Combat Rules

When characters enter combat, they enter a system of rules different from normal gameplay. This system is broken down into "Rounds" and further broken down into "Turns" and "Actions". To begin combat, the GM determines if a special round called a "Surprise Round" occurs. All creatures engaged in combat then roll Initiative to determine the order in which they act. Combat can have sevreral end conditions, such as 1 side konocking out or killing the other, a peace is brokered, one side retreats, or other similar events. The GM is the final arbitor of when combat begins and ends.

Combat Round

Each round in combat takes roughly 6 seconds. The round is broken out by each Character's turn, the order of which is determined by the Initiative result rolled at the start of combat. Many actions reference and can only be performed on a character's turn. Unless otherwise noted, characters may not act out of turn.   When spells, abilities, or other such systems have a duration of 1 round typically begin at the initiative count when they were enacted and end just before that initiative count in the next round.

Combat Elements

Initiative

Initiative is what determines your place in the combat order. When combat starts you roll for Intitiative which is 1d20 + your Dex Modifier + any bonuses specifically to Initiative rolls. The values of all of the initiative rolls are then sorted from highest to lowest with the highest going first.   In the event of a tie among the Player's characters, typically the character with the higher Initiative bonus (the total of what you add to the d20) goes first. If there is still a tie, a flat d20 roll off or the players deciding who goes first would be necessary.   Once initiative is determined, it is set for the duration of the combat unless certain special actions allow a creature to alter it's Initiative. Starting a new combat resets the Initiative order.   Until the start of your first turn in the combat, you have the flat-footed condition, unless you have an ability or feat that otherwise negates this condition. See Conditions for details on Flat-Footed.

Surprise

Should there arise a situation where one or more creatures is unaware of their opponents in combat, the GM will declare a Surprise Round occurs.   A surprise round is a special round of combat where only those aware of their opponents may take their turns. The Flat-Footed affect that applies to everyone at the start of combat is present during the surprise round and lasts until initiative count of the first official round of combat.

Speed

Your speed is how much you can move in a round. Your race determines your base movement speed and methods. Some things like armor can reduce your movement speed, while others grant bonuses or even new methods of movement like swim and flight.   Each square represents 5ft. To move from one square to another takes 5ft of your movement. If you have multiple movement speeds, such as Walk 20ft / Fly 30ft, your max movement is 30ft and any movement reduces your remainimg movement by that amount. For example, if you walk 20ft you only have 10ft of Fly movement left.  

Armor Class

Your Armor Class (AC) is what represents ho hard it is to hit you, either by you moving out of the way just in time, or strong armor blocking the attack.   When wearing no armor or shield, your AC is 10 + your Dex modifier + misc bonuses.
Otherwise, your AC is determined by 10 + Armor Bonus + Shield Bonus + Dex Modifier + Misc Bonuses.   Some conditions, like Flat-Footed, remove your Dex Modifier bonus from your AC temporarily. Other Armor or gear may remove this calculation entirely and apply a flat AC value.

Damage

Typically when you make an attack with a weapon and apply damage, you also add a relevant stat modifier to the damage. For melee weapons this is your Str modifier and for Ranged weapons it is your Dex modifier. Some feats, abilities, or weapon properties allow you to choose a different stat mod for that weapon / attack.   The lowest value damage can go after penalties are applied is 0.   Critical Hits: when you make a critical hit, you roll the damage die twice and add them together. Alternatively, you may roll once and multiple by 2, though you must specify before you roll damage, or the GM may have a set standard for the table.   Ability Damage: Some attacks and abilities deal damage not to Hit Points, but to your Ability Scores. This affect may be temporary or permanent. Should any ability score be reduced to 0, you die.   Resistance: When a creature resists a damage type, when it would take damage of the resisted type the damage is halved (rounded up). A creature can only benefit from resistance once, thus cannot double resist a type taking only 1/4 damage. For example: an attack dealing cold damage rolls a total of 10 damage. If the target resists cold damage, it would instead take 5 damage. You apply resistance after any other penalties are applied.   Vulnerability: A creature that is vulnerable to a damage type functions exactly as reisstance except in the opposite direction; the damage to the target is multiplied by 2.   Damage Reduction and Amplification: Where resistance and vulnerability halve or double the incoming damage, Damage Reductions (DM) and Damage Amplifications (DA) have generally smaller static values. They also are factored in after all other penalties but before resistance and vulnerability. This allows casters to add an extra layer of defense or allows damage to "pierce" through defenses. This benefit only applies to a single damage roll. For example: an attack dealing 20 damage on a target with Cold Damage Reduction (5) takes only 15 damage.   Damage Absorbtion: The rarest ability is to absorb damage. Generally this allows a creature to heal by the amount of damage it would have taken for the absorbed type, but some abilities specify other effects.

