CombatInitiativeWhen combat begins, all participants will roll
Initiative to determine the combat order. Simply roll a d20 and add your initiative score as displayed on your character sheet. Players will take turns in
descending order.
Melee CombatWhen fighting in melee combat, rolling for damage is not required. The attacker (the person making the attack at this time) will emote the action they are doing.
(It doesnt have to be fancy, but you must indicate what you are trying to do. *Slash* does not cut it)
The emote is then succeeded by a
Strength roll (Or a
Dexterity roll if the attacker has the
weapon finesse feat)
The defender must then roll an opposing
Strength check, to block with a shield or Parry with a weapon
or
Dexterity to dodge or evade the attack
or
Wisdom if the defender is a monk of at least 1 level
If the rolls are a tie, the person being attacked (the
defender) wins.
If the defender wins the roll, then their evasion of the attack is as they wrote
If the attacker succeeds the roll, then the attack hits
precisely how they detailed it and the defender must emote an appropriate reaction to the damage
Ranged CombatRanged combat works as the above, however when the attacker is at range, no counterattacks may be made by the defender untill the defender is in weapons range of the attacker
Ranged attackes are made using
Dexterity rolls, using the same mechanic to determine hits as above.
If the ranged attacker has the feat
Zen Archery they may use their
Wisdom modifier to attack instead.
For the sake of fairness I am declaring that all PCs unless specificly noted in their race applications may move
30 feet per round and still make an attack.
A PC may move more than 30 feet per round, up to a
maximum of 60 feet, however
no other actions may be taken.
Magical CombatA caster may cast one spell per combat round instead of attacking. The spell functions as stated in the description, please see
www.d20srd.org for details.
If a caster attempts to cast a spell in combat they must elect to use defensive casting mode
If the caster does not use defensive casting mode then any melee attackers within range may be given a free attack against the caster, to be rolled using the melee combat rules as above.
This may be taken
before the mage has completed his spell
If a melee attack of opportunity succeeds then the caster must roll a concentration check vs
DC of 10 + the spells Circle level + the attackers modified ability roll
Defensive CastingWhen a caster is using defensive casting mode they must roll a concentration check vs
DC 15 + Spell circle level each time they wish to cast a spell
If the concentration check is failed, the spell is also failed.
Counterspelling
A caster may attempt to counter any spell cast by another caster, provided it is done in the same combat round and the countering caster has not expended his or her attack or spellcast action for that round.
To counter a spell, the countering caster must first roll a spellcraft check to identify the spell.
The DC of this check is 15 + spell circle level
The countering caster must be able to cast spells at the same level as the caster and have the same spell or an appropriate counterspell prepared.
Taking DamageRather than use an honours system I will simply lay it out clearly
A person can take a number of hits equal to their Constitution modifier +2Once a player has taken this number of hits, they are unconscious.
If the attacking player wishes to then kill the defender, they may perform a coup-de-gras without a roll.
Special CasesSmite Good/EvilThe paladin/blackguard may add their paladin/blackguard levels to the roll.
The paladin/blackguard may not smite more times per combat than they would be able to normally and must declare an attack is a smite attack before they use it.
Divine Favour
As above, except the attacker may add their charisma bonus to their attack rolls for one attack per point of charisma bonus.
Activating Divine Favour counts as a spellcasting action, however the attacks of opportunity and concentration checks rules do not apply.
Divine ShieldAs Divine favour, except the defender adds their charisma bonus to their defending rolls for one defence per point of charisma bonus
Negative CON ModI will explain this with an example.
Celorfin the Elf has 6 Constitution, giving him a -2 modifier. This means his 'HP' for the battle is 0. A single hit will kill Celorfin, he will only pass into unconciousness if his attacker permits him to, declaring his attack as Subdual.
Epic DodgeThis feat allows the character to avoid a single attack per round. As I have defined a combat round above in the Initiative section this is very simple.
The character with epic dodge may automatically avoid an attack once per round. he may not use this ability again untill after his next 'turn' in the battle sequence and he may not use this ability to avoid a spell.
Slippery MindA tenth level rogue has the option to select the feat 'Slippery Mind', allowing them to re-roll a failed willsave.
When a character with this feat fails
any will-save they
may re-roll the outcome if they wish.
If you choose to re-roll, you
must accept the second outcome
You may only re-roll a willsave once. You may not re-roll the re-roll of the willsave.
Defensive RollA tenth Level rogue may select this feat, it allows the character to avoid a damage that would normally kill them, once per day.
A character may use this feat once per game day (24 hours) to avoid
UnconsciousnessIn this case, when a character with this feat would be incapacitated by an attack, they may elect to roll a
Dexterity check against the original opposing
Strength,
Dexterity or
Wisdom roll of the attacking character.
If the defensive roll succeeds, the character escapes the attack, however they may not escape in such a manner for
24 hours, so if they were to be hit again the normal rules apply.
KnockdownIf a character has the knockdown feat, they may attempt to knock a character to the floor for a single turn.
The character on the floor is prone and may not move, attack or cast spells for one turn.
Knockdown attempts are resolved as normal combat actions
DisarmA character with the disarm feat may disarm another character in combat.
The disarmed character must unequip their mainhand weapon and may not use it untill a combat turn is spent picking it up again.
Disarm attempts are resolved as normal melee combat rounds.
Called ShotA called shot is resolved as normal ranged or melee combat.
A called shot to the leg (Hamstring for melee) reduces the defender to walking speed and they may not move more than 15 feet in a single round
A called shot to the arm prevents the defender from using a two handed weapon for one round. This includes offhand weapons and shields, as well as longbows, shortbows and crossbows. Large size characters may use large weapons with one hand, but may not use shields or ranged weaponry as stated above
Sap A character with the sap feat may attempt to stun an opponant for one turn
Sap attempts are resolved as normal melee combat
The defender effectivly 'misses' a turn if they are the victim of a successful sap attempt.
Sap is roleplayed as a stunning move such as a flat sap or a pommel strike or any other concussing move.
Stunning FistAs Sap above, except the character may add their wisdom bonus to their attack roll for the move
Stunning fist may only be made with an unarmed attack
Charm PersonIf a character is the victim of a sucessful casting of Charm person, any rolls in defence of a persuade check are halved.
What If?Please feel free to post 'What if' questions below and I will delete your posts as I address them in this post.