| Open Fantasy SRD Dodge bonuses represent actively avoiding blows. The thrown object lands that number of spaces away from the target. Do not deduct the nonlethal damage number from your current hit points. That is, you can score a threat on a lower number. You can automatically touch one friend or use the spell on yourself, but to touch an opponent, you must succeed on an attack roll. A horse (not a pony) is a Large creature and thus takes up a space 10 feet (2 squares) across. Determine which characters are aware of their opponents. To attack with a splash weapon, make a ranged touch attack against the target. If successful, the next melee attack you make against the target does not allow him to use his Dexterity bonus to AC (if any). #3: The cleric attacks at range, and must pick one of the corners of her square to determine cover. A character can also die from taking ability damage or suffering an ability drain that reduces his Constitution score to 0 (see Special Abilities). A helpless character is also flat-footed. Instead, when your nonlethal damage equals your current hit points, youre staggered (see below), and when it exceeds your current hit points, you fall unconscious. If you dont have sufficient movement to cross the obstacle and move into the square on the other side, you cant cross it. A few combat options are full-round actions (such as Spring Attack and the full-attack action) or modify specific full-round actions (such as the extra attack from the haste spell). If you get more than one attack per round because your base attack bonus is high enough (see Base Attack Bonus in Classes), because you fight with two weapons or a double weapon, or for some special reason, you must use a full-round action to get your additional attacks. Healing that raises your hit points above 0 makes you fully functional again, just as if youd never been reduced to 0 or fewer hit points. These options cant be combined with each other (a single melee attack can be a disarm or sunder combat maneuver, but not both), but they can be combined with options that modify an attack action or are standard or full-round actions. You lose the spell if your concentration is broken, and you can attempt to activate the item while on the defensive, as with casting a spell. Exception: If a flanker takes up more than 1 square, it gets the flanking bonus if any square it occupies counts for flanking. If you do not release the grapple, you must continue to make a check each round, as a standard action, to maintain the hold. If you do so, you take a 4 penalty on all attacks in a round to gain a +2 dodge bonus to AC until the start of your next turn. A variant of the Light theme, based on the Rulebooks. If you attempt to place your foe in a hazardous location, such as in a wall of fire or over a pit, the target receives a free attempt to break your grapple with a +4 bonus. You must move at least 20 feet (4 squares) and you must start on elevation that is equal or higher than that of your opponent. Light theme with purplish hues and a simpler font. The original alternate theme for the Archives of Nethys. This optional rules system gives GMs a way to assign scars and major wounds to PCs. (Note that at spell that fires multiple simultaneous rays, such as scorching ray, only provokes one AoO for making the ranged attack instead of one AoO for each ranged attack. Rogues can sneak attack helpless targets.Note: whilethisinterpretationseems logicalit is notofficial. If you move no actual distance in a round (commonly because you have swapped your move action for one or more equivalent actions), you can take one 5-foot step either before, during, or after the action. Generally, when you are subject to an unusual or magical attack, you get a saving throw to avoid or reduce the effect. A creature that is tied up is bound which means it has the Helpless condition. Base attack bonuses increase at different rates for different character classes and creature types. If the DC to escape from these bindings is higher than 20 + the targets CMB, the target cannot escape from the bonds, even with a natural 20 on the check. In some situations, you may be unable to take a full rounds worth of actions. Some full-round actions can be taken as standard actions, but only in situations when you are limited to performing only a standard action during your round. If the mount is running (quadruple speed), you can cast a spell when your mount has moved up to twice its speed, but your concentration check is more difficult due to the violent motion (DC 15 + spell level). You dont have to make an attack of opportunity if you dont want to. If you dont have line of sight to the opponent at the start of your turn, you cant charge that opponent. Items that are simply tucked into a belt or loosely attached (such as brooches or necklaces) are the easiest to take. In this case, its a step toward recovery, and you can have fewer than 0 hit points (see Stable Characters and Recovery). Using a spell-like ability works like casting a spell in that it requires concentration and provokes attacks of opportunity. 633 4.0. If positioned so the players can see it as well, this also lets them know when their turns are coming up so they can plan ahead. However, there are reasonable limits on what you can really do for free, as decided by the GM. A helpless opponent is someone who is bound, sleeping, paralyzed, unconscious, or otherwise at your mercy. Component actions of casting a spell have different traits. See the Attacks of Opportunity diagram for an example of how they work. Lethal Damage with a Weapon that Deals Nonlethal Damage. If you do so, you take a 4 penalty on all attacks in a round to gain a +2 dodge bonus to AC until the start of your next turn. Creatures, even your enemies, can provide you with cover against ranged attacks, giving you a +4 bonus to AC. If a spells normal casting time is 1 standard action, casting a metamagic version of the spell is a full-round action for a sorcerer or bard (except for spells modified by the Quicken Spell feat, which take 1 swift action to cast). When a Large creature (which normally takes up 4 squares) squeezes into a space thats 1 square wide, the creatures miniature figure occupies 2 squares, centered on the line between the 2 squares. Such characters lose 1 hit point per round in addition to the continuous damage. Once conscious, the character can make a DC 10 Constitution check once per day, after resting for 8 hours, to begin recovering hit points naturally. 