Character Combat

When two or more characters, creatures, or other entities are in a hostile encounter with each other, they are considered to be performing combat. Combat occurs in "Encounters" which lasts from the beginning of hostilities, to the end. An Encounter can end in a number of ways, the three most common being when all entities of one side of combat are Dead, when all entities of one side of combat are Unconscious, or when all combatants cease hostilities among all present conscious beings.

The Basics of Combat

 * Beginning Combat
 * Combat Sequence
 * Initiative
 * The Surprise Round
 * The Combat Round

Combat Statistics

 * Defenses
 * Hit Points
 * Reflex Defense
 * Fortitude Defense
 * Will Defense


 * Attacking
 * Melee Attack Rolls
 * Ranged Attack Rolls
 * Critical Hits
 * Automatic Misses

Actions

 * Full-Round Actions
 * Standard Actions
 * Move Actions
 * Swift Actions
 * Free Actions
 * Reactions

Movement
When a character moves from their original square, they are considered to be performing Movement. Movement is used to traverse distance during an Encounter, and can be used in a number of ways such as Moving to a target to perform a melee attack, Jumping across a ravine to escape a falling avalanche, or Gliding to safely after falling from a great height.

Types of Movement

 * Moving
 * Jumping
 * Swimming
 * Gliding
 * Diagonal Movement
 * Moving Through Occupied Squares

Status Effects
When a character is incapacitated in a way that does not deal direct damage, that character is suffering from a Status Effect. Status Effects impair an individual's ability to function in combat, typically by depriving them of Actions or applying penalties to their attack rolls and Skill Checks.

While Status Effects are usually only temporary (Lasting no more than one or two rounds), it is possible for a Status Effect to become permanent through an extreme injury or Disease.

Types of Status Effects

 * Blinded
 * Dead
 * Disabled
 * Dizzy
 * Immobilized
 * Staggered
 * Stunned
 * Unconscious

Special Combat Rules

 * Area Attacks
 * Attacks of Opportunity
 * Charging
 * Concealment
 * Cover
 * Damage Reduction
 * Difficult Terrain
 * Feinting
 * Flanking
 * Grappling
 * Grabbing
 * Prone