Attacks of Opportunity

There are moments where combatants drop their guard opening themselves up to quick attacks. These are call Opportunity Attacks or Attacks of Opportunity.   In combat your melee range is default 5ft, thus all squares around you are in melee range. These squares are squares you "threaten". Should a hostile creature move out of a threatened square by its own movement, you may make make 1 melee weapon attack as a Free Action. Other triggers, such as certain actions, also can provoke an opportunity attack. You may only perform 1 opportunity attack per round and regain spent uses at the start of your next turn.   Some weapons have reach which increase your melee range and threatened squares. Other abilities and features may allow you to make ranged attacks or spell attacks as Opportunity Attacks or may grant you multiple opportunity attacks per round.

Actions

Automatic Failure / Success:
When you make an attack roll, special conditions occur for certain values of the d20. Rolling a 1 on the die is an automatic miss, regardless of what your bonuses to the roll are. Rolling a 20 on the die is an automatic success and a critical hit. While some feats, abilities, and weapons lower the Critical Hit threshold to lower die values, only the 20 grants the automatic hit. A Critical hit that is not a 20 on the die still must meet or exceed the AC of the target to hit.

Action Types:

There are many different things you can do during combat. What you do is associated with an Action Type. Some actions are very brief and easy to do, while others are time consuming and complex. The Action Types break down different actions into easily understood categories that you can mix and match during combat to form a chain of events representing your character's behavior in combat. There are six Action Types, documented in the table below. These action types are Standard Action, Move Action, Swift Action, Full Round Action, Free Action, Reaction.  
Standard Action
Provokes Attack of Opportunity
Attack (Melee)No
Attack (Ranged)Yes
Attack (Unarmed)Yes from Armed Enemies
Administer a Potion to anotherYes
Attempt to Escape a GrappleNo
Stabilize a CreatureYes
Defensive StanceNo
Ready an ActionNo
Use an Extraordinary / Supernatural / Spell-Like AbilityNo
Full Round Action
Provokes Attack of Opportunity
Full AttackNo
SprintYes, when leaving threatened squares.
Load Heavy CrossbowNo
RetreatNo
Move Action
Provokes Attack of Opportunity
MoveYes, when leaving threatened squares
Draw / Sheath a WeaponNo
Load / Unload a Light CrossbowNo
Mount / DismountYes
Open / Close a doorNo
Stand Up from ProneNo
Swift Action
Provokes Attack of Opportunity
Pick up dropped item / item on ground within 5ftYes
Free Action
Provokes Attack of Opportunity
Attack of OpportunityNo
Drop Concentration on a SpellNo
Drop an ItemNo
Fall ProneNo
Speak / ShoutNo
Small StepNo
Reaction Action
Provokes Attack of Opportunity
Misc.Varies.

Your turn:

When it is your turn in combat you can combine different actions types to form the sequence of events your character plays out. Should you take a Full Round Action you cannot take any other kind of action except the "Small Step" Free Action, unless the action you perform states otherwise.   Otherwise, you can take any number of free actions (within reason. the GM has the final say) and typically can take 1 Standard Action, 1 Move Action, and 1 Swift Action. However, you are not restricted to just this option. You can mix Move and Standard Actions to have 2 Standard Actions, 2 Move Actions, or 1 of each. If you have any abilities that are Swift Actions, you may perform 1 Swift Action per turn.   Reactions are a special Action Type that rarely if ever occur on your turn. Reactions occur whenever their trigger specified in the action occurs, regardless if it is your turn or not. This is one of the few times you may act "out of turn".   Standard Actions
Standard Actions:
A standard action is the category for a generic action like making an attack or casting spells.   Attack:
Melee Attack: You make an melee weapon attack against a target within the weapon's range. Some weapons have the "Reach" property which increases their range beyond 5ft. Weapons with this property make it difficult to attack adjacent targets (those in squares next to yours). Targetting a creature within 5ft with a reach weapon imposes a -10 penalty to the attack roll.   Ranged Attack: You make a ranged weapon attack against a target within range. Should you make a ranged attack within threatened squares of a hostile creature, making a ranged attack does provoke an opportunity attack as well as imposes a -4 penalty to the attack roll.   Natural Attacks: In some scenarios, you or a creature may have natural attacks, such as attacking with claws, wings, or a tail. These are considered armed attacks, which allows you to add your base attack bonus, and can be mixed with other weapon attacks so long as the same limb is not used for both. For example, you cannot use a Claw attack and a dagger attack from the same hand, but could perform a tail attack and dagger attack.   Unarmed Attack: Sometimes you have to makde do with what you have in combat which may mean punching, kicking, and head butting your way to victory. Unarmed Strikes / Attacks are not weapon attack though they are melee attacks. Your unarmed strikes have a range of 5ft and deal 1d4 + your Strength Mod bludgeoning damage, and you do not add your base attack bonus to the attack roll unless you have a feature or ability that specifies otherwise.   Unarmed Attacks also provoke attacks of opportunity from the target if that target is armed. The target makes their opportunity attack before you make your attack roll.   Cast a Spell: By default, the casting time of a Spell is 1 Standard Action. Some spells specify different casting times, however. You may only cast 1 Standard Action Spell per round, which means you cannot stack 2 Standard Actions to cast 2 spells, but you may cast 1 Standard Action spell, 1 Swift Action Spell, and 1 Reaction Spell within a round.   Administer a Potion to another: In cases where a creature is unable to consume a potion, it takes a Standard Action to administer it, such as giving a Healing Potion to an unconscious ally.   Attempt to Grapple / Escape a Grapple: A grapple is a special kind of attack where you take hold of a creature giving it the Grappled condition. You may only attempt to grapple creatures 1 size class larger than you and smaller. While grappling a creature your speed is reduced to 10ft should you attempt top move while maintaining the grapple.   If you are grappled, it also takes a Standard Action to make an Athletics (STR) or Acrobatics (DEX) check to escape the grapple.   Attempt to Stabilize a Creature: When you take this Standard Action, you may perform a DC 15 Medicine check to try and stabilize a dying creature.   Defensive Stance: Until the start of your next turn, you have a +4 bonus to AC. You cannot make opportunity attacks during this time when you take this action. This action cannot be performed the same turn you make an attack or cast a spell.   Ready an Action: You may declare a Standard Action to be performed at a later time. When you ready an action you must also declare the trigger that prompts this action to occur. When the trigger occurs you may use your reaction to perform the readied action. If you have already used your reaction for something else, the trigger never occurs, or there is a reason to not perform the action at that time, nothing occurs.   If the readied action is a spell or magic item with charges, those resources are only spent if the action actually occurs.   Use an Extraordinary / Supernatural / Spell-Like Ability: Some features, feats, or classes grant special abilities. Unless otherwise noted, these require a Standard Action to use.
 
Move Actions
Draw / Sheath a Weapon: typically your weapons are stored away. To use a weapon in combat it must be wielded by you. You can only have 1 weapon in a hand at a time and must either drop or sheath a weapon before you can wield another weapon in the same hand.   Load / Unload a Light Crossbow: After firing a light crossbow, you must load a new bolt into the weapon before you can fire it again.   Mount / Dismount: Getting on or off a mount.   Open / Close a door: Quickly interact with the environment. This can also apply to openning an unlocked chest, moving light items around the environment, etc.   Stand Up from Prone: Getting up from prone reduces your speed to half. You may choose to quickly get up which does not reduce your speed but does provoke an attack of opportunity.
 
