Tag: Combat

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  • Post-Combat Bleeding

    For every 10 hit points a character is missing after a combat (or other dangerous situation), the Post-Combat Bleeding condition deals them 1 point of bleed damage at the end of every minute after that situation has ended. This is notably distinct from …

  • Damage Types

    In a world filled with magic and mystical creatures, there are uncountable ways to harm your foes. Below is a list of many of the types of damage you can encounter on Creed. Unless otherwise specified, damage ablation (as rare as it is) is functional …

  • Terrain and Obstacles

    From tangled plants to broken stone, there are a number of terrain features that can affect your movement. *Difficult Terrain* Difficult terrain, such as heavy undergrowth, broken ground, or steep stairs, hampers movement. Each square of difficult …

  • Armor Proficiencies

    *Armor Proficiency, Light (Combat)* p. You are skilled at wearing light armors. * _Benefit:_ When you wear light armor, the armor check penalty for that armor applies only to Dexterity- and Strength-based skill checks. Additionally, you ignore arcane …

  • Grave Injury

    While most injuries can be mended through bed rest and curative magics, some are too complex for the body to heal. Whether its a severed hand or a destroyed muscle, the grave injuries are what turn young adventurers into limping farmhands. Grave injuries …

  • Weapon Focus Feats

    Weapon focus feats allow [[Spellblade|Spellblades]], [[Battlecaster|Battlecasters]], and some other professions to more deeply master one or more [[Weapon Groups]], though all adventurers can gain some benefit from the more easily accessible introductory …

  • Bleed Damage

    Ending the Bleeding condition can be a difficult task. Bleeding can be stopped by a Heal check to deliver First Aid, DC 15 plus 1 per point of bleed damage the character is currently suffering from their Bleeding condition. This use of the First Aid skill …

  • Temporary Hit Points

    Certain effects give a character temporary hit points. These hit points are in addition to the character's current hit point total and any damage taken by the character is subtracted from these hit points first. Any damage in excess of a character's …

  • Combat

    This list of pages is a combination of base Pathfinder and heavily sprinkled with homebrew. To differentiate between the two, look to the tags on the given page. Should the tag include 'Setting', then it is homebrew. It is highly suggested in reading …

  • Combat Maneuvers

    During combat, you can attempt to perform a number of maneuvers that can hinder or even cripple your foe, including bull rush, disarm, grapple, overrun, sunder, and trip. Although these maneuvers have vastly different results, they all use a similar …

  • Bull Rush (Maneuver)

    You can make a bull rush as a standard action or as part of a charge, in place of the melee attack. You can only bull rush an opponent who is no more than one size category larger than you. A bull rush attempts to push an opponent straight back without …

  • Dirty Trick (Maneuver)

    You can attempt to hinder a foe in melee as a standard action. This maneuver covers any sort of situational attack that imposes a penalty on a foe for a short period of time. Examples include kicking sand into an opponent’s face to blind him for 1 round, …

  • Disarm (Maneuver)

    You can attempt to disarm your opponent in place of a melee attack. If you do not have the Improved Disarm feat, or a similar ability, attempting to disarm a foe provokes an attack of opportunity from the target of your maneuver. Attempting to disarm a …

  • Drag (Maneuver)

    You can attempt to drag a foe as a standard action. You can only drag an opponent who is no more than one size category larger than you. The aim of this maneuver is to drag a foe in a straight line behind you without doing any harm. If you do not have the …

  • Grapple (Maneuver)

    There are times when you wish to capture a foe, or hinder their movement in some way. For those times, you may want to perform a Grapple maneuver. To ease the complexity of the Grapple maneuver, it has been split into three sections, with a number of …

  • Overrun (Maneuver)

    As a standard action, taken during your move or as part of a charge, you can attempt to overrun your target, moving through its square. You can only overrun an opponent who is no more than one size category larger than you. If you do not have the Improved …

  • Reposition (Maneuver)

    You can attempt to reposition a foe to a different location as a standard action. You can only reposition an opponent that is no more than one size category larger than you. A reposition attempts to force a foe to move to a different position in relation …

