Enchanted Realms Rulebook

 How to Play
 Create a Character
 Using Skills
   Acquiring Skills
   Group Feats
   Advantage and Disadvantage
   Raw Dice
 Racial Skills
 Vocational Skills
 Combat Skills
 Adventuring Skills
 Rune Magic
 Divine Powers
   Invocations (A-C)
   Invocations (D-L)
   Invocations (M-R)
   Invocations (S-Z)
   Divine Skills
   Holy Ground
   Axioms (A-C)
   Axioms (D-M)
   Axioms (N-Z)
 Combat Detailed
   The Action
   Different Modes
   Knocked Down
   The Attack
   Raw Die Scores
   Critical Hits
   Physical Damage
   Sneak Attacks
   Getting The Drop
   Touch-based Effects
   At The Ready
   Flee Attack
   Impalement Maneuver
   Friendly Fire
   Weapon Negating
   Defense Rolls (Variant)
   Restrictions in Combat
   Craftsman Armor
   The Market
   Size Categories
   Brute Force
   Social Interactions
   Short Rest
   Long Rest
   Death Saves
   Climate Extremes
   Mind-Spirit Death
 Appendix A - Character Sheet
Combat Detailed

As stated previously, resolving fights can be a significant part of a role-playing game. Understand the mechanics and details for doing so is important. In the following subsections provide the rules required for characters and monsters to engage in combat.

It might also be noted that no weapons or equipment have yet been detailed. While reading through the minutia of combat, it may be helpful to occasionally refer to those sections. (See Armor and Weapons.)


The term “round” is in reference to a specific duration of time in a fight. It is also the game mechanism to determine the results of each combatant’s actions in that time frame. A round represents a ten-second block of the combat.


During the ten seconds of a round, everyone is acting simultaneously. As one person does something, it impacts the viability of another’s actions. If a monster is running one way, will a PC being able to catch up to attack? Who got the jump on whom? All these questions are answered by determining initiative.

Initiative is merely a word to determine whose actions are handled first. It is merely a game mechanic and not an accurate portrayal of the combat in a stop-action method. If someone acts first by initiative, making another’s intention less desirable, then that’s just the incalculable nuances of combat playing out in the game mechanic. Conversely, someone acting later in the round might gain strategic advantage from examining the changes of the battlefield. That too is just the breaks of happenstance.

To determine the order of action, every participant rolls a d10, then adds any modifiers from quality, skills or magical effects. The person with the highest number takes the action for the round first. Then each lower number is processed in order. If two creatures tie, then roll of on a d20 with the highest score being the winner. If ties continue to happen, keep rolling until the result is determined.

The Action

When a character’s or monster’s turn, the announcement of what to do is stated. Then the being moves on the map and takes an action. The character or monster decides whether to move and then act or the other way around. Additionally, movement can be broken up so that part of the distance is moved, then an action taken, followed by the rest of the movement. Further, not all the movement distance has to be used. It is important to note there is no “holding an action” to be used later. If the character or monster decides to hold position (or even move some) but take no action, then that is set for the round.

Speaking and gesturing to other characters is permitted, but only on one’s turn. These should be brief utterances or expressions that can be conveyed in under 10 seconds. There are skills and magic which may override this rule.

Typically, this is move and attack, cast a spell, use some item, or render aid to a wounded ally. However, actions might include unusual deeds such as “grab the idol from the pedestal” or “crank down the drawbridge.” These non-hostile actions do offer the potential of a contest. Should any other character or monster intend to take the same action that would result in a contest, then player or GM will interrupt by stating that he or she also has the same intent. When doing so, those who intend to take the same action, assuming movement is available, enter a contest to “grab the idol” or “open/close the door” which will be decided a final determination of the round.

As a reminder, the distance a character or monster is permitted to move on one’s turn is listed on the character sheet and possibly modified by armor. When using a map, each hex is five feet.


Certain skills, magical effects or circumstances permit a character or monster to have a reaction. This is an instant response to an event of some sort, which can occur on someone else’s turn. However, using a reaction is not required, and only one reaction can be had during a single round of combat.

The reaction is processed in immediate response to the event, even if that is in the middle of another combatant’s turn. The reaction is announced, calculated and handled, then play continues from where it was interrupted.

A few examples of reactions are listed below:

Counterspell: when a sorcerer in range casts an axiom, a reaction may be used to disrupt it.
Dismount: when a walking mount is incapacitated, the rider may use a reaction to land on his feet.
Dodge skill: when being struck, a reaction may be used to attempt to dodge the damage.
Flee attack: when an enemy moves through adjacent space and reaction attack may be permitted.
Impalement: a reaction maneuver used against a charging opponent, provided skills and weapons are used.
Standing up: when knocked prone and having enough movement remaining for the round, standing back up can be performed as a reaction.