Full Round Actions
Full Attack: If you are wielding 2 weapons, or otherwise have a weapon that can make 2 attacks, you can only make 2 attack rolls by taking the Full Attack action. You do not gain your base attack bonus to your offhand attack roll nor do you add your Str or Dex modifier to the damage roll of the offhand attack.   Some feats or abilities alter these restrictions so be sure to read carefully when dealing with 2 weapon fighting or multiple attacks. For more in depth breakdown see the 2 Weapon Fighting section below.   Sprint: Move 4x your movement speed. You can only perform this action a number of rounds equal to your Con Modifer.   Load Heavy Crossbow: Loading a heavy crossbow is complex and difficult and thus takes all of your focus.   Retreat: You may move up to your movement speed without provoking Attacks of opportunity.
 
Free Actions
Drop Concentration on a Spell: Ending concentration takes no effort on your part. You may also dispel an effect from a spell you cast in this manner as well even if it did not require concentration.   Drop an Item: you drop a held item in an adjacent square. Retrieving dropped items / items on the ground requires a Swift Action and does provoke an attack of opportunity.   Fall Prone: You cna quickly and freely fall prone to avoid attacks or otherwise get low.   Speak / Shout: You may speak freely, though you obviously cannot monologue during a turn. This would typically be brief 1-2 second statements, rally cries, taunts, or commands.   Small Step You may only take this action if you do not move at all on your turn. You may move up to 10ft. You cannot take this action if you are currently in or would move into rough terrain.
 