  • Steal (Maneuver)

    You can attempt to take an item from a foe as a standard action. This maneuver can be used in melee to take any item that is neither held nor hidden in a bag or pack. You must have at least one hand free (holding nothing) to attempt this maneuver. You …

  • Sunder (Maneuver)

    You can attempt to sunder an item held or worn by your opponent in place of a melee attack. 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. …

  • Trip (Maneuver)

    You can attempt to trip your opponent in place of a melee attack. You can only trip an opponent who is no more than one size category larger than you. If you do not have the Improved Trip feat, or a similar ability, initiating a trip provokes an attack of …

  • Delay

    By choosing to delay, you take no action and then act normally on whatever initiative count you decide to act. When you delay, you voluntarily reduce your own initiative result for the rest of the combat. When your new, lower initiative count comes up …

  • Ready

    The ready action lets you prepare to take an action later, after your turn is over but before your next one has begun. Readying is a standard action. It does not provoke an attack of opportunity (though the action that you ready might do so). h3. * …

  • Aid Another

    In melee combat, you can help a friend attack or defend by distracting or interfering with an opponent. If you’re in position to make a melee attack on an opponent that is engaging a friend in melee combat, you can attempt to aid your friend as a standard …

  • Charge

    Charging is a special full-round action that allows you to move up to twice your speed and attack during the action. Charging, however, carries tight restrictions on how you can move. h3. *Movement During a Charge* You must move before your attack, …

  • Feint

    *Note:* Though the feint action is located here, near the rules for combat maneuvers, and while it seems like it might BE a combat maneuver, feinting is NOT a combat maneuver. Feinting is a standard action. To feint, make a Bluff skill check. The DC of …

  • Mounted Combat

    These rules cover being mounted on a horse in combat but can also be applied to more unusual steeds, such as a griffon or dragon. h3. *Mounts in Combat* Horses, ponies, and riding dogs can serve readily as combat steeds. Mounts that do not possess …

  • Throw Splash Weapon

    A splash weapon is a ranged weapon that breaks on impact, splashing or scattering its contents over its target and nearby creatures or objects. To attack with a splash weapon, make a ranged touch attack against the target. Thrown splash weapons require no …

  • Two-Weapon Fighting

    If you wield a second weapon in your off hand, you can get one extra attack per round with that weapon. You suffer a –6 penalty with your regular attack or attacks with your primary hand and a –10 penalty to the attack with your off hand when you fight …

  • Flanking (Combat)

    When making a melee attack, you get a +2 flanking bonus if your opponent is threatened by another enemy character or creature on its opposite border or opposite corner. When in doubt about whether two characters flank an opponent in the middle, trace …

  • Immediate Actions

    Much like a swift action, an immediate action consumes a very small amount of time but represents a larger expenditure of effort and energy than a free action. However, unlike a swift action, an immediate action can be performed at any time—even if it’s …

  • Miscellaneous Actions

    The following actions take a variable amount of time to accomplish or otherwise work differently than other actions. h3. *Take 5-Foot Step* You can move 5 feet in any round when you don’t perform any other kind of movement. Taking this 5-foot step …

  • Combat Modifiers

    A number of factors and conditions can influence an attack roll. Many of these situations grant a bonus or penalty on attack rolls or to a defender’s Armor Class. |_*Table: Attack Roll Modifiers*_| |_*Attacker is…*_|_*Melee*_|_*Ranged*_| |[[Dazzled …

  • Cover

    You can’t execute an attack of opportunity against an opponent with cover relative to you. *Cover and Reflex Saves* Cover grants you a +2 bonus on Reflex saves against attacks that originate or burst out from a point on the other side of the cover …

  • Concealment

    To determine whether your target has concealment from your ranged attack, choose a corner of your square. If any line from this corner to any corner of the target’s square passes through a square or border that provides concealment, the target has …

  • Helpless Defenders

    A helpless opponent is someone who is bound, sleeping, paralyzed, unconscious, or otherwise at your mercy. *Regular Attack* A helpless character takes a –4 penalty to AC against melee attacks. In addition, a helpless character is treated as having a …

