Combat

Initiative

At the beginning of any combat round the DM may decide which sort of initiative the players will employ:

Round Table Initiative Traditional Initiative
All characters and monsters roll initiative, the highest roller receives the first turn, If the second highest roller is to the highest's left then players take turns in seating order moving left (clockwise). If the second highest roller is to the right the play moves right (clockwise). In the event of a tie for first or second place (on both roll and dex value) a roll off will occur to determine who goes first with the loser automatically considered the second highest. If the second highest character is equidistant from the highest the third highest player will determine the direction of travel. All players and monsters roll initiative and take turns in order of their rolls as listed by the master at arms

Readying an Action

You can ready a standard action, a move action, or a free action. To do so, specify the action you will take and the conditions under which you will take it. Then, any time before your next action, you may take the readied action in response to that condition. The readied action occurs just before the action that triggers it. If the triggered action is part of another character’s activities, you interrupt the other character. Assuming he is still capable of doing so, he continues his actions once you complete your readied action. Your initiative result changes. For the rest of the encounter, your initiative result is the count on which you took the readied action, and you act immediately ahead of the character whose action triggered your readied action.

You can take a 5-foot step as part of your readied action, but only if you don’t otherwise move any distance during the round.

Initiative Consequences of Readying

In short there are no consequences, Your place in the initiative order remains unchanged. You do not need to move seats or employ a placeholder. If you come to your next action and have not yet performed your readied action, you don’t get to take the readied action (though you can ready the same action again).

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 later in the same round, you can act normally. You can specify this new initiative result or just wait until some time later in the round and act then, thus fixing your new initiative count at that point.

You never get back the time you spend waiting to see what’s going to happen. You can’t, however, interrupt anyone else’s action (as you can with a readied action).

Initiative Consequences of Delaying

Your initiative result becomes the count on which you took the delayed action. This may involve either moving to another seat temporarily or employing a placeholder. If employing a placeholder you remain responsible to take your action in turn. If you neglect to take your action you are treated as though you had again delayed and may take your action either when you notice your missing a turn (after the person who is presently acting) or once the turn reaches your seat. If you come to your next action and have not yet performed an action, you don’t get to take a delayed action (though you can delay again).

If you take a delayed action in the next round, before your regular turn comes up, your initiative count rises to that new point in the order of battle, and you do not get your regular action that round.

Friendly Throw

If your character wishes to toss a potion, tool, or similar item to an ally they may make a special ranged touch attack. The DC of the attack is 10 - the receiving character's Dex score. Most thrown items without a listed range increment have a ranged increment of 10.
The receiving character must be aware that an object is being thrown to them. If the receiving character has a free hand they may catch a thrown item as an immediate action, otherwise they must ready an action.
If the thrown item poses a danger (eg, vial of acid, dagger) any natural attack roll of less than 4 has a 50% chance of injuring the recipient.

Grapple

Characters involved in a grapple with a smaller pinned opponent may opt to throw the opponent in a direction of their choosing.

Toss

"Don't tell the elf -Gimli"
A toss action attempts to hurl your opponent (or ally) like a missile.

Contested:
You can only toss an opponent you have pinned who is at least one size category smaller than you.
As a grapple attack roll a CMB check, if you fail your check the opponent is no longer pinned and at their option may automatically cease being grappled by you. If your attack is successful, your target is tossed 5 feet away. For every 5 by which your attack exceeds the DC you can toss your target away an additional 5 feet. For every full 10 feet you toss an opponent you deal 1d6 points of bludgeoning damage to them when they land on the floor unless they can succeed an an acrobatics skill check DC 20.
Friendly:
You may toss a willing ally who is at least one size category smaller than you as a full round action if they are within your reach. Treat their CMD as 10 for the purposes of resolving this attack, the ally suffers no damage if they land on their feet by making an acrobatics check DC 10.

If you throw a creature at a solid object such as a wall you may chose to inflict additional damage. They suffer damage as though they had hit the floor plus additional damage as per the chart below (you may add your strength bonus to damage), if the landing site is more perilous than a stone wall such as a spiked pit trap, a pool of lava, or the maw of a hungry creature the DM may add additional damage or effects.
You may also throw the tossed character at another opponent. In this case make an separate ranged attack roll with a -4 penalty (your living projectile is an improvised weapon). If you hit, the tossed character's body deals bludgeoning damage (add your strength bonus to damage) according as per the chart below to the target of the attack. This impact cushions their landing somewhat, thus the thrown character only recieves damage based on the distance of the throw. The range increment on a thrown creature is equal to your reach.