Special Actions
Aid Another: As a standard action when you are within melee range of a hostile creature, you may use a Standard Action to distract the opponent. Make a melee weapon attack against AC 10, if you succeed, you may choose to grant your allies a +2 bonus to the next attack roll against the creature or impose a -2 penalty to the target's next attack roll. This affect lasts until the start of your next turn.   Multiple creatures may use this action against the same target which stacks the bonuses or penalties together.   Charge: Charging is a special full-round action that allows you to move up to twice your speed and attack during the action. Charging, however, carries tight restrictions on how you can move.   Movement During a Charge: You must move before your attack, not after. You must move at least 10 feet (2 squares) and may move up to double your speed directly toward the designated opponent. If you move a distance equal to your speed or less, you can also draw a weapon during a charge attack if your base attack bonus is at least +1. You must have a clear path toward the opponent, and nothing can hinder your movement (such as difficult terrain or obstacles). You must move to the closest space from which you can attack the opponent. If this space is occupied or otherwise blocked, you can't charge. If any line from your starting space to the ending space passes through a square that blocks movement, slows movement, or contains a creature (even an ally), you can't charge. Helpless creatures don't stop a charge.   If you don't have line of sight to the opponent at the start of your turn, you can't charge that opponent. You can't take a Small Step in the same round as a charge. If you are able to take only a standard action on your turn, you can still charge, but you are only allowed to move up to your speed (instead of up to double your speed) and you cannot draw a weapon unless you possess the Quick Draw feat.   Attacking on a Charge: After moving, you may make a single melee attack. You get a +2 bonus on the attack roll and take a –2 penalty to your AC until the start of your next turn. You only get to make one attack during a charge, even if you would otherwise get to make multiple attacks.     Creatures that are size Tiny or smaller use their Dexterity modifier in place of their Strength modifier to determine their CMB. The special size modifier for a creature's Combat Maneuver Bonus is as follows: Fine –8, Diminutive –4, Tiny –2, Small –1, Medium +0, Large +1, Huge +2, Gargantuan +4, Colossal +8. Some feats and abilities grant a bonus to your CMB when performing specific maneuvers.   The special size modifier for a creature's Combat Maneuver Defense is as follows: Fine –8, Diminutive –4, Tiny –2, Small –1, Medium +0, Large +1, Huge +2, Gargantuan +4, Colossal +8. Some feats and abilities grant a bonus to your CMD when resisting specific maneuvers. A creature can also add any circumstance, deflection, dodge, insight, luck, morale, profane, and sacred bonuses to AC to its CMD. Any penalties to a creature's AC also apply to its CMD. A flat-footed creature does not add its Dexterity bonus to its CMD.     Disarm: You can attempt to disarm your opponent in place of a melee attack. If you do not have the Improved Disarm feat, or a similar ability, attempting to disarm a foe provokes an attack of opportunity from the target of your maneuver. Attempting to disarm a foe while unarmed imposes a –4 penalty on the attack. The DC of the attack is 10 + the target's Str Modifier + the Target's Dex Modifier.   If your attack is successful, your target drops one item it is carrying of your choice (even if the item is wielded with two hands). If your attack exceeds the DC by 10 or more, the target drops the items it is carrying in both hands (maximum two items if the target has more than two hands). If your attack fails by 10 or more, you drop the weapon that you were using to attempt the disarm. If you successfully disarm your opponent without using a weapon, you may automatically pick up the item dropped.   Grapple: As an attack action, you can attempt to grapple a foe so long as it is 1 size class larger than you or smaller. If you do not have Improved Grapple, grab, or a similar ability, attempting to grapple a foe provokes an attack of opportunity from the target of your maneuver. You make an Athletics check against the Target's Athletics or Acrobatics check. On a success, the target gains the grappled condition. On your turn, if you wish to maintain the grapple you must spend a Standard Action and succeed on an Athletics check against DC 10 + the target's Str modifier + the target's Dex modifier.   When you succeed on the initial grapple or subsequent rounds to maintain the grapple you may also perform one of the following as part of the Grapple Action.   Move: You can move both yourself and your target up to half your speed. At the end of your movement, you can place your target in any square adjacent to you. If you attempt to place your foe in a hazardous location, such as in a wall of fire or over a pit, the target receives a free attempt to break your grapple with a +4 bonus.   Damage: You can inflict damage to your target equal to your unarmed strike, a natural attack, or an attack made with armor spikes or a light or one-handed weapon. This damage can be either lethal or nonlethal.   Pin: You can give your opponent the prone condition (see Conditions).   Tie Up: If you have your target pinned, otherwise restrained, or unconscious, you can use rope to tie him up. This works like a pin effect, but the DC to escape the bonds is equal to 25. The ropes do not need to make a check every round to maintain the pin. If you are grappling the target, you can attempt to tie him up in ropes, but doing so requires a Str or Dex check at a –10 penalty.   If You Are Grappled: If you are grappled, you can attempt to break the grapple as a standard action by making an Acrobatics or Athletics check (DC equal to your opponent's Str Mod + your opponent's Dex Mod; this does not provoke an attack of opportunity). If you succeed, you break the grapple and can act normally. Instead of attempting to break or reverse the grapple, you can take any action that doesn't require two hands to perform, such as cast a spell or make an attack or full attack with a light or one-handed weapon against any creature within your reach, including the creature that is grappling you. See the grappled condition for additional details.   Multiple Creatures: Multiple creatures can attempt to grapple one target. The creature that first initiates the grapple is the only one that makes a check, with a +2 bonus for each creature that assists in the grapple (using the Aid Another action). Multiple creatures can also assist another creature in breaking free from a grapple, with each creature that assists (using the Aid Another action) granting a +2 bonus on the grappled creature's check to break the grapple.   Overrun: As a standard action, taken during your move or as part of a charge, you can attempt to overrun your target, moving through its square. You can only overrun an opponent who is no more than one size category larger than you. If you do not have the Improved Overrun feat, or a similar ability, initiating an overrun provokes an attack of opportunity from the target of your maneuver. If your overrun attempt fails, you stop in the space directly in front of the opponent, or the nearest open space in front of the creature if there are other creatures occupying that space.   When you attempt to overrun a target, it can choose to avoid you, allowing you to pass through its square without requiring an attack. If your target does not avoid you, make an Athletics or Acrobatics check as normal (DC 10 + target's Str Mod and Dex Mod). If your maneuver is successful, you move through the target's space. If your attack exceeds the DC by 5 or more, you move through the target's space and the target is knocked prone. If the target has more than two legs, add +2 to the DC of the check for each additional leg it has.   Trip: You can attempt to trip your opponent in place of a melee attack. You can only trip an opponent who is no more than one size category larger than you. If you do not have the Improved Trip feat, or a similar ability, initiating a trip provokes an attack of opportunity from the target of your maneuver.   Make an Athletics or Acrobatics check against DC 10 + the target's Dex Mod and Str Mod. On a success, the target is knocked prone. If your check fails by 10 or more, you are knocked prone instead. If the target has more than two legs, add +2 to the DC of the combat maneuver attack roll for each additional leg it has. Some creatures—such as oozes, creatures without legs, and flying creatures—cannot be tripped.
 

