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        <dc:date>2026-05-04T17:34:17+00:00</dc:date>
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        <title>Actions in Combat</title>
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        <description>Actions in Combat

During one turn, there are a wide variety of actions that your character can perform, from swinging a sword to casting a spell.

Action Types

Below is a list of all actions, and their common uses. Each round, a character gets two Half Actions and one Swift Action by default.</description>
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        <title>Combat Modifiers</title>
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        <description>Combat Modifiers

Cover

Cover is a unique status that can grant your character a bonus to Defense. Cover is typically gained from hiding behind a solid object, or from magical effects. There are several variations of cover, Partial Cover,  Half Cover, Near Full Cover and Full Cover.</description>
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        <dc:date>2026-04-30T05:39:32+00:00</dc:date>
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        <description>Combat Statistics

Attack Rolls

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.</description>
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        <dc:date>2025-01-02T17:53:37+00:00</dc:date>
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        <title>Damage Dice Progression</title>
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        <description>Damage Dice Progression

Damage (That&#039;s a lot of damage!)

Damage Dice
 Decrease   Base   Increase   N/A        1      1d2        1          1d2    1d3        1d2        1d3    1d4        1d3        1d4    1d6        1d4        1d6    1d8        1d6</description>
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        <title>Energy Damage</title>
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        <description>Energy Damage

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.</description>
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        <dc:date>2026-03-27T15:56:27+00:00</dc:date>
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        <title>Environment</title>
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        <description>Environment

Favored Terrain

Certain Paths may provide characters with bonuses restricted to a specific locale. These are referred to as Favored Terrains. See below for a complete list of what Favored Terrains there are to choose from

Table: Favored Terrain Types</description>
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        <description>Injury and Death

Hit Points

Hit Points act as a buffer to your Wounds and are lowered by damage.

You heal your HD in Hit Points per hour. You can only heal Hit Points as long as you have hit points currently OR have no Wound Damage.

Wounds

All characters possess a number of</description>
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        <title>Combat Maneuvers</title>
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        <description>Combat Maneuvers

Combat Maneuver Bonus

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 [Limit Prowess x 2] = [Skill / 2</description>
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        <dc:date>2026-04-02T17:08:51+00:00</dc:date>
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        <title>Movement and Distance</title>
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        <description>Movement and Distance

Tactical Movement

Most Medium creatures have a move speed of 30ft. In tactical combat this translates to 6 squares of movement, as each square represents 5ft.

Base Move Speed

Base Move Speed is normally based on a creatures race, and is often modified by Talents, Armor or magic items.</description>
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        <dc:date>2025-05-03T23:45:17+00:00</dc:date>
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        <title>Physical Damage Types</title>
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        <description>Physical Damage Types

Weapons are classified by the type of damage they deal:

	*  B – Bludgeoning  
	*  P – Piercing  
	*  S – Slashing  

Some monsters may be resistant or immune to certain types of damage.

Weapons may deal multiple damage types</description>
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        <title>Special Actions</title>
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Aid Another

You can spend a Half Action to help your allies instead of attacking or defending yourself. This usually takes the form of you directly defending your ally, or interfering with an opponent. If you&#039;re in the position to make a melee attack against an opponent who is</description>
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        <dc:date>2026-05-12T19:33:59+00:00</dc:date>
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        <title>Status Conditions</title>
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        <description>Status Conditions

Movement Penalties

Hindered

A Hindered creature&#039;s total move speed is halved. A 5 ft move now requires a Half Action instead of a Swift Action.

Immobilized

An Immobilized creature cannot voluntarily move from the spot they occupy, and they have no movement speed. However, they may take other actions freely.</description>
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        <dc:date>2026-03-13T20:08:36+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>Types of Weapons</title>
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        <description>Types of Weapons

There are four broad classifications of weapons, each having some sub types as well; Manufactured Weapons, Rays, Melee touch Attacks and Natural Weapons. All weapons regardless of type can be parried by shields unless explicit mentioned.</description>
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