shields

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

A character can wield:

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

Dual wielding is not supported by default.

Use of weapon/armor untrained: A character wearing armor they are not trained in takes the armor's check penalty to attacks, movement skills, and riding, and has a 50% spell failure chance. When untrained with a weapon, a character does not threaten squares with that weapon. Attacks with that weapon provoke attacks of opportunity, take a -5 circumstance penalty to attack and damage, and can only use Strength for the attack roll.

Note: Having two shields or two foci provides no additional benefit. If a character is holding more than one shield or more than one focus, only one applies at a time. Use the better one unless a rule says otherwise.

Death

Death is when a character has accumulated three failed death saves. Failed death saves are cumulative and do not need to be consecutive. When a character gains their third failed death save, they die.

In death, all are equal is the default death roll type. A table can choose one of the other death roll types before the campaign begins.

Three death roll types

In death, all are equal: Roll a d%. If the number is 51 or higher, the character succeeds. If it is 50 or lower, the character gains one failed death save. Each failed death save makes the next roll 10% more difficult. For example, after one failure the character succeeds on 61 or higher. On a success, the character stabilizes. A new attempt is made once per round on the incapacitated character's turn.

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

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

Stabilized

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

Incapacitation

When a character is struck and reduced to 0 HP, they fall unconscious in their square. This leaves them exposed. They also gain a wound-type affliction relevant to the damage source, as determined by the Definition Master. See wounds.

Starting on their next turn, the incapacitated character begins making death saves. Wounds are time-sensitive; if not properly treated within about a day, they can worsen into injuries.

Instant Incapacitation from Massive Damage

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

Initiative Roll

Start combat with an initiative roll. Roll 1d20 and add the character's initiative bonus.

If two initiative results are tied, the tied characters roll against each other. Arrange them from high to low, then place them in the initiative order.

As a suggested rule, divide the character's initiative bonus by 100 and add it to the end as a decimal to reduce initiative ties. Example: 1d20+8 with a roll of 12 would be 20.08.

Delay

On their turn, a character can delay without declaring an action or trigger. They take no actions now and choose to act later in the round. When they choose to take their turn, their initiative position moves to that point, and they act from that new position in future rounds.

Combat Round

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

Space

Space is the number of squares a character takes up. For most characters, this is 5 ft. by 5 ft., or one square. A creature cannot pass through a hostile square without using acrobatics. A creature can pass through an allied square if that ally allows it.

Small characters also take up 5 ft. by 5 ft.

Reach

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

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

Size Modifiers

For many combat maneuvers, size modifies the roll. Sometimes size helps; sometimes it hinders, depending on the maneuver.

Opposed Rolls

Advanced combat maneuvers often use opposed rolls. In an opposed roll, the aggressor and defender roll against each other. The higher result wins. If the result is tied, reroll until there is a winner.

Turn and Actions

A character's turn is broken down into action types. On their turn, a character normally has:

  • 1 standard action
  • 1 move action
  • 1 swift action
  • any number of unique free actions

A character also has 1 immediate action each round. Immediate actions can be used outside the character's turn, but they follow the Immediate Action rules.

Move Action

A move action usually covers movement, readying a weapon, retrieving an item, or another task that takes only part of the turn. Most move actions provoke attacks of opportunity.

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

Standard Action

A standard action takes more time or focus, such as casting a spell, using an ability, attacking, or activating an item. If something is listed as a standard action, it uses the character's standard action for the turn.

A character can give up their standard action to take another move action, but cannot give up a move action to take another standard action.

In place of a standard action, a character can instead take one, multiple, or all of its attack actions.

Attack actions are the attacks granted by a character's Base Attack Bonus. Most characters start with one attack action. As Base Attack Bonus increases, the number of attack actions can increase. Attack charts show this as values such as +11/+6/+1. Each listed value is one attack action and gives the Base Attack Bonus used for that attack.

If a character has multiple attack actions, they can spend those attack actions on normal attacks or on any maneuver or effect that says it uses an attack action. If any attack actions are used, no other standard action can be taken.

