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Post Info TOPIC: Movement and Combat


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Movement and Combat
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MOVEMENT
==========================
Note: this does not cover everything, it is merely a quick reference guide that should be used along with the movement section (page 229 in the book, or 231 in the pdf)

Feet-to-Squares Conversion
Each [one-inch] square on a map represents 5 feet, so a character that can move 30 feet in her turn can move 6 squares.

Encumbrance - House rules
We will not be using Encumbrance rules when it comes to gear you are carrying (not wearing - we will still apply movement penalties based on gear worn). I will change this if you try to load your characters up with ridiculous amounts of gear.

Moving Diagonally
When moving diagonally, count the first square as 1 space, then the second square as 2 spaces, then the third as 1 space, the fourth as 2 spaces, etc.

Difficult Terrain
Each square of difficult terrain counts as 2 squares. You may not enter a difficult terrain square if you can't move at least 2 spaces.

Obstacles
A space with an obstacle in it counts as 2 squares. You cannot land on a square with an obstacle, you can only pass it. You may not pass an obstacle if you can't move the 2 spaces to get past the obstacle and then another space to move to the space beyond the obstacle.

Attacks of Opportunity
During normal movement, walking/running out of (or "through") any square that is adjacent to an enemy provokes an attack of opportunity (see combat section for more information on attacks of opportunity).  For example, someone that runs completely past an adjacent enemy provokes 3 attacks of opportunity, since she would move through 3 spaces that are adjacent to the enemy (although, without Feats or other abilities, that enemy can only take advantage of one attack of opportunity per round).

The 5-Foot Step
You can move 1 space without provoking an attack of opportunity, but you can make no other movements that round (unless you have a feat, power, etc. that allows otherwise).

Running
You can run as a full-round action, allowing you to move 4 times your normal speed in a straight line, or 3 times if in heavy armor. Unless you have the Run feat, you lose all Agility bonuses to AC.

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ACTION TYPES
===================================
In a normal round, a character can take a standard action and a move action, or he can take a full-round action. He can also take one or more free actions. A character can always take a move action in place of a standard action.

Standard Action
A standard action allows a character to do something, such as attack or cast a spell.

Move Action
A move action allows a character to move her speed or take an action that requires a similar amount of time. A character can take a move action in place of a standard action. If the character moves no actual distance in a round (commonly owing to swapping a move for one or more equivalent actions), she can take one 5-foot step either before, during or after the action.

Full-Round Action
A full-round action consumes all a character’s effort during a round. The only movement the character can take is a 5-foot step before, during or after the action, although some full-round actions do not allow a 5-foot step. Characters can also take free actions (see below). Some full-round actions can be taken as standard actions, but only in situations when characters are limited to taking only standard actions during the round.

Free Action
Free actions consume a very small amount of time and effort. Characters can take one or more free actions while performing another action normally. There are, however, reasonable limits on what characters can do for free.

Not an Action
Some activities are so minor that they are not even considered free actions. They literally take no time at all to do and are considered an inherent part of doing
something else.


===================================
COMBAT
===================================
Note: This does not cover everything there is for combat. It is intended to supplement the Combat section (page 217 in the book and 219 in the pdf).

Combat Sequence
Note: all characters are flat-footed until their first turns (unless they have a power or feat that counteracts this)
1. Roll initiative
2. Determine if there is a surprise round. If there is, those who aren't caught off guard do the surprise round in order of initiative.
3. All characters and NPCs take turns, performing actions in order of initiative, highest to lowest.
4. Repeat step 3 until the encounter is over.

Initiative
Each character and NPC in the encounter rolls 1d20 and adds his Agility and Initiative modifiers. If more than one person rolls the same score, the one with the highest Initiative modifier goes first, or they roll again to see which goes first.

The Attack Roll
Most attacks follow the same basic format:
1d20 + Attack Bonuses vs Target's Armor Class (AC)
If the roll meets or beats the target's AC, the attack hits.