As a base, a character or monster can move up to the number of feet listed on one’s character sheet. Of course, skills and environment can alter the exact results.

If riding a horse or other creature, then movement is based on the mount. It is possible to mount and then use the creature's movement rate or conversely ride a creature then dismount and use the remaining movement of the character. However, to mount a creature, it must be within 5 feet. Whether mounting or dismounting, doing so costs an amount of movement equal to half your speed. For example, if your speed is 50 feet, you must spend 25 feet of movement to mount a horse.

Different Modes

If a character has more than one speed, such as a walking speed and a flying speed, and assuming switching modes does not require an action, then one can switch back and forth between speeds during the move. Whenever switching, subtract the distance already moved from the new speed. The result determines how much farther one can move under the new speed. If the result is 0 or less, the new speed cannot be used during the current move.


Although on occasion, combat usually does not takes place in bare rooms or on paved roads. Caverns strewn with stalagmites, thicket-covered forests, or a treacherous staircase — the setting of a typical fight is often considered rough terrain. Every foot of movement in rough terrain costs 1 extra foot. Obviously, a single map could contain area of manageable footing and treacherous portions alike. This is easiest to manage by determining the terrain of any hexes on the map which are abnormal to the standard movement.

Knocked Down

Finding oneself in a prone position happens a lot in an RPG. Creatures are often knocked to the ground or fail to meet the DC required for jumping over some space.

Choosing to drop to prone can be performed at no cost of movement. However, recovering takes more effort and requires half of one’s standard movement per round to accomplish. Thus, if a human is in medium armor, his or her current speed would be 40 feet; therefore, 20 feet of that would be spent to stand up. If less than that amount is available, then standing up is not possible until the start of one’s next turn. Furthermore, if standing is not possible due to lack of movement remaining, then a reaction to do so cannot be used.

If prone and not standing, then movement is only possible by crawling. For every foot crawled, it costs an extra foot in movement. If crawling through rough terrain, then 2 extra feet are lost. Moreover, dash and other effects which increase movement through speed cannot be employed while crawling.

Obstacles in the way of movement must be gone around. Exceptions are when a magical effect dictates otherwise, such as being ethereal or the space is occupied by an ally. However, the hex belonging to another is effectively rough terrain. Thus, understanding the space used by creatures of different size categories, shown later, is important to understand.

If riding a mount and it becomes prone or unconscious, then the rider can use a reaction to dismount and land safely. Otherwise, the rider falls prone in a space within 5 feet (one hex) of the fallen mount.

The Attack

As stated previously, one of the most common actions in combat is to attack. The typical attack is performed by selecting the target or targets and ensuring it is within range of the attack used. The next step is to determine modifiers from quality bonuses and other factors like magical enhancement. Counting the number of dice to use is following step. For example, an adversary using melee fighting rolls a single d20, but if that character also has an applicable slashing skill to include, then 2d20 are rolled. Modifiers are applied to each die roll, of course. Finally, each score is compared against the opponent’s AC to determine whether a point of damage is inflicted to the enemy’s body score.

Raw Die Scores

Although this explanation was given towards the beginning of the rules, as this section details combat, it bears repeating. To ensure it is always possible for the unskilled to score a hit, despite the math – and conversely, the greatly skilled to occasionally miss, two raw numbers have special characteristics on an attack roll. If the raw die score is 20 (natural 20) or is 1 (fumble), then the math and modifiers do not matter. A “natural 20” always scores a hit, and a “fumble” is always a miss. However, that is the extent of the rule; by purely rolling one of these numbers in no way indicates a “critical” or “special” hit, nor does it imply the dropping of one’s weapon. Those things are possible, but not purely based on the raw die roll itself.

Critical Hits

As stated above, a “natural 20” does not indicate a critical hit by itself. However, with certain skills, some equipment and under special circumstances, a hit can be considered critical. The specifics of how this occurs is usually explained in the description of the skill or effect, but most often when using bludgeoning, cleaving, pole-arms or slashing, a natural 20 is a crit. However, when attacking at disadvantage, no attack hits will become critical hits.

Regardless of how it comes about, the result of a critical hit is always the same: the wielder gains an immediate d20 attack for the potential of an extra point of damage. This additional roll is not from skills but rather an award; therefore, it can exceed the 5d20 limit. If multiple crits occur from the original attack roll, only one d20 is granted; however, a crit roll can produce another crit roll on its roll of another raw 20. This perpetual explosion of crits is unlimited.

