(To obtain MODs: (score-10)/2, round down) ** ROLLS ** * Init = 1d20 + DEX MOD + LEVEL (current party level: _5_) * Atk = 1d20 + ??? MOD + LEVEL (check vs AC, usually) - See below for specific mods * Dmg = LdW + ??? MOD (current party level: _5_) * AC = Mid Con/Dex/WIS, protection from weaponry * PD = Mid Con/Dex/STR, protection from magic * MD = Mid Int/Wis/Cha, protection from psychological damage * DAMAGE TYPES: - Acid (corrosion!) - Cold (NOT ICE, cold!) - Fire (KAKAKAKA!) - Force (think magic missile) - Holy (Priestess/Egleril!) - Lightning (actually electricity) - Negative energy (Lich King stuff!) - Poison (it's toxic) - Psychic (Pain and suffering (the legal term)!) - Thunder (Sound! Acoustic blasts!) ( In general, bonuses stack, except for redundant magic items, repetitive spells, or penalties) -//- 0 - ESCALATION DIE BEGINS AT THIS ( Increases +1 per turn ) 1 - ROLL INIT ( Monsters of the same type share a single init roll ) ( On ties, players win ) 2 - COMBAT ACTIONS ( Standard, Move, Quick: one of each in any order ) ( Can also go: Move, Move, Quick; or Standard, Quick, Quick ) ( Infinite free actions! ) ( TURNS END WITH SAVING THROWS AGAINST ONGOING EFFECTS ) ( Saves = d20. Easy: 6+, Normal: 11+, Hard: 16+. Usually, no bonuses ) ! Standard: Attack/spell ! Move: See below ! Quick: Draw weapon, open doors, picking stuff off the ground, reloading a light crossbow ! Free: Dropping something, talking ! Interrupt: Use when NOT your turn. Can't use another until the end of YOUR turn. ( Opportunity attacks = Basic melee as a free action during the turn of the creature provoking the opportunity attack) ** MOVING AND POSITIONS ** Nearby: Within reach using a single move action Behind: X wants to engage 2. 1 has the option to move and intercept. X | (1)V (2) Intercept: 1 can move to stop X. Far away: Within reach using two move actions. ** ENGAGEMENT ** + Can use melee attacks + Can use close-quarter spells - Draw opportunity attacks if they use ranged weapons or ranged spells - Draw opportunity attacks if they move away - Cannot intercept - Ranged attacks draw opportunity attacks from enemies engaged with you that are not getting an arrow to the face - Spells don't prevent opportunity attacks from the enemy being blasted * Unengaged: Cannot use melee attacks * Disengaging: !Move, make a normal save (11+) - On failure: Lose a !Move without drawing opportunity attacks. ** COMBAT MODIFIERS ** * Generally, use +2 or -2