Combat Flashcards

Learn Pathfinder combat

1
Q

How does combat work?

A

Combat is cyclical representation of 6 seconds of time where each combatant gets to act in the order of their initiative.

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2
Q

What is a touch attack?

A

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.

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3
Q

What bonuses do affect touch attack AC?

A

The size modifier, dexterity modifier, and deflection bonus (if any) apply normally.

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4
Q

Describe the events of combat.

A
  1. All combatants roll initiative.
  2. The combatants with surprise act with either standard or move action.
  3. Normal combat begins after the first possible surprise round. Actors based initiative from highest to lowest
  4. Next round or terminate combat
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5
Q

Initiative

A

A dexterity check (d20) to determine combat ordering. Each combatant applies dexterity mod and any other initiative modifiers. Tie goes to highest initiative modifier.

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6
Q

Flatfooted

A

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.

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7
Q

Possible actions in a Surprise Round.

A

Attacking combatants can either do a move or standard action. Unaware combatants cannot do any actions and are flatfooted.

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8
Q

Attack bonus

A

Melee: Base atk bonus + STR modifier + size modifier
Ranged: Base atk bonus + DEX modifier + size modifier + range penalty

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9
Q

Armor Class

A

10 + armor bonus + shield bonus + DEX modifier + other modifiers

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10
Q

Armor Class (Other modifiers)

A

Enhancement bonuses, Deflection bonuses, Natural armor, Dodge bonuses, size modifier.

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11
Q

Touch Attacks

A

Attacks that disregard armor (including shields and natural armor). Aggressor need only touch the opponent. Other modifiers like DEX still apply.

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12
Q

How is the Strength Bonus applied. Main hand, off hand, 2 weapon fighting?

A

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.

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13
Q

Hit Points (At zero and Lower)

A

At zero the combatant is disabled.
At -1 and lower the combatant is dying.
At -(CON) the combatant is dead.

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14
Q

Attacks of Opportunity (AOO)

A

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.

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15
Q

AOO Threatened Squares

A

All squares are threatened in a radius around the melee range of the weapon.

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16
Q

AOO Primary Causes

A

Moving through threatened area

Performing a distracting act (where the combatant’s attention is diverted from battle)

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17
Q

Speed

A

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.

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18
Q

What is a Saving Throw and how is it calculated.

A

A d20 roll to determine the effect of an unusual or magical effect.
Base save bonus + ability modifier

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19
Q

Saving Throw Types

A

Fortitude: CON based saves
Reflex: DEX based saves
Will: WIS based saves

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20
Q

Saving Throw DC

A

Difficulty class is determined by the effect
Auto fail on 1
Auto succeed on 20

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21
Q

List the Action Types

A
Standard Action
Move Action
Full-Round Action
Swift Action
Immediate Action
Not an Action
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22
Q

Standard Action

A

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.

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23
Q

Move Actions

A

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.

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24
Q

Full Round action

A

Full attack, charge, coup de grace, escape net, light torch, load hvy crossbow, prep throwing splash weapon, run, touch 6 friends, withdraw.

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25
Q

Free Actions

A

Drop item, Drop prone, prep to cast, speak.

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26
Q

Shooting/Throwing into Melee

A

-4 attack when throwing into melee (precise shot eliminates)

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27
Q

AOO while casting

A

Casting causes AOO, if hit the caster must make concentration check at 10 + spell level.

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28
Q

Casting on the defensive

A

No AOO, requires concentration check DC 15 + 2*spell level.

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29
Q

Total Defense

A

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

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30
Q

Combat Maneuver Bonus (CMB)

A

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.

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31
Q

Combat Maneuver Defense (CMD)

A

Combat Maneuver Defense represents how hard it is to perform a combat maneuver against this creature. A creature’s CMD is used as the difficulty class when performing a maneuver against that creature.

32
Q

Damage Reduction (DR)

A

Creatures that are resistant to harm typically have damage reduction. This amount is subtracted from any damage dealt to them from a physical source. Most types of DR can be bypassed by certain types of weapons. This is denoted by a “/” followed by the type, such as “10/cold iron.” Some types of DR apply to all physical attacks. Such DR is denoted by the “—” symbol. See Special Abilities for more information.

33
Q

What is aDifficulty Class (DC)

A

Whenever a creature attempts to perform an action whose success is not guaranteed, he must make some sort of check (usually a skill check). The result of that check must meet or exceed the Difficulty Class of the action that the creature is attempting to perform in order for the action to be successful. Climbing a slippery wall, dropping prone to avoid dragon breath, and gaining a suspicious guard’s trust all have their own DCs that are determined by the GM. The higher the DC, the more difficult the challenge.