As a straight rule, this is simple to follow; however, there is a hierarchy that needs to be established for the edge-cases that can come from a critical hit. First, it is important to remember, that a reaction occurs after an attack, unless the reaction description specifies differently. That said, all damage from an attack and all its potential crits are determined before a dodge, rebuff, vengeance axiom, etc.

However, dodge and similar skills reduce the lowest successful die score, which begs the question: what if that is the “natural 20?” That attack dice could carry 2 maybe even 3 points of damage from that single die.

“Natural 20s” are a statistical exemption that allows mathematically impossible successes. Dodge and similar skills cannot be used against a “natural 20”. Simple and straight forward. That said, if the roll is also a critical hit, then damage produced from the extra dice rolled could be dodged if that damage didn't derive from a “natural 20” either. Thus, if the “natural 20” is a crit, that damage will hit; however, the extra die, which would have to hit, could be dodged on a raw 19 or lower. If that extra die misses, leaving only the “natural 20” as a successful strike, then it simply cannot be avoided.

Also, this unavoidable rule only applies to a raw 20 score. If other skills or magic allows other numbers to act as a crit, this does not guarantee a hit and such die rolls are subject to dodge and such skills to evade the damage. The only way there could be an exception to this is if the description of a hypothetical magic item explicitly declares that a number becomes a “natural 20”. Similarly, although rare, there could be a magical item, such as a girdle of wound-closure, which has the magical property to protect against critical damage. The magic of such an item is specifically designed to negate a critical hit; therefore, the point from the original hit would still occur, but the critical points from the extra roll(s) would not be inflicted.

Perhaps the most important rule to always remember is that of attacking at disadvantage. Whenever a character is at disadvantage and makes an attack, any “natural 20” scored cannot become a crit unless there is specific rule that overrides this general die-rolling guideline.

Physical Damage

Body damage can be inflicted from any of several categories: alchemical, blunt, cold, edged, fire, lightning, necrotic, piercing, poison and smite. This is noted as different effects can provide resistance, immunity or vulnerability against a specific category of damage. If something is resistant, then any damage delivered from a single attack is halved, round down. Therefore, 1-point attacks are ineffective. At the other end, if something is vulnerable, then is suffers twice the damage against that category. If something is resistant and momentarily enchanted to be vulnerable, then these cancel each other, making the damage normal. If something gains resistance or vulnerability from multiple sources, then it is the same as if it were in that state only once.

Sneak Attacks

There are several opportunities for a sneak attack. The general criterion needed to perform a sneak attack is when the victim can be attacked but is not aware of the attacker, such as an ambush or just being awakened. Typically, there is a valid reason for the victim to make a Perception check and then failing said check. The first strike from an invisible attacker could be an example, depending on many other variables. A combatant at disadvantage due to a mockery cantrip would not qualify for a sneak attack. Further, the one performing the sneak attack cannot be at disadvantage either for any reason, and attacks must be made either at range or have the light or reach property.

When making a sneak attack, an additional d20 is permitted to be rolled. This is neither from advantage nor is it a skill. Therefore, it will act cumulatively above those conditions. In other words, if a character has a melee skill, using a dagger, is at advantage and performs a sneak attack, then 3d20 are rolled for the attack. Moreover, if enough skills circumstances exist to reach the 5d20 maximum, a sneak attack could still exceed that and permit 6d20 to be used.

Getting The Drop

During a sneak attack, it is possible to “get the drop” on the opponent. This action can only be taken as a sneak attack; however, it offers an option for intimidation and bluffing rather pure bled shed. Further, for this to be effective, the victim must be intelligent enough to recognize the threat and have the free will to surrender. “Getting the drop” on a wild animal or zombie is pointless. When the victim is not a valid target, the GM will inform the player to inflict the damage for the sneak attack, barring really bizarre circumstances such as attacking a phantasmal illusion.

When attacking the unaware opponent, the player rolls the dice as an attack but announces that damage will not be inflicted. What this means is the bow-shot is pointed at the back of the target's head or the knife is on the throat, but the actually inflicting of damage is being held. Also, the attacker is free to speak at this point as well, since it is his or her turn. From a game mechanics standpoint, until releasing the dominant position, the character who “got the drop” on the target can inflict all the previously rolled damage automatically on the next action or reaction, plus the reaction can be when anyone else moves to assist or the target resists. This move can be used against leaders to discourage the underlings to fight and often will avoid combat or bring combat to a parley, but it does not always. (Do you feel lucky, punk?)

