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Forgotten Realms Campaign - Combat Moves
You may do one of four things on your turn in each round of combat:
- Perform a full-round action
- Perform a standard action and a move action
- Perform two move actions
- Delay your turn until later in the round (ie, lower your initiative
roll)
In addition you may take as many free actions as you want in a round (as long
as it doesn't get silly). If you have not moved as part of your actions, you
may also take a 5' step at any point in the round. Taking a 5' step never
provokes attacks of opportunity.
(a) Full-round actions
(i) Full Attack
You attack for the entire round. This is necessary in order to use any
multiple attacks you have. The only other actions you may take in the round
are a 5' step (at any point) and free actions. A full attack with a ranged
weapon provokes attacks of opportunity.
(ii) Defensive Full Attack
As the full attack, except that in fighting defensively you take -4 to all
hitrolls to gain a +2 dodge bonus to AC for the round.
(iii) Charge
You move up to twice your speed in a straight line towards an opponent and
make a single melee attack on them, gaining +2 to the hitroll and -2 to your
AC until your next turn. Instead of attacking you may attempt a bull rush or
overrun (see below) with a +2 bonus to the roll. You must have a clear path
and be able to see your opponent to charge them. You may not take a 5' step
during the round.
(iv) Withdraw
This is a controlled withdrawal from combat. You move up to double your speed
for the round and do not provoke attacks of opportunity for leaving the square
in which you started the round. You may not also take a 5' step. Also there is
no requirement to be leaving combat completely; you may use this action to
position yourself for subsequent attacks, for example.
(v) Run
You move up to 4x your speed for the round (3x in heavy armour). In contrast
to the withdraw action, all attacks of opportunity apply as usual. You lose
your Dex bonus to AC for the round (unless you have the Run feat). You may not
also take a 5' step.
(vi) Coup de Grace
You attack a helpless opponent whom you are adjacent to. You automatically
hit and score a critical hit. Sneak attack damage also applies if you are able
to deal it. If the target survives the damage they must make a Fort save (DC
10 + damage dealt) or die. You cannot coup de grace creatures which are immune
to critical hits. This action provokes attacks of opportunity.
(vii) Reload Heavy Crossbow
You reload a heavy crossbow. Attacks of opportunity are provoked.
(viii) Metamagic
Bards and sorcerers must use a full-round action to cast a metamagic spell
with a listed casting time of a standard action. Attacks of opportunity are
provoked.
(ix) Specific spells or abilities
Although most spells or special abilities require a standard action, a small
number specify that a full-round action must be used. Attacks of opportunity
are provoked.
(b) Standard actions
(i) Standard Attack
You make one attack against a single target. If using a melee weapon, the
target must be within reach; if using a ranged weapon, the target must be in
line of sight and within range. Note that firing a ranged weapon into melee
incurs a -4 hitroll penalty unless you have the Precise Shot feat, or unless
your target is big enough that you are aiming at a spot 10' or more away from
any allied character. An attack with a ranged weapon provokes attacks of
opportunity.
(ii) Defensive Attack
As the standard attack, except that in fighting defensively you take -4 to
your hitroll to gain a +2 dodge bonus to AC for the round.
(iii) Total Defence
This is not an attack. You gain a +4 dodge bonus to AC for the round. You may
not make attacks of opportunity this round.
(iv) Start or Complete Full-round Action
You may split any of the above full-round actions over two rounds, using up
the standard action portion of both.
(v) Aid Another
By putting an opponent off guard you grant an ally +2 to their next hitroll
against that opponent or +2 to their AC vs. that opponent's next attack
against them. You must both be within melee range of the opponent. You must
make an attack roll against AC 10. This action is not an attack.
This action may also be used to aid an ally under the effects of sleep
or similar spells, to assist an ally's skill check in the usual way, and so
on.
(vi) Bull Rush
You attempt to push an opponent back without damaging them. In attempting a
bull rush you move into the same square as your opponent and provoke attacks
of opportunity. (If you have the Improved Bull Rush feat you don't provoke one
from the defender.) If you succeed at an opposed Str check, you push them back
by at least 5'. Your target cannot be more than one size larger than you.
(vii) Disarm
You attempt to knock your opponent's weapon out of their hand. This provokes
an attack of opportunity from the defender unless you have the Improved Disarm
feat. Opposed attack rolls are made to determine success. If you fail, the
defender gets a free disarm attempt against you.
Grabbing a defender's worn item counts as a disarm attempt except that the
defender doesn't get a chance to disarm you if the attempt fails.
(viii) Feint
You bluff your opponent. If you make a successful Bluff check against their
Sense Motive check, your next attack ignores their Dex bonus to AC. They get
to add their base attack bonus to the Sense Motive check. If you have the
Improved Feint feat, feinting becomes a move action.
(ix) Grapple
You attempt to grab and hold an opponent. Starting a grapple provokes an
attack of opportunity. Frankly the grappling rules are far too complicated to
summarise here...