34
Q

What are Extraordinary Abilities?

A

Extraordinary abilities are unusual abilities that do not rely on magic to function. They are not something that just anyone can do or even learn to do without extensive training. Effects or areas that suppress or negate magic have no effect on extraordinary abilities.

35
Q

What is a feat?

A

A feat is an ability a creature has mastered. Feats often allow creatures to circumvent rules or restrictions. Creatures receive a number of feats based off their Hit Dice, but some classes and other abilities grant bonus feats.

36
Q

What are Hit Dice?

A

Hit Dice represent a creature’s general level of power and skill. As a creature gains levels, it gains additional Hit Dice. Monsters, on the other hand, gain racial Hit Dice, which represent the monster’s general prowess and ability.

37
Q

What is an Orison?

A

“Orison” is another word for any 0-level divine spell (spells cast by classes such as clerics, druids, oracles, and inquisitors.)

38
Q

How many hp are recovered per 8hr rest?

A

1hp/level + CON bonus

39
Q

How much ability damage is recovered per 8hr rest?

A

1pt ability damage per 8hr rest.

40
Q

What is a skill check?

A

Your ability to do something, from lying to climbing a wall or healing wounds. A skill check is a d20 roll + your skill modifier from the related skill (if any).

41
Q

What is stacking?

A

Stacking refers to the act of adding together bonuses or penalties that apply to one particular check or statistic. Generally speaking, most bonuses of the same type do not stack. Instead, only the highest bonus applies. Most penalties do stack, meaning that their values are added together. Penalties and bonuses generally stack with one another, meaning that the penalties might negate or exceed part or all of the bonuses, and vice versa.

42
Q

What is ‘taking 10’?

A

When a character or creature is not in immediate danger or distracted, it may choose to take 10 on some rolls (specifically, skill checks). Instead of rolling 1d20 for the check, calculate the result as if the die had rolled a 10. For many routine tasks, taking 10 makes them automatically successful

43
Q

What is ‘taking 20’?

A

When a character or creature has plenty of time, and is not faced with threats or distractions, and the skill being attempted carries no penalties for failure, he/it can take 20. Instead of rolling 1d20 for the check, just calculate the result as if the die had rolled a 20.

44
Q

What are temporary hit points?

A

When a character gains temporary hit points, note his current hit point total. When the temporary hit points go away the character’s hit points drop to his current hit point total. If the character’s hit points are below his current hit point total at that time, the character’s hit point total does not change. Temporary hit points do not stack.

45
Q

Spell: Color Spray

A
Illusion (pattern) [mind-affecting]
---
Casting Time 1 standard action
Range 15 ft.
Area cone-shaped burst
Duration instantaneous
Saving Throw Will negates; Spell Resistance yes
---
A vivid cone of clashing colors springs forth from your hand, causing creatures to become stunned, perhaps also blinded, and possibly knocking them unconscious. Each creature within the cone is affected according to its HD.

2 HD or less: The creature is unconscious, blinded, and stunned for 2d4 rounds, then blinded and stunned for 1d4 rounds, and then stunned for 1 round. (Only living creatures are knocked unconscious.)

3 or 4 HD: The creature is blinded and stunned for 1d4 rounds, then stunned for 1 round. 5 or more HD: The creature is stunned for 1 round. Sightless creatures are not affected by color spray.

46
Q

Condition: Blinded

A

The creature cannot see. It takes a –2 penalty to Armor Class, loses its Dexterity bonus to AC (if any), and takes a –4 penalty on most Strength– and Dexterity-based skill checks and on opposed Perception skill checks. All checks and activities that rely on vision (such as reading and Perception checks based on sight) automatically fail. All opponents are considered to have total concealment (50% miss chance) against the blinded character. Blind creatures must make a DC 10 Acrobatics skill check to move faster than half speed. Creatures that fail this check fall prone. Characters who remain blinded for a long time grow accustomed to these drawbacks and can overcome some of them.

47
Q

Condition: Confused

A

A confused creature is mentally befuddled and cannot act normally. A confused creature cannot tell the difference between ally and foe, treating all creatures as enemies.
d% Behavior
01–25 Act normally.
26–50 Do nothing but babble incoherently.
51–75 Deal 1d8 points of damage + Str modifier to self with item in hand.
76–100 Attack nearest creature (for this purpose, a familiar counts as part of the subject’s self).

48
Q

Condition: Cowering

A

The character is frozen in fear and can take no actions. A cowering character takes a –2 penalty to Armor Class and loses his Dexterity bonus (if any).

