Combat Quick Reference

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In all cases, the action is noted if it generates an Attack of Opportunity (AoO), and under what conditions, and is not noted if it does not.

Standard Actions

Attack (AoO if unarmed without natural weapon or imp unarmed)
Cast a spell (AoO. Note that some spells are free actions, and these do not generate AoO. Also, a spell can be cast defensively with a Concentration check DC 15 to prevent any AoO from taking place, with failure losing the spell)
Concentrate to maintain spell
Read a scroll (AoO)
Ready
Activate a magic item other than potion or oil
Activate total defense
Start/Complete Full-round action
Draw a hidden weapon
Stabilize (AoO)
Drink a potion or apply oil(AoO)


Full-Round Actions

Deliver coup de grace (AoO)
Load a heavy or repeating crossbow (AoO)
Full attack
Run (AoO)
Move 5 feet through difficult territory (AoO)
Withdraw

Free Actions

Drop an item
Drop prone
Speak
Cease concentration
Cast a quickened spell
Draw ammunition

Move Actions

Move (Provokes AoO if moving out of threatened square)
Crawl 5 feet (AoO at any point of crawl, not just moving out)
Draw a weapon (With at least +1 BaB, this can be combined with another move action. With TWF, can draw two light or one-handed weapons in time it takes to normally draw one)
Sheathe a weapon (AoO)
Ready or loose a shield
Retrieve stored item (AoO)
Direct or redirect a spell
Stand up (AoO)
Mount/dismount (can turn to free action with DC 20 ride check)
Control a frightened mount(AoO)
Load light or hand crossbow (AoO)
Open or close a door (AoO)

Special: A 5-foot step can be taken in any round in which the other actions in that round do not result in a move (including a full-round action). If any other action has resulted in a movement, a 5-foot step cannot be taken.

Special Attacks

Aid Another

If in position to attack an opponent another friend is attacking, make attack roll against AC 10. If success, friend gets +2 bonus to DC against that opponent, or +2 to attack against that opponent (choose at time of performing the Aid action), until the beginning of your next round.

Bull Rush

Can bull rush as part of a standard action or a charge.
Move into defender's space (provokes AoO without Imp. Bull Rush feat, AoO by anyone other than defender has 25% chance of hitting defender instead of you, and any AoO against the defender has 25% chance of hitting attacker). Make opposed Str checks, modified by 4 for each size category of difference (in favor of larger), with a further +2 if part of a charge. The defender gets a +4 if he has more than two legs, or is otherwise exceptionally stable (as the Dwarf ability). Success pushes defender back 5 feet, plus an additional (and optional) five feet for every 5 points over the check succeeded by. The attacker cannot exceed normal movement limits. AoO is provoked by both the attacker and the defender for every five feet for anyone not participating in the bull rush (but not between the attacker and the defender). On failure, move back five feet. If the space is occupied, fall prone in the square.

Charge

Allows the attacker to move at twice movement speed and perform an attack. The attacker must move at least ten feet, and at most double movement, in a straight line. There must be a clear path, free of obstacles and difficult terrain (determine by drawing a line between starting and ending squares--if any of those squares includes a creature, difficult terrain, or other obstacle, the charge cannot be performed). Line of sight must exist between attacker and defender (no charging through obscuring mist).

If only allowed a standard or move action on a turn, can still charge, but only up to normal speed (rather than double). This option only applies when restricted to a standard or move action.

After the charge, make a single melee attack at +2, and take a -2 penalty to AC until next turn (note that there is no damage increase). Lances do double damage when used from a mount. Spears, tridents, and certain other piercing weapons do double damage against charging enemies when set against a charge.

Disarm

Attempt to leave the opponent weaponless. If done armed, the weapon disarmed falls to the ground. If done unarmed, the weapon ends up in the attacker's hands (and can then be dropped as a free action, if so desired).

First, attacker provokes AoO (unless attacker possesses Improved Disarm feat). If attacker is damaged, disarm fails. Second, make opposed attack rolls with the weapons. Two-handed weapons get a +4 bonus, light weapons get a -4 penalty. An unarmed strike is always a light weapon. Modify by 4 for each size category difference, in favor of larger. If targeted item is not a melee weapon, defender gets a -4 to roll. If the opposed roll is in attacker's favor, weapon is disarmed. On failure, the defender gets a free attempt to disarm the attacker's weapon (which does not provoke AoO, and does not allow another reactive disarm from the initial attacker). If a non-weapon was targeted, the defender does not get the free disarm attempt.

If the item is not held, but worn, treat as disarming a non-weapon, above. Items that are poorly secured or otherwise easy to snatch give the attacker a +4 bonus. Well-secured items cannot be grabbed unless while in a grapple, and even then receive a +4 bonus on the defender's opposed roll.

If the attacker has the Improved Disarm feat, he gains a +4 to the opposed roll, and never provokes an AoO when disarming.

Feint

Attacker makes a bluff check opposed by defender's (sense motive + base attack bonus) check. The next attack the attacker makes against the defender will bypass any Dex-bonus to AC (thus allowing sneak attacks). This next attack must be made on or before the attacker's next turn. Humanoids feinting against non-humanoids receive a -4 penalty (and vice-versa, presumably). Feinting against creatures of Int 1 or 2 receives a -8 penalty. Non-intelligent creatures cannot be feinted against.

Improved feint allows this to be taken as a move action, rather than a standard action.

Trip

Can trip an opponent as an unarmed attack, or with certain weapons. Only opponents a size larger, the same size, or any amount smaller than the attacker can be tripped. Attacker must make a touch attack against the opponent that provokes AoO (unless the attacker has the Imp. Trip feat). If the attack succeeds, the attacker must make an opposed Str vs (highest of Str and Dex) check, modified by four for each size category difference in favor of larger, with defender receiving +4 if exceptionally stable (more than two legs, or as Dwarven ability). If attacker wins, he trips the defender. If the attacker loses, the defender may immediately attempt to trip the attacker, with no AoO and no chance for attacker to counter-trip the counter-trip. If tripping with a weapon, the weapon can be dropped on failure, rather than allowing the defender a chance to counter-trip. A tripped person is considered prone. If the trip action is performed against a rider, the Ride check may be substituted for Str or Dex in the opposed roll.

If the attacker has the Improved Trip feat, he gains a +4 to the opposed roll, and never provokes an AoO when attempting to trip.