If a creature has cover, but more than half the creature is visible, its cover bonus is reduced to a +2 to AC and a +1 bonus on Reflex saving throws. Generally, unless indicated otherwise any reference to speed should be deemed as a reference to normal speed. It does, however, require a concentration check (DC 15 + double the spell’s level) to successfully cast the spell. For many routine tasks, taking 10 makes them automatically successful. In a normal round, you can perform a standard action and a move action, or you can perform a full-round action. A round represents 6 seconds in the game world. Each round’s activity begins with the character with the highest initiative result and then proceeds in order. Any creature can move through a square occupied by a creature three size categories larger than itself. You can only reposition an opponent that is no more than one size category larger than you. The -1 to CMB and CMD hurts, but it’s not a … A charging character gets a +2 bonus on combat maneuver attack rolls made to bull rush an opponent. If an object has equal to or less than half its total hit points remaining, it gains the broken condition. A dying character immediately falls unconscious and can take no actions. Your initiative result changes. Characters who do not get a full night’s sleep may suffer the effects of fatigue. If the character has no one to tend him, however, his life is still in danger, and he may yet slip away. Dodge bonuses represent actively avoiding blows. A few combat options are full-round actions (such as Spring Attack and the full-attack action) or modify specific full-round actions (such as the extra attack from the haste spell). Sometimes a character ends its movement while moving through a space where it’s not allowed to stop. You can also use a bow or crossbow, provided you are adjacent to the target. 18–20/×2: The weapon scores a threat on a natural roll of 18, 19, or 20 (instead of just 20) and deals double damage on a critical hit. If you successfully grapple a creature that is not adjacent to you, move that creature to an adjacent open space (if no space is available, your grapple fails). The DC of this maneuver is your target’s Combat Maneuver Defense. The following information was compiled from multiple places for ease of reference. In some situations, your movement may be so hampered that you don’t have sufficient speed even to move 5 feet (a single square). Taking 20 means you continue trying until you get it right, and assumes that you will fail many times before succeeding. The game’s storyteller, referee, and director. You can use ranged weapons while your mount is running (quadruple speed) at a –8 penalty. With a typical reach weapon, you can strike opponents 10 feet away, but you can’t strike adjacent foes (those within 5 feet). If you don’t have line of sight to the opponent at the start of your turn, you can’t charge that opponent. You can see how the earlier attacks turn out before assigning the later ones. a “disarm weapon”) when making a disarm combat maneuver–you can use any weapon. To cast a spell with a verbal (V) component, your character must speak in a firm voice. | 13th Age SRD Using a special ability is usually a standard action, but whether it is a standard action, a full-round action, or not an action at all is defined by the ability. Some creatures have the ability to make incorporeal touch attacks. When charging on horseback, you deal double damage with a lance (see Charge). Attacks with secondary natural attacks are made using your base attack bonus minus 5. Your attack bonus with a melee weapon is: Base attack bonus + Strength modifier + size modifier. You can only overrun an opponent who is no more than one size category larger than you. An attack in hand-to-hand combat. Sometimes you roll multiple dice and add them together; in these cases, the number of dice goes in front of the “d” and the type of die goes after it. In such cases, you are restricted to taking only a single standard action or a single move action (plus free and swift actions as normal). When picking up or manipulating objects, you generally provoke an attack of opportunity, but only against foes that can reach your space. Against a creature lacking an Intelligence score, it’s impossible. Some creatures, particularly very large ones, may present an obstacle even when helpless. Instead, you receive additional attack rolls for multiple limb and body parts capable of making the attack (as noted by the race or ability that grants the attacks). Creatures that are neutral in both components are denoted by a single “N.”, Note: There is no “official” definition of ally in the core rules but you can generally use the standard definition of “a person (or creature in terms of this game) that is not an enemy or who is on the same side (working towards the same ends).”, You count as your own ally unless otherwise stated or if doing so would make no sense or be impossible. Table 9–1 also lists the typical reach for creatures of each size, for both tall creatures (most bipeds) and long creatures (most quadrupeds). A creature is an active participant in the story or world. A character who has run to his limit must rest for 1 minute (10 rounds) before running again. A character who has become comatose from sleep deprivation (see above) heals an amount of sanity damage equal to this amount upon waking up, as if she had gotten two nights of good sleep. You can give your opponent the pinned condition (see Conditions). You can apply these to any combat option that takes the place of a melee attack made using an attack action (such as the trip combat maneuver), though options that increase damage don’t cause attacks to deal damage if they wouldn’t otherwise do so (such as Vital Strike and trip). 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 Quick Draw feat. At the start of a battle, each combatant makes an initiative check. Downloads 2. If the character remains unconscious, he receives another check every hour to regain consciousness. If you do not have the Improved Disarm feat, or a similar ability, attempting to disarm a foe provokes an attack of opportunity from the target of your maneuver. If you do not have enough movement, the drag goes to the maximum amount of movement available to you and ends. Very small creatures take up less than 1 square of space. As long as at least half its sleep occurs in a consecutive session, it avoids taking any penalties from sleep deprivation. Next he moves into difficult terrain, also costing him 10 feet. You can’t target a grid intersection occupied by a creature, such as a Large or larger creature; in this case, you’re aiming at the creature. 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. A spell that requires an attack roll can score a critical hit. These attacks are made as part of the spell and do not require a separate action. Unarmed Strike Damage: An unarmed strike from a Medium character deals 1d3 points of bludgeoning damage (plus your Strength modifier, as normal). Such as dodge bonuses. Nonlethal damage represents harm to a character that is not life-threatening. Run is usually further defined by a situational multiplier starting at (x3). If your target does not avoid you, make a combat maneuver check as normal. © 2015, Paizo Inc.; Authors: Paris Crenshaw, Ron Lundeen, and David Schwartz. Experienced monks also have higher speed (unless they’re wearing armor of any sort). These options can’t be combined with other standard actions or options that modify only attack actions (such as Vital Strike). You can only drag an opponent who is no more than one size category larger than you. This newly modified speed is your full speed. In any case, these are the actual benefits of rest, per the core rules. Penalties are numerical values that are subtracted from a check or statistical score. Check out our other SRD sites! When you attempt to perform a combat maneuver, make an attack roll and add your CMB in place of your normal attack bonus. 10 + armor bonus + shield bonus + Dexterity modifier + other modifiers. Characters often find themselves unable to maintain regular sleep patterns during the course of adventuring, a condition that quickly leads to significant mental and emotional strain. You can cast a quickened spell (see the Quicken Spell metamagic feat), or any spell whose casting time is designated as a free or swift action, as a swift action. If your attack exceeds your opponent’s CMD by 5 or more, you move through the target’s space and the target is knocked prone. During one turn, there are a wide variety of actions that your character can perform, from swinging a sword to casting a spell. If your attack succeeds, you deal damage. | OGN Articles Overland movement is not the same as your land speed. You will have to register before you can post: click the register link above to proceed. Frost, James Jacobs, Kenneth Hite, Steven Kenson, Robin Laws, Tito Leati, Rob McCreary, Hal Maclean, Colin McComb, Jason Nelson, David Noonan, Richard Pett, Rich Redman, Sean K Reynolds, F. 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