Free Action

A free action is something that takes little time and can happen alongside other actions. This includes speaking, grabbing an item from an easy-access place, drawing a weapon while moving, or another similarly quick task. No two free actions can be the same action, but a character can use as many unique free actions as they can reasonably perform.

Swift Action

A swift action is a quick action that can happen alongside the rest of the turn. Swift actions are usually spells, abilities, or item uses, and are rarely physical combat maneuvers. A character can only use one swift action per round.

Full Round Action

A full-round action takes the character's entire turn and lasts until the start of their next turn. A character cannot take a move action or standard action during a full-round action. They also cannot take a swift action unless a rule explicitly allows it, such as the Charge Swift Exception. Free actions can still be taken as normal. Immediate actions still follow the Immediate Action rules.

Immediate Action

An immediate action can be used at any point during a round. A character can only use one immediate action per round unless a feat or definition allows more.

Immediate Action Exclusivity

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

  • If a character uses an immediate action that is not an Attack of Opportunity or a Counterspell, including a held action, they cannot make Attacks of Opportunity or attempt Counterspells until the start of their next turn.
  • If a character makes an Attack of Opportunity, they cannot use any other type of immediate action until the start of their next turn. For the rest of the round, they can only make additional Attacks of Opportunity if they have a feat or definition that allows more.
  • If a character attempts a Counterspell, they cannot use any other type of immediate action until the start of their next turn. For the rest of the round, they can only attempt additional Counterspells if they have a feat or definition that allows more.

Move Actions

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

Standard Actions

  • Attack actions: A character can spend their standard action to use one, multiple, or all of their attack actions. Attack actions can be used for normal attacks or for maneuvers and effects that say they use an attack action.
  • Casting a Spell: Most spells are standard actions, and casting one provokes an attack of opportunity.
  • Grappling: Grappling is a standard action and provokes an attack of opportunity. See Advanced Combat Maneuvers for further details on grappling.
  • Shove: Shoving is a standard action that pushes a creature into another square.
  • Use-activated items: Using an item that requires direct activation, such as a grenade, wand, or staff, is usually a standard action unless the item says otherwise.

Free Actions

  • Speaking: Speaking is a free action on the character's turn. Keep speech short enough to fit the round.
  • Simple item retrieval: If an item is on a belt hoop, in an easy-access pocket, or stored for quick use, retrieving it is a free action.
  • Command word/thought activated items: Some magical items are activated through thoughts or command words; activating these are free actions.
  • Drawing a weapon while moving: A sheathed weapon can be drawn as a free action during a move action. If done without movement, drawing the weapon is a move action.
  • Using a knowledge skill: Recognizing information with a knowledge skill is a special case. It can be attempted at any point, does not use an action, and is not an immediate action. A character can only attempt one knowledge check for the same subject. Speaking or conveying that information still has to happen normally.

Swift Actions

  • Ability/Spell Specified: Swift actions are specified in abilities and spell entries. No swift action provokes an attack of opportunity.
  • Drinking a potion on a potion belt: Drinking a potion is normally a move action, but a potion belt changes it to a swift action.

Immediate Action

Attack of Opportunity

If a creature leaves one of a character's threatened squares during a round, and is not using a 5-foot step, that character can make an attack of opportunity against them as an immediate action. Other actions can also allow an attack of opportunity if their entries say so. Without feats, a character only gets one attack of opportunity in a round.

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

Counterspell

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

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

Held Action

On their turn, a character can hold their standard action, move action, or swift action. If they hold a standard action, they can hold all of their attack actions as part of that held standard action.

To hold an action, declare:

  1. the action being held, and
  2. a clear trigger (“When X happens…”).

When the trigger occurs, the character can resolve the held action immediately. This counts as their immediate action for the round. After resolving it, their initiative position moves to the point just after the triggering creature or event, and they act from that new position in future rounds.

Using a held action uses the character's immediate action for the round and follows Immediate Action Exclusivity. A character cannot hold a full-round action or free action unless a specific rule says otherwise.

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

Combat Actions

The following rules cover standard combat actions and advanced combat maneuvers.

Attack

A normal attack uses 1d20 + Base Attack Bonus + Strength or Dexterity modifier + other modifiers. Compare the result to the target's Armor Class, or AC. If the attack result is equal to or greater than the target's AC, the attack hits.

