Combat Guide

Sometimes


Table of Contents

The Map

Squares and Hexes


Stats

Action Points

Stamina, Health Points, and Hit-Dice

Damage and Damage Dice

Weapons


How It Works

Rounds

Initiative

Surprise Round / Flat-Footed


Actions

Move

Attack

Spells

Reactions

Other







The Map


The map is sectioned off into squares (or hexes) of five feet, on which the adventurers and other characters move about and fight. You may move around and attack on the battle field.

(Hexes are better)







Stats


Action Points

Number of actions you can take (See: Actions).

(Dex score + Wit score / 12) + 1

Average: 3



Saves

Many circumstances in combat will cause you to make a save. If rocks are falling or you need to jump to avoid a fireball, you make a Reflex save. If you are resisting a poison or the urge to vomit at a noxious smell, you make a Fortitude save. If someone is attempting to charm you with a spell or a smile, you make a Will save.


Saves, unlike defensive actions (detailed below), are reflexive. The do not cost Action Points. Many spells will trigger a save, as well as many environmental factors.


The Stability save is special, in that it can’t be ranked up and does not get a proficiency bonus. Additionally, it is rolled with a d10 rather than a d20, and only every made to oppose a maneuver action, detailed below.



Stamina, Health Points, and Hit-Dice

Hit-Dice

Every class is given a Hit Die, usually a d8. You start with one of these Hit Dice at 1st level. Every time you gain a level, you gain an additional Hit Die. Hit Dice are used for a variety of things, such as regaining Stamina during a short rest, or recovering from potentially fatal wounds.


Health Points

Shortened HP, hit points represent the physical health and vitality of your character. When you are hit with attacks, spells, or otherwise damaged, your HP is depleted. This does not necessarily represent direct physical damage, but merely abstracts it; so that a decrease in HP may show as losing stamina or luck, before any actual injury is incurred.


At first level, your HP is:

Hit Die Max + Con Mod


For every level after 1st, gain a number of HP equal to:

75% Hit Die + Con Mod


Alternative: You can also decide to roll for your HP, possibly granting a higher number by risking a lower one. Discuss with your GM.



Damage and Damage Dice

Damage Dice



Damage Types


–Physical


–Elemental


–Other


Note: Burn means to dissolve cells, or to break down their structure.



Weapons


Weapon Types


–Light


–One-Handed


–Heavy


–Two-Handed


–Polearm


–Ranged


–Specialized


Natural Weapons







How It Works



Rounds



Iitiative




Surprise Round / Flat-Footed







Surprise Round / Flat-Footed




Move

Movement Points


Terrain



Attack of Opportunity


5' Step


Note: If you have a feature that allows you to move as a reaction, taking a 5’ step does not preclude that.


Prone / Crawling


Fiddling with Objects


Drawing Weapons


Reloading Weapons


Hiding



Attack

How


Melee


Ranged



Spells

Casting


Spell DC


Spell Attack


Concentration


Attack of Opportunity


Seals


Rituals