Natural 1 and 20
On a roll of a natural 1 ("natural" means "what number is shown on the die"), it is an automatic miss. On a roll of a natural 20, it is an automatic hit, and is also a possible critical hit.

Critical Hits
A natural 20 is an automatic hit, no matter what. To determine if it's a critical hit, roll the attack again immediately (applying your bonuses as usual). If that roll is a success, the attack is a critical hit (if not, it's a regular hit). For a critical hit, roll the damage dice twice, but do NOT multiply extra damage that is over and above the weapon's normal damage (like from powers).

Attack Bonus
A character’s attack bonus with a melee weapon is:
Base attack bonus + Strength modifier + size modifier

With a ranged weapon, the attack bonus is:
Base attack bonus + Agility modifier + size modifier + range penalty

Damage
All successful attacks deal at least 1 point of damage.

Strength Bonus
A character's strength modifier is added to damage from melee attacks, thrown weapons, the sling, etc.

Off-Hand Weapon
Add only 1/2 a character’s Strength bonus to damage from an off-hand melee weapon.

Wielding a Weapon Two-Handed
Add 1-1/2 times a character’s Strength bonus to damage from a weapon wielded two-handed. This bonus does not apply to light weapons wielded two-handed.

Armor Class
A character’s AC equals:
10 + armor bonus + shield bonus + Agility modifier + size modifier
Note 1: Bonuses to AC from armor and shield do not apply when being attacked with a Touch Attack.
Note 2: When a character is flat-footed, the Agility modifier does not apply.

Hit Points
When a character’s hit point total falls to a number between 0 and her Stamina  bonus (if any) expressed as a negative number, the character is disabled. When it reaches a negative number between her Stamina bonus + 1 and her negative  Stamina score (inclusive), the character is dying. When it drops to a negative  number lower than her Stamina score, the character is dead.

Disabled
The character can take only a standard or move action each round; taking any strenuous activity deals 1 point of damage after completing the action. Strenuous
activity includes running, attacking or using any ability that requires physical  exertion or mental concentration. Disabled characters make all attack and damage rolls, saving throws and checks at a –2 circumstance penalty. If the character has a Stamina bonus, any hit point total from 0 to a negative number equal to his Stamina
bonus results in disabled status. Thus, a character with a +3 Stamina bonus has a disabled range of 0 to –3. If he takes a strenuous action, his hit points drop a point, and he remains disabled. If the character drops to –4 hp, he is dying. A character with no Stamina bonus or with a Stamina penalty becomes disabled at 0 hit points and is dying at –1 hit point.

Dying
The character immediately falls unconscious and can take no actions. For example, a character with a Stamina bonus of +3 is dying when her hit points are anywhere between –4 and –16.
At the end of each round, starting with the round in which the character began  dying, roll d% to see whether she stabilizes. The character has a percentage chance equal to her Stamina score to stabilize. Thus, a character with a 16 Stamina has a 16% chance to stabilize. If she doesn’t, she loses –1 hit point. If the  character’s hit points drop to a negative number lower than her Stamina score, she is dead. An ally can stabilize a dying character with a successful Heal check. The DC for the check is equal to 10 + the character’s number of negative hit points. For  example, stabilizing a character with –11 hit points requires a DC 21 Heal check.
If any sort of healing cures the dying character of even 1 point of damage, she stops losing hit points and becomes stable.
Healing that raises the dying character’s hit points back to equal to her negative Stamina bonus makes her conscious and disabled. Healing that raises the  character’s hit points to 1 or more makes her fully functional again, just as if she had never been disabled or dying.

Dead
If a character’s hit points drop to a number lower than his Stamina score, or if he takes massive damage (see above), he is dead. A character can also die from taking ability damage or suffering an ability drain that reduces Stamina to 0.

Resurrection and Ability Score Loss - House Rules
When a character dies and is brought back to life, he does not lose any levels. However, follow other details in the spell or power. When a character loses Ability Scores, this is temporary and all Ability Scores return to normal after at least 4 hours of sleep or 8 hours of rest during which he does not use spells or skills and is not in combat.