Ranged Attack

A ranged attack uses 1d20 + Base Attack Bonus + Dexterity modifier + size modifiers + other modifiers. Compare the result to the target's AC. Making a ranged attack while in a threatened square provokes an attack of opportunity.

Shooting through allied squares has no penalty. Shooting at a creature in a grapple creates a 50% miss chance. On a miss from this chance, the attack hits the other creature in the grapple.

Shield Bashing

Shield bashing is an attack action that can be used in place of any of the character's attacks. The attack roll is 1d20 + the Base Attack Bonus of that attack action + Strength or Dexterity modifier, whichever is higher, + any other modifiers. Bucklers deal 1d4 damage, full shields deal 1d6 damage, and tower shields deal 1d10 damage.

Multiple Attacks

When a character has more than +5 Base Attack Bonus, they gain another attack action at 5 less attack bonus, up to a maximum of four attacks. For example, a character with +11 Base Attack Bonus has three attack actions: +11, +6, and +1. This is shown in charts as +11/+6/+1. The first attack is the most accurate, and the last attack is the least accurate.

Note: Advanced combat maneuvers that are attack actions use the bonus from the attack being spent. If a character uses their second attack action to disarm, the melee touch attack uses the bonus for the character's second attack.

Damage

Roll damage after an attack hits. Each weapon has its own damage die, listed in its weapon entry. Roll the weapon's damage die, then add Strength modifier and any other applicable modifiers.

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

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

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

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

Critical Threat

Most weapons have a critical threat range of 20. Some weapons threaten on a wider range.

If the attack roll's d20 result falls within the weapon's critical threat range, and the attack roll meets or exceeds the target's AC, the attack is a critical threat. Roll again to confirm the critical hit.

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

Confirming a Critical Hit

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

For a spell, confirming works the same way. Roll the spell's attack roll again. If it meets or exceeds the target's AC, the spell deals critical damage.

Critical Damage

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

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

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

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

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

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

Reckless Fighting

Reckless Fighting is an option when attacking. The character takes a -4 dodge penalty to AC and gains a +2 circumstance bonus to damage.

Defensive Fighting

Defensive Fighting is an option when attacking. The character takes a -4 circumstance penalty to attack and gains a +2 circumstance bonus to AC.

Melee Touch Attack

A melee touch attack is usually part of a spell. Armor does not matter because the effect only needs to make contact. Roll like any attack, but the target does not apply any Shield, Parry, Armor, or natural armor to their AC. Dexterity, Deflection, Dodge, Insight, and Luck bonuses still apply.

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

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

Ranged Touch Attack

A ranged touch attack is usually part of a spell. Armor does not matter because the effect only needs to make contact. Roll using Dexterity like any ranged attack, but the target does not apply any Shield, Parry, Armor, or natural armor to their AC. Dexterity, Deflection, Dodge, Insight, and Luck bonuses still apply.

Casting a spell/using an ability

A caster declares the spell or ability being used. The Definition Master checks whether the caster is in a threatened square and whether the action provokes an attack of opportunity. The caster then resolves the effect against the target. If the spell or ability allows a save, the target rolls the listed save. Some spells and abilities include an attack roll; use the attack rules above for those effects.

Advanced Combat Maneuvers

Advanced combat maneuvers are combat actions that do more than roll attack and damage. These actions often move, restrain, disarm, disable, or otherwise control another creature.

For advanced combat maneuvers, the creature attempting the maneuver is the aggressor. The creature being affected by the maneuver is the defender.

Charge

Charge is a full-round action. The aggressor moves at least 10 ft. and up to twice their movement in a straight, unobstructed line toward a defender. If the aggressor ends the move with the defender in a threatened square, the aggressor can make their attacks.

During a charge, the aggressor gains a +2 circumstance bonus to damage, or +4 with a two-handed weapon. The aggressor also takes a -2 circumstance penalty to AC until the beginning of their next turn.

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

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

Disarm

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

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

Feigned Strike

As a standard action, the aggressor can attempt a feigned strike. The defender must make a level check (1d20 + HD + Wisdom modifier) or a Discern Intent check against the aggressor's Beguile roll. If the defender loses, they are flat-footed for the rest of the round.

