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  1. Range Penalty: The range penalty for a ranged weapon depends
  2. on the weapon and the distance to the target. All ranged weapons
  3. have a range increment, such as 10 feet for a thrown dart or 100 feet
  4. for a longbow (see Table 7–5: Weapons, page 116). Any attack from a
  5. distance of less than one range increment is not penalized for range,
  6. so an arrow from a shortbow (range increment 60 feet) can strike at
  7. enemies up to 59 feet away with no penalty. However, each full
  8. range increment causes a cumulative –2 penalty on the attack roll. A
  9. shortbow archer firing at a target 200 feet away takes a –6 penalty on
  10. his attack roll (because 200 feet is at least three range increments but
  11. not four increments).
  12. Thrown weapons, such as throwing axes, have a maximum range
  13. of five range increments. Projectile weapons, such as bows, can
  14. shoot up to ten increments.
  15.  
  16. ATTACK ROLL
  17. An attack roll represents your attempt to strike your opponent on
  18. your turn in a round. When you make an attack roll, you roll a d20
  19. and add your attack bonus. (Other modifiers may also apply to this
  20. roll.) If your result equals or beats the target’s Armor Class, you hit
  21. and deal damage.
  22. Automatic Misses and Hits: A natural 1 (the d20 comes up 1)
  23. on an attack roll is always a miss. A natural 20 (the d20 comes up 20)
  24. is always a hit. A natural 20 is also a threat—a possible critical hit
  25. (see the Critical Hits sidebar, page 140).
  26.  
  27. ATTACK BONUS
  28. Your attack bonus with a melee weapon is:
  29. Base attack bonus + Strength modifier + size modifier
  30. With a ranged weapon, your attack bonus is:
  31. Base attack bonus + Dexterity modifier + size modifier
  32. + range penalty
  33. Strength Modifier: Strength helps you swing a weapon harder
  34. and faster, so your Strength modifier applies to melee attack rolls.
  35. Dexterity Modifier: Dexterity measures coordination and
  36. steadiness, so your Dexterity modifier applies to attacks with ranged
  37. weapons.
  38. Size Modifier: The smaller you are, the bigger other creatures
  39. are relative to you. A human is a big target to a halfling, just as an
  40. ogre is a big target to a human. Since this same size modifier applies
  41. to Armor Class, two creatures of the same size strike each other
  42. normally, regardless of what size they actually are.
  43.  
  44. Range Penalty: The range penalty for a ranged weapon depends
  45. on the weapon and the distance to the target. All ranged weapons
  46. have a range increment, such as 10 feet for a thrown dart or 100 feet
  47. for a longbow (see Table 7–5: Weapons, page 116). Any attack from a
  48. distance of less than one range increment is not penalized for range,
  49. so an arrow from a shortbow (range increment 60 feet) can strike at
  50. enemies up to 59 feet away with no penalty. However, each full
  51. range increment causes a cumulative –2 penalty on the attack roll. A
  52. shortbow archer firing at a target 200 feet away takes a –6 penalty on
  53. his attack roll (because 200 feet is at least three range increments but
  54. not four increments).
  55. Thrown weapons, such as throwing axes, have a maximum range
  56. of five range increments. Projectile weapons, such as bows, can
  57. shoot up to ten increments.
  58.  
  59. INITIATIVE
  60. Before the first round, each player makes an initiative check for his
  61. or her character. The DM makes initiative checks for the opponents.
  62. An initiative check is a Dexterity check (1d20+Dexterity modifier).
  63. Characters act in order from highest initiative result to lowest, with
  64. the check applying to all rounds of the combat.
  65. A character is flat-footed until he or she takes an action.
  66.  
  67. ACTIONS
  68. Every round, on your character’s turn, you may take a standard
  69. action and a move action (in either order), two move actions, or one
  70. full-round action. You may also perform one or more free actions
  71. along with any other action, as your DM allows.
  72.  
  73. ATTACKS
  74. In combat, the most prevalent standard action is an attack. You can
  75. move your speed and make an attack in a round (a move action and a
  76. standard action). Experienced characters can attack more than once,
  77. but only if they don’t move (a full-round action). Making a ranged
  78. attack provokes attacks of opportunity from opponents that threaten
  79. you (see below).
  80.  
  81. Attack Roll
  82. To score a hit that deals damage on your attack roll, your result must
  83. equal or exceed the target’s Armor Class (AC).
  84. Melee Attack Roll: 1d20 + base attack bonus + Strength modifier
  85. + size modifier.
  86. Ranged Attack Roll: 1d20 + base attack bonus + Dexterity
  87. modifier + size modifier + range penalty.
