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Combat

How Combat Works

The Combat Round
Initiative
Surprise

Combat Statistics

Attack Roll
Attack Bonus
Armor Class
Touch Attacks
Damage
Hit Points
Attacks of Opportunity
Speed

Saving Throws

Fortitude
Reflex
Will

Injury and Death

Loss of Hit Points
Disabled (0 Hit Points)
Dying (Negative Hit Points)
Dead
Stable Characters and Recovery
Healing
Temporary Hit Points
Nonlethal Damage

Special Combat Situations

Underwater Combat
Ship to Ship (Naval) Combat
Siege Engine Combat

Movement, Position, And Distance

Tactical Movement
Measuring Distance
Moving Through a Square
Terrain and Obstacles
Special Movement Rules

Big And Little Creatures In Combat

Actions In Combat

Action Types
Standard Actions
Attack
Activate Magic Item
Cast a Spell
Start/Complete Full-Round Action
Total Defense
Use Special Ability

Move Actions

Move
Direct or Redirect a Spell
Draw or Sheathe a Weapon
Manipulate an Item
Mount/Dismount a Steed
Ready or Drop a Shield
Stand Up

Full-Round Actions

Coup de Grace
Full Attack
Cast a Spell
Move 5 Feet through Difficult Terrain
Run
Use Special Ability
Withdraw

Free Actions

Cease Concentration on Spell
Drop an Item
Drop Prone
Speak

Swift Actions

Cast a Quickened Spell

Immediate Actions

Miscellaneous Actions

Take 5-Foot Step
Use Feat
Use Skill

Combat Modifiers

Cover
Concealment
Flanking
Helpless Defenders

Special Attacks

Aid Another
Charge
Feint
Mounted Combat
Throw Splash Weapon
Two-Weapon Fighting

Combat Maneuvers

Combat Maneuver Bonus (CMB)
Combat Maneuver Defense (CMD)

Bull Rush
Dirty Trick [APG]
Disarm
Drag [APG]
Grapple
Overrun
Reposition [APG]
Steal [APG]
Sunder
Trip

Special Initiative Actions

Delay
Ready

Tables on this Page

Table: Size Modifiers
Table: Actions in Combat
Table: Tactical Speed
Table: Creature Size and Scale
Table: Attack Roll Modifiers
Table: Armor Class Modifiers
Table: Two Weapon Fighting-Penalties