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Combat Reference

Attack Roll
Melee
BaB + STR Mod + Size Mod + Other
Ranged
BaB + DEX Mod + Size Mod + Range
Penalty
A natural 1 is ALWAYS a miss, and a natural
20 is ALWAYS a hit (and also a Critical
Threat).
Touch Attacks ignore Armour, Shield, and
Natural Armour bonuses.
Damage
An attack that hits ALWAYS deals an
absolute minimum of 1 non-lethal damage.
When hitting with a melee/thrown weapon
(including a sling) add your STR Mod
(Penalty or not).
STR penalties apply to non-composite bows.
Off-hand weapons deal 1/2 your STR Mod
(unless its a penalty, which is applied in its
entirety).
Two-handed one-hand weaponry deal
1+1/2 your STR Mod (unless its a penalty,
which is not multiplied).
Light weapons are exempt from two-
handing bonuses.
Armour Class
Armour Bonus + Shield Bonus + DEX Mod
+ Other + 10
Equalling/Exceeding this value with an
Attack Roll is a hit and triggers a Damage
Roll.
Hit Points
0 Hit Points = Disabled; you become
Staggered and can only take either a Move
or Standard Action each turn. Performing a
Standard Action inflicts 1 point of damage
once resolved.
-1 Hit Points = Dying; you fall unconscious
and lose 1 HP per round unless you pass a
Con check (with a penalty to roll equal to
your Negative HP value) to become Stable.
Negative HP Value greater than or equal to
your CON score (Not Mod) = You ded.
Non-lethal Damage equal to HP =
Staggered.
Non-lethal Damage greater than HP =
Unconscious.
Characters heal Non-lethal Damage at 1 HP
x Level per hour naturally.
8 hours of sleep nets a character 1 HP per
level; resting for one whole day nets a
character twice their level in HP.
Combat Maneuver Bonus
BaB + STR Mod + Special Size Mod
Creatures Tiny or smaller use their DEX
mod instead of STR.
Combat Maneuver Defense
BaB + STR Mod + DEX Mod + Special Size
Mod + AC Bonuses + AC Penalties + 10

Combat Maneuvers
Bull Rush
Can be made as a Standard Action or as part
of a Charge, in place of the melee attack.
Can only be made against a target that is no
more than one size category larger than the
attacker.
Provokes an attack of opportunity without
the Improved Bull Rush feat or a similar
ability.
If successful, pushes target back 5 feet, plus
an additional 5 feet for every 5 points the
attack exceeds the targets CMD.
The attacker can move with the target if
they wish but they must have the available
movement to do so.
If there is another creature in the way of the
attackers bull rush, the attacker must
immediately make a combat maneuver check
to bull rush that creature. The attacker
suffers a -4 penalty on this check for each
creature being pushed beyond the first. If
successful, all creatures in the bull rush are
pushed using the lesser result.
Disarm
May be attempted in place of a melee attack.
Provokes an attack of opportunity without
the Improved Disarm feat or a similar ability.
Attempting while disarmed inflicts a -4
penalty.
If successful, target drops one item it is
carrying (attackers choice).
If attack exceeds targets CMD by 10+,
items in both hands are dropped.
If attack is failed by 10+, attacker drops
weapon used to make attack.
Attacker may pick up item dropped if
unarmed.
Grapple
Can be made as a Standard Action.
Provokes attack of opportunity without
Improved Grapple feat or similar ability.
Humanoid creatures attempting grapple w/o
2 free hands suffer a -4 penalty on the roll.
If successful, both attacker and target
become grappled.
Attacker may then release grapple as a free
action, otherwise must make a check each
round to maintain grapple.
If target fails to break grapple, attacker
gains +5 bonus to grapple checks made
against the same target in the following
rounds.
Attacker may do one of the following actions
after passing a grapple maintenance check:
Move target up to half speed, then place
target in any adjacent square. If target is
placed in a hazardous situation, target may
attempt to break grapple as a free action
with a +4 bonus.
Inflict damage to target equal to unarmed
strike/natural attack/or attack made with
armor spikes/light- or one-handed weapon.
Can be lethal or non-lethal
Can pin target. This causes attacker to lose
DEX bonus to AC.
Tie up target with ropes or other bonds via
a combat maneuver check at -10. If pinning
target, does not incur penalty. Works similar
to pin effect, but DC to escape bonds is 20
+ attackers CMB.
Overrun
Can be made as a Standard Action, taken
during move or as part of a charge.
Attacker can only overrun a target that is no
more than one size category larger than
itself.
Provokes attack of opportunity if used
without Improved Overrun feat or similar
ability.
If target does not avoid attacker (allowing
attacker to pass by w/o a check), then
attacker must roll a combat maneuver
check.
If successful, attacker may move through
targets space.
If check exceeds targets CMD by 5+, the
target is knocked prone.
If target has multiple legs, adds +2 to the
DC of the combat maneuver check for each
additional leg.
Sunder
Can be made in place of a melee attack.
Provokes an attack of opportunity without
Improved Sunder or a similar ability.
If attack is successful, attacker deals
damage to item normally.
If object is reduced to 0 HP, attacker may
choose to destroy it or leave it at 1 HP.
Trip
Can be made in place of a melee attack.
Provoke an attack of opportunity if used
without Improved Trip or similar ability.
Attacker may trip targets no more than one
size category larger than it.
If attack exceeds CMD of target, target is
knocked prone. If attack fails by 10+,
attacker falls prone instead.
If target has more than 2 legs, adds +2 to
DC per additional leg.
Creatures without legs/flying creatures
cannot be tripped.

















