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- Range Penalty: The range penalty for a ranged weapon depends
- on the weapon and the distance to the target. All ranged weapons
- have a range increment, such as 10 feet for a thrown dart or 100 feet
- for a longbow (see Table 7–5: Weapons, page 116). Any attack from a
- distance of less than one range increment is not penalized for range,
- so an arrow from a shortbow (range increment 60 feet) can strike at
- enemies up to 59 feet away with no penalty. However, each full
- range increment causes a cumulative –2 penalty on the attack roll. A
- shortbow archer firing at a target 200 feet away takes a –6 penalty on
- his attack roll (because 200 feet is at least three range increments but
- not four increments).
- Thrown weapons, such as throwing axes, have a maximum range
- of five range increments. Projectile weapons, such as bows, can
- shoot up to ten increments.
- 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
- (see the Critical Hits sidebar, page 140).
- 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
- Strength Modifier: Strength helps you swing a weapon harder
- and faster, so your Strength modifier applies to melee attack rolls.
- Dexterity Modifier: Dexterity measures coordination and
- steadiness, so your Dexterity modifier applies to attacks with ranged
- weapons.
- Size Modifier: The smaller you are, the bigger other creatures
- are relative to you. A human is a big target to a halfling, just as an
- ogre is a big target to a human. Since this same size modifier applies
- to Armor Class, two creatures of the same size strike each other
- normally, regardless of what size they actually are.
- Range Penalty: The range penalty for a ranged weapon depends
- on the weapon and the distance to the target. All ranged weapons
- have a range increment, such as 10 feet for a thrown dart or 100 feet
- for a longbow (see Table 7–5: Weapons, page 116). Any attack from a
- distance of less than one range increment is not penalized for range,
- so an arrow from a shortbow (range increment 60 feet) can strike at
- enemies up to 59 feet away with no penalty. However, each full
- range increment causes a cumulative –2 penalty on the attack roll. A
- shortbow archer firing at a target 200 feet away takes a –6 penalty on
- his attack roll (because 200 feet is at least three range increments but
- not four increments).
- Thrown weapons, such as throwing axes, have a maximum range
- of five range increments. Projectile weapons, such as bows, can
- shoot up to ten increments.
- INITIATIVE
- Before the first round, each player makes an initiative check for his
- or her character. The DM makes initiative checks for the opponents.
- 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.
- A character is flat-footed until he or she takes an action.
- ACTIONS
- Every round, on your character’s turn, you may take a standard
- action and a move action (in either order), two move actions, or one
- full-round action. You may also perform one or more free actions
- along with any other action, as your DM allows.
- ATTACKS
- In combat, the most prevalent standard action is an attack. You can
- move your speed and make an attack in a round (a move action and a
- standard action). Experienced characters can attack more than once,
- but only if they don’t move (a full-round action). Making a ranged
- attack provokes attacks of opportunity from opponents that threaten
- you (see below).
- Attack Roll
- To score a hit that deals damage on your attack roll, your result must
- equal or exceed the target’s Armor Class (AC).
- Melee Attack Roll: 1d20 + base attack bonus + Strength modifier
- + size modifier.
- Ranged Attack Roll: 1d20 + base attack bonus + Dexterity
- modifier + size modifier + range penalty.
- Damage
- If you score a hit, roll damage and deduct it from the target’s current
- hit points. Add your Strength modifier on damage rolls involving
- melee and thrown weapons. If you’re using a weapon in your off
- hand, add one-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 (if it’s a bonus.)
- Armor Class
- 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.
- SPELLS
- In most cases, you can move your speed and cast a spell in the same
- round (a move action and a standard action). Casting a spell
- provokes attacks of opportunity from opponents that threaten your
- (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 on a
- saving throw, you need a result equal to or higher than its Difficulty
- Class.
- 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 a move action. You can take a move action before or after
- a standard action on your turn in a round.
- You can instead forego a standard action and take two move
- actions in a round, which lets you move double your speed. Or you
- can run, which lets you move quadruple your speed but takes all of
- your actions for the round.
- MOVEMENT
- Each character has a speed measured in feet. You can move that
- distance as a move action. You can take a move action before or after
- a standard action on your turn in a round.
- You can instead forego a standard action and take two move
- actions in a round, which lets you move double your speed. Or you
- can run, which lets you move quadruple your speed but takes all of
- your actions for the round.
- DEATH, DYING, AND HEALING
- Your hit points represent how much damage you can take before
- being disabled, knocked unconscious, or killed.
- 1 or More Hit Points: As long as you have 1 or more hit points,
- you remain fully functional.
- 0 Hit Points: If your hit points drop to 0, you are disabled. You
- can only take one move action or standard action per turn, 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 of becoming stable. While stable, 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 lower, you’re dead.
- Healing: You can stop a dying character’s loss of hit points with a
- DC 15 Heal check or with even 1 point of magical healing. If
- healing raises a character’s hit points to 1 or more, the character can
- resume acting as normal.
