basic20:combat:start
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| ====== Combat ====== | ====== Combat ====== | ||
| - | ===== Combat Sequence ===== | + | * [[basics]] |
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| - | Combat is cyclical; everybody acts in turn in a regular cycle of rounds. Combat follows this sequence: | + | |
| - | + | * [[modifiers]] | |
| - | - Each combatant starts out flat-footed. Once a combatant acts, he or she is no longer | + | * [[cover_and_concealment]] |
| - | | + | * [[inflicting_damage]] |
| - | | + | * [[damaging_objects]] |
| - | - Combatants act in initiative order (highest to lowest). | + | * [[saving_throws]] |
| - | - When everyone has had a turn, the combatant with the highest initiative acts again, and steps 4 and 5 repeat until combat ends. | + | * [[death_dying_healing]] |
| - | + | * [[condition_summary]] | |
| - | ===== Initiative ===== | + | |
| - | At the start of a battle, each combatant makes an initiative check. | + | |
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| - | ===== Special Attacks ===== | + | |
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| - | This section discusses all of the various standard maneuvers you can perform during combat other than normal attacks, casting spells, or using other class abilities. Some of these special attacks can be made as part of another action (such as an attack) or as a attack of opportunity. | + | |
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| - | ==== Aid Another ==== | + | |
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| - | In melee combat, you can help a friend attack or defend by distracting or interfering with an opponent. If you're in position to make a melee attack on an opponent that is engaging a friend in melee combat, you can attempt to aid your friend as a standard action. You make an attack roll against AC 10. If you succeed, your friend gains either a +2 bonus on his next attack roll against that opponent or a +2 bonus to AC against that opponent' | + | |
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| - | You can also use this standard action to help a friend in other ways, such as when he is affected by a spell, or to assist another character' | + | |
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| - | ==== Charge ==== | + | |
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| - | Charging is a special full-round action that allows you to move up to twice your speed and attack during the action. Charging, however, carries tight restrictions on how you can move. | + | |
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| - | **Movement During a Charge:** You must move before your attack, not after. You must move at least 10 feet (2 squares) and may move up to double your speed directly toward the designated opponent. If you move a distance equal to your speed or less, you can also draw a weapon during a charge attack if your base attack bonus is at least +1. | + | |
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| - | You must have a clear path toward the opponent, and nothing can hinder your movement (such as difficult terrain or obstacles). You must move to the closest space from which you can attack the opponent. If this space is occupied or otherwise blocked, you can't charge. If any line from your starting space to the ending space passes through a square that blocks movement, slows movement, or contains a creature (even an ally), you can't charge. Helpless creatures don't stop a charge. | + | |
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| - | If you don't have line of sight to the opponent at the start of your turn, you can't charge that opponent. | + | |
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| - | You can't take a 5-foot step in the same round as a charge. | + | |
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| - | If you are able to take only a standard action on your turn, you can still charge, but you are only allowed to move up to your speed (instead of up to double your speed) and you cannot draw a weapon unless you possess the [[..feats:# | + | |
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| - | **Attacking on a Charge:** After moving, you may make a single melee attack. You get a +2 bonus on the attack roll and take a –2 penalty to your AC until the start of your next turn. | + | |
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| - | A charging character gets a +2 bonus on combat maneuver attack rolls made to [[#bull rush]] an opponent. | + | |
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| - | Even if you have extra attacks, such as from having a high enough base attack bonus or from using multiple weapons, you only get to make one attack during a charge. | + | |
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| - | **Lances and Charge Attacks:** A lance deals double damage if employed by a mounted character in a charge. | + | |
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| - | **Weapons Readied against a Charge:** Spears, tridents, and other weapons with the brace feature deal double damage when readied (set) and used against a charging character. | + | |
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| - | ==== Combat Maneuvers ==== | + | |
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| - | During combat, you can attempt to perform a number of maneuvers that can hinder or even cripple your foe, including bull rush, disarm, grapple, overrun, sunder, and trip. Although these maneuvers have vastly different results, they all use a similar mechanic to determine success. | + | |
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| - | === Combat Maneuver Bonus === | + | |
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| - | Each character and creature has a Combat Maneuver Bonus (or CMB) that represents its skill at performing combat maneuvers. A creature' | + | |
