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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