Combat is cyclical; everybody acts in turn in a regular cycle of rounds. Combat follows this sequence, until combat ends:
A Combat Turn lasts for 6 seconds of time in game. That means there are 10 rounds per minute. The character with the highest initiative roll takes their turn first and then proceed in order. (Sometimes an effect will increase or decrease initiative rolls. This effect can change the initiative order and is immediately calculated if combat is already initiated.) Once it is a characters turn they must take their turn. A turn is limited to a single characters initiative pass, while a round is a full initiative cycle starting from highest to lowest. There are a few actions that can be taken outside of the characters turn, such as immediate actions and Attacks of Opprotunity.
At the start of any combat encounter, or when starting a fight of any kind, an Initiative check is required to participate in the comabt. (Forfeiting an Initiative check mean a character is not participating in the combat. This does not mean they cannot be targetted, but often bystandards wild flee or remain as curious onlookers in the event of many brawls.) An Initiative check is a Dexterirty check + any misc or Talent based bonus. Characters act in order of highest check to lowest. After the character with the lowest Initiative check ends their turn their turn the round of combat ends and begins again starting from the highest. This cycle continues until combat is resolved. If two characters are tied for highest initiative a series of tie breakers are used. If any ties remain continue down the chain- The character with the higher Dex goes first > Higher of Wisdom > Higher number of Hero Points > flip a coin.
In the event not everyone is aware of opponents participating in combat then those characters should not roll to join iniative until they are ware of danager. This does not mean an invisible or concealed enemy prevents an opponent from join initiative. Once a character beleives they are in combat they act in initiative.
An attack roll represents your attempt to strike your opponent on your turn in a round. When you make an attack roll, you roll a d20 and add your attack bonus. (Other modifiers may also apply to this roll.) If your result equals or beats the target’s Armor Class, you hit and deal damage. A natural 1 on the roll applies an automatic -5 to the attack, while a natural 20 results in a +5 on the result.
Any attack that involves a to hit roll and inflicts HP damage has to potential to Critically hit. On the roll of a natural 20 first this grants a +5 on the roll, just as any other time a natural 20 is rolled. The attacker then rolls to confirm the Critical hit. They roll the attack again at all the same bonuses, if it hits they Confirm the Critical Hit. There are two options when determining what a critical hit does and you may choose one of them upon confirming…
Some weapons have a higher chance to score a critical hit, represented by the Critical Range of a weapon. If a weapon as a critical Range of 19-20, this means it can score a critical on the natural roll of a 19 or 20. No attack can ever have a critical range lower then 15.
In addition most weapons will have a critical multiplier listed next to the Critical Range. the standard is x2, which means they use the rolls presented above. However for weapons with x3 and x4, use the below rules.
If another natural 20 is rolled when confirming a critical hit, the player (Not normally available to npcs or monsters) may roll to see if its an Instant Kill. if the player rolls another natural 20 then the target is instantly slain with no save, gaining the Dead condition.
Attacking an enemy usually involves spending your Half Action to attempt to hit the enemy's Armor Class. To attack, roll 1d20 and add your relevant Ability Score Modifier (typically STR or DEX), your Base Attack Bonus, and any miscellaneous bonuses (for example, if your weapon is magical or of exceptional craftsmanship, you receive a bonus to the roll from it). If your check meets or exceeds the enemy's Armor Class, you hit them successfully, and may roll damage.
Damage is typically the Damage Dice of the weapon you are using (for example, a Longsword deals 1d8 points of damage), plus your STR modifier.
Whenever a creature moves through your threatened area, they risk provoking an Attack of Opportunity from you. You may make a number of Attacks of Opportunity each round equal to 1 + your Dexterity modifier (minimum 0), and you may gain further Attacks of Opportunity by selecting the Combat Reflexes Universal Talent.
All Armor provides an Armor Class (AC) Bonus, which provides a flat numerical bonus against enemy attack rolls. Some attack rolls are capable of penetrating your Armor Class, striking directly against your Touch AC. Such attacks are usually magical.
Total Defense is an action you can take in combat, by spending a Half Action. Doing so grants you a +4 bonus to your AC until the beginning of your next turn. You cannot make attacks of opportunity whilst in Total Defense, and you must spend additional Half Actions to maintain it for following rounds. You can't combine Total Defense with Defensive Fighting, or any Combat Stances or Styles.
