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Version 1.25
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    • The Barbarian
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    • Greyhawk Deities List
      • St. Cuthbert
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  • Character Sheet
    • Pregenerated Characters
      • 1A. Dwarf Fighter 2
      • 2A. Human Cleric 2
      • 3A. Elf Fighter 2, Magic-user 1
      • 4A. Halfling Thief 2
      • 1B. Human Ranger 1
      • 2B. Human Cleric 1
      • 3B. Gnome Illusionist 1, Thief 1
      • 4B. Human Magic-user 2
Version 1.25
Combat | Combat Actions
Avoid | Parley and Gauge Reaction | Delay or Ready | Ranged Attacks or Abilities | Move or Manipulate | Melee | Typical Time Requirements | Combat Modifiers | Combat Modifier Tables

Ranged Attacks or Abilities


Missile Weapons | Spell-Like or Innate Abilities | Using Magic Items | Casting Spells

This category is the usual loosing of arrows and bolts, hurling of axes, hammers, javelins, darts, etc. It includes the hurling of rocks by giants, manticore tail spike throwing, and so on. It also includes magical device attacks, spell casting, spell-like abilities, or innate abilities such as the turning of undead.

Missile Weapons

In general, missile combat is handled identically to standard melee. Intentions are announced, initiative is rolled, and attack rolls are made. However, there are some special rules and situations that apply only to missile combat.

Direct Fire Missile Weapons

This category of missile weapon includes all standard, direct-fire, single-target missiles—slings, arrows, quarrels/bolts, spears, throwing axes, and the like.

Time Required. This is normally a function of the weapon’s speed factor located in Weapons Table II. If a weapon is "accessible" (easily obtained in a sheath or slung on the shoulder (and, if a bow, pre-strung), “on the belt”, etc.) it may be drawn and used with no additional delay to the weapon’s speed factor. For bows and similar instruments like slings, accessing ammunition (arrows) is also included in the weapon’s speed factor. For weapons requiring loading and cocking (such as crossbows), the loading time versus attacking time is indicated in Weapons Table II. If using a missile weapon without a listed speed factor, or an improvised weapon (or hurling a melee weapon not meant for throwing), a general rule of 3 segments for one-handed weapons (with a rate of fire of 1) and 5 segments for two-handed weapons (or those with a rate of fire over 1 per round) may be used. All attacks occur in the same segment, even for weapons with a rate of fire over 1 per round. A wielder of a missile weapon with a rate of fire over 1 per round may choose to take a "snap-shot" (single attack) and attack with a weapon speed of 3.

Rate of Fire. This weapon quality indicates the number of attacks allowable per round when using the weapon. All attacks using the weapon’s rate of fire are a single attack routine. (See Melee, Attack Routine.) In most cases, rate of fire is correlated to the weapon’s speed factor. Rates of fire over one per round also assume two hands are free (otherwise, there will be an additional delay as each weapon is accessed). Normally, only one target may be fired upon per round. A wielder of a missile weapon with a rate of fire over 1 per round may choose to take only one attack to gain a quicker release (see "snap-shot" below).

How this works. A dart has a rate of fire of 3 (or up to 3 attacks allowable per round). This rate of fire assumes two free hands, the darts are accessible, located in sheaths, the wielder spends 5 segments to draw and ready three darts to then throw all of them at a single foe within range (requiring 3 separate “to hit” rolls). If the dart wielder has only one hand free, they will take 3 segments to draw and throw a dart and another 3 segments to draw and throw the second and the same for the third.

Iterative Attacks and Missile Weapons. A high level fighter or sub-class with iterative attacks will not be able to use such extra attacks with missile weapons (of any type). However, a fighter can implement an iterative attack with a missile weapon having a rate of fire over 1 attack per round to attack another target by adding 3 segments to that attack. This use of the iterative attack does not grant additional attacks to a missile weapon but does allow the fighter to break up the rate of fire into two or more attack routines to allow the targeting of more than one creature during the round. (See Melee, Attack Routine.)

Using a Snap-Shot. If a missile weapon with a rate of fire over 1 per round is being used, the wielder may declare (during the declaration phase or as a changing-an-action delay) they are going to take a "snap-shot". This is a single missile weapon attack requiring 3 segments to complete. Thus a bow or thrown-dagger wielder can choose to take fewer attacks but which resolve sooner. All normal modifiers otherwise apply to the attack.