  88.  
  89. Damage
  90. If you score a hit, roll damage and deduct it from the target’s current
  91. hit points. Add your Strength modifier on damage rolls involving
  92. melee and thrown weapons. If you’re using a weapon in your off
  93. hand, add one-half your Strength modifier (if it’s a bonus). If you’re
  94. wielding a weapon with both hands, add one and a half times your
  95. Strength modifier (if it’s a bonus.)
  96.  
  97. Armor Class
  98. A character’s Armor Class (AC) is the result you need to get on your
  99. attack roll to hit that character in combat.
  100. Armor Class: 10 + armor bonus + shield bonus + Dexterity
  101. modifier + size modifier
  102.  
  103. Hit Points
  104. Hit points represent how much damage a character can take before
  105. falling unconscious or dying.
  106.  
  107. SPELLS
  108. In most cases, you can move your speed and cast a spell in the same
  109. round (a move action and a standard action). Casting a spell
  110. provokes attacks of opportunity from opponents that threaten your
  111. (see below).
  112.  
  113. SAVING THROWS
  114. When you are subject to an unusual or magical attack, you generally
  115. get a saving throw to negate or reduce its effect. To succeed on a
  116. saving throw, you need a result equal to or higher than its Difficulty
  117. Class.
  118. Fortitude Saving Throw: 1d20 + base save bonus + Constitution
  119. modifier
  120. Reflex Saving Throw: 1d20 + base save bonus + Dexterity
  121. modifier
  122. Will Saving Throw: 1d20 + base save bonus + Wisdom modifier
  123.  
  124. MOVEMENT
  125. Each character has a speed measured in feet. You can move that
  126. distance as a move action. You can take a move action before or after
  127. a standard action on your turn in a round.
  128. You can instead forego a standard action and take two move
  129. actions in a round, which lets you move double your speed. Or you
  130. can run, which lets you move quadruple your speed but takes all of
  131. your actions for the round.
  132.  
  133. MOVEMENT
  134. Each character has a speed measured in feet. You can move that
  135. distance as a move action. You can take a move action before or after
  136. a standard action on your turn in a round.
  137. You can instead forego a standard action and take two move
  138. actions in a round, which lets you move double your speed. Or you
  139. can run, which lets you move quadruple your speed but takes all of
  140. your actions for the round.
  141.  
  142. DEATH, DYING, AND HEALING
  143. Your hit points represent how much damage you can take before
  144. being disabled, knocked unconscious, or killed.
  145. 1 or More Hit Points: As long as you have 1 or more hit points,
  146. you remain fully functional.
  147. 0 Hit Points: If your hit points drop to 0, you are disabled. You
  148. can only take one move action or standard action per turn, and you
  149. take 1 point of damage after completing an action.
  150. –1 to –9 Hit Points: If your hit points drop to from –1 to –9 hit
  151. points, you’re unconscious and dying, and you lose 1 hit point per
  152. round. Each round, before losing that hit point, you have a 10%
  153. chance of becoming stable. While stable, you’re still unconscious.
  154. Each hour you have a 10% chance to regain consciousness, and if
  155. you don’t, you lose 1 hit point instead.
  156. –10 Hit Points: If your hit points fall to –10 or lower, you’re dead.
  157. Healing: You can stop a dying character’s loss of hit points with a
  158. DC 15 Heal check or with even 1 point of magical healing. If
  159. healing raises a character’s hit points to 1 or more, the character can
  160. resume acting as normal.
  161.  
  162. ARMOR CLASS
  163. Your Armor Class (AC) represents how hard it is for opponents to
  164. land a solid, damaging blow on you. It’s the attack roll result that an
  165. opponent needs to achieve to hit you. The average, unarmored
  166. peasant has an AC of 10. Your AC is equal to the following:
  167.  
  168. 10 + armor bonus + shield bonus + Dexterity modifier
  169. + size modifier
  170.  
  171. Armor and Shield Bonuses: Your armor and shield each provide a bonus to your AC.
  172. This bonus represents their ability to protect you from blows.
  173.  
  174. Dexterity Modifier: If your Dexterity is high, you are adept at dodging blows,
  175. if your Dexterity is low, you are inept at it.
  176.  
  177. That's why you apply your Dexterity modifier to your AC.
  178. Note that armor limits your Dexterity bonus, so if you’re wearing
  179. armor, you might not be able to apply your whole Dexterity bonus to
  180. your AC (see Table 7–6: Armor and Shields, page 123).