Full Defense

Full Defense is a full-round action where a character only defends themselves. The character gains a +4 dodge bonus to AC until the beginning of their next turn.

Grapple

Grapple is a standard action where the aggressor grabs and controls the defender.

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

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

If the aggressor wins, the defender is grappled. The original aggressor controls the grapple until the defender escapes or takes control.

At the beginning of the defender's turn, the defender can make one free attempt to escape or take control. To escape, the defender makes an opposed grapple check or an Escape Artist check. To take control, the defender makes an opposed grapple check. If the defender takes control, they become the aggressor for the grapple.

The defender and aggressor do not threaten any squares and are flat-footed against every opponent except each other. They cannot move unless the aggressor uses the Move option to move the defender. Only some weapons can be used in the grapple. Either creature can attack normally with unarmed attacks, daggers, blunt strikers, or another grapple-compatible weapon.

The aggressor can attempt the following grapple options: Break, Expose, Move, Pin, or Submission. Each option requires an opposed grapple check. If the defender succeeds, they prevent the option, but remain grappled unless the option says otherwise.

Break

Break applies a broken bone injury to the defender.

Expose

Expose can only be used against a pinned defender. This makes the defender helpless to one of the aggressor's allies, allowing a kill-shot.

Move

Move allows the aggressor to move the defender up to half the aggressor's movement speed.

Submission

Submission holds the defender in a way that causes them to faint. If the submission is successfully held for three rounds, the defender takes their maximum HP in non-lethal damage and falls unconscious. If the defender succeeds against the submission with an opposed grapple check or Escape Artist check, the submission is broken, but the defender remains grappled.

Pin

Pinning a defender makes them unable to attack or move, but they are not exposed. The defender can use Escape Artist in place of a grapple check against this option.

Spellcasting While Grappled

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

Shatter

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

Shove

Shove is a standard action where the aggressor pushes the defender out of their square and into another. The aggressor makes a melee touch attack using 1d20 + base attack bonus + Strength or Dexterity, whichever is higher, + any other specified bonuses. This provokes an attack of opportunity from the defender.

After the attack of opportunity, the aggressor and defender make opposed Strength checks. Size modifiers apply. If the aggressor succeeds, they push the defender back 5 ft., plus 5 ft. per 5 higher the aggressor rolled than the defender. If the defender wins, the shove fails.

Swallow Whole

Swallow Whole is a standard action where the aggressor swallows the defender. To attempt this, the aggressor must be 3 size categories larger than the defender, or have a feat allowing them to swallow bigger foes.

The defender makes an opposed grapple check or Escape Artist check against the aggressor's grapple. If the defender fails, they are swallowed. Once swallowed, the defender can attempt to slice their way out with a piercing or slashing weapon by dealing at least 20% of the aggressor's health. After 3 rounds of being swallowed, the defender becomes unconscious. If the defender is not retrieved within 2 minutes, they die.

Trample

Trample is a full-round action where the aggressor runs through enemy squares at twice their movement speed. The aggressor makes a melee touch attack using 1d20 + Base Attack Bonus + Strength or Dexterity, whichever is higher, + any other specified bonuses. This provokes an attack of opportunity from the defender.

After the attack of opportunity, the aggressor and defender make opposed Strength checks. Size modifiers apply. If the aggressor succeeds, they run through the defender's square and knock the defender prone. Any defender that is trampled takes damage equal to the aggressor's unarmed damage plus twice the aggressor's Strength modifier as crushing damage.

Trip Attack

Trip Attack is an attack action. To initiate a trip attempt, the aggressor makes a melee touch attack using 1d20 + the Base Attack Bonus of the used attack + Strength or Dexterity, whichever is higher, + any other specified bonuses. This provokes an attack of opportunity from the defender. If the defender deals damage, the aggressor takes a -4 penalty on the following opposed roll.

After the attack of opportunity, both parties make opposed Strength rolls. Size modifiers apply. If the aggressor succeeds, the defender is knocked prone. If the defender succeeds, the trip attempt fails.

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