4: The weapon deals quadruple damage on a critical hit. You cant make attacks of opportunity while using total defense. Without you to guide it, your mount avoids combat. | True20 SRD During combat encounters: angry and violent. Swift actions usually involve spellcasting, activating a feat, or the activation of magic items. Enhancement bonuses apply to your armor to increase the armor bonus it provides. The Blackbird, also called the Black Stone Violin, is a full-size playable violin made of black diabase after drawings by Antonio Stradivari (Stradivarius), but with technical modifications to allow it to be played. Damage reduces a targets current hit points. These attacks bypass solid objects, such as armor and shields, by passing through them. Treat a dart or shuriken as a light weapons when used in this manner, and treat a bolas, javelin, net, or sling as a one-handed weapon. Some combat options (such as using the Cleave feat) are standard actions that allow you to make an attack, but dont count as the attack action. Any situation that denies you your Dexterity bonus also denies you dodge bonuses. Some melee weapons have reach, as indicated in their descriptions. An alternative feel, based on the Rulebooks. Most action types have been lumped together and are collectively known as actions. When your hit point total reaches 0, youre disabled. If you dont have line of effect to your target (that is, you cannot draw any line from your square to your targets square without crossing a solid barrier), he is considered to have total cover from you. The aim of this maneuver is to drag a foe in a straight line behind you without doing any harm. So if you are asked to double the damage twice, the end result is three times the normal damage. Others are used as a separate action.7 The description of a feat defines its effect. Some attacks completely disregard armor, including shields and natural armorthe aggressor need only touch a foe for such an attack to take full effect. If your maneuver is successful, you move through the targets space. There are two common methods of avoiding such an attackthe 5-foot step and the withdraw action. a trip weapon) when making a trip combat maneuver: if your trip attack fails by 10 or more, you can drop the trip weapon instead of being knocked prone. Here are ways to change when you act during combat by altering your place in the initiative order. Je lis donc les rgles actuellement, en jouant avec des options de personnages et des trucs. Ambitious GMs can add info to the monsters cards, such as hit points, special attack DCs, and other information relating to what the monster can do on its turn. There appear to be some contradictions between various rules on grappling. You can attempt to sunder an item held or worn by your opponent as part of an attack action in place of a melee attack in place of a melee attack* (see Editors Note: Multiple Sunder Attempts). These hit points are in addition to the characters current hit point total and any damage taken by the character is subtracted from these hit points first. 1 Regardless of the action, if you move out of a threatened square, you usually provoke an attack of opportunity. Ranged Touch Spells in Combat: Some spells allow you to make a ranged touch attack as part of the casting of the spell. You make your attack of opportunity at your normal attack bonus, even if youve already attacked in the round. With a DC 5 Ride check, you can guide your mount with your knees so as to use both hands to attack or defend yourself. If you have a base attack bonus of +1 or higher, you can ready or drop a shield as a free action combined with a regular move. Only a creature or character that threatens the defender can help an attacker get a flanking bonus. While an attack (lower case) is a type of roll your make against a target. All these attacks are at your full normal attack bonus. Similarly, when making a melee attack against such a creature, you can pick any of the squares it occupies to determine if it has cover against you. Precise Shot: If you have the Precise Shot feat, you dont take this penalty. A full-round action consumes all your effort during a round. Your opponents AC against a touch attack does not include any armor bonus, shield bonus, or natural armor bonus. When performing a combat maneuver, you must use an action appropriate to the maneuver you are attempting to perform. You can move past them without provoking attacks of opportunity. You must pay this cost to cross the obstacle, in addition to the cost to move into the square on the other side. A rogue also gets her extra sneak attack damage against a helpless opponent when delivering a coup de grace. An immediate action is very similar to a swift action, but can be performed at any timeeven if its not your turn. Dealing Lethal Damage: You can specify that your unarmed strike will deal lethal damage before you make your attack roll, but you take a 4 penalty on your attack roll. #3: The sorcerer moves away using a withdraw action. The ogre has melee cover from her, but if it attacks her, the rogue does not have cover from it, as the ogre has reach (so it figures attacks as if attacking with a ranged weapon). This includes retrieving or putting away a stored item, picking up an item, moving a heavy object, and