combat reference for pathfinder

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Combat Reference Attack Roll Melee BaB + STR Mod + Size Mod + Other Ranged BaB + DEX Mod + Size Mod + Range Penalty A natural 1 is ALWAYS a miss, and a natural 20 is ALWAYS a hit (and also a Critical Threat). Touch Attacks ignore Armour, Shield, and Natural Armour bonuses. Damage An attack that hits ALWAYS deals an absolute minimum of 1 non-lethal damage. When hitting with a melee/thrown weapon (including a sling) add your STR Mod (Penalty or not). STR penalties apply to non-composite bows. Off-hand weapons deal 1/2 your STR Mod (unless it’s a penalty, which is applied in its entirety). Two-handed one-hand weaponry deal 1+1/2 your STR Mod (unless it’s a penalty, which is not multiplied). Light weapons are exempt from two- handing bonuses. Armour Class Armour Bonus + Shield Bonus + DEX Mod + Other + 10 Equalling/Exceeding this value with an Attack Roll is a hit and triggers a Damage Roll. Hit Points 0 Hit Points = Disabled; you become Staggered and can only take either a Move or Standard Action each turn. Performing a Standard Action inflicts 1 point of damage once resolved. ≥-1 Hit Points = Dying; you fall unconscious and lose 1 HP per round unless you pass a Con check (with a penalty to roll equal to your Negative HP value) to become Stable. Negative HP Value greater than or equal to your CON score (Not Mod) = You ded. Non-lethal Damage equal to HP = Staggered. Non-lethal Damage greater than HP = Unconscious. Characters heal Non-lethal Damage at 1 HP x Level per hour naturally. 8 hours of sleep nets a character 1 HP per level; resting for one whole day nets a character twice their level in HP. Combat Maneuver Bonus BaB + STR Mod + Special Size Mod

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A beginner's run down of all the actions you can perform in combat in pathfinder.

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Page 1: Combat Reference for Pathfinder

Combat Reference

Attack Roll

Melee

BaB + STR Mod + Size Mod + Other

Ranged

BaB + DEX Mod + Size Mod + Range Penalty

A natural 1 is ALWAYS a miss, and a natural 20 is ALWAYS a hit (and also a Critical Threat).

Touch Attacks ignore Armour, Shield, and Natural Armour bonuses.

Damage

An attack that hits ALWAYS deals an absolute minimum of 1 non-lethal damage.

When hitting with a melee/thrown weapon (including a sling) add your STR Mod (Penalty or not).

STR penalties apply to non-composite bows.

Off-hand weapons deal 1/2 your STR Mod (unless it’s a penalty, which is applied in its entirety).

Two-handed one-hand weaponry deal 1+1/2 your STR Mod (unless it’s a penalty, which is not multiplied).

Light weapons are exempt from two-handing bonuses.

Armour Class

Armour Bonus + Shield Bonus + DEX Mod + Other + 10

Equalling/Exceeding this value with an Attack Roll is a hit and triggers a Damage Roll.

Hit Points

0 Hit Points = Disabled; you become Staggered and can only take either a Move or Standard Action each turn. Performing a Standard Action inflicts 1 point of damage once resolved.

≥-1 Hit Points = Dying; you fall unconscious and lose 1 HP per round unless you pass a Con check (with a penalty to roll equal to your Negative HP value) to become Stable.

Negative HP Value greater than or equal to your CON score (Not Mod) = You ded.

Non-lethal Damage equal to HP = Staggered.

Non-lethal Damage greater than HP = Unconscious.

Characters heal Non-lethal Damage at 1 HP x Level per hour naturally.

8 hours of sleep nets a character 1 HP per level; resting for one whole day nets a character twice their level in HP.

Combat Maneuver Bonus

BaB + STR Mod + Special Size Mod

Creatures Tiny or smaller use their DEX mod instead of STR.

Combat Maneuver Defense

BaB + STR Mod + DEX Mod + Special Size Mod + AC Bonuses + AC Penalties + 10

Combat Maneuvers

Bull Rush

Page 2: Combat Reference for Pathfinder

Can be made as a Standard Action or as part of a Charge, in place of the melee attack.

Can only be made against a target that is no more than one size category larger than the attacker.

Provokes an attack of opportunity without the Improved Bull Rush feat or a similar ability.

If successful, pushes target back 5 feet, plus an additional 5 feet for every 5 points the attack exceeds the target’s CMD.

The attacker can move with the target if they wish but they must have the available movement to do so.

If there is another creature in the way of the attacker’s bull rush, the attacker must immediately make a combat maneuver check to bull rush that creature. The attacker suffers a -4 penalty on this check for each creature being pushed beyond the first. If successful, all creatures in the bull rush are pushed using the lesser result.

Disarm

May be attempted in place of a melee attack.

Provokes an attack of opportunity without the Improved Disarm feat or a similar ability.

Attempting while disarmed inflicts a -4 penalty.

If successful, target drops one item it is carrying (attacker’s choice).

If attack exceeds target’s CMD by 10+, items in both hands are dropped.

If attack is failed by 10+, attacker drops weapon used to make attack.

Attacker may pick up item dropped if unarmed.

Grapple

Can be made as a Standard Action.

Provokes attack of opportunity without Improved Grapple feat or similar ability.

Humanoid creatures attempting grapple w/o 2 free hands suffer a -4 penalty on the roll.

If successful, both attacker and target become grappled.

Attacker may then release grapple as a free action, otherwise must make a check each round to maintain grapple.

If target fails to break grapple, attacker gains +5 bonus to grapple checks made against the same target in the following rounds.