Firing Missile Weapons into an Existing Melee. If a missile weapon wielder throws or fires a weapon at an opponent participating in an existing melee, the actual target will be determined randomly. Thus, they will have an equal chance to attack any creature so engaged. Only very large differences in size will alter the random nature of the roll as determined by the DM. Thus, a cloud giant fighting a halfling may be a 70% chance to hit the giant due to an extreme mismatch in size. But a gnoll or perhaps even an ogre fighting alongside goblins and in melee with a halfling, would draw equal chances for all. (Of course the DM may make this roll as complicated as desired.)

Using Missile Weapons While in Melee Range. Using a missile weapon while in melee range is similar to firing missile weapons into an existing melee but there is no chance for the attacker to hit themselves. Loading a missile weapon such as a crossbow while in melee grants attackers a +2 “to hit” and the loader has no Dexterity modifier or shield included in their AC.

Entering Melee. When entering melee combat with a creature that has a aimed* missile weapon in hand that they are proficient with, that creature will get an immediate attack.

Mounted Archery. If a character wants to use a (short) bow from the back of a moving mount, they must have special training in horsemanship (subject to DM approval) and the rate of fire will be half normal. Penalties to attack may be assigned based on the speed of the mount (-1 to -5 as determined by the DM).

Aiming a Missile Weapon

Any creature may spend 1 segment to "aim" a missile weapon (knock arrows, raise a loaded crossbow, hold a dagger by it's tip for throwing, cock an arm to throw a spear or other hurled weapon, etc.) to launch it at any opponent entering into melee range.

Effect. This action has no effect other than providing an immediate attack against an opponent entering melee range. As with all immediate actions, this encompasses the entire attack routine so a weapon with a rate of fire of 2, for example, would allow two attacks. At any time, the missile weapon wielder may change the action and fire at another opponent (with the regular 1d6 delay added to their action).

Note. An aimed missile weapon does not need a specific target to enter melee. When aimed in this way, any target entering melee can be attacked with the immediate action.

Time Required. This minor action requires 1 segment and must be completed before an opponent enters melee range to be effective. (i.e. From the beginning of the 2nd segment onward, any opponent entering melee can draw an immediate attack with the aimed weapon.)

Movement. A wielder of an aimed weapon cannot move without losing their aim, although they may re-establish this aim at any time.

Aiming a Weapon While Already in Melee. This can be done, but the target can only be opponents not already in melee with the missile weapon wielder. The aiming wielder also grants attackers a +2 “to hit” and they get no Dexterity modifier or shield included in their AC. However, when the shot is taken it will not be random against all in melee (only targeting those entering melee—if multiple at the same time, this will be random against those targets only).

Declaration. Like all minor actions, aiming does not require declaration but MUST be announced when begun. Once a weapon is aimed in preparation for melee, it cannot be used otherwise unless a change of action is announced (with the standard delay).

Grenade-Like Missiles

These are missiles that have an area effect, no matter how small. Thus an attack with these weapons does not have to hit its target directly to have a chance of affecting it. Included in this group are small flasks of oil, acid, poison, holy water, potions, and boulders. Hurled boulders are included because they bounce and bound along after they hit, leaving a swath of destruction. Hurling containers of liquids or similar items is a common tactic. See the section on equipment for the specifications and effects of the various forms of weapons of this sort.

Time Required. Assuming a container (such as a flask) to be hurled is “prepared” (ready in a pouch), it can be retrieved in 2 segments and it takes another 3 segments to aim and throw. Very large missiles will take longer to throw (e.g. a typical giant will throw a boulder in 8 segments). If the prepared container (or boulder) is in the wielder's hand before the round starts, the weapon may be used without the 2 segment retrieval time and maybe "aimed" against those entering melee as with a normal missile weapon as above.

Range. The range of all such container missiles is 3”. Beyond 1” is medium, and beyond 2” is long (-2 and -5 “to hit” respectively). The maximum range for any tossed object is 5” (a stone) or 3” (a flask of oil or a vial of holy water), as long as the object is reasonably compact. Large, bulky objects have a maximum range of 2” or less, depending on the situation.

Direct Hits, Misses, and Splashes. If such a weapon hits it’s target, this is labeled a direct hit and the container (if any) must make an item saving throw (vs. a Blow as determined by the DM) or burst causing damage or other effect to the creature so struck. If a miss occurs, a 1d6 is rolled for feet (or optionally 1d4 or 1d8 based on range) from the target and a 1d8 is rolled for location. (See Figure A.) Any grenade-like object that bursts upon landing (by missing a save as per a direct hit above) will splash onto any adjacent creatures within 3-5 feet as determined by the DM. A creature may avoid a splashed substance with a successful save vs. Breath.

