Combat

Combat Statistics

Initiative, Turns, and Rounds

Initiative begins when the players or enemies intend to attack. All creatures roll initiative, 1d20 + their reflex modifier. Initiative places each creature’s turn order from highest to lowest. After the last creature has taken their turn, a new round begins.

Surprised creatures have disadvantage on their initiative roll.

On your turn you get an action, a swift action, and a move action. You also get a reaction to use quick actions once per round on another creature’s turn.

Swift action. A swift action is a special action that happens on your turn. You can do certain things that take very little time with a swift action, such as draw a weapon or open a door.

Free action. An action that takes almost no time or can be done while another action is being done. The GM is the final arbiter when deciding what is a free action, but normally this includes speaking a sentence or dropping an item.

Turn Action. Using a turn action requires you to spend both your action and your move action, using your entire turn.

Multiple Turns. Some slower actions may take multiple turns. For example, a creature affected by slow takes an action to make an attack but rolls a 3 on the d4, meaning the attack does not happen on their turn, or the next creatures turn, but at the end of the third creature’s turn. A creature that is spending an action that takes multiple turns cannot do any other actions until that action ends.

Readied Action. A creature can delay their action to meet a special condition. For example, a character can declare ‘I attack if an enemy comes through the door.’ Their turn ends as if they taken their action, but the action does not carry out unless the condition is met. The action is carried out as soon as the condition is met, interrupting any other turns. After the action is concluded then the current turn resumes. The action is wasted if the condition is never met by the start of their next turn.

Attack Roll

To make an attack you roll a d20, add the associated ability modifiers, and add your appropriate skill modifiers. If the attack roll is higher than, or equal to, the target’s Attack Difficulty Class (AC), then the hit is successful, and you roll damage.

Melee Attacks. Use your Strength modifier to add to the damage roll.

Ranged Attacks. Use your Precision modifier to add to the damage roll. If you are making an attack within 5ft of an enemy, you provoke an attack of opportunity from that enemy.

Attack of Opportunity

When the opportunity to make an extra attack arises you may use your reaction to do so. It must be a single melee attack within your reach.

Attack Difficulty Class

Your Attack Difficulty Class (AC) represents the difficulty for your enemies to hit you with a solid blow. Your AC is based on your size, the smaller you are the harder you are to hit.

Tiny -14 AC

Small - 12 AC

Medium - 10 AC

Large - 8 AC

Huge or larger - 6 AC

Critical Hits

If you roll a natural 20 on the attack roll, you deal a critical hit. You double any damage done to your target. Monsters that do not have internal organs or are physically arranged in such a way that it would not matter how you strike it (such as an ooze) are immune to critical hits.

Damage Roll

If you successfully hit with an attack, you roll damage for the attack. If it was a weapon attack, add the ability modifier associated with that weapon. Melee weapons add Strength on the damage roll, and ranged weapons add Precision on the damage roll.

Damage Reduction. Armor and abilities can reduce damage from damage rolls. If you have damage reduction (DR), you reduce any damage you take by your damage reduction value. If you have negative damage reduction you instead take extra damage based on the negative value. Normal damage and elemental damage are blocked by DR, though some damage such as damage from poison, burning, radiance, and bleeding, bypasses DR. The GM is the final arbiter on what damage bypasses DR and what does not.

Damage Dice Increases. In some cases, you will need to increase or decrease the size of the dice. This means that a new dice, with more sides are used. In ascending order, the minimum die is always a d4, d6, d8, d10, and the maximum is a d12.

Dodging and Blocking

If an enemy attacks you, you can dodge or block as a reaction. You make a skill check using either dodging or blocking and it is contested against the attack roll. If you win the contest then you successfully dodge or block the attack, negating any damage done to you.

Blocking (or Parry). A shield is used when blocking a weapon attack. If you are blocking with a shield, you add the bonus to your blocking skill check. Alternatively, you can use a weapon to parry, or other appropriate item to block, though it will break on a failed check to block a heavy weapon or on a natural 1 on the d20 for the blocking skill check. You do not need to be holding anything to block an unarmed strike.