Extra Thrown Character Impact Damage
Fine Diminutive Tiny Small Medium Large Huge Gargantuan Colossal
1d2 1d4 1d6 1d8 1d10 3d6 4d6 6d6 Can't be thrown

Draft Rule

Fray movement (Full-Attack Movement)

Skilled combatants may move a short distance "in the fray" as part of their melee full attack action. A five foot step may be taken either before or after, but not during, fray movement. Attacks must be spread out across fray movement so a combatant must make at least one attack as they enter each square, or forfeit one attack. At no time may fray movement exceed your basic movement rate, nor may you make fray movement if you have no remaining attacks.
To determine the total distance you may move "in the fray" take your base attack bonus and compare it to the chart below:

BAB* Maximum Movement
+0 - +5 5 ft. step only
+6 - +10 5 ft. fray move + 5 ft. step
+11 - +15 10 ft. fray move + 5 ft. step
+16 - +20 15 ft. fray move + 5 ft. step

You may not bull rush or charge as part of a full attack action.
Fray movement, like regular movement provokes attacks of opportunity by all creatures who can reach you except the target of your next attack.
Press and yield ground: If you are using a full attack action with remaining fray movement you may use this movement to press an adjacent opponent. By pressing you attempt to advance into your targets space with a sequence of blows. A pressed combatant has the option to yield ground by of moving away from you 5 feet at a time, (this movement provokes attacks of opportunity from your allies, but not from you). If your target yields ground you immediately enter the square they occupied and resolve your next fray attack against them. If a pressed opponent is unable or unwilling to yield ground you receive a +2 pressing bonus to the remainder of your attacks against them. If you have a great deal of available movement you may attempt press your opponent backwards multiple times in a round. Space moved by a yielding combatant is deducted from their movement on their next turn if they chose to move, otherwise yielding has no effect on their actions. You may not press opponents if you are flying, burrowing, or mounted.

Shield cover

Any character with shield proficiency, in response to a cone or burst effect, may as an immediate action take cover beneath his shield. In order to do so the character must not be flat footed and must have means of being aware of the attack. The Character receives a cover bonus to their reflex save equal to the shield's armor bonus (including any magical enhancement bonus). Regardless of the success or failure of the save the shield takes full damage from the attack and can be destroyed as a result.

Shield statistics and notes
Energy attacks deal half damage to shields. After this is considered fire attacks ignore the hardness of dry wooden objects.

Critical Event

In any instance that a a critical threat against a character fails to confirm there is a chance that they were saved by one of their items which deflected, absorbed, or otherwise reduced the seriousness of the injury. Unfortunately the item becomes subject to damage as a result.

d20 roll Item Affected
1-4 Shield
5-12 Armor or clothing
13-14 Helmet, hat, or headband
15-16 Item in hand (including weapon, wand, or the like)
17-18 Cloak
19 Other Item on person
20 Nothing

If the indicated area is nothing (20) or no such item is carried by the character no equipment of the character is damaged.
Affected equipment receives exactly the same amount of basic damage from the attack as it's owner (see damaging objects). Objects are not subject to precision based damage such as sneak attack.

Combat Maneuvers Quick Reference

Special maneuvers in combat are accomplished using combat maneuver rolls. In general, combat maneuvers fall into two different categories: a d20 is rolled and the CMB modifier is applied to the roll. The maneuver is considered successful if it is equal or greater than the combat maneuver defense of the foe.

Combat Maneuver Bonus

The offensive combat maneuver modifier is calculated as follows:

Combat Maneuver Bonus = Base Attack Bonus + Strength Modifier + Size Modifier
or, for short:
CMB = BAB + STR + SM
Combat Maneuver Defense= 10 +Base Attack Bonus + Strength Modifier + Dexterity Modifier + Size Modifier
or, for short:
CMB = 10 + BAB + STR + DEX + SM

Combat Maneuver Size Modifiers
Fine Diminuitive Tiny Small Medium Large Huge Gargantuan Colossal Epic
-8 -4 -2 -1 0 +1 +2 +4 +8 +16
Performing a Combat Maneuver

When a character performs an offensive combat maneuver against an opponent, the opponent usually has two choices: to resist the maneuver, or avoid the maneuver. If the subject chooses to resist the maneuver, the CMB roll is opposed by the opponent's CMD class, and unless the character has a feat that states otherwise, the maneuver draws an attack of opportunity from the opponent, which is resolved before the maneuver. In some cases the opponent may decide to avoid the maneuver,in cases where this is not automatic the CMB roll is opposed by the opponent's CMD class.

Defensive Combat Maneuver

The defensive combat maneuver modifier is calculated as follows:

Defensive Combat Maneuver Modifier = Base Attack Bonus + Dexterity Modifier + Size Modifier
or, for short:
DCM = BAB + DEX + SM


The defensive combat maneuver class is equal to 15 plus the DCM modifier.
Offensive Combat Maneuver Size Modifiers
Fine Diminuitive Tiny Small Medium Large Huge Gargantuan Colossal Epic
+8 +4 +2 +1 0 -1 -2 -4 -8 -16
Performing a Defensive Combat Maneuver

When a character performs a defensive combat maneuver, the DCM roll is opposed by the opponent's OCM class if the opponent chooses to interfere with the maneuver. Defensive Combat Maneuvers never draw attacks of opportunity.