Any attack made against a character wearing a shield allows the shield-wearer to attempt to Parry the incoming attack: the shield-wearer may make an opposed attack roll against their attacker - if he meets or exceeds the enemy attack roll, they successfully deflect the attack using the shield. A shield may be used to attempt to deflect a number of attacks per turn equal to its Parry Bonus. When a shield is used to successfully deflect an attack, the shield takes the damage in place of its wielder, so more brittle shields may not last very long! Parries require quick reflexes, and thus your Armor Check Penalty applies to Parry attempts.
Most damage falls into one of two broad damage types. There are always unique cases where damage cannot be categorized as Energy or Physical. Often damage is hybrid and a mix of 2 or more damage types. When a damage source has multiple sources it is treated as each type at once for all purposes. Often Damage is increased or decreased based on a targets defensive abilities. (If Garry using fire damages against foe with Fire Resistance; the damage will be reduced based on the foes defensive ability.)
If your attack succeeds, you deal damage. The type of weapon used determines the amount of damage you deal.
Damage reduces a target’s current hit points.
If penalties reduce the damage result to less than 1, a hit still deals 1 point of nonlethal damage.
Many weapons add damage based on a characters Ability bonus. Most often this is Strength or Dexterity, however many Talents and weapon Traits can change this.
Sometimes you multiply damage (e.g., on a critical hit).
Note: When multiplying damage more than once, each multiplier uses the original, unmultiplied damage. For example, doubling damage twice results in three times normal damage.
Exception: Extra damage dice (beyond the weapon’s normal damage) are never multiplied.
Weapons are classified by the type of damage they deal:
Some monsters may be resistant or immune to certain types of damage.
Weapons may deal multiple damage types:
Certain creatures and magical effects can cause temporary or permanent ability damage (a reduction to an ability score).
Damage (That's a lot of damage!)
| Decrease | Base | Increase |
|---|---|---|
| N/A | 1 | 1d2 |
| 1 | 1d2 | 1d3 |
| 1d2 | 1d3 | 1d4 |
| 1d3 | 1d4 | 1d6 |
| 1d4 | 1d6 | 1d8 |
| 1d6 | 1d8 | 1d10 |
| 1d8 | 1d10 | 2d6 |
| 1d10 | 2d6 | 2d8 |
| 2d6 | 2d8 | 3d6 |
| 2d8 | 3d6 | 3d8 |
| 3d6 | 3d8 | 5d6 |
| 3d8 | 5d6 | 5d8 |
| 5d6 | 5d8 | 7d6 |
| 5d8 | 7d6 | 7d8 |
| Weapon or Shield | Hardness | Hit Points |
|---|---|---|
| Light blade | 10 | 2 |
| One-handed blade | 10 | 5 |
| Two-handed blade | 10 | 10 |
| Light metal-hafted weapon | 10 | 10 |
| One-handed metal-hafted weapon | 10 | 20 |
| Light hafted weapon | 5 | 2 |
| One-handed hafted weapon | 5 | 5 |
| Two-handed hafted weapon | 5 | 10 |
| Projectile weapon | 5 | 5 |
| Armor | special⁴ | armor bonus × 5 |
| Buckler | 10 | 5 |
| Light wooden shield | 5 | 7 |
| Heavy wooden shield | 5 | 15 |
| Light steel shield | 10 | 10 |
| Heavy steel shield | 10 | 20 |
| Tower shield | 5 | 20 |
ⁱ Add +2 Hardness for each +1 enhancement bonus.
² HP values are for Medium-sized items. Divide/multiply for different sizes.
³ Add 10 HP for each +1 enhancement bonus.
⁴ Varies by material; see Substance Hardness and Hit Points.