Dodging. If you are under any movement restrictions that reduce your movement by half or more (difficult terrain, encumbrance, etc.) then you cannot use dodge.

Elemental Damage

Some special abilities or magical attacks cause elemental damage. Each element uses a certain dice for damage shown in the table below. If the result on any of the die is the highest value, then a special effect occurs. If the damage specifically states it is elemental damage (fire damage for example) then it is elemental damage, if the damage type is not stated, it is not elemental damage.

The special effect of the elemental damage is cumulative. For example, if two 4’s was rolled on a poison damage roll of 4d4, on the inflicted character’s next turn they will receive 2d4 poison damage which may also occur again.

Poison

d4

Lingering. Next turn, the afflicted takes a poison die damage again.


Acid

d6

Dissolving. The target’s DR lowers by 1* until healed.


Cold

d8

Freezing. The target’s speed lowers by 5ft for 1 round.


Lightning

d10

Arcing. a lightning die damages the next closest target.


Fire

d12

Igniting. a fire die damages the same target.

 

Firing Missiles into Melee Combat

When you fire into melee combat with a ranged attack there is a chance you will hit an ally. If you roll a natural 1 on your d20 for the attack roll while there is an ally adjacent to your target, you instead make a damage roll to your ally. This chance increases to natural 1 or 2 if there are 2 allies, natural 1, 2, or 3, if there are 3 allies, and natural 1, 2, 3, or 4 if there are 4 or more allies. If there are multiple allies, the damage occurs to a random ally.

Improvised Weapons

An improvised weapon uses Precision (ranged) or Strength (melee) as a bonus to the attack and deals 1 damage, or 1d4 damage if it is considered large enough by the GM. The GM may also allow an appropriate skill for the attack. Improvised weapons are objects not intended or ill-used as a weapon, such as a shield, a broken weapon, or severed arm. Lastly, improvised weapons cannot be used in two-weapon fighting.

Throwing

Objects that are within 15lbs can be thrown with accuracy up to 20ft, using throwing skill. This assumes the object is of convenient dimensions for throwing. When attempting to target a specific square, within this distance it is AC 6, otherwise you use the target’s AC as with a normal attack. You take a -1 penalty to your throwing skill for every 5ft beyond 20ft.

Two Weapon Fighting

If you are wielding two weapons you can make an attack with both when you attack. You make a separate attack roll and damage roll for both weapons. Additionally, you have a -2 on the attack roll unless at least one of the two weapons are light. Lastly, if you have more than two arms, you can attack with all the weapons you have when you attack but they must all be light weapons, or you take a -2 to all the attacks.

Unarmed Attacks

You can make an unarmed attack in combat. Unarmed attacks count as light melee weapon attacks and can be used in two weapon fighting if you have at least one hand free. It uses the martial arts skill when attacking and deals 1 + your Strength modifier in damage (minimum 1). Alternatively, you can use force of might to squeeze, strangle, or slam an opponent as an unarmed attack. This damage increases to 1d4 + your Strength modifier if you are skilled in martial arts or force of might.

Unarmed attacks do not need to be fists, it can be a headbutt, elbow, or knee.


Combat Actions

Combat Maneuvers

Combat maneuvers require an action and an associated skill check. Below is a non-exhaustive list of actions that can be taken in combat as an action. Use your imagination to act in appropriately in the situation you are thrown in, consult the GM on how they want to rule the action. You can use the list to give you inspiration.

Demoralize. (Intimidate vs Insight) You demoralize the target, making them second guess their attack against you. If you succeed, the creature is temporarily feared until the end of their next turn.

Disarm. (Any weapon skill or Martial Arts vs AC) Instead of dealing damage, you knock an item out of the opponent’s hand. If you are adjacent and have a hand free you can catch the item, otherwise it falls to the ground in the target’s square.

Disengage. (Acrobatics or Dodge vs Insight) You escape an attack of opportunity from enemies that threaten you.

