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  • How Combat Works

  • Combat Statistics

    • Attack Roll
    • Attack Bonus
    • Damage
      • Minimum Damage
      • Strength Bonus
        • Off-Hand Weapon
        • Wielding a Weapon Two-Handed
      • Multiplying Damage
      • Ability Damage
    • Armor Class
      • Other Modifiers
        • Enhancement Bonuses
        • Deflection Bonus
        • Natural Armor
        • Dodge Bonuses
      • Touch Attacks
    • Hit Points
    • Speed
    • Saving Throws
      • Saving Throw Types
        • Fortitude
        • Reflex
        • Will
      • Saving Throw Difficulty Class
      • Automatic Failures and Successes
  • Initiative

    • Initiative Checks
    • Flat-Footed
    • Inaction
    • Surprise
      • Determining Awareness
      • The Surprise Round
      • Unaware Combatants
  • Attacks Of Opportunity

    • Threatened Squares
      • Reach Weapons
    • Provoking an AoO
      • Moving
      • Performing a Distracting Act
    • Making an AoO
      • Combat Reflexes and AoOs
  • Actions In Combat

    • The Combat Round
    • Action Types
    • Standard Actions
      • Attack
      • Cast a Spell
      • Activate Magic Item
      • Use Special Ability
      • Total Defense
      • Start/Complete Full-Round Action
    • Move Actions
      • Move
      • Draw or Sheathe a Weapon
      • Ready or Loose a Shield
      • Manipulate an Item
      • Direct or Redirect a Spell
      • Stand Up
      • Mount/Dismount a Steed
    • Full-Round Actions
      • Full Attack
      • Cast a Spell
      • Use Special Ability
      • Withdraw
      • Run
      • Move 5 Feet through Difficult Terrain
    • Free Actions
      • Drop an Item
      • Drop Prone
      • Speak
      • Cease Concentration on Spell
    • Swift Actions
    • Immediate Actions
    • Miscellaneous Actions
      • Take 5-Foot Step
      • Use Feat
      • Use Skill
  • Injury and Death

    • Loss Of Hit Points
      • Massive Damage
    • Disabled (0 Hit Points)
    • Dying (-1 to -9 Hit Points)
    • Dead (-10 Hit Points or Lower)
    • Stable Characters and Recovery
    • Healing
    • Temporary Hit Points
    • Nonlethal Damage
  • Movement, Position,
    and Distance

    • Tactical Movement
      • Measuring Distance
      • Moving through a Square
      • Terrain and Obstacles
      • Special Movement Rules
    • Big and Little Creatures In Combat
  • Combat Modifiers

    • Favorable and Unfavorable Conditions
    • Cover
    • Concealment
    • Flanking
    • Helpless Defenders
      • Regular Attack
      • Coup de Grace
    • Weapon, Armor, and Shield Proficiency
  • Special Attacks

    • Aid Another
    • Bull Rush
    • Charge
    • Disarm
      • Grabbing Items
    • Feint
    • Grapple
      • Grapple Checks
      • Starting a Grapple
      • Grappling Consequences
      • If You’re Grappling
      • If You’re Pinning an Opponent
      • If You’re Pinned by an Opponent
      • Joining a Grapple
      • Multiple Grapplers
    • Mounted Combat
    • Overrun
    • Sunder
    • Throw Splash Weapon
    • Trip
    • Turn Or Rebuke Undead
      • Turning Checks
      • Evil Clerics and Undead
      • Neutral Clerics and Undead
      • Paladins and Undead
      • Turning Other Creatures
    • Two-Weapon Fighting
      • Double Weapons
      • Thrown Weapons
      • Shield Bash Attacks
  • Special Initiative Actions

    • Delay
    • Ready

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