  181. Sometimes you can’t use your Dexterity bonus (if you have one).
  182. If you can’t react to a blow, you can’t use your Dexterity bonus to
  183. AC. (If you don’t have a Dexterity bonus, nothing happens.) You lose
  184. your Dexterity bonus when, for example, an invisible opponent
  185. attacks you, you’re hanging on the face of a crumbling cliff high
  186. above a river of lava, or you’re caught flat-footed at the beginning of
  187. a combat.
  188. Size Modifier: The bigger a creature is, the easier it is to hit in
  189. combat. The smaller it is, the harder it is to hit. Since this same
  190. modifier applies to attack rolls, a halfling, for example, doesn’t have a
  191. hard time hitting another halfling. See Table 8–1: Size Modifiers,
  192. page 134.
  193. Other Modifiers: Many other factors modify your AC.
  194. Enhancement Bonuses: Enhancement effects make your armor
  195. better (+1 chainmail, +2 large shield, etc.).
  196. Deflection Bonus: Magical deflection effects ward off attacks and
  197. improve your AC.
  198. Natural Armor: Natural armor improves your AC. (Members of the
  199. common races don’t have natural armor, which usually consists of
  200. scales, fur, or layers of huge muscles.)
  201. Dodge Bonuses: Some other AC bonuses represent actively
  202. avoiding blows, such as the dwarf’s AC bonus against giants or the
  203. AC bonus for fighting defensively. These bonuses are called dodge
  204. bonuses. Any situation that denies you your Dexterity bonus also
  205. denies you dodge bonuses. (Wearing armor, however, does not limit
  206. these bonuses the way it limits a Dexterity bonus to AC.) Unlike
  207. most sorts of bonuses, dodge bonuses stack with each other. A
  208. dwarf’s +4 dodge bonus against giants and his +2 dodge bonus for
  209. fighting defensively combine to give him a +6 bonus.
  210. Touch Attacks: Some attacks disregard armor, including shields
  211. and natural armor. For example, a wizard’s touch with a shocking
  212. grasp spell hurts you regardless of what armor you’re wearing or how
  213. thick your skin happens to be. In these cases, the attacker makes a
  214. touch attack roll (either ranged or melee). When you are the target
  215. of a touch attack, your AC doesn’t include any armor bonus, shield
  216. bonus, or natural armor bonus. All other modifiers, such as your size
  217. modifier, Dexterity modifier, and deflection bonus (if any) apply
  218. normally.
  219. For example, if a sorcerer tries to touch Tordek with a shocking
  220. grasp spell, Tordek gets his +1 Dexterity bonus, but not his +4 armor
  221. bonus for his scale mail or his +2 shield bonus for his large wooden
  222. shield. His AC is only 11 against a touch attack.
  223.  
  224. HIT POINTS
  225. Your hit points tell you how much punishment you can take before
  226. dropping. Your hit points are based on your class and level, and your
  227. Constitution modifier. applies Most monsters’ hit points are based
  228. on their type, though some monsters have classes and levels, too.
  229. (Watch out for medusa sorcerers!)
  230. When your hit point total reaches 0, you’re disabled. When it
  231. reaches –1, you’re dying. When it gets to –10, your problems are
  232. over—you’re dead (see Injury and Death, page 145).
  233.  
  234. SPEED
  235. Your speed tells you how far you can move in a round and still do
  236. something, such as attack or cast a spell. Your speed depends mostly
  237. on your race and what armor you’re wearing.
  238. Dwarves, gnomes, and halflings have a speed of 20 feet (4
  239. squares), or 15 feet (3 squares) when wearing medium or heavy
  240. armor (except for dwarves, who move 20 feet in any armor).
  241. Humans, elves, half-elves, and half-orcs have a speed of 30 feet (6
  242. squares), or 20 feet (4 squares) in medium or heavy armor.
  243. If you use two move actions in a round (sometimes called a
  244. “double move” action), you can move up to double your speed. If you
  245. spend the entire round to run all out, you can move up to quadruple
  246. your normal speed (or triple if you are in heavy armor).
  247.  
  248.  
  249. SAVING THROWS
  250. As an adventurer, you have more to worry about thank taking damage.
  251. You also have to face the petrifying gaze of a medusa, a wyvern’s
  252. lethal venom, and a harpy’s compelling song. Luckily, a tough
  253. adventurer can survive these threats, too.
  254. Generally, when you are subject to an unusual or magical attack,
  255. you get a saving throw to avoid or reduce the effect. Like an attack
  256. roll, a saving throw is a d20 roll plus a bonus based on your class,
  257. level, and an ability score. Your saving throw modifier is:
  258.  
