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Actions Outside of Combat

Movement: Within a minute of travel indoors you can move up to two room provided the total distance doesn’t exceed
ten times your movement speed. If you spend time searching a room, you can only travel one room within a minute of
travel rather than two. If a rooms total distance exceeds twenty times your movement speed, treat that room as four
rooms for the purpose of movement. Within a minute of travel outdoors you can move up to ten times your movement
speed, you can increase this to fifteen times your movement speed if you run however you can only maintain your
running speed for a number of minutes equal to your constitution score. If you travel for 1 hour outdoors you can
travel 2.5 miles plus an additional .5 miles for every 5 feet pass the first 5 feet your movement speed has. You can
spend a whole day marching for a total of 12 hours of travels, however you must spend 30 minutes minus your
constitution score resting for each hour of travel you do during the march.

Base Indoor Movement Outdoor Movement


Movement Max. Small Max. Large 1 minute Run 1 Minute 1 hour 1 Day (12 Hour)
Speed Room Size Room Size Travel Time Travel Time Travel Time Travel Time
35 feet 350 feet 700 feet 350 feet 525 feet 5.5 miles 66 miles
30 feet 300 feet 600 feet 300 feet 450 feet 5 miles 60 miles
25 feet 250 feet 500 feet 250 feet 375 feet 4.5 miles 54 miles
20 feet 200 feet 400 feet 200 feet 300 feet 4 miles 48 miles
15 feet 150 feet 300 feet 150 feet 225 feet 3.5 miles 42 Miles
10 feet 100 feet 200 feet 100 feet 150 feet 3 miles 36 miles
5 feet 50 feet 100 feet 50 feet 75 feet 2.5 miles 30 miles

Using General and Core Skills: Every General Skill and Core Skill says the time it takes to use each skill and their
functions. Except for listen and spot general skills, you can only perform one Skill at a time. You may attempt to make
a listen or spot check while performing another skill, but not listen and spot while performing another skill. Though
you may make a listen check while using the spot check.

Initiating Combat

Determining Surprise: Creatures who are engaged in tasks may not notice player character sneaking, if the
characters are moving trying to sneak up to a monster have all moving player character make a general skill move
silently check, then make a listen check for each monster in the area. Monsters actively engaged in a task other than
talking, eating, or other task requiring little effort and makes little noise have a -5 penalty on listen checks. If any
player character is trying to hide (they must remain still and must have some kind of cover in order to attempt to hide),
have them make a general skill hide check, as long as they remain still any monster that looks in their direction must
make a spot check to notice the character hiding. Monsters actively engaged in a task other than talking, eating, or
other task requiring little effort have a -5 penalty on spot checks to spot a hiding creature. If the monsters listen check
is equal to or exceed the player character’s move silently check, then the monster notice the player characters and
are not surprise. If the monsters spot check is equal to or exceed the player character’s hide check, then the monster
notices the player characters and are not surprise. The reverse also holds true, if monsters are trying to sneak up on
a group of player characters fallow the same method just switch monsters with players, and players with monsters. If
a group of players are exploring and they stumble upon a group of monsters treat each player and monster’s move
silent check as 10 + their dexterity modifier + their proficiency Bonus + any miscellanies bonuses. Then have each
player roll their general skill listen check and do the same for each monster. Any monster whose listen check equal to
or exceed the move silent check of any the player character isn’t surprised and the same holds true for each player.
Any creature who is under the effects of invisibility of any kind never makes any general skill hide checks, but still
make a move silently check though they get a +10 bonus on it. Creatures who are surprised don’t act during the first
segment of the first round of combat.

Initiative: At the start of combat each player rolls their initiative dice and so do all monster caught in combat. By
default, your initiative dice size is a 1d6, racial abilities, class abilities, and feats like improve initiative can increase
your initiative dice size by one size (d6 to d8, d8 to d10, d10 to d12, d12 to d20) to a maximum of 1d20. Group player
character by initiative dice size and do the same with monsters, which ever group has a creature that rolls highest
that group of creatures act during the first segment of combat (unless they are surprised, in which case the act on the
second segment of combat instead), all other groups act on the second segment of combat (unless any of those
creatures are surprise, in which case they act of the third segment of combat).

A group of players a human, dwarf, a halfing, and a high elf run into a group of monsters, five kobalds and two drow.
The group of monsters where trying to surprise the party of player, however only the human and halfling are surprise.
Since surprise has been determined, now the DM must organize the individual parties into groups by initiative dice
size, the human and dwarf have a d6 as their initiative dice so they will be grouped together while the halfling and
high elf both have a d8 so they will be grouped together. All the kobalds have a d6 so they will be a single group and
the two drow have a d8 so they will be a separate group. Now they all roll initiative, the human rolls a 1 and the dwarf
rolls a 4 so the highest roll in the group will be used, the halfling rolled a 3 and high elf rolled a 7 so the 7 will be used,
the kobalds rolled 2, 2, 1, 3, and 5, so the 5 will be used, and finally the two drow rolled a 4 and a 8. The group with
the highest roll is the drow so their actions start on the first segment, the dwarf, high elf, and the five kobalds will act
on the second segment, but since the human and halfling are surprised they act on the third segment of combat.

Action Speed: Weapons and Spells requires time before striking or the casting can be complete. A weapon’s weapon
speed determines how many segments it takes to take stance, make a number of feints, lungs, and/or parry’s before
making a real strike at the opponent, a weapons actual attack always happens on the segment the weapon speed
indicated. A fighter who won initiative starts their actions on the 1st segment, they want to attack with a dagger with a
weapon speed of 2, since they start combat on the 1st segment the weapon would strike on the 2nd segment of
combat. If the fighter was surprise and failed to win initiative, they start their actions on the 3rd segment of combat, so
attacking with a dagger will mean he strikes on the 4th segment. Spells have a casting time of free action, swift action,
reaction, 1 segment or more, or 1 minute or more. Spell’s effects go off the segment after the casting time except for
reaction and swift action spell (these are treated as a casting time of 1 segment) which go off at the end of the
segment of (thus a weapons strike would hit before a reaction or swift action spell would go off). Free action spells
are also treated as a 1 segment casting time spell, but they can be cast before or after normal casting time spells.
You can only cast 1 normal spell, 1 free or swift action spell, and 1 reaction spell per round. A magic-user wins
initiative and cast a fireball spell, the spell has a casting time of 3 segments. So the spell would finish casting on the
3rd segment of combat and the fireball would go off on the 4th. If the magic-user had wanted to he could then begin
casting a swift spell on the 4th segment which would go off at the end of that segment. If a weapon manages to
successfully hit the magic-user and deal damage on the third segment or earlier the spell is lost and fails to go off on
the fourth segment.

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