Not all is lost for the victim, as there is a chance to squirm and fight back since the damage has been delayed. As the next action or reaction, the assailant chooses to inflict the damage, the victim is permitted a body feat save (DC:20) to suffer only half damage. If the victim has foul-play, then that save is rolled at advantage. For each combat round after (or one minute if during non-combat negotiations), the DC drops by one point to a minimum of a DC:14.

Keep in mind that this can become a series of complicated “drops” as a partner might be invisible and then “get the drop” on the original attacker to negotiate the release of the original victim. Also, consider that the player and the GM know how much potential damage the “drop” can inflict, but no other players or NPCs are aware of that meta-gaming detail. Lastly, there will always be special scenarios that are difficult to manage which come from this situation. For example, “getting the drop” on a devil who can teleport at will might be able to do so before the reaction can be made. These circumstances will be adjudicated by the GM.

Touch-based Effects

There are several invocations and axioms which require touch to deliver the magic against an opponent. Unless specified in the description, then touch requires one of two options to be considered a successful touch to deliver the affliction. The caster must either make a successful hit against the victim’s armor class, which does not inflict any damage. The other option is to make a successful grappling attack, see below. However, if using grappling, then the result is merely a successful touch for delivery and the victim is not held in any way. Further, if the touch is unsuccessful, the spell or priestly points are lost with no effect manifesting.

There will be times that touching an ally to produce an effect will be desired. Assuming the ally is willing, which is nearly always the case, then the person touching the other must be standing in an adjacent hex from the recipient or move there before completing the action.


Another option that can be performed during a combat round is standing in defense. This occurs on the characters at the time of the character's action and lasts until the initiative of his or her next turn. It further removes all reactions for both rounds. If a reaction has already been performed by the character's action of defense, then this is not an option for this round.

However, for that sacrifice and actively taken a defensive stance, all attacks (melee, range and even magic) are at disadvantage, provided it is possible for the character can see the incoming attacks. Further, any saves made during a defensive duration are at advantage.

At The Ready

While it was stated above that actions cannot be held until later, there is a very similar concept that can be performed called being at the ready. What this means is using one's action to prepare a self-defined reaction. This trigger must be specific and cannot be a relatively obvious condition. However, what is not valid is using this type of action as way to hold a normal action until a more opportune moment. Thus, "after the monster attacks again, I will fire my bow" is not a valid trigger. Valid triggers would be "if someone steps out of this corridor, then I will attack" or "if the creature approaches within 20 feet of me, I'll run away."

The way to distinguish a valid trigger from an invalid one is likely defined by the word "if" rather than words like "when" or "after." Therefore, "after Bob takes his attack on the monster, I'll fire my bow" is invalid -- but the trigger "if the monster drops Bob, then I'll fire my bow" would be valid. As they are very similar, the invalid one is based on known or highly expected occurrences, while the other is based on a condition that could happen but lacks a high sense of certainty. The GM will be the arbiter of a valid trigger when there is ambiguity.

The trigger remains in play until the start of the character's next initiative turn the following round. If the trigger does occur, then the action declared is taken near-immediately after the trigger - even if it is in the middle of the other entity's action. There is some gray area here the GM may interpret for timing - such as someone stepping out of the corridor; the action might happen at the end of the movement of stepping out rather than in the exact for hex. However, if the trigger never happens until the character's next turn, then that action/reaction is lost.


There may be times when grabbing and hold a person in place is a strategic plan. There are no skills that grant extra dice for grabbing other persons or monsters. Only die is used unless advantage or disadvantage apply, but even then, the special attack works like a competition save, comparing body die-rolls from both sides using a d12. If the grappler wins the competition, then during his or her action, the victim is held by the Grappled Restriction (see below). Otherwise, the attacker could not maintain the hold. Further, on the victim’s turn, he, she, or it can initiate another competition to escape.

After having held the victim until the grappler’s following turn the next round, the aggressor may choose to drag the victim along with normal movement; however, one’s movement rate is halved when towing another. If the victim is two size categories smaller, then movement is not altered.

Lastly, there are a few modifiers when these wrestling maneuvers happen.

Grappler has size advantage+2 per Size Category Difference
Victim has faster movement rate+1 per 10-feet Difference
Environment is rainy, icy or slick+3 for the Victim
One or both sides are prone-5 for prone Competitor

To escape from being grappled, a creature uses its action to force another body save competition on a d12 with the same modifiers as above. The exception is if the one trying to escape is bigger, then the bonus is applied to him, her or it - instead of the grappler.