Movement

Generally, movement is calculated using a grid. Each square represents 5ft. Moving vertically or horizontally into another square takes 5ft of your movment. To move diagonally requires 10ft of your movement. Situations that are considered rough terrain typcially double this movement cost. You can only end your movement in an unoccupied square.   Moving through occurpied squares is a bit more tricky. Depending on who occupies the square different restrictions apply.   Ally. You can move through ally squares without any penalty. You just canont end your movement in their space.   Hostile Creature. You cannot move through hostile creature's squares unless the creatue is incapacitated. Large creatures and size classes above make the squares they occupy rough terrain.   Tiny Creatures. A Tiny creature can move into or through an occupied square. The creature provokes attacks of opportunity when doing so.   Square Occupied by Creature Three Sizes Larger or Smaller. Any creature can move through a square occupied by a creature three size categories larger than itself.   A big creature can move through a square occupied by a creature three size categories smaller than it is. Creatures moving through squares occupied by other creatures provoke attacks of opportunity from those creatures.   Squeezing. In some cases, you may have to squeeze into or through an area that isn't as wide as the space you take up. You can squeeze through or into a space that is at least half as wide as your normal space. Each move into or through a narrow space counts as if it were 2 squares, and while squeezed in a narrow space, you take a –4 penalty on attack rolls and a –4 penalty to AC.   When a Large creature (which normally takes up 4 squares) squeezes into a space that's 1 square wide, the creature's miniature figure occupies 2 squares, centered on the line between the 2 squares. For a bigger creature, center the creature likewise in the area it squeezes into. A creature can squeeze past a creature while moving but it can't end its movement in an occupied square.

Creature Sizes

There are 7 size categories: Tiny, Small, Medium, Large, Huge, Gargantuan, Colossal. Most humanoid creatures are medium.  
  • 4 Tiny creatures may occupy within a single 5ft square freely.
  • 2 Small creatures may occupy within a single 5ft square freely.
  • 1 Medium creature occupies within a single 5ft square.
  • 1 Large creature occupies 4 squares in a square formation.
  • 1 Huge creature occupies 12 squares in a square formation
  • 1 Gargantuan creature occupies 28 squares in a square formation
  • 1 Colossal creature occupies 56 squares in a square formation
*some creatures have unqiue shapes which alter their footprint on the battle map.   Tiny Creatures do not threaten surrounding squares and must move into an occupied square to make melee attacks. This movement into a target's square provokes an opportunity attack. Tiny creatures also cannot flank a target.

Cover and Unseen Attackers

Cover

Partial Cover. Some situations grant creatures a defensive bonus making it slightly harder to hit them. Partial Cover grants a +2 bonus to AC as some of the creature's body is obstructed by some material or obstacle.   Half Cover. When a creature is only half exposed, it gains a +4 bonus to AC and Str and Dex Saving Throws. Note that some affects can wrap around corners and negate cover bonuses.   Full Cover. A creature with full cover is not able to be targetted at all.   Low Obstacles and Cover: A low obstacle (such as a wall no higher than half your height) provides half cover, but only to creatures within 30 feet (6 squares) of it. The attacker can ignore the cover if he's closer to the obstacle than his target.   Creature Cover: Creatures, even your enemies, can provide you with cover against ranged attacks, giving you a +4 bonus to AC. However, such cover provides no bonus on saving throws.  

Unseen Attackers

When an attacker targets a creature that either is unaware of it's presence or cannot see it, due tobeing blinded for example, the attacker has a +4 bonus to attack rolls and the target has a -2 to saving throws. If this bonus is gained from the attacker being hidden, they lose this bonus as they give their position away after attacking.