(x) Overrun
You attempt to run through or over an opponent, either in combination with a
charge or with a standard move. This provokes an attack of opportunity from
the defender. The defender has the option to simply move out of the way in
response (if you don't have the Improved Overrun feat, and if there's room).
Otherwise they attempt to block you and opposed rolls are made (your Str vs.
their Str or Dex, whichever is higher). If you succeed, you may continue
moving. If you fail, they get an attempt to knock you prone. Your target
cannot be more than one size larger than you.
(xi) Sunder
Using a melee slashing or bludgeoning weapon you attempt to break your
opponent's weapon or shield. This provokes an attack of opportunity unless you
have the Improved Sunder feat. Opposed attack rolls are made; if you succeed,
you deal damage to the item. You may also attempt to sunder a carried or worn
object.
(xii) Throw Splash Weapon
Splash weapons are things like flasks of acid and the like. Against a
specific target, you must make a ranged touch attack to hit (i.e., armour,
shield and natural armour bonuses to their AC are ignored). Direct damage is
dealt to the target and splash damage is dealt to everyone within 5'.
Alternatively you can throw the weapon at the floor, in which case you make a
ranged touch attack against AC5, but nobody takes the direct damage. Splash
weapons that miss land randomly nearby and still deal splash damage if anyone
is within 5'.
(xiii) Trip
By making a melee touch attack against an opponent, then succeeding at an
opposed roll (your Str vs. their Str or Dex, whichever is higher) you attempt
to make them fall to the ground. This provokes an attack of opportunity unless
you have the Improved Trip feat. Some weapons (flails, halberds, whips, etc.)
can be used to make trip attacks; in this case no attack of opportunity is
provoked.
(xiv) Cast Spell
You cast any spell which specifies its casting time to be a standard action
(that's most of them). Attacks of opportunity are provoked.
(xv) Maintain Spell
If a spell requires you to concentrate on maintaining it, that concentration
takes up your standard action in each round whilst the spell is in effect.
(Attacks of opportunity are not provoked.)
(xvi) Cast Spell on the Defensive
As the cast spell action, except that no attacks of opportunity are provoked.
You must make a Concentration check to successfully cast a spell on the
defensive.
(xvii) Magical Touch or Touch Attack
An attack with a spell with a range of "touch" is considered a standard
attack, with two exceptions: for a touch attack, the armour, shield and
natural armour components of the target's AC are ignored; and you may perform
a touch attack as an additional standard action in the round you cast a touch
spell. The spell is not discharged until a successful touch is made or another
spell is cast. Touching an allied target automatically succeeds.
(xviii) Sing
A bard's song takes up the standard action in the round it begins in and in
each round it is maintained for. Note that most effects of bards' songs last
for a number of rounds after the end of the song, so singing every round is
not necessary if the bard wants to use other standard actions.
(xvix) Use Magical Item or Ability
Activating a magical item or using a spell-like ability is a standard action
that provokes attacks of opportunity. (You may use a spell-like ability on the
defensive as if it were a spell, as above.) Using a supernatural ability (this
includes turning undead) is a standard action that does not provoke attacks of
opportunity.
(c) Move actions
(i) Standard Move
You move any distance up to your speed. You may not also take a 5' step in
the round.
(ii) Draw or Sheathe Weapon
Drawing a weapon or putting it away requires a move action. If your base
attack bonus is at least +1, you may perform a standard move as your move
action to be able to draw a weapon as a free action. If you have the
Two-Weapon Fighting feat, you may draw both your weapons in the action usually
taken to draw a single weapon. Drawing ammunition for a ranged attack is
always a free action.
(iii) Ready or Loose Shield
In a similar way, strapping or unstrapping a shield to your arm requires a
move action. As above, this becomes a free action if you instead perform a
standard move with your move action and your base attack bonus is at least +1.
(iv) Reload Crossbow
You reload a light or hand crossbow. Attacks of opportunity are provoked.
(v) Manipulate Item
Moving, picking up, or otherwise manipulating an object (including opening
and closing doors and retrieving something from your pack) requires a move
action. Attacks of opportunity may be provoked, depending on the action.
(vi) Stand Up
Picking yourself up off the floor is a move action and provokes attacks of
opportunity.
(vii) Mount or Dismount Steed
Mounting or dismounting is a move action and provokes attacks of opportunity.
(d) Free actions
(i) Drop Item
Dropping an item which you have to hand is a free action.
(ii) Drop to the Floor
Dropping prone to the floor is a free action.
(iii) Speak
Speaking is a free action, and can be done even when it's not your turn.
(iv) Rage
A barbarian may enter a rage as a free action.
(v) Cease Concentration on Spell
Any spell effect which requires the character to concentrate to maintain it
may be ended as a free action.
(vi) Cast Quickened Spell
Casting a spell affected by the Quicken Spell metamagic is a free action and
does not provoke an attack of opportunity. Only one quickened spell can
be cast per round, but you may still cast another spell in your standard
action for that round. |
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