Alternately, inflicting damage upon the holding grappler may force a release. Whenever struck by body damage, the one maintaining the hold must make a body feat save against a base DC10, which increases by 2 points for each point of body damage inflicted. Thus, a 2-point strike requires a DC14 save, which failing causes the release of the grabbed.


Another non-damage option that may be used as an action in combat is pushing the opponent. There are two options for this: shoving or tripping. With either option, the target of the pushing must be no more than one size larger, and it must be within reach. This action is very similar to grappling in that a body save competition on d12s ensues. If succesful for a shove, then the victim is pushed away 5 feet. If successful for tripping, then the victim has fallen prone in place. There are a few modifiers for the competition.

Size advantage+2 for larger Competitor
Environment is rainy, icy or slick-3 for the Victim
One or both sides are prone-5 for prone Competitor

What happens when a character, ally or enemy, is tied up or put in manacles? Are they completely helpless? The short answer is “mostly.” However, the more complex answer is “no.”

When a character is brought to zero body and then revived, when a entity fails a save against the surrender incantation, when a being has been grappled and two successful manacle-touch attacks have been made, or other creative possibilities, then the victim placed in a combat restriction of “bound.” Further, if gagging the victim, then this prevents spells from being cast with the exception of those that can be used under the effects of silence. It is also not uncommon for a shackled prisoner to be blindfolded or have a hood placed over one's head to add the “blinded” restriction as well.

However, the “bound” restriction only reduces the combat ability and prevents certain weapon use. That said, most creatures under a “bound” restriction typically do not have weapons to wield anyway. However, those with martial arts or body weapons do propose special cases. Further, there are options to escape the restriction, which are discussed next.

Shackling an enemy can be done in numerous ways and with different devices. A victim who is restricted as incapacitated, paralyzed, petrified, stunned or unconscious can be “bound” with a single action if having ropes, manacles or the like at the ready. A charmed victim can be “bound” with a single action by the charmer - or with a coordination of efforts, using an action to instruct the victim to allow being tied or shackled, then the following action by who performs the restraints. It is possible to place someone in manacles who is actively fighting, but it is a difficult process. First, the victim must be successfully grappled. While under that restriction, an action per hand to be bound is required. The grappler does not have to be the same one to apply the manacles; however, whoever is applying the manacles must be the same person for all limbs. The exception is shackling a limb, retreating and allowing another to move in to apply subsequent shackling actions. Only after both arms are placed in manacles is the victim considered “bound”; however, the restriction only applies to those limbs. This means a lizardfolk could still attack with its tail without being at disadvantage. Of course, specialized manacles have been created for various races and creatures, but it does require shackling those extra limbs as well. Lastly, binding a fighting victim with rope cannot be performed unless the one doing the tying has the knots skill, in which case, the actions are the same as manacles.

Escaping from the shackling is also possible by brute force or skills. If tied by rope, a victim with knots can attempt to untie the binding every five minutes as described in the skill. If there is something sharp available to cut the ropes, then this can be attempted every five minutes with a body feat (DC:18); however, someone with the knots skill in addition gains a bonus of +4 to cut free. Also, one with lock-picking when placed in manacles could attempt to open them with a -4 penalty for being “bound,” but only if having access to picks. The GM might allow substitute objects to act as a pick in certain scenarios and with appropriate penalties.

Using brute force can be determined by the tables in the Adventuring Section. However, standard manacles are iron with ¼-inch chains.

Flee Attack

When a creature moves through the adjacent space around someone with a melee weapon at the ready also with an available reaction, then a special attack, known as a "flee attack," may be taken against the enemy by using the reaction. Examples of this circumstance could be due to the combatant breaking from a stance, running through to get to another location, attacking on the run and continuing, merely running through a guarded area, or even an aerial assault and flying back out of range.

However, there are many circumstances that must be evaluated. Mostly the movement rate of the being entering the unsafe area is the chief determinant of how to handle the event. If the movement used in that round is between 20 feet to 70 feet, then this is considered normal combat speed. Moving 15 feet or less is considered cautious speed, while movement rates at 75 feet or greater are called rapid speed. These speeds are only calculated based on the movement used in the current round, even if previous rounds they have traveled faster on a continuous path closing the distance.