| Size | AC Modifier |
|---|---|
| Colossal | –8 |
| Gargantuan | –4 |
| Huge | –2 |
| Large | –1 |
| Medium | +0 |
| Small | +1 |
| Tiny | +2 |
| Diminutive | +4 |
| Fine | +8 |
| Substance | Hardness | Hit Points (per inch) |
|---|---|---|
| Glass | 1 | 1 |
| Paper or cloth | 0 | 2 |
| Rope | 0 | 2 |
| Ice | 0 | 3 |
| Leather or hide | 2 | 5 |
| Wood | 5 | 10 |
| Stone | 8 | 15 |
| Iron or steel | 10 | 30 |
| Mithral | 15 | 30 |
| Adamantine | 20 | 40 |
| Object | Hardness | Hit Points | Break DC |
|---|---|---|---|
| Rope (1 in. diameter) | 0 | 2 | 23 |
| Simple wooden door | 5 | 10 | 13 |
| Small chest | 5 | 1 | 17 |
| Good wooden door | 5 | 15 | 18 |
| Treasure chest | 5 | 15 | 23 |
| Strong wooden door | 5 | 20 | 23 |
| Masonry wall (1 ft. thick) | 8 | 90 | 35 |
| Hewn stone (3 ft. thick) | 8 | 540 | 50 |
| Chain | 10 | 5 | 26 |
| Manacles | 10 | 10 | 26 |
| Masterwork manacles | 10 | 10 | 28 |
| Iron door (2 in. thick) | 10 | 60 | 28 |
| Strength Check to: | DC |
|---|---|
| Break down simple door | 13 |
| Break down good door | 18 |
| Break down strong door | 23 |
| Burst rope bonds | 23 |
| Bend iron bars | 24 |
| Break down barred door | 25 |
| Burst chain bonds | 26 |
| Break down iron door | 28 |
*Condition DC Adjustments: Hold portal (+5), Arcane lock (+10); use the higher value if both apply.
| Order | Item |
|---|---|
| 1st | Shield |
| 2nd | Armor |
| 3rd | Magic helmet, hat, or headband |
| 4th | Item in hand (e.g., weapon, wand) |
| 5th | Magic cloak |
| 6th | Stowed or sheathed weapon |
| 7th | Magic bracers |
| 8th | Magic clothing |
| 9th | Magic jewelry (including rings) |
| 10th | Anything else |
You can smash or break an object with a weapon or sheer strength.
Tools: Crowbar or ram improve checks (see Equipment)
Energy Damage is a broad term used to describe most non-physical attacks. Fire and Cold are the most common forms of naturally occurring sources, while a acidic pool or lightning strike would be examples of Electrical or Acid damage. There are many types of less natural types as well.
All damage listed in the Wiki is BASE damage. It is then modified by whatever element it takes on. For Example Fire Storm inflicts 1d6 fire damage per CL, which is modified up to 1d8 per CL
Acid damage wears and tears at creature more then simply damage. All Acid damage has it's damage dice reduced by one step. A d6 would become a d4. In addition whenever a creature or object suffers Acid damage it has all resistences reduced by 1 for every 5 points of damage dealt. The reduction lasts for 1 minutes and is refreshed whenever any amount of Acid damage is taken.
Electric damage is increased by 50% if the target is flying, falling or otherwise more then 5ft above the ground. When ever a creature takes Electrical damage they take -1 on initiative for one round per 5 points of damage taken. The penalty refreshes and is cumulative if additional Electrical damage is taken prior to the penalty expiring.
Fire damage is most effective against flammable objects and creatures. The searing flames increase the base damage dice by one step. A d6 would become a d8 against most creatures and objects unless one is especially non-flammable, such as a wall made of stone would only take standard d6's. Most creatures outside of constructs take this additional damage.
Cold damage is creeping and insidious. The damage dice of Cold damage is reduced by one step. A d6 would become a d4. In addition, whenever a creature takes cold damage it becomes hindered for 1 round. If cold damage is applied to wounds it must make a Fort save equal to the damage dealt or become Immobilized on a successful save they are instead Hindered. If a creature was already Hindered and take Cold damage to woulds it is automatically Immobilized for 1 round. If an object takes Cold damage it has it's hardness reduced by 1 for every 5 damage dealt, regardless of whether or not the damage is resisted by hardness. Flexible objects become rigid and brittle. A object moving or rolling on the ground imediately ceases movement and is frozen in place. (This does not work on a falling or flung object. It must be incontact with another solid surface.)
Sonic damage is extremely effective against most objects. Any rigid or crystaline object takes double damage from Sonic damage and hardness is ignored unless the object is magical. Crystaline or sound sensitive creature may take an additional 50% damage and have the damage dice increased by two steps.
Anarchic damage is made of distilled chaos. Anarchic damage deals double damage against object but cannot deal damage to an object with the broken condition. In addition before damage is rolled flip a coin. If heads all damage is increased by 50%; if tails all damage is reduced by 50%.
Holy damage is pure righteousness. When inflicting Holy damage you may have it harmlessly cascade against and living creatures unless they are Evil Outsiders, Undead, Aberrations, or is an Evil Dragon.
Primal damage is incarnate nature and the energy that came before. Primal damage can ignore some natural life. When inflicting Primal damage you may have it cause no harm to Animals or Plants. Primal damage crashes harmlessly off natural structures and unhewn stone. Against artificial structures the damage is doubled but does not ignore hardness. This has no affect on objects that are not apart of a structure. A magically shaped tree or stone is immune unless it was changed to appear artificial.
