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basic20:combat:actions [2012/12/10 01:31] – created cedwardsbasic20:combat:actions [2012/12/10 03:36] (current) cedwards
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 A natural 1 on the d20 is always a miss, and a natural 20 on the d20 is always a hit.  A natural 1 on the d20 is always a miss, and a natural 20 on the d20 is always a hit. 
  
-If the modified attack roll is equal to or greater than the AC of the target, the attack is successful. The attack may also be a Threat. See Critical Hits and Dealing Damage, below, for more details. +If the modified attack roll is equal to or greater than the AC of the target, the attack is successful. The attack may also be a Threat. See [[#Critical Hits and Dealing Damage]], below, for more details. 
  
 If the character is attacking an armed opponent while unarmed, the character provokes an immediate attack of opportunity from the target which is resolved before the character's attack. Note that under certain circumstances, a character attacking without a weapon is still considered "armed" If the character is attacking an armed opponent while unarmed, the character provokes an immediate attack of opportunity from the target which is resolved before the character's attack. Note that under certain circumstances, a character attacking without a weapon is still considered "armed"
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 A natural 1 on the d20 is always a miss, and a natural 20 on the d20 is always a hit.  A natural 1 on the d20 is always a miss, and a natural 20 on the d20 is always a hit. 
  
-If the modified attack roll is equal to or greater than the AC of the target, the attack is successful. The attack may also be a Threat. See Critical Hits and Dealing Damage, below, for more details. +If the modified attack roll is equal to or greater than the AC of the target, the attack is successful. The attack may also be a Threat. See [[#Critical Hits and Dealing Damage]], below, for more details. 
  
 If a character shoots or throws a ranged weapon at a target that is engaged in melee with an ally, that character suffer a -4 penalty on its attack roll. Two characters are engaged in melee if they are enemies of each other and either threatens the other. (A held, unconscious, or otherwise immobilized character is not considered engaged unless he is actually being attacked.)  If a character shoots or throws a ranged weapon at a target that is engaged in melee with an ally, that character suffer a -4 penalty on its attack roll. Two characters are engaged in melee if they are enemies of each other and either threatens the other. (A held, unconscious, or otherwise immobilized character is not considered engaged unless he is actually being attacked.) 
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 A natural 1 on the d20 is always a miss, and a natural 20 on the d20 is always a hit.  A natural 1 on the d20 is always a miss, and a natural 20 on the d20 is always a hit. 
  
-If the modified attack roll is equal to or greater than the AC of the target, the attack is successful. The attack may also be a Threat. See Critical Hits and Dealing Damage, below, for more details. +If the modified attack roll is equal to or greater than the AC of the target, the attack is successful. The attack may also be a Threat. See [[#Critical Hits and Dealing Damage]], below, for more details. 
  
 If the character is attacking an armed opponent while unarmed, the character provokes an immediate attack of opportunity from the target which is resolved before the character's attack. Note that under certain circumstances, a character attacking without a weapon is still considered "armed" If the character is attacking an armed opponent while unarmed, the character provokes an immediate attack of opportunity from the target which is resolved before the character's attack. Note that under certain circumstances, a character attacking without a weapon is still considered "armed"
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-**Wriggle Free:** A character can make an Escape Artist check (opposed by a character's opponent's grapple check) to get out of a grapple or out of being pinned (so that the character is just being grappled). Doing so counts as a standard action; if a character escapes a grapple, the character can also move in the same round. +**Wriggle Free:** A character can make an [[..:skills:Escape Artist]] check (opposed by a character's opponent's grapple check) to get out of a grapple or out of being pinned (so that the character is just being grappled). Doing so counts as a standard action; if a character escapes a grapple, the character can also move in the same round. 
  
 Several characters can be in a single grapple. Up to four characters can grapple a single opponent in a given round. Opponents that are one size category smaller than a character count for half, opponents that are one size category larger than a character count double, and opponents two or more size categories larger count quadruple.  Several characters can be in a single grapple. Up to four characters can grapple a single opponent in a given round. Opponents that are one size category smaller than a character count for half, opponents that are one size category larger than a character count double, and opponents two or more size categories larger count quadruple. 
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 While a character is grappling, that character's ability to attack others and defend a itself is limited.  While a character is grappling, that character's ability to attack others and defend a itself is limited. 
-** + 
-No Threatened Area:** A character doesn't threaten any area while grappling. +**No Threatened Area:** A character doesn't threaten any area while grappling. 
  
