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Chapter: Combat
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- Sources [1]
- License [1]
- Getting Started [9]
- Classes [1]
- Skills [29]
- Feats [1]
- Equipment [11]
- Additional Rules [13]
- Combat [23] ×
- Magic [20]
- Gamemastering [14]
- Environment [42]
- Chaper 14 - Creating NPCs [8]
- Magic Items [26]
- Appendix 1: Special Abilities [24]
- Appendix 2: Conditions [35]
23 rules pages
| Name | Section | Page | Description |
|---|---|---|---|
| Special Initiative Actions | 202 | Here are ways to change when you act during combat by altering your place in the initiative order. | |
| Mounted Combat | Special Attacks | 201 | These rules cover being mounted on a horse in combat but can also be applied to more unusual steeds, such... |
| Grapple | Combat Maneuvers | 199 | As a standard action, you can attempt to grapple a foe, hindering his combat options. |
| Bull Rush | Combat Maneuvers | 199 | You can make a bull rush as a standard action or as part of a charge, in place of the melee attack. You... |
| Combat Maneuvers | Special Attacks | 198 | During combat, you can attempt to perform a number of maneuvers that can hinder or even cripple your foe,... |
| Charge | Special Attacks | 198 | Charging is a special full-round action that allows you to move up to twice your speed and attack during... |
| Special Attacks | 197 | This section discusses all of the various standard maneuvers you can perform during combat other than... | |
| Concealment | Combat Modifiers | 196 | To determine whether your target has concealment from your ranged attack, choose a corner of your square. |
| Cover | Combat Modifiers | 195 | To determine whether your target has cover from your ranged attack, choose a corner of your square. |
| Combat Modifiers | 195 | A number of factors and conditions can influence an attack roll. Many of these situations grant a bonus or... | |
| Big and Little Creatures in Combat | 194 | Creatures smaller than Small or larger than Medium have special rules relating to position. | |
| Movement, Position, and Distance | 192 | Miniatures are on the 30mm scale—a miniature of a 6-foot-tall man is approximately 30mm tall. A square on... | |
| Injury and Death | 189 | Your hit points measure how hard you are to kill. No matter how many hit points you lose, your character... | |
| Full-Round Actions | Actions in Combat | 187 | A full-round action requires an entire round to complete. Thus, it can’t be coupled with a standard or a... |
| Move Actions | Actions in Combat | 186 | With the exception of specific movement-related skills, most move actions don’t require a check. |
| Cast a Spell | Standard Actions | 184 | Most spells require 1 standard action to cast. You can cast such a spell either before or after you take a... |
| Attack | Standard Actions | 182 | Making an attack is a standard action. |
| Standard Actions | Actions in Combat | 182 | Most of the common actions characters take, aside from movement, fall into the realm of standard actions. |
| Action Types | Actions in Combat | 181 | An action’s type essentially tells you how long the action takes to perform (within the framework of the... |
| Actions in Combat | 181 | During one turn, there are a wide variety of actions that your character can perform, from swinging a... | |
| Combat Statistics | 178 | This section summarizes the statistics that determine success in combat, then details how to use them. | |
| How Combat Works | 178 | Combat is cyclical; everybody acts in turn in a regular cycle of rounds. Combat follows this sequence: | |
| Combat | Rules | 176 | In the wild parts of the world where monsters hold dominion, a sharp sword and sturdy shield are a far... |