Attacker may do one of the following actions after passing a grapple maintenance check:

Move target up to half speed, then place target in any adjacent square. If target is placed in a hazardous situation, target may attempt to break grapple as a free action with a +4 bonus.

Inflict damage to target equal to unarmed strike/natural attack/or attack made with armor spikes/light- or one-handed weapon. Can be lethal or non-lethal

Can pin target. This causes attacker to lose DEX bonus to AC.

Tie up target with ropes or other bonds via a combat maneuver check at -10. If pinning target, does not incur penalty. Works similar to pin effect, but DC to escape bonds is 20 + attacker’s CMB.

Overrun

Page 3: Combat Reference for Pathfinder

Can be made as a Standard Action, taken during move or as part of a charge.

Attacker can only overrun a target that is no more than one size category larger than itself.

Provokes attack of opportunity if used without Improved Overrun feat or similar ability.

If target does not avoid attacker (allowing attacker to pass by w/o a check), then attacker must roll a combat maneuver check.

If successful, attacker may move through target’s space.

If check exceeds target’s CMD by 5+, the target is knocked prone.

If target has multiple legs, adds +2 to the DC of the combat maneuver check for each additional leg.

Sunder

Can be made in place of a melee attack.

Provokes an attack of opportunity without Improved Sunder or a similar ability.

If attack is successful, attacker deals damage to item normally.

If object is reduced to 0 HP, attacker may choose to destroy it or leave it at 1 HP.

Trip

Can be made in place of a melee attack.

Provoke an attack of opportunity if used without Improved Trip or similar ability.

Attacker may trip targets no more than one size category larger than it.

If attack exceeds CMD of target, target is knocked prone. If attack fails by 10+, attacker falls prone instead.

If target has more than 2 legs, adds +2 to DC per additional leg.

Creatures without legs/flying creatures cannot be tripped.

Standard Action AoO?Attack (Melee) NoAttack (Ranged) YesAttack (Unarmed) YesActivate Magic Item NoAid Another Maybe1

Cast a Spell YesChannel Energy NoConcentrate to Maintain Spell NoDismiss Spell NoDraw Hidden Weapon NoDrink Potion/Use Oil YesEscape Grapple No

Page 4: Combat Reference for Pathfinder

Feint NoLight Torch w/ Tindertwig YesLower Spell Resist NoRead a Scroll YesReady NoStabilize the Dying YesTotal Defense NoUse Extraordinary Ability NoUse Skill UsuallyUse Spell-like Ability YesUse Supernatural Ability NoMove Action AoO?Move YesControl Frightened Mount YesDirect/Redirect Spell NoDraw Weapon2 NoLoad Hand/Light Crossbow YesOpen/Close Door NoMount/Dismount Steed NoMove Heavy Object YesPick Up Item YesSheathe Weapon YesStand Up from Prone YesReady/Drop Shield2 NoRetrieve Stored Item YesFull-Round Action AoO?Full Attack NoCharge3 NoDeliver Coup De Grace YesEscape from Net YesExtinguish Flames NoLight a Torch YesLoad a Heavy/Repeating Crossbow

Yes

Lock/Unlock a Weapon in Locked Gauntlet

Yes

Prepare to Throw Splash Weapon

Yes

Run YesUse Skill UsuallyUse Touch Spell on up to Six Allies

Yes

Withdraw3 NoFree Action AoO?Cease Concentration on a Spell NoDrop Item NoDrop to the Floor NoPrepare Spell Components4 NoSpeak UsuallySwift Action AoO?

Cast a Quickened Spell NoImmediate Action AoO?Cast ‘Feather Fall’ NoNo Action AoO?Delay No5-foot step NoOther AoO?Perform Combat Maneuver5 YesUse Feat Varies

1 If you aid someone performing an action that would normally provoke an AoO, then the act of aiding them provokes an AoO as well.

2 If you have a BaB of +1 or higher, you can combine one of these actions with a regular move. If you have Two Weapon Fighting, then you can draw two weapons in the time it would take to draw one.

3 May be taken as a Standard Action if limited to 1 action per round.

4 Unless the Component is large or awkward.

5 Some Combat Maneuvers substitute for a melee attack, not an action. As melee attacks, they 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. Others are used as a separate action.

Attack Roll Modifiers

Attacker is. . . Melee Ranged

Dazzled -1 -1Entangled -21 -21

Flanking Defender +2 n/aInvisible +22 +22

On Higher Ground +1 +0Prone -4 n/a3

Shaken/Frightened -2 -2Squeezing through a Space

-4 -4

1 An entangled character also takes a -4 penalty to Dexterity, which may affect the attack roll.

2 The defender loses any DEX bonus to AC.

3 Crossbows/Shurikens may be used prone w/o penalty.

Armor Class Modifiers

Defender is. . . Mele Ranged

Page 5: Combat Reference for Pathfinder

eBehind Cover +4 +4Blinded -21 -21

Concealed/Invisible

See Concealment

Cowering -21 -21

Entangled +02 +02

Flat-footed +01 +01

Grappling (but attacker is not)

+01 +01

Helpless -43 +03

Kneeling/Sitting -2 +2Pinned -43 +03

Prone -4 +4Squeezing through a Space

-4 -4

Stunned -21 -21

1 The defender loses any DEX bonus to AC.

2 An entangled character takes a -4 penalty to DEX.

3 The defender is flat-footed and cannot add his DEX bonus to his AC.

Two-Weapon Fighting Penalties

Attacker is. . . Primary

Off

Normal Penalties -6 -10Off-hand is Light -4 -8Two-Weapon Fighting Feat

-4 -4

Both -2 -2