 **No Dexterity Bonus:** A character loses it's Dexterity bonus to AC (if a it has one) against opponents a it isn't grappling. (A character can still use the bonus against opponents the character is grappling.)  **No Dexterity Bonus:** A character loses it's Dexterity bonus to AC (if a it has one) against opponents a it isn't grappling. (A character can still use the bonus against opponents the character is grappling.) 
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 **Description:** Self explanatory.  **Description:** Self explanatory. 
- 
  
 ==== Load a hand crossbow ==== ==== Load a hand crossbow ====
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 **Description:** Self explanatory.  **Description:** Self explanatory. 
- 
  
 ==== Load a heavy crossbow ==== ==== Load a heavy crossbow ====
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 ==== Mount or dismount ==== ==== Mount or dismount ====
 [Move Equivalent][AoO: No] [Move Equivalent][AoO: No]
- 
  
 **Description:** Self explanatory.  **Description:** Self explanatory. 
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 ==== Open a door ==== ==== Open a door ====
- [Move Equivalent][AoO: No]+[Move Equivalent][AoO: No]
  
- +**Description:** Self explanatory. 
-Description: Self explanatory. +
  
 ==== Overrun (charge) ==== ==== Overrun (charge) ====
- [Standard][AoO: Yes]+[Standard][AoO: Yes]
  
 A character can try to overrun as part of a charge action against an opponent that is one size category larger, the same size, or one size smaller than the character. Only one attempt to overrun can be made per charge.  A character can try to overrun as part of a charge action against an opponent that is one size category larger, the same size, or one size smaller than the character. Only one attempt to overrun can be made per charge. 
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 First, a character must charge at least 10 feet in a straight line into the defender's space.  First, a character must charge at least 10 feet in a straight line into the defender's space. 
  
-Then the defender chooses either to avoid the character or to block the character. If he avoids the character, the character keeps moving. (A character can always move through the space occupied by someone who lets a character by.) If the defender blocks a character, make a trip attack against the defender (see Trip, below). If the character succeeds in tripping the defender, the character can continue the charge in a straight line as normal. +Then the defender chooses either to avoid the character or to block the character. If he avoids the character, the character keeps moving. (A character can always move through the space occupied by someone who lets a character by.) If the defender blocks a character, make a trip attack against the defender (see [[#Trip]], below). If the character succeeds in tripping the defender, the character can continue the charge in a straight line as normal. 
  
 If a character fails and is tripped in turn, the character is prone in the defender's space. If a character fails but is not tripped, the character has to move 5 feet back the way the character came. If that space is occupied, the character falls prone in that space.  If a character fails and is tripped in turn, the character is prone in the defender's space. If a character fails but is not tripped, the character has to move 5 feet back the way the character came. If that space is occupied, the character falls prone in that space. 
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 ==== Pick up an item ==== ==== Pick up an item ====
- [Move Equivalent][AoO: Yes]+[Move Equivalent][AoO: Yes]
  
-Description: A character must be in the same space as the item to be picked up. +**Description:** A character must be in the same space as the item to be picked up. 
  
 ==== Prepare spell components to cast a spell ==== ==== Prepare spell components to cast a spell ====
 [Free][AoO: No] [Free][AoO: No]
  
- +**Description:** Self explanatory. 
-Description: Self explanatory.  +
  
 ==== Prepare to throw oil ==== ==== Prepare to throw oil ====
- [Full][AoO: Yes]+[Full][AoO: Yes]
  
- +** 
-Description: Self explanatory. +Description:** Self explanatory. 
  
  
 ==== Ready ==== ==== Ready ====
- [Standard][AoO: No]+[Standard][AoO: No]
  
-Description: The ready action lets a character prepare to take an action later, after a character's turn is over but before a character's next one has begun. Readying is a standard action, so a character can move as well. It does not provoke an attack of opportunity (though the action that a character readies might do so). +**Description:** The ready action lets a character prepare to take an action later, after a character's turn is over but before a character's next one has begun. Readying is a standard action, so a character can move as well. It does not provoke an attack of opportunity (though the action that a character readies might do so). 
  
 Only partial actions can be readied. See the table in the description of "Start full round action" for a list of standard partial actions.  Only partial actions can be readied. See the table in the description of "Start full round action" for a list of standard partial actions. 
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 ==== Ready a shield ==== ==== Ready a shield ====
- [Move Equivalent][AoO: No]+[Move Equivalent][AoO: No]
  
-Description: Assumes the shield is being carried or worn, and is not secured in such a way that readying the shield can be done quickly. +**Description:** Assumes the shield is being carried or worn, and is not secured in such a way that readying the shield can be done quickly. 
  
 Ready to interrupt spellcaster [Standard][AoO: No] Ready to interrupt spellcaster [Standard][AoO: No]
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 [Standard][AoO: No] [Standard][AoO: No]
  
-Description: Self explanatory. +**Description:** Self explanatory. 
  