  259. Base save bonus + ability modifier
  260.  
  261. Saving Throw Types: The three different kinds of saving throws
  262. are Fortitude, Reflex, and Will:
  263. Fortitude: These saves measure your ability to stand up to physical
  264. punishment or attacks against your vitality and health. Apply your
  265. Constitution modifier to your Fortitude saving throws. Fortitude
  266. saves can be made against attacks or effects such as poison, disease,
  267. paralysis, petrification, energy drain, and disintegrate.
  268. Reflex: These saves test your ability to dodge area attacks. Apply
  269. your Dexterity modifier to your Reflex saving throws. Reflex saves
  270. can be made against attacks or effects such as pit traps, catching on
  271. fire, fireball, lighting bolt, and red dragon breath.
  272.  
  273. Will: These saves reflect your resistance to mental influence as
  274. well as many magical effects. Apply your Wisdom modifier to your
  275. Will saving throws. Will saves can be made against attacks or effects
  276. such as charm person, hold person, and most illusion spells.
  277. Saving Throw Difficulty Class: The DC for a save is determined
  278. by the attack itself. Two examples: A Medium monstrous centipede’s
  279. poison allows a DC 11 Fortitude save. An ancient red dragon’s fiery
  280. breath allows a DC 36 Reflex save.
  281. Automatic Failures and Successes: A natural 1 (the d20 comes
  282. up 1) on a saving throw is always a failure (and may cause damage to
  283. exposed items; see Items Surviving after a Saving Throw, page 177).
  284. A natural 20 (the d20 comes up 20) is always a success.
  285.  
  286. INITIATIVE
  287. Every round, each combatant gets to do something. The combatants’
  288. initiative checks, from highest to lowest, determine the order in
  289. which they act.
  290. Initiative Checks: At the start of a battle, each combatant makes
  291. an initiative check. An initiative check is a Dexterity check. Each
  292. character applies his or her Dexterity modifier to the roll. The DM
  293. finds out what order characters are acting in, counting down from
  294. highest result to lowest, and each character acts in turn. In every
  295. round that follows, the characters act in the same order (unless a
  296. character takes an action that results in his or her initiative
  297. changing; see Special Initiative Actions, page 160). Usually, the DM
  298. writes the names of the characters down in initiative order so that
  299. on subsequent rounds he can move quickly from one character to
  300. the next. If two or more combatants have the same initiative check
  301. result, the combatants who are tied act in order of total initiative
  302. modifier (highest first). If there is still a tie, the tied characters
  303. should roll again to determine which one of them goes before the
  304. other.
  305. Monster Initiative: Typically, the DM makes a single initiative
  306. checks for monsters and other opponents. That way, each player gets
  307. a turn each round and the DM also gets one turn. At the DM’s
  308. option, however, he can make separate initiative checks for different
  309. groups of monsters or even for individual creatures. For instance,
  310. the DM may make one initiative checks for an evil cleric of Nerull
  311. and another check for all seven of her zombie guards.
  312. Flat-Footed: At the start of a battle, before you have had a chance
  313. to act (specifically, before your first regular turn in the initiative
  314. order), you are flat-footed. You can’t use your Dexterity bonus to AC
  315. (if any) while flat-footed. (This fact can be very bad for you if you’re
  316. attacked by rogues.) Barbarians and rogues have the uncanny dodge
  317. extraordinary ability, which allows them to avoid losing their
  318. Dexterity bonus to AC due to being flat-footed. A flat-footed
  319. character can’t make attacks of opportunity.
  320. Inaction: Even if you can’t take actions (for instance, if you
  321. become paralysed or unconscious), you retain your initiative score
  322. for the duration of the encounter. For example, when paralysed by a
  323. ghoul, you may miss one or more actions, but once the cleric casts
  324. remove paralysis on you, you may act again on your next turn.
  325.  
  326. SURPRISE
  327. When a combat starts, if you are not aware of your opponents and
  328. they are aware of you, you’re surprised.
  329.  
  330. Determining Awareness
  331. Sometimes all the combatants on a side are aware of their opponents,
  332. sometimes none are, and sometimes only some of them are.
  333. Sometimes a few combatants on each side are aware and the other
  334. combatants on each side are unaware.
  335. The DM determines who is aware of whom at the start of a battle.
  336. He may call for Listen checks, Spot checks, or other checks to see
  337. how aware the adventurers are of their opponents. Some example
  338. situations:
  339. The party (including Tordek, a fighter and Jozan, a cleric clanging along in metal armor) comes to a door in a dungeon.
