Combat Flashcards
Learn Pathfinder combat
How does combat work?
Combat is cyclical representation of 6 seconds of time where each combatant gets to act in the order of their initiative.
What is a touch attack?
Attacks that completely disregard armour, including Shields and natural armor. In this case the aggressor only need touch of for the attack to take full effect.
What bonuses do affect touch attack AC?
The size modifier, dexterity modifier, and deflection bonus (if any) apply normally.
Describe the events of combat.
- All combatants roll initiative.
- The combatants with surprise act with either standard or move action.
- Normal combat begins after the first possible surprise round. Actors based initiative from highest to lowest
- Next round or terminate combat
Initiative
A dexterity check (d20) to determine combat ordering. Each combatant applies dexterity mod and any other initiative modifiers. Tie goes to highest initiative modifier.
Flatfooted
Refers to the combatant AC prior to their first action in the first round of combat. No AOO. No dex modifier to AC. Can be negated by uncanny dodge ability.
Possible actions in a Surprise Round.
Attacking combatants can either do a move or standard action. Unaware combatants cannot do any actions and are flatfooted.
Attack bonus
Melee: Base atk bonus + STR modifier + size modifier
Ranged: Base atk bonus + DEX modifier + size modifier + range penalty
Armor Class
10 + armor bonus + shield bonus + DEX modifier + other modifiers
Armor Class (Other modifiers)
Enhancement bonuses, Deflection bonuses, Natural armor, Dodge bonuses, size modifier.
Touch Attacks
Attacks that disregard armor (including shields and natural armor). Aggressor need only touch the opponent. Other modifiers like DEX still apply.
How is the Strength Bonus applied. Main hand, off hand, 2 weapon fighting?
Melee or Thrown Weapons - Add STR modifier to dmg.
Off-hand weapons only add 1/2 STR modifier
2-handed - add 1.5 x STR modifier to dmg.
Hit Points (At zero and Lower)
At zero the combatant is disabled.
At -1 and lower the combatant is dying.
At -(CON) the combatant is dead.
Attacks of Opportunity (AOO)
A single melee attack against an opponent that has dropped their guard or acted recklessly. Only one AOO per round per combatant. Can be affected by abilities and feats.
AOO Threatened Squares
All squares are threatened in a radius around the melee range of the weapon.
AOO Primary Causes
Moving through threatened area
Performing a distracting act (where the combatant’s attention is diverted from battle)
Speed
The amount of ground a combatant can cover and still be able to perform a standard action. Medium creatures typically have a speed of 30’ Double move actions cover 2x the ground but take a full-round action. Armor can negatively affect speed.
What is a Saving Throw and how is it calculated.
A d20 roll to determine the effect of an unusual or magical effect.
Base save bonus + ability modifier
Saving Throw Types
Fortitude: CON based saves
Reflex: DEX based saves
Will: WIS based saves
Saving Throw DC
Difficulty class is determined by the effect
Auto fail on 1
Auto succeed on 20
List the Action Types
Standard Action Move Action Full-Round Action Swift Action Immediate Action Not an Action
Standard Action
Most Attacks, (melee,unarmed,ranged,natural) Aid, Cast a spell, Channel, Drink pot, escape grapple, feint, light a torch w/tindertwig, read scroll, stabilize, total defense.
Move Actions
Moving, Control mount, draw weapon, load light crossbow, open/close door, mount/dismount, pick up item, sheathe, stand up, ready/drop shield, retrieve stored item.
Full Round action
Full attack, charge, coup de grace, escape net, light torch, load hvy crossbow, prep throwing splash weapon, run, touch 6 friends, withdraw.
Free Actions
Drop item, Drop prone, prep to cast, speak.
Shooting/Throwing into Melee
-4 attack when throwing into melee (precise shot eliminates)
AOO while casting
Casting causes AOO, if hit the caster must make concentration check at 10 + spell level.
Casting on the defensive
No AOO, requires concentration check DC 15 + 2*spell level.
Total Defense
Defend yourself as a standard action. +4 dodge bonus to AC for 1 round. Cannot combine with fighting defensively or with combat expertise feat. Cannot do AOO
Combat Maneuver Bonus (CMB)
Combat Maneuver Bonus represents how skilled a creature is at performing a combat maneuver. When attempting to perform a combat maneuver, this value is added to the character’s d20 roll.