Unholy damage is hate, lothing and evil manifest. Unholy damage allows the user to have it dissapate without dealing damage to Undead, Evil Outsiders and Evil Dragons.
When a character is subject to a damage-dealing effect, the effect first depletes the character's Hit Points, which are determined by their Hit Dice, Bonus HP and their Constitution modifier. A character's Hit Points restore hourly, of an amount equal to their total Hit Dice plus their Constitution modifier. If a character's Hit Points reach 0, or if the character is subject to a critical hit, they instead take Wound Damage.
Barrier represents a “shield” of HP which mitigates damage. Barriers are typically a small amount of mitigation, and any excess damage applies to your HP or Wounds as normal. Barrier absorbs damage before your HP or Wounds, until the Barrier is depleted. Certain effects may still bypass Barrier. Barrier effects do not stack - the highest Barrier overwrites any others.
Barriers are represented by two factors - their strength, and their total amount. For example, a Barrier with a strength of 10 and a total of 100 would block up to 10 damage per attack or otherwise damage-inflicting effect, until 100 total points of damage have been blocked. This is typically illustrated as Barrier 10/100.
Shell operates similarly to Barrier, with some key differences. Shell provides a large amount of mitigation, which absorbs damage before affecting your HP or Wounds. Unlike Barrier, Shell does not have a strength factor - a Shell of 50 will absorb 50 damage in one go, if necessary. However, once Shell is used, it's gone. Additionally, Shell typically lasts for just one round, unless stated otherwise. Shell does not stack with Shell - the highest one overwrites.
As mentioned in the previous Tip. Whenever a creature moves through your threatened area, they risk provoking an Attack of Opportunity from you. You may make a number of Attacks of Opportunity each round equal to 1 + your Dexterity modifier (minimum 0), and you may gain further Attacks of Opportunity by selecting the Combat Reflexes Universal Talent.
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Some effects don't directly target your armor or shield, but your physical or mental fortitude, or your reaction speed. For such dangers, you roll a Saving Throw to mitigate or to entirely avoid the effects. The Saving Throws are:
You possess two inherent adjustments to your Saving Throws - Base Saves and Ability Score Adjustments. Your base saves are determined by your Hit Dice (see below). At character creation, you choose two Saving Throws as your good saves, and one as your bad save. This provides you with a flat scaling bonus to your Saving Throws based upon the number of Hit Die you possess. See the Hit Dice page for more information on this scaling.
In addition, you add your relevant Ability Score Modifier to each Saving Throw, to determine your total bonus. When making a Saving Throw, roll 1d20 and add your total bonus (Base Save + Ability Score Modifier).
During one turn, there are a wide variety of actions that your character can perform, from swinging a sword to casting a spell.
Below is a list of all actions, and their common uses, in order of duration (from highest to lowest).
Each round a character gets two half actions and one swift action by default. Only one spell or spell-like ability may be cast per turn if it requires a half action.
A half action allows you to do something, most commonly to make an attack, move up to your speed, cast a spell, or perform an action that takes a similar amount of time (see Chart 1-1).
A full-round action generally consumes all your effort during a round. To use a full-round action you must expend two half actions.
Free actions consume a very small amount of time and effort. You can perform one or more free actions while taking another action normally. Reasonable limits apply, as determined by the GM.
A swift action consumes a very small amount of time but represents a greater expenditure of effort than a free action. You may perform only one swift action per turn.
An immediate action functions like a swift action but may be performed at any time, even when it is not your turn. This expends your next turn’s swift action.
Some activities are so minor they are not considered actions at all. They take no time and are treated as part of another action, such as nocking an arrow as part of making a ranged attack.