Bull Rush

Offensive

Action:
Standard, or part of a charge
You attempt to push an opponent straight back without doing any harm.
Success:
The opponent is pushed back 5 feet plus 5 feet for every 5 points the CMB roll exceeds the opponent's CMD.
Resisted:
The opponent is able to stand his or her ground.

Disarm

Offensive

Action:
Melee attack
You attempt to cause an opponent to drop items being carried in its hands.
Success:
The opponent drops one item of your choice it is carrying in its hands. If the CMB roll exceeds the opponent's CMD class by 10 or more, the opponent drops two items being carried in its hands. If you fail by 10 or more you drop the weapon you are using to attack.
Resisted:
The opponent is able to keep its grip on the items in its hands despite your efforts.

Grapple

Offensive

Action:
Standard
You attempt to initiate an opponent in a grapple.
Success:
You and the opponent enter a grapple, and obtain the grappled condition. You now occupy a square space not less than the sum of the squares you normally occupy independantly. You may not move from the square you both occupy without either successfully escaping the grapple, or successfully moving your opponent with you. While in a grapple you may only attack your opponent with attacks that include 0 in their reach (unarmed strike, natural attack, and many light melee weapons). A number of dependant combat maneuvers are now possible, many of which cannot be avoided, due to the nature of being involved in a grapple.
Resisted:
Your opponent is able to fight off your attempts to initiate a grapple.
Avoided:
Your opponent is able to avoid your attempts to initiate a grapple. You move 5 feet in their direction, and your opponent can choose an adjacent square to move to.

Drop

Offensive

Action:
Move
You attempt to drop to the ground with your opponent.
Success:
Both you and your opponent become prone.
Resisted:
You and your opponent remain standing.
Avoided:
This maneuver cannot be avoided.

Escape

Defensive

Action:
Standard
You attempt to escape from a grapple, or escape from a hold or a pin. You may use an escape artist check en lieu of a DCM roll to attempt your escape.
Success:
If you are not held or pinned, you are able to escape from a grapple already in progress; you may now move out of the grapple area on your next available move action. If you are using escape to escape from a hold or pin, you successfully escape the hold or pin.

Hold

Offensive

Action:
Standard
You attempt to restrain your opponent in a hold.
Success:
You restrain your opponent so that they may not move or take any action other than to speak or attempt to escape the hold. Opponents in a hold are not considered helpless, however you gain a +5 bonus to any further combat maneuver checks you make against your opponent so long as it remains in your hold.
Resisted:
Your opponent successfully resists the hold.
Avoided:
Your opponent successfully avoids being held.

Move

Offensive

Action:
Move
You attempt to move opponents you are grappling.
Success:
You are able to move the grapple area at half your speed.
Resisted:
You are unable to move the grapple area.
Avoided:
This maneuver cannot be avoided.

Pin

Offensive

Action:
Standard
You attempt to restrain your opponent in a way that they can not move or act, using a solid surface.
Success:
If you are standing you pin your opponent against an adjacent wall or solid vertical surface at least half their height, if you are prone, you pin them against the floor. Your opponent gains the helpless condition and can not move or act other than to speak or attempt to escape the pin.
Resisted:
Your opponent resists being pinned.
Avoided:
Your opponent successfully avoids being pinned.
Special:
Once pinned, your opponent

Throw

Offensive

Action:
Standard
You attempt to throw your opponent to the ground. You may not throw an opponent while prone.
Success:
You throw your opponent to the ground, and it lands up to 5 feet away for every 5 points your OCM roll exceeds the opponent's OCM class.
Resisted:
Your opponent resists being thrown.
Avoided:
This maneuver cannot be avoided.

Overrun

Offensive

Action:
Move, or part of a charge
You attempt to move through the square of an opponent no larger than one size category larger than you.
Success:
You move through the square of your opponent, shoving them out of the way.
Resisted:
Your opponent is able to stop you from moving through their square. You stop in the square immediately in front of your opponent or the closest open space in front.
Avoided:
You still move through the square of your opponent, however you draw an attack of opportunity from your opponent as you leave their square.

Perform a Defensive Action

Defensive

Action:
Same as action being attempted defensively
You attempt to perfom an action defensively. See Actions in Combat.

Sunder

Offensive

Action:
Melee attack
You attempt to break an item held or worn by your opponent.
Success:
You deal damage to the item held by your opponent normally.
Resisted:
This maneuver cannot be resisted. However, if it is not avoided, note that a sunder attempt draws an attack of opportunity from your opponent like any other combat maneuver.
Avoided:
Your opponent prevents you from damaging the item they are holding.

Trip

Offensive

Action:
Melee attack
You attempt to trip an opponent no larger than one size category larger than you. Flying creatures and creatures without legs cannot be tripped.
Success:
You trip your opponent and it falls prone.
Resisted:
Your opponent resists your trip attempt, and if your OCM roll was less than 10 less than your opponent's OCM class, he may choose to knock you prone instead.
Avoided:
Your opponent avoids your trip attempt and is not knocked prone.
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