 ==== Refocus (no move) ==== ==== Refocus (no move) ====
 [Full][AoO: No] [Full][AoO: No]
  
-Description: Refocus is a full-round action during which a character cannot move. The character moves up in the initiative count and is positioned as though it had rolled a 20 on the initiative check. Other modifiers (such as for Dexterity and for the Improved Initiative feat) also apply to this roll of 20 when determining the new initiative check result. +**Description:** Refocus is a full-round action during which a character cannot move. The character moves up in the initiative count and is positioned as though it had rolled a 20 on the initiative check. Other modifiers (such as for Dexterity and for the Improved Initiative feat) also apply to this roll of 20 when determining the new initiative check result. 
  
  
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 [Move Equivalent][AoO: Yes] [Move Equivalent][AoO: Yes]
  
-Description: Self explanatory. +**Description:** Self explanatory. 
  
 ==== Run ==== ==== Run ====
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 [Move Equivalent][AoO: Yes] [Move Equivalent][AoO: Yes]
  
-Description: A character with the two-weapon fighting Feat can sheathe two weapons on the same action. +**Description:** A character with the two-weapon fighting Feat can sheathe two weapons on the same action. 
  
 ==== Speak ==== ==== Speak ====
 [Free][AoO: No] [Free][AoO: No]
  
-Description: The DM may place limits on what may be reasonably communicated in a six-second combat round. +**Description:** The DM may place limits on what may be reasonably communicated in a six-second combat round. 
  
  
 ==== Stand up from prone ==== ==== Stand up from prone ====
 [Move Equivalent][AoO: No] [Move Equivalent][AoO: No]
- +** 
-Description: Self explanatory. +Description:** Self explanatory. 
  
 ==== Start full round action ==== ==== Start full round action ====
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 Attacking an inanimate, immobile object not in use by a character does not provoke an attack of opportunity. An inanimate, immobile object has an AC of:  Attacking an inanimate, immobile object not in use by a character does not provoke an attack of opportunity. An inanimate, immobile object has an AC of: 
  
-10 - 5 for no Dexterity + its size modifier. +''10 - 5 for no Dexterity + its size modifier.'' 
  
 Immobile objects are easy to hit. With a melee weapon, the character gets a +4 bonus to the attack roll. If a character takes a full-round action to line up a shot (as with the coup de grace against a helpless foe), the character gets an automatic hit with a melee weapon and a +5 attack bonus with a ranged weapon. (Objects, however, are immune to critical hits.)  Immobile objects are easy to hit. With a melee weapon, the character gets a +4 bonus to the attack roll. If a character takes a full-round action to line up a shot (as with the coup de grace against a helpless foe), the character gets an automatic hit with a melee weapon and a +5 attack bonus with a ranged weapon. (Objects, however, are immune to critical hits.) 
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-Table: Size and AC of Objects  +Table: Size and AC of Objects ^ 
- +Size         ^  AC Modifier  ^ 
-Size           AC Modifier +Colossal     |   -8  | 
------          ----------- +Gigantic     |   -4  | 
-Colossal       -8 +Huge         |   -2  | 
-Gigantic       -4 +Large          -1  | 
-Huge           -2 +Medium-size    +0  | 
-Large          -1 +Small          +1  | 
-Medium-size    +0 +Tiny         |   +2  | 
-Small          +1 +Diminutive   |   +4  | 
-Tiny           +2 +Fine         |   +8  |
-Diminutive     +4 +
-Fine           +8+
  
 ==== Throw a two-handed weapon with one hand ==== ==== Throw a two-handed weapon with one hand ====
- [Full][AoO: Yes]+[Full][AoO: Yes]
  
-Description: Self explanatory. +**Description:** Self explanatory. 
  
  
 ==== Trip an opponent ==== ==== Trip an opponent ====
- [Varies][AoO: No]+[Varies][AoO: No]
  
 A character can try to trip an opponent as a melee attack. A character can only trip an opponent who is one size category larger than a character, the same size, or smaller.  A character can try to trip an opponent as a melee attack. A character can only trip an opponent who is one size category larger than a character, the same size, or smaller. 
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 This attack form substitutes for a melee attack, not an action. As a melee attack, it can be used once in an attack or charge action, one or more times in a full attack action, or even as an attack of opportunity.  This attack form substitutes for a melee attack, not an action. As a melee attack, it can be used once in an attack or charge action, one or more times in a full attack action, or even as an attack of opportunity. 
- 
  