- 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. The average, unarmored
- peasant has an AC of 10. Your AC is equal to the following:
- 10 + armor bonus + shield bonus + Dexterity modifier
- + size 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 Table 7–6: Armor and Shields, page 123).
- 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, for example, an invisible opponent
- attacks you, you’re hanging on the face of a crumbling cliff high
- above a river of lava, or you’re caught flat-footed at the beginning of
- a combat.
- Size Modifier: The bigger a creature is, the easier it is to hit in
- combat. The smaller it is, the harder it is to hit. Since this same
- modifier applies to attack rolls, a halfling, for example, doesn’t have a
- hard time hitting another halfling. See Table 8–1: Size Modifiers,
- page 134.
- Other Modifiers: Many other factors modify your AC.
- Enhancement Bonuses: Enhancement effects make your armor
- better (+1 chainmail, +2 large shield, etc.).
- Deflection Bonus: Magical deflection effects ward off attacks and
- improve your AC.
- Natural Armor: Natural armor improves your AC. (Members of the
- common races don’t have natural armor, which usually consists of
- scales, fur, or layers of huge muscles.)
- Dodge Bonuses: Some other AC bonuses represent actively
- avoiding blows, such as the dwarf’s AC bonus against giants or the
- AC bonus for fighting defensively. 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. A
- dwarf’s +4 dodge bonus against giants and his +2 dodge bonus for
- fighting defensively combine to give him a +6 bonus.
- Touch Attacks: Some attacks disregard armor, including shields
- and natural 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, shield
- bonus, or natural armor bonus. All other modifiers, such as your size
- modifier, Dexterity modifier, and deflection bonus (if any) apply
- normally.
- For example, if a sorcerer tries to touch Tordek with a shocking
- grasp spell, Tordek gets his +1 Dexterity bonus, but not his +4 armor
- bonus for his scale mail or his +2 shield bonus for his large wooden
- shield. His AC is only 11 against a touch attack.
- HIT POINTS
- Your hit points tell you how much punishment you can take before
- dropping. Your hit points are based on your class and level, and your
- Constitution modifier. applies Most monsters’ hit points are based
- on their type, though some monsters have classes and levels, too.
- (Watch out for medusa sorcerers!)
- When your hit point total reaches 0, you’re disabled. When it
- reaches –1, you’re dying. When it gets to –10, your problems are
- over—you’re dead (see Injury and Death, page 145).
- 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 normal speed (or triple if you are in heavy armor).
- SAVING THROWS
- As an adventurer, you have more to worry about thank taking damage.
- You also have to face the petrifying gaze of a medusa, a wyvern’s
- lethal venom, and a harpy’s compelling song. Luckily, a tough
- adventurer can survive these threats, too.
- 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. Fortitude
- saves can be made against attacks or effects such as poison, disease,
- paralysis, petrification, energy drain, and disintegrate.
- Reflex: These saves test your ability to dodge area attacks. Apply
- your Dexterity modifier to your Reflex saving throws. Reflex saves
- can be made against attacks or effects such as pit traps, catching on
- fire, fireball, lighting bolt, and red dragon breath.
- Will: These saves reflect your resistance to mental influence as
- well as many magical effects. Apply your Wisdom modifier to your
- Will saving throws. Will saves can be made against attacks or effects
- such as charm person, hold person, and most illusion spells.
- Saving Throw Difficulty Class: The DC for a save is determined
- by the attack itself. Two examples: A Medium monstrous centipede’s
- poison allows a DC 11 Fortitude save. An ancient red dragon’s fiery
- breath allows a DC 36 Reflex save.
- 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, page 177).
- A natural 20 (the d20 comes up 20) is always a success.
- INITIATIVE
- Every round, each combatant gets to do something. The combatants’
- initiative checks, from highest to lowest, determine the order in
- which they act.
- Initiative Checks: At the start of a battle, each combatant makes
- an initiative check. An initiative check is a Dexterity check. Each
- character applies his or her Dexterity modifier to the roll. The DM
- finds out what order characters are acting in, counting down from
- highest result to lowest, and each character acts in turn. In every
- round that follows, the characters act in the same order (unless a
- character takes an action that results in his or her initiative
- changing; see Special Initiative Actions, page 160). Usually, the DM
- writes the names of the characters down in initiative order so that
- on subsequent rounds he can move quickly from one character to
- the next. If two or more combatants have the same initiative check
- result, the combatants who are tied act in order of total initiative
- modifier (highest first). If there is still a tie, the tied characters
- should roll again to determine which one of them goes before the
- other.
- Monster Initiative: Typically, the DM makes a single initiative
- checks for monsters and other opponents. That way, each player gets
- a turn each round and the DM also gets one turn. At the DM’s
- option, however, he can make separate initiative checks for different
- groups of monsters or even for individual creatures. For instance,
- the DM may make one initiative checks for an evil cleric of Nerull
- and another check for all seven of her zombie guards.