| Half Action (1-1) | AoO |
|---|---|
| Activate a magic item other than a potion or oil | No |
| Aid another | No |
| Attack (melee) | No |
| Attack (ranged) | Yes |
| Attack (unarmed) | No |
| Cast a spell | Yes |
| Channel energy | No |
| Concentrate to maintain an active spell | No |
| Control a frightened mount | Yes |
| Direct or redirect an active spell | No |
| Dismiss a spell | No |
| Draw a hidden weapon | No |
| Draw a weapon | No |
| Drink a potion or apply an oil | No |
| Escape a grapple | No |
| Feint | No |
| Light a torch with a tindertwig | Yes |
| Load a hand crossbow or light crossbow | Yes |
| Lower spell resistance | No |
| Mount/dismount a steed | No |
| Move a heavy object | Yes |
| Lock or unlock a door | No |
| Pick up an item | Yes |
| Read a scroll | Yes |
| Ready (triggers a half action) | No |
| Ready or drop a shield | No |
| Retrieve a stored item | Yes |
| Sheathe a weapon | No |
| Stabilize a dying friend | No |
| Stand up from prone | Yes |
| Total defense | No |
| Use extraordinary ability | No |
| Use skill that takes 1 action | Usually |
| Use spell-like ability | Yes |
| Use supernatural ability | No |
| Full-Round Action (1-2) | Opportunity |
|---|---|
| Charge | No |
| Deliver coup de grace | Yes |
| Escape from a net | Yes |
| Extinguish flames | No |
| Full attack | No |
| Light a torch | Yes |
| Load a heavy or repeating crossbow | Yes |
| Lock or unlock weapon in locked gauntlet | Yes |
| Prepare to throw splash weapon | No |
| Run | Yes |
| Use a touch spell on up to six friends | Yes |
| Use skill that takes 1 round | Usually |
| Free Action (1-3) | AoO |
|---|---|
| Drop a held item | No |
| Drop to floor | No |
| Prepare components for a Spell | No |
| Prepare a thrown item | No |
| Sass | No |
| Speak | No |
| Talent | Varies |
| Swift Action (1-4) | AoO |
|---|---|
| 5-Foot Step | No |
| Talent | Varies |
| Immediate Action (1-5) | AoO |
|---|---|
| Drop a held item | No |
| Respond | No |
| Shit pants | No |
| Some Spells | No |
| Surrender | Yes |
| No Action (1-6) | AoO |
|---|---|
| Cease Concentration | No |
| Delay | No |
| Nock Arrow | No |
| Open a door | No |
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All characters possess a number of Wound Points for each part of their body. The Head, Legs, and Arms are all referred to as Limbs, and the Body possesses its own separate Wound pool as well. An attacker may target a specific Limb by taking a -4 penalty on their attack roll. An attack that is not specifically targeted affects the body (this includes damage-dealing effects without an attack roll involved, such as a Fireball). If a character reaches -1 or fewer Wound points on a limb or body they gain the Dying condition
Wounds may only be restored through specific means. Unlike Hitpoints, which are typically healed through all kinds of methods such as Cure spells, Wounds may only be restored in following ways:
| Wound | Heal DC |
|---|---|
| Head | 30 |
| Body | 20 |
| Legs | 15 |
| Arms | 15 |
Critically, all of these methods of restoring Wounds are compatible with one another. A creature resting may also receive surgical attention from another creature, and may likewise receive magical treatment as well, to expedite the recovery process.
Resistances come in a few forms that act to prevent damage from happening or having a full effect. Some of these forms of Resistance include: Damage Reduction, Invulnerability, Indestructible, Spell Resistance or Energy Resistance. If two seperate types of Resistant would apply to the same source of damage you do not reduce the damage twice and only apply the higher of the bonuses.
The most common Resistance is Damage Reduction (DR). Damage Reduction reduces all damage taken by the amount listed. Normally specific kinds of damage ignore Damage Reduction. Example: DR 10/Magic would mean any damage taken is reduced by 10 except for magical damage sources. This means a non-magic weapons would be reduced but a enchanted weapon would overcome the DR. Some special Damage Types or Abilities overcome DR innately, such as Force damage or the Smite ability.
Energy Resistance provices flat resistance to specific forms of elemental or aligned energy damage. Example: Fire Resistance 20, would reduce any Fire damage take by 20. (Technically, Resistance can be applied to any damage type but most often it is Energy Resistance. Physical Damage resistence it very rare.)
Invulnerability (or Immunity) makes a character entirely immune to a specified damage type. While very rare there are some creatures that are entirely immune to some damage types. Example: Invulnerability Holy would prevent any damage from a Holy source. (It is often applied to creatures so innately tied to the energy)
Indestructible is the rarest form of Resistance due to how powerful it is. Often it is not innate to the creature or has some kind of “off switch”. A creature with Indestructible cannot be damaged outside of the listed damage type; no amount of damage can overcome Indestructible outside of the weakness. Example: Indestructible Cold, would prevent every time of damage aside from Cold damage type.
Spell Resistance (SR) is the extraordinary ability to avoid being affected by spells. Some spells can also grant spell resistance.
To affect a creature that has SR, a spellcaster must make a caster level check:
SR functions like an Armor Class against magical attacks. If the caster fails the check, the spell has no effect.