Standard Action AoO?

Attack (Melee) No
Attack (Ranged) Yes
Attack (Unarmed) Yes
Activate Magic Item No
Aid Another Maybe
1
Cast a Spell Yes
Channel Energy No
Concentrate to Maintain Spell No
Dismiss Spell No
Draw Hidden Weapon No
Drink Potion/Use Oil Yes
Escape Grapple No
Feint No
Light Torch w/ Tindertwig Yes
Lower Spell Resist No
Read a Scroll Yes
Ready No
Stabilize the Dying Yes
Total Defense No
Use Extraordinary Ability No
Use Skill Usually
Use Spell-like Ability Yes
Use Supernatural Ability No
Move Action AoO?
Move Yes
Control Frightened Mount Yes
Direct/Redirect Spell No
Draw Weapon
2
No
Load Hand/Light Crossbow Yes
Open/Close Door No
Mount/Dismount Steed No
Move Heavy Object Yes
Pick Up Item Yes
Sheathe Weapon Yes
Stand Up from Prone Yes
Ready/Drop Shield
2
No
Retrieve Stored Item Yes
Full-Round Action AoO?
Full Attack No
Charge
3
No
Deliver Coup De Grace Yes
Escape from Net Yes
Extinguish Flames No
Light a Torch Yes
Load a Heavy/Repeating
Crossbow
Yes
Lock/Unlock a Weapon in
Locked Gauntlet
Yes
Prepare to Throw Splash
Weapon
Yes
Run Yes
Use Skill Usually
Use Touch Spell on up to Six
Allies
Yes
Withdraw
3
No
Free Action AoO?
Cease Concentration on a Spell No
Drop Item No
Drop to the Floor No
Prepare Spell Components
4
No
Speak Usually
Swift Action AoO?
Cast a Quickened Spell No
Immediate Action AoO?
Cast Feather Fall No
No Action AoO?
Delay No
5-foot step No
Other AoO?
Perform Combat Maneuver
5
Yes
Use Feat Varies
1 If you aid someone performing an action that would
normally provoke an AoO, then the act of aiding them
provokes an AoO as well.
2 If you have a BaB of +1 or higher, you can combine
one of these actions with a regular move. If you have
Two Weapon Fighting, then you can draw two weapons
in the time it would take to draw one.
3 May be taken as a Standard Action if limited to 1
action per round.
4 Unless the Component is large or awkward.
5 Some Combat Maneuvers substitute for a melee
attack, not an action. As melee attacks, they can be
used once in an attack or charge action, one or more
times in a full-attack action, or even as an attack of
opportunity. Others are used as a separate action.


Attack Roll Modifiers
Attacker is. . . Melee Ranged
Dazzled -1 -1
Entangled -2
1
-2
1
Flanking Defender +2 n/a
Invisible +2
2
+2
2
On Higher Ground +1 +0
Prone -4 n/a
3
Shaken/Frightened -2 -2
Squeezing through a
Space
-4 -4
1 An entangled character also takes a -4 penalty to
Dexterity, which may affect the attack roll.
2 The defender loses any DEX bonus to AC.
3 Crossbows/Shurikens may be used prone w/o penalty.
Armor Class Modifiers
Defender is. . . Melee Ranged
Behind Cover +4 +4
Blinded -2
1
-2
1
Concealed/Invisible See Concealment
Cowering -2
1
-2
1
Entangled +0
2
+0
2
Flat-footed +0
1
+0
1
Grappling (but
attacker is not)
+0
1
+0
1
Helpless -4
3
+0
3
Kneeling/Sitting -2 +2
Pinned -4
3
+0
3
Prone -4 +4
Squeezing through
a Space
-4 -4
Stunned -2
1
-2
1
1 The defender loses any DEX bonus to AC.
2 An entangled character takes a -4 penalty to DEX.
3 The defender is flat-footed and cannot add his DEX
bonus to his AC.



Two-Weapon Fighting Penalties
Attacker is. . . Primary Off
Normal Penalties -6 -10
Off-hand is Light -4 -8
Two-Weapon Fighting
Feat
-4 -4
Both -2 -2

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