Leoinpharoh Admin
Posts : 104 Join date : 2011-08-04
| Subject: Actions In Combat Sat Oct 22, 2011 3:14 am | |
| ACTIONS IN COMBATDuring your turn, you can choose from a wide variety of actions. Usually, the most important decision you make in combat is what to do with your standard action each turn. Do you use one of your powers? If so, which one? Or does the situation demand a different approach, such as using your standard action to drink a healing potion, try to call a parley and talk to your foes, or instead get a second move action this turn? This section describes how to perform the most common actions that are available to you on your turn. The list isn’t exhaustive—you can try to do anything you can imagine your character doing in the game world. The rules in this section cover the most common actions, and they can serve as a guide for figuring out what happens when you try something not in the rules. - Action Points:
Once per encounter, you can spend an action point. When you spend an action point, it’s gone, but you can earn more.
EARNING ACTION POINTS ✦ You start with 1 action point. (Monsters usually have no action points.)
✦ You gain 1 action point when you reach a milestone.
✦ After you take an extended rest, you lose any unspent action points, but you start fresh with 1 action point.
Most often, you spend an action point to take an extra action during your turn.
SPEND AN ACTION POINT: FREE ACTION ✦ During Your Turn: You can spend an action point only during your turn, but never during a surprise round.
✦ Gain an Extra Action: You gain an extra action this turn. You decide if the action is a standard action, a move action, or a minor action.
✦ Once per Encounter: After you spend an action point, you must take a short rest before you can spend another. (Some monsters can spend more than 1 action point per encounter.)
If you spend an action point to take an extra action and are within sight of an allied warlord, the warlord’s Commanding Presence grants you a benefit. Instead of taking an extra action when you spend an action point, you can use a paragon path feature or a feat that requires an action point. Whatever you use an action point for, you can spend only 1 per encounter.
[spoiler=Aid Another] You use your action to aid another character. You can aid an ally’s attack roll against one enemy or grant an ally a bonus against an enemy’s next attack. You can also use this action to aid someone else’s skill check or ability check.
AID ANOTHER: STANDARD ACTION ✦ Attack Roll: Choose a target within your melee reach and make a melee basic attack vs. AC 10. If you succeed, deal no damage, but choose one ally. That ally gets a +2 bonus to his or her next attack roll against the target or to all defenses against the target’s next attack. This bonus ends if not used by the end of your next turn.
✦ Skill or Ability Check: You can instead aid a skill check or an ability check made by an adjacent ally. Make a DC 10 skill check or ability check. If you succeed, you give a +2 bonus to your ally’s next check using the same skill or ability. This bonus ends if not used by the end of the ally’s next turn.
- Basic Attack:
A basic attack is an at-will attack power that everyone possesses, regardless of class. The power comes in two forms: melee and ranged. You calculate the attack bonuses of a basic attack like those of any other attack power.
When a power allows you to make a basic attack, you can make either a melee basic attack or a ranged basic attack. If a power specifically calls for a melee basic attack or a ranged basic attack, you must use that type. You use a melee basic attack to make an opportunity attack, and some powers or effects (especially warlord powers) give you the ability to make a basic attack when it isn’t your turn.
Melee Basic Attack You resort to the simple attack you learned when you first picked up a melee weapon.
At-Will ✦ Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage. Increase damage to 2[W] + Strength modifier at 21st level.
Special: You can use an unarmed attack as a weapon to make a melee basic attack.
Ranged Basic Attack Basic Attack You resort to the simple attack you learned when you first picked up a ranged weapon.
At-Will ✦ Weapon
Standard Action Ranged weapon
Target: One creature
Attack: Dexterity vs. AC
Hit: 1[W] + Dexterity modifier damage. Increase damage to 2[W] + Dexterity modifier at 21st level.
Special: Weapons with the heavy thrown property use Strength instead of Dexterity for attack rolls and damage rolls.
Special: Warlocks can use eldritch blast as a ranged basic attack, and wizards can use magic missile as a ranged basic attack.
Like other ranged attacks, ranged basic attacks provoke opportunity attacks.
- Bull Rush:
You try to push an enemy away. This tactic is useful for forcing an enemy out of a defensive position or into a dangerous one, such as in a pool of lava or over a cliff.