  340. The DM knows that the displacer beasts beyond the door hear the party.
  341. Lidda listens at the door, hears guttural snarling, and warns the
  342. rest of the party. Tordek breaks the door open. Both sides are
  343. aware; neither is surprised. The characters and displacer beasts
  344. make initiative checks, and the battle begins.
  345.  
  346. The party explores a ruined armory, looking through the rusted
  347. weapons for anything of value. Kobolds lurk in the nooks and
  348. crannies, waiting for the right time to strike. Jozan spots one of
  349. the kobolds, and the kobolds shriek and charge. The kobolds and
  350. Jozan each get a standard action during the surprise round.
  351. Kobolds that are close enough can charge adventurers and attack
  352. them. Others can move to try to put themselves in advantageous
  353. positions or shoot arrows at the flat-footed party members. Jozan
  354. can cast a spell, attack, or take some other action. After the
  355. surprise round, the first regular round begins.
  356.  
  357. The party advances down a dark corridor, using light spells to see
  358. where they’re going. At the end of the corridor, outside the range
  359. of the illumination, a kobold sorcerer doesn’t want to be
  360. disturbed, and she angrily casts a lightning bolt. That’s the surprise
  361. round. After the lightning bolt, the first regular round begins with
  362. the party in a tough spot, since they still can’t see who attacked
  363. them.
  364.  
  365. The Surprise Round: If some but not all of the combatants are
  366. aware of their opponents, a surprise round happens before regular
  367. rounds begin. Any combatants aware of the opponents can act in the
  368. surprise round, so they roll for initiative. In initiative order (highest
  369. to lowest), combatants who started the battle aware of their
  370. opponents each take a standard action during the surprise round
  371. (see Standard Actions, page 139). You can also take free actions
  372. during the surprise round, at the DM’s discretion. If no one or
  373. everyone is surprised, no surprise round occurs.
  374. Unaware Combatants: Combatants who are unaware at the start
  375. of battle don’t get to act in the surprise round. Unaware combatants
  376. are flat-footed because they have not acted yet, so they lose any
  377. Dexterity bonus to AC.
  378.  
  379. ATTACKS OF OPPORTUNITY
  380.  
  381. The melee combat rules assume that combatants are actively
  382. avoiding attacks. A player doesn’t have to declare anything special
  383. for her character to be on the defensive. Even if a character’s
  384. miniature figure is just standing there on the battle grid, you can be
  385. sure that if some orc with a falchion attacks the character, she is
  386. weaving, dodging, and even threatening the orc with a weapon to
  387. keep the orc a little worried for his own hide.
  388. Sometimes, however, a combatant in a melee lets her guard down.
  389. In this case, combatants near her can take advantage of her lapse in
  390. defense to attack her for free. These free attacks are called attacks of
  391. opportunity (see the diagram on the next page).
  392. Threatened Squares: You threaten all squares into which you
  393. can make a melee attack, even when it is not your action. Generally,
  394. that means everything in all squares adjacent to your space
  395. (including diagonally). An enemy that takes certain actions while in
  396. a threatened square provokes an attack of opportunity from you. If
  397. you’re unarmed, you don’t normally threaten any squares and thus
  398. can’t make attacks of opportunity (but see Unarmed Attacks, page
  399. 139).
  400.  
  401. Reach Weapons: Most creatures of Medium or smaller size have a
  402. reach of only 5 feet. This means that they can make melee attacks
  403. only against creatures up to 5 feet (1 square) away. However, Small
  404. and Medium creatures wielding reach weapons (such as a longspear)
  405. threaten more squares than a typical creature. For instance, a
  406. longspear-wielding human threatens all squares 10 feet (2 squares)
  407. away, even diagonally. (This is an exception to the rule that 2 squares
  408. of diagonal distance is measured as 15 feet.) In addition, most
  409. creatures larger than Medium have a natural reach of 10 feet or
  410. more; see Big and Little Creatures in Combat, page 149.
  411. Provoking an Attack of Opportunity: Two kinds of actions can
  412. provoke attacks of opportunity: moving out of a threatened square
  413. and performing an action within a threatened square.
  414.  
  415. Moving: Moving out of a threatened square usually provokes an
  416. attack of opportunity from the threatening opponent. There are two
  417. common methods of avoiding such an attack—the 5-foot-step (see
  418. page 144) and the withdraw action (see page 143).
  419.  
  420. Moving: Moving out of a threatened square usually provokes an
  421. attack of opportunity from the threatening opponent. There are two
  422. common methods of avoiding such an attack—the 5-foot-step (see
  423. page 144) and the withdraw action (see page 143).
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