Combat I (Basics)

Table of Contents

How Combat Works
Combat Statistics
Attack Roll
Attack Bonus
Damage
Armor Class
Hit Points
Speed
Saving Throws
Initiative
Surprise
Attacks of Opportunity
Actions in Combat
The Combat Round
Action Types
Standard Actions
Move Actions
Full-Round Actions
Free Actions
Miscellaneous Actions
Injury and Death
Loss of Hit Points
Disabled (0 Hit Points)
Dying (-1 to -9 Hit Points)
Dead (-10 Hit Points or Lower)
Stable Characters and Recovery
Healing
Temporary Hit Points
Nonlethal Damage

This material is Open Game Content, and is licensed for public use under the terms of the Open Game License v1.0a.

How Combat Works

Combat is cyclical; everybody acts in turn in a regular cycle of rounds. Combat follows this sequence:

1. Each combatant starts out flat-footed. Once a combatant acts, he or she is no longer flat-footed.

2. Determine which characters are aware of their opponents at the start of the battle. If some but not all of the combatants are aware of their opponents, a surprise round happens before regular rounds of combat begin. The combatants who are aware of the opponents can act in the surprise round, so they roll for initiative. In initiative order (highest to lowest), combatants who started the battle aware of their opponents each take one action (either a standard action or a move action) during the surprise round. Combatants who were unaware do not get to act in the surprise round. If no one or everyone starts the battle aware, there is no surprise round.

3. Combatants who have not yet rolled initiative do so. All combatants are now ready to begin their first regular round of combat.

4. Combatants act in initiative order (highest to lowest).

5. When everyone has had a turn, the combatant with the highest initiative acts again, and steps 4 and 5 repeat until combat ends.