BULL RUSH: STANDARD ACTION ✦ Target: You can bull rush a target adjacent to you that is smaller than you, the same size category as you, or one category larger than you.
✦ Strength Attack: Make a Strength attack vs. Fortitude defense. Do not add any modifiers for the weapon you use.
Hit: Push the target 1 square, and shift into the vacated space.
✦ Impossible Push: If there’s no square you can push the target into, your bull rush has no effect.
- Charge:
You throw yourself into the fight, dashing forward and launching an attack.
CHARGE: STANDARD ACTION ✦ Move and Attack: Move your speed as part of the charge and make a melee basic attack or a bull rush at the end of your move.
✦ +1 Bonus to the Attack Roll: You gain a +1 bonus to the attack roll of your basic attack or bull rush.
✦ Movement Requirements: You must move at least 2 squares from your starting position, and you must move directly to the nearest square from which you can attack the enemy. You can’t charge if the nearest square is occupied. Moving over difficult terrain costs extra squares of movement as normal.
✦ Provoke Opportunity Attacks: If you leave a square adjacent to an enemy, that enemy can make an opportunity attack against you.
✦ No Further Actions: After you resolve a charge attack, you can’t take any further actions this turn, unless you spend an action point to take an extra action.
- Coup de Grace:
Sometimes, you have the opportunity to attack a foe who is completely defenseless. It’s not chivalrous to do so, but it is viciously effective. This action is known as a coup de grace.
COUP DE GRACE: STANDARD ACTION ✦ Helpless Target: You can deliver a coup de grace against a helpless enemy adjacent to you. Use any attack power you could normally use against the enemy, including a basic attack.
Hit: You score a critical hit.
✦ Slaying the Target Outright: If you deal damage greater than or equal to the target’s bloodied value, the target dies.
- Crawl:
When you are prone, you can crawl.
CRAWL: MOVE ACTION ✦ Prone: You must be prone to crawl.
✦ Movement: Move up to half your speed.
✦ Provoke Opportunity Attacks: If you leave a square adjacent to an enemy, that enemy can make an opportunity attack against you.
- Delay:
You can choose to wait to take your turn until later in the round. You can wait until after your allies take actions so you can plan out tactics, or you can wait for enemies to move into range.
DELAY: NO ACTION ✦ Delay Entire Turn: You must delay your entire turn, so you can’t delay if you’ve already taken an action on your turn. You also can’t delay if you’re dazed or if you’re unable to take actions.
✦ Coming Back into the Initiative Order: After any other combatant has completed a turn, you can step back into the initiative order. Perform your actions as desired and adjust your initiative to your new position in the order.
✦ Losing a Delayed Turn: If you don’t take your delayed turn before your initiative comes up, you lose the delayed turn and your initiative remains where it was.
✦ Start of Your Turn: At the moment you delay, carry out the start of your turn normally.
✦ End of Your Turn: You don’t have a normal end of your turn (page 269). Instead, the things you do at the end of your turn happen at two separate times.
End Beneficial Effects when You Delay: At the moment you delay, end effects that last until the end of your turn and that are beneficial to you or your allies. For example, if on your previous turn you stunned an enemy until the end of your next turn, the stunned condition ends. You can’t prolong a beneficial effect by delaying.
End Sustained Effects when You Delay: You can’t sustain a power if you delay. At the moment you delay your action, the “check actions spent” part of the end of your turn occurs. Because you haven’t spent an action to sustain any active powers, sustainable effects end.
End Harmful Effects after You Act: After you return to the initiative order and take your actions, end effects that last until the end of your turn and that are harmful to you. For example, if an enemy stunned you until the end of your next turn, the stunned condition ends. You can’t avoid a harmful effect by delaying.
Make Saving Throws after You Act: After you return to the initiative order and take your actions, you make saving throws against effects on you.
- Escape:
You attempt to escape from an enemy who has grabbed you (see “Grab”). Other immobilizing effects might let you make escape attempts.
ESCAPE: MOVE ACTION ✦ Acrobatics or Athletics: Make an Acrobatics check vs. Reflex or an Athletics check vs. Fortitude against the creature or effect that immobilized you.
✦ Check: Resolve your check.
Success: You end the grab and can shift as part of this move action.
Failure: You’re still grabbed.
- Grab:
You seize a creature bodily and keep it from moving. The creature you grab can attempt to escape on its turn (see “Escape”).