  • Free Actions

    Free actions don’t take any time at all, though there may be limits to the number of free actions you can perform in a turn. Free actions rarely incur attacks of opportunity. Some common free actions are described below. h3. *Cease Concentration on …

  • Swift Actions

    A swift action consumes a very small amount of time, but represents a larger expenditure of effort than a free action. You can perform one swift action per turn without affecting your ability to perform other actions. In that regard, a swift action is …

  • Move Actions

    With the exception of specific movement-related skills, most move actions don’t require a check. h3. *Move* The simplest move action is moving your speed. If you take this kind of move action during your turn, you can’t also take a 5-foot step. …

  • Full-Round Actions

    A full-round action requires an entire round to complete. Thus, it can’t be coupled with a standard or a move action, though if it does not involve moving any distance, you can take a 5-foot step. h3. *Full Attack* If you get more than one attack …

  • Actions In Combat

    During one turn, there are a wide variety of actions that your character can perform, from swinging a sword to casting a spell. h3. *Types of Combat Options* Many attacks are basic combat options or combat maneuvers any character can attempt, while …

  • Action Types

    An action’s type essentially tells you how long the action takes to perform (within the framework of the 6-second combat round) and how movement is treated. There are 7 types of actions: # Standard # Move # Full-round # 1 round # Swift # …

  • Standard Actions

    Most of the common actions characters take, aside from movement, fall into the realm of standard actions. h3. *Attack* Making an attack is a standard action. *Melee Attacks* With a normal melee weapon, you can strike any opponent within 5 feet …

  • Big And Little Creatures In Combat

    Creatures smaller than Small or larger than Medium have special rules relating to position. |_*Table: Creature Size and Scale_*| |_*Creature Size*_|_*Space*_|_*Natural Reach[1]*_| |Fine|1/2 ft.|0| |Diminutive|1 ft.|0| |Tiny|2-1/2 ft.|0| |Small|5 …

  • Underwater Combat

    Land-based creatures can have considerable difficulty when fighting in water. Water affects a creature's attack rolls, damage, and movement. In some cases a creature's opponents might get a bonus on attacks. The effects are summarized on Table: Combat …

  • Tactical Movement

    Your [[Speed | speed]] is determined by your race and your armor. Your speed while unarmored is your base land speed. h3. *Encumbrance* A character encumbered by carrying treasure. a large amount of gear, or fallen comrades may move slower than …

  • Measuring Distance

    As a general rule, distance is measured assuming that 1 square equals 5 feet. h3. *Diagonals* When measuring distance, the first diagonal counts as 1 square, the second counts as 2 squares, the third counts as 1, the fourth as 2, and so on. You …

  • Moving Through a Square

    You can move through an unoccupied square without difficulty in most circumstances. Difficult terrain and a number of spell effects might hamper your movement through open spaces. h3. *Friend* You can move through a square occupied by a friendly …

  • Special Movement Rules

    These rules cover special movement situations. h3. *Accidentally Ending Movement in an Illegal Space* Sometimes a character ends its movement while moving through a space where it’s not allowed to stop. When that happens, put your miniature in the …

  • Saving Throws

    Generally, when you are subject to an unusual or magical attack, you get a saving throw to avoid or reduce the effect. Like an [[Attack Roll | attack roll]], a saving throw is a d20 roll plus a bonus based on your class and level (see [[Classes of Creed | …

  • Loss of Hit Points

    The most common way that your character gets hurt is to take lethal damage and lose hit points. h3. *What Hit Points Represent* Hit points mean two things in the game world: the ability to take physical punishment and keep going, and the ability to …

  • Stable Characters and Recovery

    On the character’s next turn, after being reduced to negative hit points (but not dead), and on all subsequent turns, the character must make a DC 10 [[Constitution]] check to become stable. The character takes a penalty on this roll equal to his negative …

  • Healing

    After taking damage, you can recover hit points through natural healing or through magical healing. In any case, you can’t regain hit points past your full normal hit point total. h3. *Natural Healing* With a full night’s rest (8 hours of sleep or …