Flanking and Tactical Positioning

When making a melee attack, you get a +2 flanking bonus if your opponent is threatened by another enemy character or creature on its opposite border or opposite corner. When in doubt about whether two characters flank an opponent in the middle, trace an imaginary line between the two attackers' centers. If the line passes through opposite borders of the opponent's space (including corners of those borders), then the opponent is flanked.   If a flanker takes up more than 1 square, it gets the flanking bonus if any square it occupies counts for flanking. Only a creature or character that threatens the defender can help an attacker get a flanking bonus. Creatures with a reach of 0 feet can't flank an opponent.

Two Weapon Fighting and Multiple Attacks per Turn

Normally, you can only make one attack action per turn. If you are wielding two weapons, the only way you can make an attack with each weapon in the same turn is to take the Full Attack Action. When making the offhand attack, you do not get to add your attack bonus to the roll and do not add your Str or Dex modifier to the damage roll.   Exception: If the offhand weapon is a light weapon, you may add +2 to the attack roll. An unarmed strike is always considered light.   All characters can wield 2 weapons and follow these rules. Some classes, abilities, and feats however provide exceptions to this rule.   Thrown Weapons: The same rules apply when you throw a weapon from each hand. Treat a dart or shuriken as a light weapon when used in this manner, and treat a bolas, javelin, net, or sling as a one-handed weapon.

Health Points, Injury, and Death

Your Hit Points (HP) represents how much of a beating you can take. When they are reduced to 0, you are unconscious (see conditions page) and are dying. Once it equals a negative amount equal to your Constitution Ability Score, you are permanently dead.   A dying character loses 1 HP at the end of their turn every round they have an HP total of 0 or less until they are stabilized. Stabilizing a character requires a DC 15 Medicine Check.  

Stabilizing

Each round a character is dying, they may attempt a DC 10 Constitution check, applying a penalty equal to the amount of negative hit points they have. So for example, a character at -2 HP makes 1d20 + Con Mod - 2 to attempt to stabilize. Magical healing of any kind, even if it does not restore them to a positive HP value, automatically stabilizes a dying creature.   A stable character keeps their current HP value but stops losing 1 HP every round. A natural 20 either to stabilize one's self or by somone attempting the Medicine check is an automatic success and returns the dying character to 1HP and brings them back to consciousness.  

Recovery with Assistance

If a creature is stabilized and is tended to by others, 1 hour after they first stabilized, and every subsequent hour it is still uncounscious, they may attempt a DC 10 Con check to awaken. The creature has a penalty to the check equal to the negative HP it currently has. On success, the creature is at 1HP and awake. Should the creature ever regain HP to bring it to 1 or higher, it wakes naturally. Even if it fails the checks and is unconscious, it regains HP as normal after 8 hours as if taking a long rest.  

Recovery without Assistance

A creature left to die is in grave danger. It makes the same rolls as one recovering with assistance except every failure results in -1HP. This creature does not regain HP normally after 8 hours. Once the creature succeeds, it is awake at 1HP.

Healing / Hit Points

Your Hit Points (HP) are lost when you take damage. You can recover them in a few different ways as documented below. You can never be healed past your max HP value.   Natural Healing: When you complete a long rest, 8 hours of sleep, you regain all of your lost Hit Points.   Magical Healing Spells and other abilities or items can restore Hit Points.   Healing Ability Damage: If a reduction to your ability score is temporary, completing a long rest can restore 1 ability by 1 point. Complete bedrest (24 hours of rest and light activity) restores 2 abilities by 1 or 1 ability by 2.   Some spells and abilities can restore ability damage as well, but if the ability damage is permanent then your only hope is magical restoration.  

Temporary HP

Temporary Hit Points are a separate pool of HP from your main Hit Points. When you take damage, you subtract from your Temp HP pool before your main HP pool. You cannot restore lost Temporary HP, and should another affect apply to you that grant's Temporary HP you either keep your current Temprary HP if it is higher or take the latest affect's value.

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