When leaving an area at a cautious speed, the creature is assumed to be in a semi-defensive mode and actively guarding against attacks; therefore, no flee attacks can be made against someone moving through adjacent spaces at such a slower rate. Therefore, so long as there are open spaces to use, a combatant could make its normal attack then warily back up 15 feet (or three hexes) where no one could use a reaction for a "flee attack." However, in the same circumstance, if the combatant ran back 30 or 40 feet, this would be an actual fleeing from the melee allowing those able to gain a free attack as a normal attack against that person. There is one caveat to this normal speed exist maneuver, being if the combatant uses its action to be defensive-only, then movement in that round would allow leaving the fray while also preventing the adjacent opponents from attacking. Finally, when moving at a rapid speed, flee-attacks are fair game; however, because of the immense speed of the one moving, only 1d20 is permitted for the "flee attack" which still costs as a reaction.

Special environment attacks or movement should likely be considered rapid speed regardless of the actual movement; however, if coupled with caution defense, the GM might rule it to be cautious speed instead. Circumstance that might apply are low-to-the-ground fly-by breath weapon attacks, some sort of declared simultaneous closing, such as jousting, attacking from the surface of the water and diving back down, or phasing out of stone or earth for a melee strike then moving back into such special protection.

Cautious5 to 15 feetNone
Normal20 to 70 feetNormal
Rapid75 feet or greater1d20

Another scenario to consider would be a person blocking a hallway where there is only a small space to get by. When a free space, the person moving can avoid a direct struggle by running by; however, if this is by using an adjacent space, then the blocker can still use a "flee attack" reaction. However, if the one moving must run through the same space, then a strength competition will occur, using d12s and body modifiers to resolve the conflict. If the blocker wins, the the combatant could not get through, but if not, then movement can continue; however, even so, the blocker is still free to use a flee-attack reaction if available.

Impalement Maneuver

When wielding a polearm and having the polearms skill, a special impalement maneuver can be used as a reaction. One might think of it as a preemptive flee attack under precise conditions. If an opponent using a melee style, who also closes from 25 feet or farther in the same turn before making the attack and attacks the owner of the polearm, then the recipient is permitted a reaction known as impalement. To be clear, this is a reaction; the wielder of the polearm is still allowed a normal attack in the same round. To be even clearer, this could never be combined with a sneak attack, as it is a reaction.

This reaction interrupts the action prior to the attacker rolling his or her d20s for attack. It also occurs ten feet (two-hexes) away with all its results happening before the originating attack event. If the reaction damage incapacitates the attacker first, then the initiating attack is nullified.

With the base skills required to perform an impalement maneuver, a total of 3d20 are rolled in the reaction; 1d20 for a polearm attack and 2d20 for the impalement. However, if the pikeman has weapon forte in the specific polearm being used, then 4d20 are rolled. Lastly, if this pole is a glaive, then the heavy property will cause disadvantage on a natural 18 to 20.

Because of this maneuver, strategy on approaching defenders with polearms will likely be used. If a pikeman is 45 feet away, the combatant could close that distance and strike in the same round. A daring fighters may still chose to do so; however, other battlers may chose to close only 30 feet, avoiding the range of an impalement reaction, fore go that attack and complete the movement and strike the following round. Likewise, pikemen man choose to backup at a cautious speed, based on the timing of all the initiatives, to reintroduce that space needed to allow for the maneuver.


Cover is a physical barrier which can play a factor against ranged attacks by directly aiding the target's AC. There are three variations of cover: half cover, three-quarters and full.

A target with half cover gains +2 to his or her AC as well as body preservation saves against area of effect attacks. The protection used must cover at least half of one’s body, such as a low wall, a piece of furniture, a narrow tree trunk, or even another creature’s body. In most cases, this does not enact the rule of friendly fire (see below). Of course, the GM could override for abnormal circumstances.

A target with three-quarters cover has +5 added to his or her AC and a like bonus for body preservation saves against area of effect attacks. Examples might be at a building corner, a large tree trunk, or a portcullis. Due to the target being smaller than normal or only occasionally available, by default if there are others in the vicinity, then the rule of friendly fire happens by default when firing at a target with three-quarters cover.

Finally, full cover protects the target from being aimed upon from range attacks, making the target effectively immune from range attacks. This also means magical range spells which rely on line of sight have no viable target. However, spells that attack the area can be used against a target with complete cover; a fireblast would be an example. In such a case, a +5 bonus to body preservation saves is granted to the target. Further, a target in full cover may not take an action involving the direction from which the complete cover protects. An example would be a character behind a corner, could drink a potion but not look back around the corner to return fire. Finally, while a target in full cover can't be struck, if firing anyway, the friendly fire rule would be used.


The difference between obscurement and cover is where the modifier is placed. Cover adds AC to the target, but obscurement places a penalty on the character taking an action. The action is usually an attack, but in some cases it could be a penalty for another feat, such as Perception. Many spells, fog of war for example, have the penalties in the description. However, lighting conditions might be ruled by the GM as a “minus n penalty” for attacks.