Feign. (Deception vs N DC) You make a fake attack as a swift action. If you succeed, you gain advantage on attacks and maneuvers against the target for the remainder of your turn.

Grapple. (Martial Arts vs Martial Arts) If you have a free hand, you can grapple a target or gain control of a grapple. While being in control of the grapple your target is restrained and you can force the creature to move with you, but you move at half your speed.

Steal. (Thievery vs AC) You can take an item if you can see it and it is not held or secured by the target.

Taunt. (Intimidate vs Insight) You can goad a creature that can understand the language you speak with a swift action. If you succeed, the creature prioritizes you as its next target.

Trip. (Any melee weapon skill or Martial Arts vs AC) Instead of dealing damage you cause the target to become prone.

Coup de Grace

If a creature is incapacitated, you can take a turn action to prepare a coup de grace if they are adjacent to you. After the preparation, you can make a coup de grace as a turn action. A coup de grace always hits and deals quadruple damage.

A coup de grace kills a dying creature.

Drinking a Potion

Drinking a potion is a swift action. If you force feed a creature a potion it is an action. An unwilling drinker must be restrained or incapacitated.

Drawing a Weapon

Taking out a weapon uses a swift action. If you already have a weapon out, you must drop your current weapon on the ground or use an action to first put it away.

Using an Object

Using an object such as opening a door, or pulling a lever, is a swift action.


Conditions

Blinded

You fail any checks that require sight, others have advantage on attacks against you, and you cannot target anything while blinded.

Bleeding

You have been injured and are bleeding. At the beginning of each of your turns, you take damage equal to the bleeding damage. The bleeding condition is removed by healing or applying something to stop the wound such as a bandage.

Burning

You are burning (acid) or burning (fire). If you are burning (acid), take 1d6 acid damage at the beginning of your turn. If you are burning (fire), you take 1d12 fire damage at the beginning of your turn. You can take an action to put out the flames or scrape off the acid, ending the effect.

Charmed

Your disposition towards the creature that charmed you has changed. The charmed creature regards you as its ally and becomes non-hostile, unless commanded otherwise.

Confused

When confused you stumble around aimlessly. Roll a d8, and you stagger 5ft in that direction (1 is north) for the rest of your turn.

Deafened

You fail any checks that require hearing, and you cannot perceive any noises.

Enraged

While enraged you blindly attack the closest enemy. The only action you can perform on your turn is a melee attack and you cannot concentrate. In addition, you must forgo all bonuses to your attack roll and damage roll that are not your strength modifier.

Exhausted

Whenever something causes you to become exhausted you gain 1 level in exhaustion. Taking 4 hours of rest removes 1 level of exhaustion. You gain all the effects of your current level of exhaustion and all those lower than your current level of exhaustion.

1 - Penalty to skills equal to your exhausted value

2 - 1 step slower overland travel speed

3 - Movement speed halved

4 - Disadvantage on attacks and checks

5 - Movement speed reduced to 5ft

6 - Incapacitated

 

Feared

You are supernaturally feared. You cannot move closer to the source of your fear. Attacks and checks against the source of your fear have disadvantage.

Incapacitated

You cannot take any actions, move, or reactions and you automatically fail all checks.

Petrified

You are turned to stone or some other material. You are considered an object made of that material while petrified and any damage is retained when you return to flesh.

Prone

You are lying on the ground. Attackers have advantage against you while adjacent but ranged attacks further than that have disadvantage against you. To stand up, use half your movement on your turn and you provoke attacks of opportunity.

Radiance

You expel magic as a damaging aura. For each level of radiance you have, you deal 1 damage to an area around you at the beginning of your turn. This distance is always a 5ft radius.

Restrained

Your speed is reduced to 0, you have disadvantage on attacks and checks. Attacks and checks against you have advantage.

