You are on page 1of 2

Combat Actions

Charge
Charging into combat allows the attacked to
move at twice his/her normal movement rate,
terminating movement within 10 ft. (melee
range) of the target. If the defender has a longer
weapon than the attacker, the defender attacks
first, unless the defender has already acted this
round. The charging character gains no
Dexterity bonus against such an attack (and
characters with no Dexterity bonues receive a
+1 AC penalty).
Additionally, if the defender has a weapon set
against the charge, he or she will inflict
additional damage with a successful hit against
the charging attacker.
Assuming that the charging character survives,
he or she gains +2 to hit on his or her attack,
which may be made in the same round.
Characters may only perform a charge once
every turn (10 rounds). Characters who are
encumbered may not charge unless they are
mounted and the mount is unencumbered.
An attacker riding a warhorse or other combattrained mount, and equipped with a lance,
inflicts double damage on the charge round.
Although the weapon damage is doubled, any
bonus for Strength, magic, specialization, or
other such modifier is not.
Closing into Combat
Attackers may choose to cautiously advance
into combat, rather than charging. Closing into
combat does not allow the character to make an
attack roll that round; the cautious advance
does not generate the opening to make a
significant attack. However, neither may the
character's opponent attack until the round after
closing. When closing into combat, the
character may advance the full amount of his or
her movement.
Withdraw (Fighting Retreat)
A character may retreat backward out of
combat, maintaining his or her defense,
although the attacker may follow if not
otherwise engaged. It is possible to parry while
withdrawing, but not to attack. This maneuver
may be used to switch places with another
party member who is in combat the first perty
member joining battle with the enemy to
prevent the enemy's pursuit, while the second
character makes a fighting retreat.
Fleeing from Combat
Often, discretion is the better part of valour, and
the characters will choose to exercise said
discretion at top speed. If a character is in
melee combat and runs away, his or her
opponent(s) may make an immediate attack at
+4 to hit. This attack is in addition to any made
normally during the round.
Hold Initiative

Holding initiative is simply waiting until the


other side has acted before doing anything.
Melee Attack
A melee attack is an attack with a hand-held
weapon such as a sword, halberd, or dagger. A
character's Strength bonuses to hit and damage
are added to melee attacks.
It is only possible to make a melee attack when
the two combatants are withing 10 ft. of each
other. Two combatants withing 10 ft. of each
other are considered to be engaged.
Missile Attacks
Missile attacks are attacks with ranged weapons
such as crossbows, slings, or thrown axes. When
using missile to attack into melee, it is not
possible to choose which target will receive the
attack; the target is determined randomly from
among all melee participants in close proximity.
The missile could well hit a friend! A character's
Dexterity bonus for missile attacks is added to
the to hit roll when using missile weapons.
If a character has a missile weapon in hand, his
or her missile bonus is also added to his or her
initiative roll, allowing the character to
potentially attack first even if his or her party
has lost the initiative roll.
Parrying
A character who parries cannot attack, but may
subtract his or her to hit bonus from his or her
opponent's attack roll. Parrying may be used in
combination with a fighting retreat. Parrying
only has value to a character with a bonus to
hit from high Strength or specialization.
Spells
Spell casting begins in the caster's initiative
segment, and the spell is completed at the end
of the casting time. It is possible to cast a spell
while within melee range of an opponent, but if
the caster suffers damage while casting a spell,
the spell is lost. While casting a spell, the caster
receives no Dexterity bonus to his/her armor
class.
Set Weapons Against Charge
Certain weapons can be set against a charge,
which is a simple matter of bracing the weapon
against the floor or some other stationary
object. A character choosing to set his or her
weapon against a charge cannot attack unless
an opponent charges, but the weapon will inflict
double damage against a charging opponent. A
charge is any attack that allows the attacker to
move and attack, and thus includes leaping
attacks that may be made by some monsters.
Weapons that may be set against a charge
include spears, lances (when used dismounted),
most pole arms, and tridents.

Combat Actions
Pummeling
Brawling attacks, such as those conducted with
a fist, foot, or dagger pommel, will normally
inflict 1-2 point of damage. All characters are
automatically presumed to be proficient with
such weapons.
Grappling
A successful grappling attack inflicts 0-1 points
of damage, but also restrains the target and
prevents him/her from fighting. The chance of
breaking a successful grapple should be
determined according to the relative strengths
of the creatures concerned; An ogre could
restrain a kobold almost indefinitely, and would
be able to break free of the kobold's grasp at
will.
Overbearing
Overbearing attacks are grappling attacks
exercised at the end of a charge. If successful,
the opponent is prone rather than restrained.
Otherwise the attack is treated as a grapple.
Drawing a Weapon
Drawing a weapon takes exactly one segment of
time. This affected the drawing character's
initiative individually.
Anything Else
Be creative. Some combats can be averted with
a few well-chosen words (including lies).
Observer your surroundings and consider
creative solutions to problems. If you're not sure
how something will work, simply ask, and we
will work towards a solution.
I only ask that you do not confine yourself to
what is written on this sheet. Your character is
much more than a sword, a bow, or a spell.

You might also like