The creature does not need to take any action to use SR. It operates automatically, even if the creature is unaware of the threat.
A creature can have some abilities that are subject to SR and others that are not.
A creature can voluntarily lower its SR as a standard action (does not provoke an attack of opportunity). Once lowered, SR remains down until the creature’s next turn.
Each spell has an entry that indicates whether SR applies.
In general, whether SR applies depends on what the spell does.
Below are a list of all body parts that possess a Wound pool, their Wound total, and the effects from that part being damaged.
Rather then losing a limb when it reaches negative wounds, a character may instead gain a Permanent Injury to that location, or spend a Hero Point to prevent the limbs permanent loss. When either of these options are chosen the limb is restored to -1 wounds and the character loses the dying condition
When a character enters negative wound damage from an attack or effect, they receive Battle Damage and Roll a d4. These are temporary modifiers that can be mitigated by a Heal check and a Full Round Action. Each Battle Damage is caused by different methods of damage types from Energy to Slashing.
If the attack would reduce the wounds to more than half maximum negative then roll a d6 instead.
Energy Damage
1-2) Singed (DC 15): Character is Winded from pain of the burnt, charred or frozen skin
3-4) Deep Burns (DC 15): Character must make a Will Save of DC 15 or be Staggered as long as the have the Battle Damage from the deep tissue damage caused.
5) Flare Up (DC 20): The energy burst overwhelms the characters senses as their body fuels the very energy maiming them. Flip a coin, on Heads the Character is Deaf, on Tails the character is Blind
6) Beautiful Transcendence (None): The energy does not stop at only one limb, the Character must experience more. Roll another d6 to determine where the crackling energy goes next. 1 Left Arm, 2 Right Arm, 3 Body, 4 Left Leg, 5 Right Leg, 6 Head. That limb then takes 2d6 wounds of the same energy type… if this would result in Battle Damage it is automatically Beautiful Transcendence.
Bludgeoning Damage
1-2) Battered (DC 15): Character is Winded from the pain of the beating
3-4) Bell-ringing (DC 15): Character must make a Fort Save of DC 15 or be Stunned for 1d4 rounds, and then Staggered afterwards from the brutal slam.
5) Knocked Down (DC 20): Character is knocked Prone by the attack and is Fatigued from the immensity of the attack
6) Utterly Broken (DC 25): Sometimes it feel like death would of been a mercy instead of this beating… The Character must make a Will Save DC 20 or be Stunned and Exhausted. If succeeded the Character is still Exhausted from the sheer brutality of the attack
Piercing Damage
1-2) Stuck (DC 15): The Character is Hindered from the deep wound.
3-4) Oozing Puncture (DC 15): Character must make a Fort Save of DC 10 each round or lose 1d4 wounds from the limb.
5) Something is Wrong (DC 25): The wound is massively deep and the damage leaves the character doubting their survival. Each round flip a coin, on a heads nothing happens, on a Tails the character suffers 1d6 damage to any remaining HP or to a random limb.
6) Its Over Guys (DC 30): The wound is just too deep and now a slow death is likely. The character is Stunned and each round suffer 1d6 damage to the Limb until it is destroyed.
Slashing Damage
1-2) Deep Cut (DC 15): The Character is Winded from the pain of the nasty gash.
3-4) Muscles Severed (DC 15): Muscle damage makes every task more difficult, the character is Fatigued
5) Peeling Wounds (DC 20): Sometimes movement is the worst thing you can do for an injury… Each time the character takes any kind of action that results in movement or combat, flip a coin, if Heads nothing happens, if Tails the limb takes 2d6 damage.
6) By a Thread (DC 30): As long as you do nothing you'll be fine… If the Character takes any actions that result in movement or combat, the limb is instantly destroyed
When a character receives a permanent injury there is no way to heal it outside of spending magical or mundane resources and time. This requires a Heal Check DC 25 and a week of effort (Only an hour each day). However keep track of all Permanent Injuries a character receives, as each one (regardless if its been healed or not) increases the DC by 5. Some injuries are more difficult to heal or require special procedures or parts. Each injury will list the average TU required to mend.
When a character receives a Permanent Injury roll a d4 for the respective limb hit.
Head
Body
Arm
Leg
Gaining the Dead condition can spell the end for a character, however depending on the setting it may not truly be the end. There are three ways to remove the Dead condition
The following are optional rules to be used in settings where death is not the end
With these rules the Death condition is removed and replaced with “Down and Out”. Meaning the character now needs extensive recovery time to heal the injuries but is not dead. Treat this just as recovering from negative wounds in healing, however there is no cap on how much negative wounds the character can have. The only time a PC would die is if the GM and Player both agree it is very fitting and cinematic.