Friendly Fire

Firing at range into an area where other targets might be struck instead is the definition of friendly fire. Despite the minor misnomer of the term, the rule of friendly fire permits striking unintended opponents and neutral parties as well as allies. A blind shot, when a target in known to be in an obscured area but exact visual confirmation is not possible, would be one example of when the friendly fire rule would be used. Other circumstances might include cover, a blind effect on an archer, or fighting an invisible creature.

When friendly fire is used, then the normal modifiers for the condition (blind, invisible, cover, etc) are calculated into the shot. If the attack is a miss, then there is a chance other targets (friendly, neutral or hostile) might be struck instead. The GM will determine the hexes that could be potentially hit. This will be all adjacent hexes surrounding the original target, as well as the hex 10-feet in front and behind the target in direct line of sight. The GM will then count all the other potential targets, assigning them numbers 1 through 8, then add two additional “empty” slots. A random roll on a d10 will be made to determine what other might be “hit.” The empty targets (9, 10 and unoccupied hexes) indicate the shot hit nothing. However, if another creature is subject, then the GM compares the same score used against the target, adjusts the raw dice forward by 2 points and checks the new target’s AC. It is important to understand “adjust the dice forward” instead of just using a modifier because this means an 18 or 19 on the dice will become a “natural 20” against the alternate target. Also “natural 1” would become a “raw 3.”

Lastly, it is important to remember what an attack indicates with range. Unless under an effect or using a skill to “split the dice” then multiple d20s are still firing only a single attack. Thus, all attacks would have to miss the target when firing blind to have a chance to hit an alternate target. However, if this occurs, all the d20s are rolled forward for the comparison and are used against only one new alternate target. If the dice are “split” for any reason, then each target uses the same rule with the set number of dice, which means more than one alternate target could be harmed.

Weapon Negating

When performing combat between armed combatants, a desire of both sides is to find a way to neutralize the effectiveness of the other side's weaponry. In the hand-to-hand perspective, the skills weapon lock and weapon disarm are some of the most effective ways to accomplish that goal. While it is a simple concept, there are a lot of scenarios that has to be understood.

With each of these skills, the attacker rolls a single chance to lock or remove the opponents weapon, reducing that opponent's counterattacks. It is important to note no matter how many skills complement these maneuvers, the success roll is a single d20. Of course, what this means is if there is an advantage or disadvantage, then two dice are thrown using the better or worse of the two, depending on the situation.

Once the feat is successful and the attacker has placed a weapon lock or has disarmed the opponent, there are a few items that have to be resolved. The victim can prevent the effect by using a reaction, assuming one is available. For a weapon lock, the victim is allowed to make a body save competition against the attacker as a reaction to pull the weapon free by brute force. However, the attacker is at advantage on the d12 comparison. All modifiers for size and environments are otherwise normal. The victim of a weapon disarm can use a reaction to accept a point of body damage to roll a save to maintain the grip. The DC is 12 if the attacker uses a light weapon; a DC of 16 if it's a heavy weapon; and a 14 DC for all others. If the victim makes the save, the damage is inflicted but the weapon is held. However, if the save fails, the damage occurs as well as losing the weapon.

Assuming the weapon is pinned or disarmed, there are still a few options for all parties to consider. When a weapon is locked even after a reaction has been attempted, then no future reactions can free the weapon and only actions can loosen the lock. While the weapon is held useless, all bonuses from the use of that weapon in combat are lost. For example, parry and the opportunity to rebuff or riposte are not permitted.

The wielder of the pinned weapon can sacrifice 2 attack dice to free the weapon. If the combatant only has 1 die per action, then this will be spread over two rounds. If more than 2 dice are available in an attack actions, then those 2 are lost and the remaining are rolled as an attack against holder.

Another option to free the weapon is if a third party comes and applies a successful weapon lock against the original weapon. Even if the reactions to prevent the pinning of that original weapon occurs, the first locked weapon is freed.

As either the initial reaction or any following reaction, the victim might choose to release the pinned weapon. This does not free the weapon, but it would allow switching to a different one on his or her body. Attempting to free the weapon is not required either. Other actions that require only one hand, such as drinking a option from a belt pouch, could be performed instead of freeing the other arm. Spell-casting would not be allowed unless the axiom or power description specifies it could be done.

Of course, when the employer of the weapon lock has his or her next turn come around, the decision to release the weapon and make a different attack or action is a choice. However, if the opponent's weapon is still pinned when the turn comes around, any action must me sacrificed to maintain holding the opponent's weapon.