- Flat-Footed: At the start of a battle, before you have had a chance
- to act (specifically, before your first regular turn in the initiative
- order), you are flat-footed. You can’t use your Dexterity bonus to AC
- (if any) while flat-footed. (This fact can be very bad for you if you’re
- attacked by rogues.) Barbarians and rogues have the uncanny dodge
- extraordinary ability, which allows them to avoid losing their
- Dexterity bonus to AC due to being flat-footed. A flat-footed
- character can’t make attacks of opportunity.
- Inaction: Even if you can’t take actions (for instance, if you
- become paralysed or unconscious), you retain your initiative score
- for the duration of the encounter. For example, when paralysed by a
- ghoul, you may miss one or more actions, but once the cleric casts
- remove paralysis on you, you may act again on your next turn.
- SURPRISE
- When a combat starts, if you are not aware of your opponents and
- they are aware of you, you’re surprised.
- Determining Awareness
- Sometimes all the combatants on a side are aware of their opponents,
- sometimes none are, and sometimes only some of them are.
- Sometimes a few combatants on each side are aware and the other
- combatants on each side are unaware.
- The DM determines who is aware of whom at the start of a battle.
- He may call for Listen checks, Spot checks, or other checks to see
- how aware the adventurers are of their opponents. Some example
- situations:
- The party (including Tordek, a fighter and Jozan, a cleric clanging along in metal armor) comes to a door in a dungeon.
- The DM knows that the displacer beasts beyond the door hear the party.
- Lidda listens at the door, hears guttural snarling, and warns the
- rest of the party. Tordek breaks the door open. Both sides are
- aware; neither is surprised. The characters and displacer beasts
- make initiative checks, and the battle begins.
- The party explores a ruined armory, looking through the rusted
- weapons for anything of value. Kobolds lurk in the nooks and
- crannies, waiting for the right time to strike. Jozan spots one of
- the kobolds, and the kobolds shriek and charge. The kobolds and
- Jozan each get a standard action during the surprise round.
- Kobolds that are close enough can charge adventurers and attack
- them. Others can move to try to put themselves in advantageous
- positions or shoot arrows at the flat-footed party members. Jozan
- can cast a spell, attack, or take some other action. After the
- surprise round, the first regular round begins.
- The party advances down a dark corridor, using light spells to see
- where they’re going. At the end of the corridor, outside the range
- of the illumination, a kobold sorcerer doesn’t want to be
- disturbed, and she angrily casts a lightning bolt. That’s the surprise
- round. After the lightning bolt, the first regular round begins with
- the party in a tough spot, since they still can’t see who attacked
- them.
- The Surprise Round: If some but not all of the combatants are
- aware of their opponents, a surprise round happens before regular
- rounds begin. Any combatants 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 a standard action during the surprise round
- (see Standard Actions, page 139). You can also take free actions
- during the surprise round, at the DM’s discretion. If no one or
- everyone is surprised, no surprise round occurs.
- Unaware Combatants: Combatants who are unaware at the start
- of battle don’t get to act in the surprise round. Unaware combatants
- are flat-footed because they have not acted yet, so they lose any
- Dexterity bonus to AC.
- ATTACKS OF OPPORTUNITY
- The melee combat rules assume that combatants are actively
- avoiding attacks. A player doesn’t have to declare anything special
- for her character to be on the defensive. Even if a character’s
- miniature figure is just standing there on the battle grid, you can be
- sure that if some orc with a falchion attacks the character, she is
- weaving, dodging, and even threatening the orc with a weapon to
- keep the orc a little worried for his own hide.
- Sometimes, however, a combatant in a melee lets her guard down.
- In this case, combatants near her can take advantage of her lapse in
- defense to attack her for free. These free attacks are called attacks of
- opportunity (see the diagram on the next page).
- 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 of opportunity from you. If
- you’re unarmed, you don’t normally threaten any squares and thus
- can’t make attacks of opportunity (but see Unarmed Attacks, page
- 139).
- 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, Small
- and Medium creatures wielding reach weapons (such as a longspear)
- threaten more squares than a typical creature. For instance, a
- longspear-wielding human threatens all squares 10 feet (2 squares)
- away, even diagonally. (This is an exception to the rule that 2 squares
- of diagonal distance is measured as 15 feet.) In addition, most
- creatures larger than Medium have a natural reach of 10 feet or
- more; see Big and Little Creatures in Combat, page 149.
- Provoking an Attack of Opportunity: Two kinds of actions can
- provoke attacks of opportunity: 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 of opportunity from the threatening opponent. There are two
- common methods of avoiding such an attack—the 5-foot-step (see
- page 144) and the withdraw action (see page 143).
- Moving: Moving out of a threatened square usually provokes an
- attack of opportunity from the threatening opponent. There are two
- common methods of avoiding such an attack—the 5-foot-step (see
- page 144) and the withdraw action (see page 143).
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