Typical Modifiers. See Combat Modifiers. Dexterity attack adjustments will modify the attack rolls for missile weapons. Cover and concealment will modify the armor class of those so protected. Missiles from siege machines (e.g. a ballista or catapult) as well as rocks hurled by giants ignore Dexterity modifiers to armor class

Spell-Like or Innate Abilities

These abilities duplicate spell effects in the case of spell-like abilities or are inherent unique abilities in the case of innate abilities. Examples of spell-like abilities are a lamia’s ability to cast charm person or a night hag's ability to cast magic missile. Innate ability examples include a cleric’s turn undead ability, a dragon’s breath weapon, or a basilisk’s gaze.

Time Required. These attacks are generally very fast requiring only 1 segment to employ and, unless otherwise specified, may be used in addition to physical attacks during the round.

Innate Abilities

Innate abilities are all other magical abilities that are not labeled a spell-like ability even if the effects of such abilities are similar to spells. Innate abilities are never disrupted by attacks. Examples of common innate abilities follow.

Gaze Attacks. A creature with a gaze weapon may use it as a minor action taking 1 segment on up to one opponent per round (that meets it's gaze, see the table below) in addition to any physical attacks. The creature to be targeted must be declared as if using a major action. If the creature is unintelligent, this attack will be at a random opponent. Intelligent creatures may select their victims. Any opponent who can see the creature can be subject to the attack if it meets it's gaze. The opponent who is subjected to the gaze attack must make a saving throw versus the effect. If an opponent states their intent to avert their eyes during the declaration phase of combat, they may (see the table) avoid making saving throws versus the gaze weapon for that round. However, the effect of gaze aversion is that all attack rolls are at -4 and armor class against any attack by any foe is penalized by the same amount (being 4 factors worse).

If the monster is Larger-than-man-sized, subtract 10% (or -1 on the die) and if the monster is Smaller-than-man-sized add 10% (or +1 on the die).

Thus, a floating eye, a small marine monster with a hypnotizing gaze, will require any one creature viewing it per round to save on a roll of 70% or lower. While only one opponent can be affected per round, each must check to see if they can be affected. Because the creature is not intelligent, the victim that must save is determined randomly.

Breath Weapons. Breath weapons are typically innate abilities that may be used in place of physical attacks as a major action (thus most creatures cannot attack and use their breath weapon in the same round). Breath weapons normally fill an area and do not require an attack roll to hit (although most allow a saving throw for reduced effect).

Other Innate Abilities. Rules for such abilities will be given in the description of the class or creature. Unless otherwise specified, effects will be magical and can be dispelled or resisted via magic resistance normally. If not otherwise specified, the effect of an innate ability uses the hit dice of the creature (if a caster level is required to be known). Most innate abilities are non-actions or minor actions tied to other attacks, although some powers will be major actions (this will be specified in the description of the creature).

Magical Control. Magical control is given over certain creatures by means of spell-like or innate abilities or even certain magical items. Assuming a means of communication is established, commands may be given quickly within 1 segment of time as a minor action. Communication problems could causes delays or misunderstanding. Combat situations must be considered based upon the type of control being manifested. It is too late to command a hungry weasel not to attack when it is already feasting on prey! (See also the Monster Manual, Special Abilities, Monster Charm Power.)

Spell-like Abilities

These abilities will be noted in the creature’s description as “spell-like”. Spell-like powers, while they duplicate the effects of a spell exactly, are not spells, and do not need to be “cast”. They can be produced in total silence simply by concentrating.

Time Required. A spell-like ability is a special minor action requiring declaration as if a major action and 1 segment of concentration to invoke. A creature may only invoke one spell-like ability per round unless otherwise noted.

Physical Attacks and Spell-like Abilities. A creature may use a major action to attack using physical attacks (and any connected innate ability associated with the physical attack) and a spell-like ability in the same round. However, other major actions may not be used in the same round as a spell-like ability (e.g. casting a spell and using a spell-like ability or turning undead and using a spell-like ability).