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| - | CMB = Base attack bonus + Strength modifier + special size modifier | + | |
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| - | Creatures that are size Tiny or smaller use their Dexterity modifier in place of their Strength modifier to determine their CMB. The special size modifier for a creature' | + | |
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| - | **Performing a Combat Maneuver:** When performing a combat maneuver, you must use an action appropriate to the maneuver you are attempting to perform. While many combat maneuvers can be performed as part of an attack action, full-attack action, or attack of opportunity (in place of a melee attack), others require a specific action. Unless otherwise noted, performing a combat maneuver provokes an attack of opportunity from the target of the maneuver. If you are hit by the target, you take the damage normally and apply that amount as a penalty to the attack roll to perform the maneuver. If your target is immobilized, | + | |
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| - | When you attempt to perform a combat maneuver, make an attack roll and add your CMB in place of your normal attack bonus. Add any bonuses you currently have on attack rolls due to spells, feats, and other effects. These bonuses must be applicable to the weapon or attack used to perform the maneuver. The DC of this maneuver is your target' | + | |
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| - | === Combat Maneuver Defense === | + | |
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| - | Each character and creature has a Combat Maneuver Defense (or CMD) that represents its ability to resist combat maneuvers. A creature' | + | |
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| - | The special size modifier for a creature' | + | |
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| - | **Determine Success:** If your attack roll equals or exceeds the CMD of the target, your maneuver is a success and has the listed effect. Some maneuvers, such as bull rush, have varying levels of success depending on how much your attack roll exceeds the target' | + | |
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| - | === Bull Rush === | + | |
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| - | You can make a bull rush as a standard action or as part of a charge, in place of the melee attack. You can only bull rush an opponent who is no more than on size category larger than you. A bull rush attempts to push an opponent straight back without doing any harm. If you do not have the Improved Bull Rush feat, or a similar ability, initiating a bull rush provokes an attack of opportunity from the target of your maneuver. | + | |
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| - | If your attack is successful, your target is pushed back 5 feet. For every 5 by which your attack exceeds your opponent' | + | |
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| - | An enemy being moved by a bull rush does not provoke an attack of opportunity because of the movement unless you possess the Greater Bull Rush feat. You cannot bull rush a creature into a square that is occupied by a solid object or obstacle. If there is another creature in the way of your bull rush, you must immediately make a combat maneuver check to bull rush that creature. You take a –4 penalty on this check for each creature being pushed beyond the first. If you are successful, you can continue to push the creatures a distance equal to the lesser result. For example, if a fighter bull rushes a goblin for a total of 15 feet, but there is another goblin 5 feet behind the first, he must make another combat maneuver check against the second goblin after having pushed the first 5 feet. If his check reveals that he can push the second goblin a total of 20 feet, he can continue to push both goblins another 10 feet (since the first goblin will have moved a total of 15 feet). | + | |
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| - | === Disarm === | + | |
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| - | You can attempt to disarm your opponent in place of a melee attack. If you do not have the [[..feats:# | + | |
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| - | If your attack is successful, your target drops one item it is carrying of your choice (even if the item is wielded with two hands). If your attack exceeds the [[#combat maneuver defense|CMD]] of the target by 10 or more, the target drops the items it is carrying in both hands (maximum two items if the target has more than two hands). If your attack fails by 10 or more, you drop the weapon that you were using to attempt the disarm. If you successfully disarm your opponent without using a weapon, you may automatically pick up the item dropped. | + | |
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| - | === Grapple === | + | |
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| - | As a standard action, you can attempt to grapple a foe, hindering his combat options. If you do not have [[..feats:# | + | |
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| - | //Move:// You can move both yourself and your target up to half your speed. At the end of your movement, you can place your target in any square adjacent to you. If you attempt to place your foe in a hazardous location, such as in a wall of fire or over a pit, the target receives a free attempt to break your grapple with a +4 bonus. | + | |
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| - | //Damage:// You can inflict damage to your target equal to your unarmed strike, a natural attack, or an attack made with armor spikes or a light or one-handed weapon. This damage can be either lethal or nonlethal. | + | |