49
Q

Condition: Dazed

A

The creature is unable to act normally. A dazed creature can take no actions, but has no penalty to AC.

A dazed condition typically lasts 1 round.

50
Q

Condition: Dazzled

A

The creature is unable to see well because of over-stimulation of the eyes. A dazzled creature takes a –1 penalty on attack rolls and sight-based Perception checks.

51
Q

Condition: Deafened

A

A deafened character cannot hear. He takes a –4 penalty on initiative checks, automatically fails Perception checks based on sound, takes a –4 penalty on opposed Perception checks, and has a 20% chance of spell failure when casting spells with verbal components. Characters who remain deafened for a long time grow accustomed to these drawbacks and can overcome some of them.

52
Q

Condition: Disabled

A

A character with 0 hit points, or one who has negative hit points but has become stable and conscious, is disabled. A disabled character may take a single move action or standard action each round (but not both, nor can he take full-round actions, but he can still take swift, immediate, and free actions). He moves at half speed. Taking move actions doesn’t risk further injury, but performing any standard action (or any other action the GM deems strenuous, including some free actions such as casting a Quicken Spell spell) deals 1 point of damage after the completion of the act. Unless the action increased the disabled character’s hit points, he is now in negative hit points and dying.

53
Q

Condition: Dying

A

On the character’s next turn, after being reduced to negative hit points (but not dead), and on all subsequent turns, the character must make a DC 10 Constitution check to become stable. The character takes a penalty on this roll equal to his negative hit point total. A character that is stable does not need to make this check. A natural 20 on this check is an automatic success. If the character fails this check, he loses 1 hit point. If a dying creature has an amount of negative hit points equal to its Constitution score, it dies.

54
Q

Condition: Energy Drained

A

The character gains one or more negative levels, which might become permanent. If the subject has at least as many negative levels as Hit Dice, he dies.

55
Q

Condition: Entagled

A

An entangled creature moves at half speed, cannot run or charge, and takes a –2 penalty on all attack rolls and a –4 penalty to Dexterity. An entangled character who attempts to cast a spell must make a concentration check (DC 15 + spell level) or lose the spell.

56
Q

Condition: Exhausted

A

An exhausted character moves at half speed, cannot run or charge, and takes a –6 penalty to Strength and Dexterity. After 1 hour of complete rest, an exhausted character becomes fatigued. A fatigued character becomes exhausted by doing something else that would normally cause fatigue.

57
Q

Condition: Fascinated

A

The creature stands or sits quietly, taking no actions other than to pay attention to the fascinating effect, for as long as the effect lasts. It takes a –4 penalty on skill checks made as reactions, such as Perception checks. Any potential threat, such as a hostile creature approaching, allows the fascinated creature a new saving throw against the fascinating effect. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a ranged weapon at the fascinated creature, automatically breaks the effect. A fascinated creature’s ally may shake it free of the spell as a standard action.

58
Q

Condition: Fatigued

A

A fatigued character can neither run nor charge and takes a –2 penalty to Strength and Dexterity. Doing anything that would normally cause fatigue causes the fatigued character to become exhausted. After 8 hours of complete rest, fatigued characters are no longer fatigued.

59
Q

Condition: Flat-footed

A

A character who has not yet acted during a combat is flat-footed, unable to react normally to the situation. A flat-footed character loses his Dexterity bonus to AC and Combat Maneuver Defense (CMD) (if any) and cannot make attacks of opportunity, unless he has the Combat Reflexes feat or Uncanny Dodge class ability.

Characters with Uncanny Dodge retain their Dexterity bonus to their AC and can make attacks of opportunity before they have acted in the first round of combat.

You cannot take immediate actions while flat-footed.

60
Q

Condition: Frightened

A

A frightened creature flees from the source of its fear as best it can. If unable to flee, it may fight. A frightened creature takes a –2 penalty on all attack rolls, saving throws, skill checks, and ability checks. A frightened creature can use special abilities, including spells, to flee; indeed, the creature must use such means if they are the only way to escape.

61
Q

Condition: Grappled

A

A grappled creature is restrained by a creature, trap, or effect. Grappled creatures cannot move and take a –4 penalty to Dexterity. A grappled creature takes a –2 penalty on all attack rolls and combat maneuver checks, except those made to grapple or escape a grapple.
Attempts to cast a spell or use a spell-like ability must make a concentration check (DC 10 + grappler’s CMB + spell level), or lose the spell.