opening a door. You can keep a dying character from losing any more hit points and make him stable with a DC 15 Heal check. A character encumbered by carrying treasure. The ogre cannot cut across the corner to get to that location, and must fully move around it, as indicated. If you do not have the Improved Sunder feat, or a similar ability, attempting to sunder an item provokes an attack of opportunity from the target of your maneuver. You can also use a bow or crossbow, provided you are adjacent to the target. The text is a little unclear here. A combat pad is a handy page-sized version of thisa magnetic dry/wet-erase board with dry/wet-erase magnets to indicate PCs and monsters. The maximum range for a thrown weapon is five range increments. If your attack is successful, you may move your target 5 feet to a new location. In some situations, your movement may be so hampered that you dont have sufficient speed even to move 5 feet (a single square). Such movement provokes attacks of opportunity as normal (despite the distance covered, this move isnt a 5-foot step). Moving out of more than one square threatened by the same opponent in the same round doesnt count as more than one opportunity for that opponent. With a full nights rest (8 hours of sleep or more), you recover 1 hit point per character level. In this combat, the fighter and the sorcerer fight an ogre and his goblin buddy. If you are able to take only a standard action on your turn, you can still charge, but you are only allowed to move up to your speed (instead of up to double your speed) and you cannot draw a weapon unless you possess the Quick Draw feat. A character that is stable does not need to make this check. Some natural attacks are denoted as secondary natural attacks, such as tails and wings. A Strength penalty, but not a bonus, applies on damage rolls made with a bow that is not a composite bow. If you have your mount move both before and after you cast a spell, then youre casting the spell while the mount is moving, and you have to make a concentration check due to the vigorous motion (DC 10 + spell level) or lose the spell. Certain creatures and magical effects can cause temporary or permanent ability damage (a reduction to an ability score). You can attempt to trip your opponent in place of a melee attack. You can take a 5-foot step before, during, or after your other actions in the round. Some ranged weapons have shorter maximum ranges, as specified in their descriptions. Certain magic items, however, do need to be activated, especially potions, scrolls, wands, rods, and staves. If you come to your next action and have not yet performed your readied action, you dont get to take the readied action (though you can ready the same action again). * Losing a single hand or arm does not affect a spellcasters ability to cast spells with somatic components. A monk, a character with the Improved Unarmed Strike feat, a spellcaster delivering a touch attack spell, and a creature with natural physical weapons all count as being armed (see natural attacks). Make a melee Strike against the triggering creature. In such cases, each square you move through counts as 2 squares. Yes, you provoke two attacks of opportunity: one for casting the spell and one for making a ranged attack, since these are two separate events. In the same round that you cast the spell, you may also touch (or attempt to touch) as a free action. You must select the item to be taken before the check is made. You can choose to fight defensively when attacking. | 4 Color SRD (Astonishing Super Heroes) An unarmed attack does not provoke attacks of opportunity from other foes, nor does it provoke an attack of opportunity from an unarmed foe. The individual feat descriptions tell you what you need to know about them. Thus, you can apply both Greater Weapon of the Chosen and Vital Strike to the same attack, as both modify your attack action. It is not real damage. You can attempt to disarm your opponent in place of a melee attack. A variant of the Light theme, based on the Rulebooks. Many spells have a range of touch. You can also perform one swift action and one or more free actions. | Starjammer SRD Using an extraordinary ability is usually not an action because most extraordinary abilities automatically happen in a reactive fashion. Even if unconscious, the character recovers hit points naturally. This action is otherwise treated as a charge attack. You can mount or dismount as a free action with a DC 20 Ride check. Such creatures simply accrue additional nonlethal damage, increasing the amount of time they remain unconscious. You can use ranged weapons while your mount is taking a double move, but at a 4 penalty on the attack roll. Hit: Creatures in all adjacent squares are dealt splash damage. Combatants who are unaware at the start of battle dont get to act in the surprise round. You can perform only a single swift action per turn. If your attack is successful, both you and your target are moved 5 feet back, with your opponent occupying your original space and you in the space behind that in a straight line. Very large creatures take up more than 1 square. Once a character makes this check, he continues to heal naturally and is no longer in danger of losing hit points naturally. The simplest move action is moving your speed. You can take move actions without further injuring yourself, but if you perform any standard action (or any other strenuous action) you take 1 point of damage after completing the act. Source: PZO9468. You must check again each round in which you continue to run, and the DC of this check increases by 1 for each check you have made. When you make an attack roll and get a natural 20 (the d20 shows 20), you hit regardless of your targets Armor Class, and you have scored a threat, meaning the hit might be a critical hit (or crit). 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