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| - | Pin: You can give your opponent the pinned condition (see Conditions). Despite pinning your opponent, you still only have the grappled condition, but you lose your Dexterity bonus to AC. | + | |
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| - | //Tie Up:// If you have your target pinned, otherwise restrained, or unconscious, | + | |
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| - | **If You Are Grappled:** If you are grappled, you can attempt to break the grapple as a standard action by making a combat maneuver check (DC equal to your opponent' | + | |
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| - | **Multiple Creatures: | + | |
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| - | === Overrun === | + | |
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| - | As a standard action, taken during your move or as part of a charge, you can attempt to overrun your target, moving through its square. You can only overrun an opponent who is no more than one size category larger than you. If you do not have the [[..feats:# | + | |
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| - | When you attempt to overrun a target, it can choose to avoid you, allowing you to pass through its square without requiring an attack. If your target does not avoid you, make a combat maneuver check as normal. If your maneuver is successful, you move through the target' | + | |
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| - | === Sunder === | + | |
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| - | You can attempt to sunder an item held or worn by your opponent as part of an attack action in place of a melee attack. If you do not have the [[..: | + | |
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| - | If your attack is successful, you deal damage to the item normally. Damage that exceeds the object' | + | |
| - | Trip | + | |
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| - | You can attempt to trip your opponent in place of a melee attack. You can only trip an opponent who is no more than one size category larger than you. If you do not have the [[..feats:# | + | |
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| - | If your attack exceeds the target' | + | |
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| - | ==== Feint ==== | + | |
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| - | Feinting is a standard action. To feint, make a [[..: | + | |
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| - | When feinting against a nonhumanoid you take a –4 penalty. Against a creature of animal Intelligence (1 or 2), you take a –8 penalty. Against a creature lacking an Intelligence score, it's impossible. Feinting in combat does not provoke attacks of opportunity. | + | |
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| - | **Feinting as a Move Action:** With the Improved Feint feat, you can attempt a feint as a move action. | + | |
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| - | ==== Mounted Combat ==== | + | |
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| - | These rules cover being mounted on a horse in combat but can also be applied to more unusual steeds, such as a griffon or dragon. | + | |
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| - | **Mounts in Combat:** Horses, ponies, and riding dogs can serve readily as combat steeds. Mounts that do not possess combat training (see the Handle Animal skill) are frightened by combat. If you don't dismount, you must make a DC 20 Ride check each round as a move action to control such a mount. If you succeed, you can perform a standard action after the move action. If you fail, the move action becomes a full-round action, and you can't do anything else until your next turn. | + | |
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| - | Your mount acts on your initiative count as you direct it. You move at its speed, but the mount uses its action to move. | + | |
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| - | A horse (not a pony) is a Large creature and thus takes up a space 10 feet (2 squares) across. For simplicity, assume that you share your mount' | + | |
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| - | **Combat while Mounted:** With a DC 5 Ride check, you can guide your mount with your knees so as to use both hands to attack or defend yourself. This is a free action. | + | |
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| - | When you attack a creature smaller than your mount that is on foot, you get the +1 bonus on melee attacks for being on higher ground. If your mount moves more than 5 feet, you can only make a single melee attack. Essentially, | + | |
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| - | If your mount charges, you also take the AC penalty associated with a charge. If you make an attack at the end of the charge, you receive the bonus gained from the charge. When charging on horseback, you deal double damage with a lance (see [[#charge]]). | + | |
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| - | You can use ranged weapons while your mount is taking a double move, but at a –4 penalty on the attack roll. You can use ranged weapons while your mount is running (quadruple speed) at a –8 penalty. In either case, you make the attack roll when your mount has completed half its movement. You can make a full attack with a ranged weapon while your mount is moving. Likewise, you can take move actions normally. | + | |
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| - | **Casting Spells While Mounted:** You can cast a spell normally if your mount moves up to a normal move (its speed) either before or after you cast. If you have your mount move both before and after you cast a spell, then you're casting the spell while the mount is moving, and you have to make a concentration check due to the vigorous motion (DC 10 + spell level) or lose the spell. If the mount is running (quadruple speed), you can cast a spell when your mount has moved up to twice its speed, but your concentration check is more difficult due to the violent motion (DC 15 + spell level). | + | |
