Combat Reference
Use this to refer to any terminology/rolls and modifiers you need to make.
Combat Guide
Basic Attack:
Attack Roll = d20 + (*Level) + Modifier + Bonuses
Compare to your opponents defense:
i.e. Strength vs. AC
Defense:
Defense = 10 + (* level) + Modifier + Bonuses
Saving Throws:
Status Effects
Blinded: -10 to perception checks; -4 to attack rolls,
-4 to AC.
Dazed: Open to opportunity attacks, can only take
one action per round.
Silenced/Deafened: -10 to perception checks; you
cannot cast spells/use special abilities.
Charmed: Enemy has control of your actions. You can
roll a saving throw at the end of each round
Roll d20 and add any modifiers
If its 10 or more- the effect ends/is resisted
If its less than 10- the effect remains/hits
Helpless: You can only crawl, enemy can coup de
grace.
Opposition Check:
Immobilized: You cannot move, though you can be
pushed/pulled/thrown
If listed as Strength vs. Dexterity or similarBoth sides roll d20 and add modifier associated with
attribute. Whoever scores higher wins the check.
Opportunity Attack:
If your target is open to an opportunity attack, you
get a +2 bonus to your attack roll.
Hasted: You get one extra action of your choice per
round.
Petrified: Youve been turned to stone. Any attack
shatters you into pieces (instant death)
Grabbed/Restrained: The next attack is an automatic
critical hit. You get a -2 penalty to your attack roll
Skill Checks:
All skill checks in combat are against a DC15. If youre
being attacked, it is DC15 + Damage youve taken that
round.
Slowed: You move at half speed. You can only do two
of the actions out of three per round.
Weakened: You do half-damage with melee/ranged
weapon attacks. Spells are unaffected
Damage Roll:
[W] + Modifiers + Bonuses Resistances = Damage
dealt.
Critical Hits:
You deal double damage after all the rolls and
modifiers have been provided. Then add extras.
Prone: Melee attacks against you are opportunity
attacks but you get a +2 AC against ranged weapons.
Drunk: -2 to all attack/skill rolls, but you are resistant
to fear.
Fear: You run away from the enemy that cast the fear
effect on you unless you saving throw.
Casting a Spell/Skill:
Effects take place at the end of the round. If youre
hit while casting a spell, a concentration roll is
needed: d20 + modifier vs. DC(damage taken)
Dying: You are helpless and you lose 1hp per round
bleeding out. At [Con], your character is dead.
Combat Cheat Sheet
Each round you can take one standard action, one move action, and one minor action. Or substitute an action for
two more of one (not standard). (A round is roughly six seconds in game time/one minute real life).
Standard Action
Administer a potion to an unconscious
person or stabilize with Heal
Use a Skill/Skill Check
Aid another creature
Basic Attack
Bull Rush
(Push a target 1 square on a successful
str vs. str check)
Ready an action for a trigger
Grab an enemy
Second wind
(Use a healing surge and gain +2 AC for
that round-only once per encounter)
Coup de Grace
Total Defense
(Automatic Critical hit on helpless
enemy; if the enemy loses its bloodied
value, automatic death)
(Gain a +2 to all defenses until the start
of your next turn)
Move Action
Crawl
(while prone, move up to half your
speed)
Move
Shift
(move one square as a pivot)
Escape
Get up
Run
(if grabbed, escape on a successful Dex
vs. Str roll)
(stand up from a prone/crawl position)
(move your speed + 2, but you open
yourself to an opportunity attack)
Minor Action
Draw/Sheath a weapon
Load a crossbow/sling
Prepare spell components
Drink a potion
Open/Close a door
Talk
Drop prone
Pick up an item
Exploit Opportunity Attack