Otherwise, using a spell-like ability operates similar to casting a spell with the following differences:

  • While declaration is required along with determination of target, the caster may change the target by using a delay (+1d6 segments).
  • If a creature is damaged before the segment on which the spell-like ability is used, it will not be lost and can still be cast that round.
  • However, if the creature takes damage or misses a save on the segment the spell-like ability is invoked—and this happens before the ability is invoked (by loss of initiative), it’s use of the spell-like ability is disrupted and the “spell” is lost as if used that round.
  • During the segment the spell-like ability is invoked, the creature may perform other minor actions (such as moving or even talking) and opponents gain no bonus to hit the creature using the spell-like ability.

Caster Level. If not otherwise specified, the caster level of a spell-like ability is the hit dice of the creature (even if this results in a caster level below the normal minimum required).

Spell-like effects are magic and may be dispelled or resisted via magic resistance normally.

Using Magic Items

When in the throes of combat at range, most participants prefer to rely on trusty magical items when available over spells. Spells may be disrupted and lost while many items operate with but a command word. This is not to say that item use is foolproof. A potion cannot be found, opened and swallowed while a giant is beating upon the character with a club. A scroll cannot be read in the whirlwind of an air elemental’s attack and so on.

Time Required. Magical item use is generally specified by the item (or function) itself or by the type of item. Normally, it is a major action to use a magic item. It is important to note that items not “in the hand” must be located and brought forth to be used which adds to the time of using the item or function. (See Move or Manipulate below for item retrieval times.) Common magic item types and use in combat are as follows. (See Treasure and Magic Items for specific item descriptions, use, and effects.)

Potions or Oils. Once a potion is in hand, it will take but 1 segment to open and consume. Thereafter, the potion will require a 1d4+1 segment delay before it begins to work upon the imbiber. Similarly, an oil will require 1 segment to open and pour then an additional 1d4+1 segments to spread or smear to take effect.

Scrolls. Once a scroll is in hand, the magical writing must be read to release the magic. Spell scrolls will require a reading time equal to the casting time of the spell. Protection scrolls specify the required reading time for the effects to occur. While the reading of a scroll spell can be interrupted as a spell can, the magic on the scroll will not be lost until the spell is successfully cast or the scroll is destroyed.

Rods, Staves, or Wands. Rods and wands specify the item casting time by function. For a magic staff, the default timing is 2 segments to discharge and then an 8 segment “power-back-up” time before it can be used again.

Other magic items. Most items will specify the time required to activate a function (if any). If not specified, the DM will determine the time in segments required (normally between 1 and 3).

Casting Spells in Combat

While magical abilities may be used with a thought, true spells are more complicated to produce but far more common. Complexity means the spell caster must perform certain activities to unleash the power of a spell and these are not easy to accomplish in the throes of deadly combat.

Time Required. Each spell will require a major action and a minimum number of segments or longer periods to perform such activities (noted as “casting time”). Assuming no delay, each spell cast in a round will begin at the beginning of segment 1. The spell caster will then intone the arcane syllables, gesture accordingly, offer forth materials, and indicate a target or actually move into (melee) range to touch an intended target.

Combat Procedure for Casting Spells

  1. Declaration and Initiative occur. Both spell and target must be declared and cannot change.
  2. If a spell caster takes damage before the commencement of casting their spell, they cannot cast their spell as planned. If this occurs, they may change their action. (See Resolve Combat Actions above.)
  3. On at the beginning of segment 1 or whenever the spell is begun, the spell caster begins spell casting. This is a particularly vulnerable state for the caster as, if they are disturbed or take damage before the casting time ends, their casting will fail and they will lose their spell.
  4. At the end of the final segment of casting time, the spell takes effect.
  5. The caster can then use the remaining time to move or perform a minor action. (See What you can do in one round.)

Casting a spell in combat will follow these strictures.

Declaration. The spell caster will announce their intent to cast a spell as well as it’s casting time during the declaration phase of the combat round. The player must write down the spell to be cast, casting time, and target or location of the point of origin. The spell caster must also announce any intention to delay and for how long or to ready their spell and the trigger. A delay or ready will also tack on a random +1d6 segments. (See Delay or Ready.)

Range. The spell’s range normally indicates the maximum distance allowed to generate the spell’s point of origin—the spell’s area of effect may extend beyond this.

Starting Segment for Casting Time. All spell casting will begin at segment 1 unless the spell caster moves or they delay or ready their spell casting.

Moving and Casting. A caster may move before or after casting a spell (but not both). This movement can only be a partial move. In any case, moving in or out of melee range of an opponent has the standard dangers. (See Entering Melee and Breaking Off from Melee.)