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| - | **If Your Mount Falls in Battle:** If your mount falls, you have to succeed on a DC 15 Ride check to make a soft fall and take no damage. If the check fails, you take 1d6 points of damage. | + | |
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| - | **If You Are Dropped:** If you are knocked unconscious, | + | |
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| - | ==== Throw Splash Weapon ==== | + | |
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| - | A splash weapon is a ranged weapon that breaks on impact, splashing or scattering its contents over its target and nearby creatures or objects. To attack with a splash weapon, make a ranged touch attack against the target. Thrown splash weapons require no weapon proficiency, | + | |
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| - | You can instead target a specific grid intersection. Treat this as a ranged attack against AC 5. However, if you target a grid intersection, | + | |
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| - | If you miss the target (whether aiming at a creature or a grid intersection), | + | |
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| - | ==== Two-Weapon Fighting ==== | + | |
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| - | If you wield a second weapon in your off hand, you can get one extra attack per round with that weapon. You suffer a –6 penalty with your regular attack or attacks with your primary hand and a –10 penalty to the attack with your off hand when you fight this way. You can reduce these penalties in two ways. First, if your off-hand weapon is light, the penalties are reduced by 2 each. An unarmed strike is always considered light. Second, the [[..feats:# | + | |
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| - | Table: Two-weapon Fighting Penalties summarizes the interaction of all these factors. | + | |
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| - | **Double Weapons:** You can use a double weapon to make an extra attack with the off-hand end of the weapon as if you were fighting with two weapons. The penalties apply as if the off-hand end of the weapon was a light weapon. | + | |
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| - | **Thrown Weapons:** The same rules apply when you throw a weapon from each hand. Treat a dart or shuriken as a light weapon when used in this manner, and treat a bolas, javelin, net, or sling as a one-handed weapon. | + | |
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| - | ^ | + | |
| - | ^ Circumstances | + | |
| - | | Normal penalties | + | |
| - | | Off-hand weapon is light | –4 | –8 | | + | |
| - | | [[..feats:# | + | |
| - | | Off-hand weapon is light and [[..feats:# | + | |
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| - | ===== Special Initiative Actions ===== | + | |
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| - | Here are ways to change when you act during combat by altering your place in the initiative order. | + | |
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| - | ==== 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. | + | |
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| - | You never get back the time you spend waiting to see what's going to happen. You also can't interrupt anyone else's action (as you can with a readied action). | + | |
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| - | **Initiative Consequences of Delaying:** Your initiative result becomes the count on which you took the delayed action. 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). | + | |
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| - | 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. | + | |
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| - | ==== Ready ==== | + | |
| - | The ready action lets you prepare to take an action later, after your turn is over but before your next one has begun. Readying is a standard action. It does not provoke an attack of opportunity (though the action that you ready might do so). | + | |
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| - | **Readying an Action:** You can ready a standard action, a move action, a swift action, or a free action. To do so, specify the action you will take and the conditions under which you will take it. Then, anytime before your next action, you may take the readied action in response to that condition. The action occurs just before the action that triggers it. If the triggered action is part of another character' | + | |
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| - | 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. | + | |
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| - | **Initiative Consequences of Readying:** Your initiative result becomes the count on which you took the readied action. 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). If you take your readied 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. | + | |
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| - | **Distracting Spellcasters: | + | |
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| - | **Readying to Counterspell: | + | |
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| - | A spellcaster can use dispel magic to counterspell another spellcaster, | + | |
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| - | **Readying a Weapon against a Charge:** You can ready weapons with the brace feature, setting them to receive charges. A readied weapon of this type deals double damage if you score a hit with it against a charging character. | + | |
basic20/combat/start.1355058360.txt.gz · Last modified: 2012/12/09 13:06 by cedwards