  • Nonlethal Damage

    Nonlethal damage represents harm to a character that is not life-threatening. Unlike normal damage, nonlethal damage is healed quickly with rest. h3. *Dealing Nonlethal Damage* Certain attacks deal nonlethal damage. Other effects, such as heat or …

  • Attack Roll

    h2. Attack Roll An attack roll represents your attempt to strike your opponent on your turn in a round. When you make an attack roll, you roll a d20 and add your [[Attack Bonus | attack bonus]] ([[Allowed Bonuses | Other modifiers]] may also apply to …

  • Attack Bonus

    h2. Attack Bonus Your attack bonus with a melee weapon is: Base attack bonus plus [[Strength]] modifier plus [[Size | size]] modifier plus [[Allowed Bonuses | other bonuses]] Your attack bonus with a ranged weapon is: Base attack bonus plus [[ …

  • Armor Class

    Your Armor Class (AC) represents how hard it is for opponents to land a solid, damaging blow on you. It’s the attack roll result that an opponent needs to achieve to hit you. Your AC is equal to the following: 10 plus armor bonus plus shield bonus …

  • Allowed Bonuses

    Many factors modify your character in combat. Some statistics only apply to armor, and have been noted as such. Unless noted otherwise, multiple bonuses of the same type _*do not*_ stack. *Resistance* p. Whether its the ability to naturally walk …

  • Touch Attacks

    Some attacks completely disregard armor, including shields and natural armor—the aggressor need only touch a foe for such an attack to take full effect. In these cases, the attacker makes a touch attack roll (either ranged or melee). When you are the …

  • Damage

    If your attack succeeds, you deal damage. The type of weapon used determines the amount of damage you deal. Damage reduces a target’s current [[Hit Points | hit points]]. h3. *Minimum Damage* If penalties reduce the damage result to less than 1, …

  • Hit Points

    When your hit point total reaches 0, you’re [[Disabled | disabled]]. When it reaches –1, you’re [[Dying | dying]]. When it gets to a negative amount equal to your [[Constitution]] score, you’re [[Dead | dead]]. See the Injury and Death section of the [[ …

  • Attacks of Opportunity

    Sometimes a combatant in a melee lets her guard down or takes a reckless action. In this case, combatants near her can take advantage of her lapse in defense to attack her for free. These free attacks are called attacks of opportunity. h3. * …

  • Speed

    Your speed tells you how far you can move in a round and still do something, such as attack or cast a spell. Your speed depends mostly on your size and your armor. Races move at a variety of speeds on Creed, and this is slowed down by armor or carrying …

  • How Combat Works

    Combat is cyclical; everybody acts in turn in a regular cycle of rounds. Combat follows this sequence: # When combat begins, all combatants roll [[Initiative | initiative]]. # Determine which characters are aware of their opponents. These characters …

  • The Combat Round

    Each round represents 6 seconds in the game world; there are 10 rounds in a minute of combat. A round normally allows each character involved in a combat situation to act. Each round’s activity begins with the character with the highest [[Initiative | …

  • Initiative

    h3. *Initiative Checks* At the start of a battle, each combatant makes an initiative check. An initiative check is a [[Dexterity]] check. Each character applies his or her [[Dexterity]] modifier to the roll, as well as other modifiers from feats, …

  • Surprise

    When a combat starts, if you are not aware of your opponents and they are aware of you, you’re surprised. h3. *Determining Awareness* Sometimes all the combatants on a side are aware of their opponents, sometimes none are, and sometimes only some of …

  • Duration

    A spell’s duration entry tells you how long the magical energy of the spell lasts. h3. *Timed Durations* Many durations are measured in rounds, minutes, hours, or other increments. When the time is up, the magic goes away and the spell ends. If a …

  • Weapon Damage by Size

    This table is used to figure out your weapon damage at a given size. If you are using a weapon that would be considered to have a weapon damage greater than Colossal, look for another instance of the Colossal damage on the chart at a lower category (no …

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