62
Q

Condition: Helpless

A

A helpless character is paralyzed, held, bound, sleeping, unconscious, or otherwise completely at an opponent’s mercy. A helpless target is treated as having a Dexterity of 0 (–5 modifier). Melee attacks against a helpless target get a +4 bonus (equivalent to attacking a prone target). Ranged attacks get no special bonus against helpless targets. Rogues can sneak attack helpless targets.

63
Q

Condition: Incorporeal

A

Creatures with the incorporeal condition do not have a physical body. Incorporeal creatures are immune to all nonmagical attack forms. Incorporeal creatures take half damage (50%) from magic weapons, spells, spell-like effects, and supernatural effects. Incorporeal creatures take full damage from other incorporeal creatures and effects, as well as all force effects.

64
Q

Condition: Invisible

A

An invisible creature gains a +2 bonus on attack rolls against sighted opponents, and ignores its opponents’ Dexterity bonuses to AC (if any).

65
Q

Condition: Nauseated

A

Creatures with the nauseated condition experience stomach distress. Nauseated creatures are unable to attack, cast spells, concentrate on spells, or do anything else requiring attention. The only action such a character can take is a single move action per turn.

66
Q

Condition: Panicked

A

A panicked creature must drop anything it holds and flee at top speed from the source of its fear, as well as any other dangers it encounters, along a random path. It can’t take any other actions. In addition, the creature takes a –2 penalty on all saving throws, skill checks, and ability checks. If cornered, a panicked creature cowers and does not attack, typically using the total defense action in combat. A panicked creature can use special abilities, including spells, to flee; indeed, the creature must use such means if they are the only way to escape.

67
Q

Condition: Paralyzed

A

A paralyzed character is frozen in place and unable to move or act. A paralyzed character has effective Dexterity and Strength scores of 0 and is helpless, but can take purely mental actions. A winged creature flying in the air at the time that it becomes paralyzed cannot flap its wings and falls. A paralyzed swimmer can’t swim and may drown. A creature can move through a space occupied by a paralyzed creature—ally or not. Each square occupied by a paralyzed creature, however, counts as 2 squares to move through.

68
Q

Condition: Petrified

A

A petrified character has been turned to stone and is considered unconscious. If a petrified character cracks or breaks, but the broken pieces are joined with the body as he returns to flesh, he is unharmed. If the character’s petrified body is incomplete when it returns to flesh, the body is likewise incomplete and there is some amount of permanent hit point loss and/or debilitation.

69
Q

Condition: Pinned

A

A pinned creature is tightly bound and can take few actions. A pinned creature cannot move and is denied its Dexterity bonus. A pinned character also takes an additional –4 penalty to his Armor Class. A pinned creature is limited in the actions that it can take. A pinned creature can always attempt to free itself, usually through a combat maneuver check or Escape Artist check. A pinned creature can take verbal and mental actions, but cannot cast any spells that require a somatic or material component. A pinned character who attempts to cast a spell or use a spell-like ability must make a concentration check (DC 10 + grappler’s CMB + spell level) or lose the spell. Pinned is a more severe version of grappled, and their effects do not stack.

Casting Spells while Pinned: The only spells which can be cast while grappling or pinned are those without somatic components and whose material components (if any) you have in hand. Even so, you must make a concentration check (DC 10 + the grappler’s CMB + the level of the spell you’re casting) or lose the spell.

70
Q

Condition: Prone

A

The character is lying on the ground. A prone attacker has a –4 penalty on melee attack rolls and cannot use a ranged weapon (except for a crossbow). A prone defender gains a +4 bonus to Armor Class against ranged attacks, but takes a –4 penalty to AC against melee attacks.

Standing up is a move-equivalent action that provokes an attack of opportunity.

71
Q

Condition: Shaken

A

A shaken character takes a –2 penalty on attack rolls, saving throws, skill checks, and ability checks. Shaken is a less severe state of fear than frightened or panicked.

72
Q

Condition: Sickened

A

The character takes a –2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks.

73
Q

Condition: Staggered

A

A staggered creature may take a single move action or standard action each round (but not both, nor can he take full-round actions). A staggered creature can still take free, swift, and immediate actions. A creature with nonlethal damage exactly equal to its current hit points gains the staggered condition.

74
Q

Condition: Stunned

A

A stunned creature drops everything held, can’t take actions, takes a –2 penalty to AC, and loses its Dexterity bonus to AC (if any).

Attackers receive a +4 bonus on attack rolls to perform combat maneuvers against a stunned opponent.

75
Q

Condition: Unconscious

A

Unconscious creatures are knocked out and helpless. Unconsciousness can result from having negative hit points (but not more than the creature’s Constitution score), or from nonlethal damage in excess of current hit points.