Number of Hands Required. A spellcaster can cast spells with one hand provided the spell has no material component(s). It is also true if the spell has no somatic component. However, any spell with both somatic and material components requires the caster to have both hands free. Unless a spell has no somatic components, the caster cannot be crouching, let alone prone, during casting.

Immobile While Casting. Any spell caster casting a spell must remain immobile during the casting time. Thus, a caster, actually in the process of casting a spell when attacked by an opponent (in that segment), will be attacked at +4 “to hit” and is granted no Dexterity modifier to AC or shield protection to AC. Saving throws required during casting grant no modifier for Dexterity or shield.

Taking Damage. Any spell caster that takes damage before casting a spell, cannot cast (or begin to cast) a spell in that round. However, if the damage occurs before the casting time for the spell is begun, the spell is not “lost”. Any caster that is damaged during the casting time of a spell will “lose” the spell being cast (“loss” means the spell disappears from the caster’s mind as if cast).

Effects that do not cause Physical Damage. If it occurs during a spell’s casting time, a caster that misses a saving throw will lose their spell as if they took damage. A successful save that does not result in hit point damage will not normally interrupt spell casting. However, the DM will adjudicate this due to circumstance. Spells not causing damage that offer no save may or may not disrupt the casting as determined by the DM. (E.g. cure wounds spells.)

Line of Sight/Effect. Spells normally require a line of sight to the target and line of effect. (See Magic, Casting Spells.) Line of effect requires 50% cover or 75% concealment or less (from either the spell caster or the target). Thus, invisible creatures or those behind a wall firing missiles through arrow slits cannot be individually targeted with spells (like hold person), but an area affecting spell like fireball may affect them (with some possible bonuses to their saving throw and possibly no effect if the save is made; See Typical Combat Modifiers below).

Changing Targets. Once the spell is declared, a spell’s target or point of origin may not be changed. Any change in target or point of origin prior to the spell being cast will introduce a delay (+1d6 segments or an additional delay roll if already delaying) prior to the commencement of spell casting.

Casting Time. Only one spell may be cast per round. If the casting time of any spell extends into the next round, the spell will take effect in the next round at the end of the indicated segment. Thus a 5 segment spell begun on segment 8 in round 1 and that finishes in segment 3 of round 2 will take effect at the end of segment 3, but will not allow another spell to be cast in round 2. A spell requiring “1 turn” or “3 rounds” will complete on the same segment the spell was started.

Touch Spells. A spell with a range of “touch” indicates the caster must physically contact the recipient of the spell with his or her hand (requiring a “to-hit” attack roll against unwilling recipients). Any spell “on the hand” remains there until something or someone is touched (and is then discharged, regardless of the result) or until another spell is cast. A caster with an active (unused, but previously cast) touch spell that is hit by an attack or touched by another caster or creature will not lose the spell “on the hand”. Up to 1 willing creature per segment (if within 1” of the spell caster in any given round) may be touched by the spell caster. A spell caster that must move (no target desirable within 1”) to activate a touch spell must wait to attack the next round once moving within melee range (see Moving and Casting below). Otherwise, after movement, a willing target within 1” may be touched with a 1 segment action.

Concentration. A spell with a duration that includes concentration (or “(C)”), will lose the concentration if they take damage, miss a saving throw, are grappled, jostled, or similarly hindered, or, in some cases, move (or move quickly).

Casting in Melee Range. Spell casters may cast spells while in melee range, although this could be dangerous given their vulnerability while casting.

Readying an Attack Against a Spell Caster. Any opponent that attempts to ready an attack to strike a caster while they are casting a spell (in order to disrupt it) will use the Delay or Ready rules. This makes it a difficult to disrupt casters using spells with fast casting times.

Summoning. Monsters summoned to attack on behalf of the spell caster will attack any creatures within melee range (other than the caster) unless the caster spends at least one segment commanding them. If summoned outside of melee range of any creature, the summoned creatures will await the spell casters command (delaying). The spell caster has but to point to an enemy to indicate an attack although more complex orders require a more exacting means of communications (either of which will normally require 1 segment although very complex commands could take longer). Such commands, if used in a round subsequent to the casting of the summons spell, do not preclude the casting of a spell that round. A spell caster within a circle of protection or other ward will suffer a -2 penalty to armor class and saving throws if attacked while attempting to stay within the confirms of the ward (although normally, summoned creatures will not be able to affect those so warded). Such wards broken or partially covered are completely negated.

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