Death is absolutely final, no amount of healing or magic can restore a person. This rule set also removes the ability to burn a hero point to avoid death.
A GM should consider how death is viewed in their setting. Is it something that is a minor inconvenience, or something utterly permanent? The base rules of Pathrunner only allow resurrection under strict conditions, normally directly after death. Reviving a long dead person can lead to large scale narrative concerns.
This does not mean that this magic doesn't exist in a setting, but it should be used carefully.Resurrection magic can create interesting stories, but for the mechanics of Pathrunner, it has been largely omitted.
A character gains this condition when their body or head wounds are below 0. The character falls Prone and can take no actions and are unconscious. Each round they must make a Fortitude save DC 10 in order to remove this condition, they take a penalty to this check equal to the amount of negative wounds they have on the Head or Body. After rolling the save, if the Dying condition is still present the character loses 1 more wound. If a character has more then their Constitution score in negative wounds, they gain the Dead condition.
This character has died, they no longer can be healed or take actions. They are capable of taking further damage (limited by limb destruction rules located at Health). A character with this condition is now considered an object for the purpose of talents and spells.
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Cover is a unique status that can grant your character a bonus to AC. Cover is typically gained from hiding behind a solid object, or from magical effects.
Concealment is a unique status that can grant your character a percentage chance of not being hit at all. Concealment is typically gained from hiding behind cover, or from magical effects.
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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’s CMB is determined using the following formula:
CMB = Base attack bonus + Strength modifier + special size modifier + talents + misc modifiers
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’s Combat Maneuver Bonus is as follows:
Some talents and abilities grant a bonus to your CMB when performing specific maneuvers.
When performing a combat maneuver, you must use an action appropriate to the maneuver you are attempting to perform. By default a combat maneuver requires a full-round action that does not provoke attacks of opportunity.
There are some talents that change this into a Half Action that can often be performed in place of a normal melee attack, apart of a charge action, or as an Attack of Opportunity.
When you attempt to perform a combat maneuver:
Each character and creature has a Combat Maneuver Defense (or CMD) that represents its ability to resist combat maneuvers. A creature’s CMD is determined using the following formula:
CMD = 10 + Base attack bonus + Strength modifier + Dexterity modifier + special size modifier + miscellaneous modifiers
The special size modifier for a creature’s Combat Maneuver Defense is as follows:
Some talents and abilities grant a bonus to your CMD when resisting specific maneuvers.
A creature can also add any circumstance, talent, dodge, condition,te and sacred bonuses to AC to its CMD. Any penalties to AC also apply to CMD. A flat-footed creature does not add its Dexterity bonus to CMD.
If your attack roll equals or exceeds the target’s CMD, 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’s CMD.
With the correct Talent you can make a bull rush as a standard action or as part of a charge, in place of the melee attack. A bull rush attempts to push an opponent straight back without doing any harm.
If you do not have the Powerful Maneuvers talent, or a similar ability, initiating a bull rush Requires a Full-Round Action.
If your attack is successful, your target is pushed back 10 feet. For every 5 by which your attack exceeds your opponent’s CMD, you can push the target back an additional 10 feet. You can move with the target if you wish, but you must have the available movement to do so. If your attack fails, your movement ends in front of the target.
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 Talent.
If you bull rush a creature into a square that is occupied by a solid object or obstacle, the target takes damage based on remaining movement as if it were falling damage. 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.
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).
You can attempt to disarm your opponent in place of a melee attack.
If you do not have the Deft Manuevers talent, or a similar ability, attempting to disarm a foe requires a Full-Round Action.
Attempting to disarm a foe while unarmed imposes a –4 penalty on the attack.
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).
You can attempt to drag a foe as a half action. The aim of this maneuver is to drag a foe in a straight line behind you without doing any harm.
If you do not have the Powerful Maneuvers Talent or a similar ability, initiating a drag requires a Full-Round Action.
If your attack is successful:
An enemy being moved by a drag does not provoke an attack of opportunity from the movement unless you possess the Greater Drag Talent.
You cannot move a creature into a square that is occupied by a solid object or obstacle. If there is another creature in the way of your movement, the drag ends adjacent to that creature.