 ==== Total defense ==== ==== Total defense ====
- [Standard][AoO: No]+[Standard][AoO: No]
  
- +**Description:** A character doesn't attack or perform any other activity other than moving at base speed, but the character gets a +4 dodge bonus to AC for 1 round. The character's AC improves at the start of this action, so it helps against any attacks of opportunity provoked while moving. 
-Description: A character doesn't attack or perform any other activity other than moving at base speed, but the character gets a +4 dodge bonus to AC for 1 round. The character's AC improves at the start of this action, so it helps against any attacks of opportunity provoked while moving. +
  
  
 ==== Turn undead (use special ability) ==== ==== Turn undead (use special ability) ====
- [Standard][AoO: No]+[Standard][AoO: No]
  
 +**Description:** Self explanatory. 
  
-Description: Self explanatory. +==== Use a skill that takes 1 action ==== 
 +[Standard][Varies]
  
-====  +**Description:** Self explanatory. 
-Use a skill that takes 1 action ==== +
- [Standard][Varies] +
- +
- +
-Description: Self explanatory. +
  
  
 ==== Use a skill that takes 1 round ==== ==== Use a skill that takes 1 round ====
- [Full][Varies]+[Full][Varies]
  
- +**Description:** Self explanatory. 
-Description: Self explanatory. +
  
  
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-Description: Using an extraordinary ability is usually not an action because most extraordinary abilities automatically happen in a reactive fashion. Those extraordinary abilities that are actions are usually standard actions that cannot be disrupted, do not require concentration, and do not provoke attacks of opportunity. +**Description:** Using an extraordinary ability is usually not an action because most extraordinary abilities automatically happen in a reactive fashion. Those extraordinary abilities that are actions are usually standard actions that cannot be disrupted, do not require concentration, and do not provoke attacks of opportunity. 
  
 ==== Use extraordinary ability ==== ==== Use extraordinary ability ====
- [Standard][AoO: No]+[Standard][AoO: No]
  
- +**Description:** Self explanatory. 
-Description: Self explanatory. +
  
  
 ==== Use feat ==== ==== Use feat ====
- [Varies][Varies]+[Varies][Varies]
  
- +**Description:** Self explanatory. 
-Description: Self explanatory. +
  
  
 ==== Use spell-like ability ==== ==== Use spell-like ability ====
- [Standard][AoO: Yes] +[Standard][AoO: Yes]
  
 Using a spell-like ability works like casting a spell in that it requires concentration and provokes attacks of opportunity. Spell-like abilities can be disrupted. If a character's concentration is broken, the attempt to use the ability fails, but the attempt counts as if the character had used the ability. The casting time of a spell-like ability is 1 action, making its use a standard action, unless the ability description notes otherwise.  Using a spell-like ability works like casting a spell in that it requires concentration and provokes attacks of opportunity. Spell-like abilities can be disrupted. If a character's concentration is broken, the attempt to use the ability fails, but the attempt counts as if the character had used the ability. The casting time of a spell-like ability is 1 action, making its use a standard action, unless the ability description notes otherwise. 
- 
  
 A character may attempt to use a spell-like ability on the defensive, just as with a spell. If the Concentration check (DC 15) fails, the character can't use the ability, but the attempt counts as if the character had used the ability.  A character may attempt to use a spell-like ability on the defensive, just as with a spell. If the Concentration check (DC 15) fails, the character can't use the ability, but the attempt counts as if the character had used the ability. 
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 ==== Use supernatural ability ==== ==== Use supernatural ability ====
- [Standard][AoO: No] +[Standard][AoO: No]
  
 Using a supernatural ability is usually a standard action (unless defined otherwise by the ability description). Its use cannot be disrupted, does not require concentration, and does not provoke attacks of opportunity.  Using a supernatural ability is usually a standard action (unless defined otherwise by the ability description). Its use cannot be disrupted, does not require concentration, and does not provoke attacks of opportunity. 
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 ==== Use touch spell on one target ==== ==== Use touch spell on one target ====
- [Standard][AoO: No] +[Standard][AoO: No]
  
 Description: A character may take a move before casting the spell, after touching the target, or between casting the spell and touching the target. A character can automatically touch one friend or use the spell on itself, but to touch an opponent, the character must succeed at an attack.  Description: A character may take a move before casting the spell, after touching the target, or between casting the spell and touching the target. A character can automatically touch one friend or use the spell on itself, but to touch an opponent, the character must succeed at an attack. 
- 
  
 ==== Use touch spell on up to six friends ==== ==== Use touch spell on up to six friends ====
basic20/combat/actions.1355103116.txt.gz · Last modified: 2012/12/10 01:31 by cedwards

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