Saving Throws
When a character is subject to an unusual or magical attack, he gets a saving throw to avoid or reduce the effects. As with an attack roll, a saving throw is 1d20
plus a modifier
based on class, level and an ability score.

A character’s saving throw modifier is:
Base save bonus + ability modifier

Saving Throw Types: There are three different kinds of saving throws:

Fortitude: These saves measure a character’s ability to withstand physical  punishment or attacks against vitality and health. A character’s Stamina modifier  applies to Fortitude saves.

Reflex: These saves test a character’s ability to dodge area attacks. A character’s Agility modifier applies to Reflex saves.

Will: These saves reflect a character’s resistance to mental influence as well as to many magical effects. A character’s Spirit modifier applies to Will saves.

Saving Throw Difficulty Class: A saving throw’s DC is determined by the attack itself.

Automatic Failure and Success: A natural 1 on a saving throw is always a failure. A natural 20 on a saving throw is always a success.

Two-Weapon Fighting
A character wielding a second weapon in her off hand can make one extra attack per round with that weapon, but her attack round will be a full-attack and she will only be able to move 5 feet. She also suffers a –6 penalty on her regular attack or attacks with her primary hand and a –10 penalty on the attack with her off hand when fighting this way. She can reduce these penalties in two ways:
• If the off-hand weapon is light, the penalties are reduced by –2 each. (An unarmed strike is always considered light.)
• The Two-Weapon Fighting feat lessens the primary hand penalty by –2 and the off hand penalty by –6.

Double Weapons
: A character can use a double weapon to make an extra attack with the off-hand end of the weapon as if he were fighting with two weapons.
The penalties apply as if the off-hand end of the weapon were a light weapon.

Thrown Weapons: The same rules apply when a character throws a weapon from each hand. Treat a dart as a light weapon when used in this manner, and treat a bolas, javelin, net or sling as a one-handed weapon.

Multiple Attacks
Like with two-weapon fighting, someone that has a high enough attack bonus that she is able to attack more than once with her main weapon during her attack round must do a full-attack, and she can only move 5 feet. You will know if your character can do multiple attacks if your attack bonus has two or more numbers. Example: A level 5 Warrior has a base attack bonus of +5, but a level 6 Warrior has a base attack bonus of +6/+1. This means the level 6 Warrior can do a full-attack round and attack with a +6 bonus on her first swing and then a +1 bonus on her second swing.


Attacks of Opportunity
A character threatens all squares into which she can make a melee attack (all squares adjacent to her space, including diagonally).

Two kinds of actions provoke attacks of opportunity:
moving out of a threatened square; performing certain actions within a threatened square.

Moving: Moving out of a threatened square usually provokes an attack of  opportunity from the threatening opponent. Such an attack can be avoided in two ways: the 5-foot step and the withdraw action.

Performing a Distracting Action: Some actions performed in a threatened square provoke attacks of opportunity as characters divert their attention from the
battle. Table 12–2: Actions in Combat and The Big List of Actions note many such actions. Remember that even actions that normally provoke attacks of opportunity may have exceptions to this rule.

Other Ways to Avoid Attacks of Opportunity
: For casters, you can Cast Defensively (Concentration check of DC 15 + level of spell being cast) to avoid provoking. There is also a Feat named Combat Casting, which gives you a +4 to Concentration checks while casting defensively or while grappling or pinned. Another Feat that can help is Quicken Spell. This turns Standard Action spells into Free Actions, which do not provoke Attacks of Opportunity. However, Quickened Spells count as spells 4 levels higher, which means this Feat is useless until lvl 7 or 8. For ranged attacks, you can get the Feat named Close Shot. However, the prereqs are Agy 13, Dodge, Point Blank Shot, Precise Shot, and base attack bonus of +4 ... so most classes won't be able to get that for a few levels (even a Warrior wouldn't be able to get that until lvl 4 or 6).

Making an Attack of Opportunity

Attacks of opportunity are single basic melee attacks. A character makes only one per round (unless she has Feats or abilities that allow more), though she need not make one if she doesn’t want to.



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