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3)
Awareness of Opponents Actions making noise (such as moving to a new
position) may trigger a Listening or Observation
Listening or Observation checks every 5 seconds check
once within sensory range As soon as a target becomes aware of the attackers,
the Count Up begins at 1
Initiative
The ambushing characters automatically have an
Once aware of opponents, roll Initiative Initiative of 1
Standard encounter (d12)
Movement
Declared ready for trouble and have
evidence of an ambush ahead (d10) Humans, Elves, Dwarves,
Can hear opponents in a concrete direction, size M and L Halflings, size S
but not see them (d8) creatures and T creatures
Going through a doorway with knowledge Walk 5 ft. 2.5 ft.
an opponent is on the other side (d6) Jog 10 ft. 5 ft.
Run 15 ft. 7.5 ft. (5/10)
Leaping around a corner with knowledge an
Sprint 20 ft. 10 ft.
opponent is there (d4)
Near misses with ranged weapons (within 6 needed Retrieve readily available spell components
to hit) allow the target to roll Initiative (d4p seconds)
Search container for tiny item (2d4p Failure = lose one hit point; success = no
seconds) additional hit point loss
Search container for small item (d4p +1 Success by 10 or more = stabilization;
seconds) critical failure = lose two hit points
Search belt pouch or pockets for item (d4p Must make Wisdom check (d20p + Wisdom
seconds) + current hit point total vs. d20p + 11) to
Remove backpack or shield strapped to remain conscious; can take no action other
back (d4p + 1 seconds) than speaking in a labored whisper
A stabilized character who receives any additional
Retrieve strung bow from back (d4p + 2
damage begins dying again
seconds)
A successful First Aid check (average) gives a dying
String a bow (15 seconds)
character a bonus to his next Constitution check
Raise a Hue and Cry (1 second)
This may be attempted immediately and
Unstopper container and drink potion (2 every 10 seconds thereafter
seconds + retrieval time)
* = free when combined with another movement or Melee Attacks and Reach
action
** = if drawn during melee (e.g. to switch weapons), Once within reach, the first melee attack can occur;
the character must wait his weapon speed before the character with the best reach swings first
attacking The attacker rolls d20p + his Attack bonus vs. d20p-4
+ the defender’s Defense bonus; tie goes to the
Ranged Attacks defender
The character with lesser reach can move and attack
Attacker rolls d20p, modified by range penalties and one second later
Attack bonuses As long as these opponents stay engaged, add their
A moving defender rolls d20p and a stationary Weapon Speed + any other speed modifiers to their
defender rolls d12p previous attack’s Initiative and continue until
Being aware of the attack provides no bonus to the someone falls or breaks off the attack
defender unless the attacker suffers from a -6 (long Once the contest ends, the survivor can
range) or greater penalty to attack move or take any other action on the next
Attacks with a -8 (extreme range) penalty give the second
defender a chance to raise his shield for cover if he When engaging a new opponent, he makes
can see the attacker an initial attack on the second in which he
A target’s size affects the Effective Range of an engages
attack (p. 221)
The new opponent can also attack unless he
Death and Dying is already engaged with another opponent
+5 to defense roll
Head/groin (+8)
Shields (Advanced)