As a half action, or as part of a charge, you can attempt to Grapple/Grab your target—taking firm hold of them or wrestling them. All participates (willing or unwilling) are treated as adjacent until the Grab or Grapple has ended despite the Reach of either creature. There are few exceptions to this such as bindings at 20 stacks of “Grappled!”, some spells and unique creature abilities or Talents.
If you do not have the Powerful Maneuvers Talent or a similar ability, initiating a Grapple/Grab requires a Full-Round Action.
If the Grabber/Grappler or Grabbed/Grappled is moved or repositioned by an outside force that moves either target outside the reach of the Grabber/Grappler, then the Grab or Grapple is ended immediately. A Grabbed/Grappled target may attempt a Bullrush or Reposition Manuever against a target actively Grabbing or Grappling them at a -4 or -1 per stack of “Grappled!” (whichever is higher)
If your attack exceeds the target’s CMD, the target is Immobilized and is treated as occupying one of your hands. As a Half action on the grabbed target may attempt to break free using their CMB vs your CMD. If they meet or exceed your CMD they are no longer grabbed or Immobilized.
Any attempts to move the target using a spell or combat maneuver is opposed by your CMD or Saving Throw.
If your attack exceeds the target’s CMD, you and the target are Immobilized and is treated as occupying one of your hands. This applies one stack of Grappled! to your target. For every 5 you exceed the targets CMD you may apply an additional stack of Grappled!. If you currently possess stacks of Grappled! you may instead remove 2 stacks. For every 5 you exceed the targets CMD you may remove an additional 2 stacks.
Any attempts to move the target using a spell or combat maneuver is opposed by your CMD or Saving Throw.
Each stack of Grappled! applies a -2 on combat casting
After 20 stacks a target may be bound with rope, chain or similarly appropriate bindings. This allows the 20 stacks to remain so long as they are bound successfully. Despite being paralyzed a Bound creature may, once per round, attempt to break the bindings via Escape artist, Break check (based on binding), or CMB. If they exceed your CMD +15 they break free of the bindings and remove all stacks and may take their turn as normal as if they had spent a Full-Round action breaking free.
As a half action, taken during your move or as part of a charge, you can attempt to overrun a 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 Powerful Maneuvers Talent or a similar ability, initiating a drag requires a Full-Round Action.
If your overrun attempt fails, you stop in the space directly in front of the opponent, or the nearest open space in front of the creature if other creatures are occupying that space.
When you attempt to overrun a target:
You can attempt to reposition a foe to a different location as a Half Action.
A reposition attempts to force a foe to move to a different position in relation to your location without doing any harm.
If you do not have the Deft Maneuvers Talent or a similar ability, initiating a drag requires a Full-Round Action.
You cannot use this maneuver to move a foe into a space that is intrinsically dangerous, such as a pit or wall of fire, unless you have the Greater Reposition Talent.
If your attack is successful:
An enemy being moved by a reposition does not provoke an attack of opportunity from the movement unless you possess the Greater Reposition Talent.
You cannot move a creature into a square that is occupied by a solid object or obstacle.
You can attempt to take an item from a foe as a Half Action. This maneuver can be used in melee to take any item that is neither held nor hidden in a bag or pack.
You must have at least one hand free (holding nothing) to attempt this maneuver. You must select the item to be taken before the check is made.
The GM is the final arbiter of what items can be taken.
If you do not have the Deft Maneuvers Talent or a similar ability, initiating a drag requires a Full-Round Action.
Although this maneuver normally requires the target to be within your reach, you can use a whip to steal an object from a target within range, but take a –4 penalty on the attack roll.
If your attack is successful:
You can attempt to sunder an item held or worn by your opponent as part of an half action or in place of a melee attack
If you do not have the Powerful Maneuvers Talent or a similar ability, initiating a drag requires a Full-Round Action.
If your attack is successful:
You can attempt to trip your opponent in place of a melee attack.
If you do not have the Deft Maneuvers Talent or a similar ability, initiating a drag requires a Full-Round Action.
If your attack exceeds the target’s CMD, the target is knocked prone.
If your attack fails by 10 or more, you are knocked prone instead.
You can attempt to Feint your opponent as a Swift Action.
If you do not have the Deft Maneuvers Talent or a similar ability, initiating a drag requires a Half Action.
If your attack exceeds the target’s CMD, the target is Impaired. If you exceed the target's CMD by 5 or more they are Impaired for 1d4+1 rounds. If you Exceed the target's CMD by 10 or more they are Vulnerable instead for 1 round and then become Impaired for 1d4 additional rounds after.
Feinting in combat does not provoke attacks of opportunity.
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