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Actions I. Aid Another. (Distract an Adjacent Foe) Standard Action, Friend Gets: +1 Attack, +1 AC. Attack a Weapon. Opposed Attack Rolls, Damage Weapon, ...
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(With Some Modifications for the Better)
Flanking +2 +2 +0* +0* High Ground +1 +1 -‐ 1 -‐ 1 Kneeling -‐ 2 -‐ 2 †^ +2 -‐ 2 Laying Down -‐ 4 -‐ 4 †^ +4 -‐ 4 Surprised +0* +0* -‐-‐ -‐-‐ *Lose Dexterity Bonus to AC †Crossbows may be used normally kneeling or laying
1/4 +2 +1 3 -‐foot Wall 1/2 +4 +2 Fighting Around a Corner 3/4 +7 +3 Peeping Around a Corner 9/10 +10 +4* Arrow Slit, Door Ajar *1/2 Damage if Failed
Aid Another (Distract an Adjacent Foe) Standard Action , Friend Gets: +1 Attack , +1 AC Attack a Weapon Opposed Attack Rolls, Damage Weapon, Attack of Opportunity, Bull Rush Opposed Strength Checks, Move Opponent 5ft , +2 from Charge, Attack of Opportunity Charge At least 10ft, double speed, straight line, cannot pass target, only one attack; +2 Attack, 2 AC Disarm Opposed Attack Rolls,^ +2 for larger weapon, +4 for two hands,^ Weapon at Opponent’s Feet,^ if failed suffer counter disarm, Attack of Opportunity Double Move Standard Action,^ No Extra Move,^ No Attack of Opportunity^ for moving into our out of occupied space Fight Defensively 4 Attack, +2 AC Grenadelike Weapon Ranged Touch Attack, Miss: 1d8 to Determine Adjacent Square Ready an Action Go Right Before Readied Target :^ Distract Spellcaster, Counterspell, Ready^ Against Charge Total Defense No Attack, +4 AC Trip Your Str vs. their Str OR their Dex, Opponent is Now Prone Unarmed Attack Subdual Damage, -‐4 to Attack Unless Specialized
No Action Delay Free Actions Sheath, Kneel, Lay, Speak Move Equivalent Actions Move, Draw Weapon, Retrieve Item, Load Crossbow (Light, Hand), Stand Standard Actions Attack, Cast a Spell, Charge/Bull Rush, Maintain a Spell, Dismiss a Spell, Turn Undead Full Round Actions Load Crossbow (Heavy, Repeating) 1 Full Round Action = 1 Standard Action + 1 Move Equivalent Action = 2 Move Equivalent Actions
Surprise Round Aware Creatures Roll Initiative and Take Partial Action First Real Round Remaining Creatures Roll Initiative, Act in that Order All Subsequent Rounds Continue in that Order Stop When Combat Ends
¼ 10% Fog, Light Darkness ½ 20% Magical Fog ¾ 30% Dense Foliage Total 50%* Invisibility, Blindness, Total Darkness *Must Guess Location
Concentration