Suffocating

You can hold your breath for 1 minute + 1 minute per Vitality modifier (minimum 30 seconds / 5 rounds). Once you lose your breath you begin to suffocate and gain 1 level of exhaustion each round. If you reach 6 levels of exhaustion while suffocating, you die. Once you can breathe again all levels of exhaustion that are gained this way are lost.

Warded

You are magically warded from harm. Any damage done to you reduces your warded level by 1 instead of dealing damage to you. If your warded level is reduced to 0 then you lose the warded condition.


Injury and Death

Dying and Death

If you reach 0 health points you have a chance to die. While at 0 hp, you are considered dying and knocked out of combat, becoming incapacitated and prone. Allies can stabilize you with a healing, or a medicine check against DC 6 to bring you back to 1 hp (removing the incapacitated condition). When a full round passes while at 0 hp, there is a 1 in 6 chance you miraculously recover to 1 hp and gain 1 Vitality, this is increased to 3 in 6 for Orcs, otherwise you die.


Movement, Position, and Distance

In a combat situation use a 1-inch grid, 1 square is equal to 5 ft.

Diagonals

When moving into a diagonal square the 1st diagonal is counted as 1 square, the 2nd diagonal is counted as 2 squares, the 3rd is counted as 1, and so on.

Moving through Occupied Squares

Moving into an ally’s square counts as 2 squares. If the creature is hostile, you must make an acrobatics check, the DC is equal to the creature’s AC. On a successful check, you can move through the square, on a failed check you spend the 2 squares of movement but do not move through the square and provoke an attack of opportunity from the creature. You cannot stay in the same square as a creature unless you both agree to squeeze into the area.

Difficult Terrain

Steep inclines, squeezing through a small area, passing over an obstacle, or moving through heavy brush reduce your speed. Entering a square of difficult terrain counts as 2 squares.

Cover

If a creature or other object cuts off your line of sight as much to say that more than half of your target is visible, the target has cover. Cover grants the target a +4 bonus to AC, dodge checks, and block checks.

To determine if you have cover or no line of sight to the target, draw a line from the center of your square to the target. If the line crosses through both sides of the obstacle, the obstacle is higher than you, and the obstacle takes up the entire square, then you do not have line of sight to the target. If the line crosses through an object’s corner, you can see over the object, or it takes up most of the square, then the target has cover instead. Creatures count as obstacles but can only cause cover to your target.

Movement Speeds

Sometimes a character will need to run, swim, or climb. In these cases, it might be important to determine their speed relative to other characters, such as in combat. You can move any of these base speeds for a certain amount of time before requiring making an endurance test by succeeding on an endurance check against a DC 10. If you fail the endurance check, you gain 1 level of exhaustion. Either way you can continue moving, but require an additional endurance check each test interval that passes, gaining another level of exhaustion with each failed endurance check.

If you are switching from one speed to another, you reduce the relative time to make an endurance test, based on the new movement speed. For example, if you sprint for 5 of your turns then you can slow to a run for 5 minutes before needing to make an endurance test.

Flanking

You are considered flanking a target if you are directly on the opposite side of a target with another ally. While flanking you and your ally have advantage on melee attacks against the target.

Engaged in Melee

If you are adjacent to an enemy that has a melee attack, you are engaged in melee with that enemy. If you voluntarily leave the engagement, you provoke an attack of opportunity from all enemies that are engaged in melee combat with you.

Jumping

You can long jump 7 ft + your Strength modifier in feet and a height of 5 inches + your Strength score in inches.

Squeezed

If you are in a square does not have a space available (2.5 square feet for small, 5 square feet for medium, or 10 square feet for large creatures) you may be able to squeeze into the square if there is enough space for you. If you are squeezed, then you have disadvantage on attacks and checks.

Light Levels

Most creatures require light to see. There are 3 levels of light: bright light, dim light, and darkness. All creatures with normal vision can see clearly in bright light and have a hard time seeing in dim light. In darkness, it is exceedingly difficult or impossible to see. In dim light, creatures have cover (+4 to AC, dodging, and blocking) and in darkness creatures cannot be targeted