Like the victim, the entire time while maintaining the weapon lock, that combatant also loses the benefits from parry and other skills gained from active use of the primary weapon in combat. However, if the locker has shield-blitz, then a d20 of blunt damage can be inflicted - but only against the victim of the pinned weapon.

Under the case of a disarmed victim, the attacker is immediately free after the feat. However, if the victim wishes to retrieve the lost weapon, then for each 5 feet of distance, it requires a hex of movement, which cannot occur until the victim's next turn. (1-4 ft, same hex; 5-9 ft, 1 hex away; 10-14 ft, 2 hexes; etc) If fleeing from the original hex, then others can make a flee-attacks reaction. Conversely, without a weapon in hand, the victim is not able to perform flee-attacks on others. Of course, pulling another weapon is also an option, but it would become subject to the initiative penalties for changing.

Defense Rolls (Variant)

Some playing groups like to feel more in control of their characters’ own destinies. Members in the group like to roll dice. Sometimes a GM just has too many monsters to handle. In these cases, this variation of the rules offers some benefits.

When a monster attacks a PC, normally a GM would roll the attack for the monster as a character does. However, a mathematical option is to have the player make a defense roll to avoid the attack instead. The monster’s attack has a DC of 21 + all the monsters’ modifiers. Next, the player rolls a d20 for all the used attacks from the monster, adding his or her armor class to each of the scores. For each of the adjusted scores the meet or exceed the DC, then the PC has avoided the attack. Failures on the DC indicates a point of body damage. Raw dice scores are just as meaningful in this variant. A natural 20 indicates the PC avoids the hit regardless of the math, while a raw 1 is an absolute hit.

Restrictions in Combat

When different conditions occur in a combat, it can impact a creature’s abilities and actions. Most circumstances are impairments; however, a few might be helpful – even referred to as a restriction. If multiple restrictions exist, then adjustments are not cumulative but the strongest would be in effect.

Blind   •Cannot see and automatically fails all saves involving sight
•Attacks by blinded creature are at disadvantage
•Attacks against blinded creature are at advantage
Bound   •Movement normal, unless tied/shackled to an object
•Movement halved if shackled at the feet as well
•Attacks are at disadvantage and suffer a -5 penalty to hit
•All body saves and competitions are made at disadvantage
•Attacks against bound creature are at advantage
•No mechanical or ammo weapons can be operated
Charmed   •Cannot attack the charmer or target with harmful effects
•Charmer has advantage for any saves involving social interactions with charmed being
Deaf   •Cannot hear and automatically fails all preservation and feat saves involving hearing
Frightened   •Has disadvantage on all die rolls when source of fear is in sight or known to be present
•Cannot willingly move closer to the source of fear
Grappled   •Movement rate becomes 0
Incapacitated   •Cannot take any actions or reactions
Invisible   •An invisible being cannot be seen by natural sight
•An invisible being can be located by sound and tracks
•Attacks against an invisible creature at disadvantage and suffer -3 penalty on all remaining dice used
Paralyzed   •Cannot take any actions or reactions
•Cannot move, speak or gesture
•Automatically fails all saves involving body
•Attacks against a paralyzed being are at advantage
•If scoring a hit from an attack, it is a critical hit
Petrified   •A petrified creature and its non-magical items are alchemically transformed to another substance
•A petrified creature weighs ten times its original weight
•Cannot take any actions or reactions
•Cannot move, speak or gesture
•Unaware of surroundings
•Automatically fails all saves involving body
•Attacks against petrified creatures are at advantage
•Only critical hits inflict damage
•A petrified creature is immune to poison, disease, and does not age; however, any poison or disease present are not neutralized
Poisoned   •At disadvantage for all attacks and preservation saves and any feats attempted
Prone   •Movement limited to crawling
•Standing up consumes half of normal movement in feet
•Attacks by prone creature are at disadvantage
•Attacks against prone are at advantage for melee and at disadvantage for range
Restrained   •Movement rate becomes 0
•Attacks by a restrained being are at disadvantage
•Attacks against a restrained being are at advantage
•Body preservation saves are at disadvantage
•Dodge and deflection reactions are not permitted
Stunned   •Cannot take any actions or reactions
•Automatically fails all saves involving body
•Attacks against a stunned creature are at advantage
Unconscious   •Cannot take any actions or reactions
•Cannot move, speak or gesture
•Unaware of surroundings
•Drops whatever held and falls prone
•Attacks against an unconscious creature are at advantage for melee and at disadvantage for range