GRAB: STANDARD ACTION ✦ Target: You can attempt to grab a creature that is smaller than you, the same size category as you, or one category larger than you. The creature must be within your melee reach (don’t count extra reach from a weapon).
✦ Strength Attack: Make a Strength attack vs. Reflex. Do not add any weapon modifiers. You must have at least one hand free to make a grab attempt.
Hit: The enemy is immobilized until it escapes or you end the grab. Your enemy can attempt to escape on its turn.
✦ Sustaining a Grab: You sustain a grab as a minor action. You can end a grab as a free action.
✦ Effects that End a Grab: If you are affected by a condition that prevents you from taking opportunity actions (such as dazed, stunned, surprised, or unconscious), you immediately let go of a grabbed enemy.
If you move away from the creature you’re grabbing, you let go and the grab ends. If a pull, a push, or a slide moves you or the creature you’re grabbing out of your reach, the grab ends.
To move a grabbed target, you must succeed on a Strength attack. However, helpless allies are treated as objects; you just pick them up and move them.
MOVE A GRABBED TARGET: STANDARD ACTION ✦ Strength Attack: Make a Strength attack vs. Fortitude. Do not add any weapon modifiers.
Hit: Move up to half your speed and pull the grabbed target with you.
✦ Opportunity Attacks: If you pull the target, you and the target do not provoke opportunity attacks from each other, and the target doesn’t provoke opportunity attacks from adjacent enemies. However, if you leave a square adjacent to an enemy, that enemy can make an opportunity attack against you.
- Opportunity Attack:
Combatants constantly watch for their enemies to drop their guard. When you’re adjacent to an enemy, that enemy can’t move past you or use a ranged power or an area power without putting itself in danger by allowing you to take an opportunity attack against it.
The most common form of opportunity action is an opportunity attack—a melee basic attack against the creature that provokes it.
OPPORTUNITY ATTACK: OPPORTUNITY ACTION ✦ Melee Basic Attack: An opportunity attack is a melee basic attack.
✦ Moving Provokes: If an enemy leaves a square adjacent to you, you can make an opportunity attack against that enemy. However, you can’t make one if the enemy shifts or teleports or is forced to move away by a pull, a push, or a slide.
✦ Ranged and Area Powers Provoke: If an enemy adjacent to you uses a ranged power or an area power, you can make an opportunity attack against that enemy.
✦ One per Combatant’s Turn: You can take only one opportunity action during another combatant’s turn, but you can take any number during a round.
✦ Able to Attack: You can’t make an opportunity attack unless you are able to make a melee basic attack and you can see your enemy.
✦ Interrupts Target’s Action: An opportunity action takes place before the target finishes its action.
After the opportunity attack, the creature resumes its action. If the target is reduced to 0 hit points or fewer by the opportunity attack, it can’t finish its action because it’s dead or dying.
✦ Threatening Reach: Some creatures have an ability called threatening reach. This lets them make opportunity attacks against nonadjacent enemies. If an enemy leaves a square that’s within the creature’s reach, or if an enemy anywhere within the creature’s reach makes a ranged attack or an area attack, the creature can make an opportunity attack against that enemy.
[spoiler=Ready an Action] When you ready an action, you prepare to react to a creature’s action or an event. Readying an action is a way of saying, “As soon as x happens, I’ll do y.” For instance, you could say, “As soon as the troll walks out from behind the corner, I’ll use my pinning strike and interrupt its movement” or something like, “If the goblin attacks, I’ll react with a crushing blow.”
READY AN ACTION: STANDARD ACTION ✦ Choose Action to Ready: Choose the specific action you are readying (what attack you plan to use, for example) as well as your intended target. You can ready a standard action, a move action, or a minor action. Whichever action you choose, the act of readying it is a standard action.
✦ Choose Trigger: Choose the action that will trigger your readied action. When that action occurs, you can use your readied action. If the trigger doesn’t occur or you choose to ignore it, you can’t use your readied action, and you take your next turn as normal.
✦ Immediate Reaction: A readied action is an immediate reaction. It takes place after your enemy completes the action that triggers it.
✦ Interrupting an Enemy: If you want to use a readied action to attack before an enemy attacks, you should ready your action in response to the enemy’s movement. That way your attack will be triggered by a portion of the enemy’s move, and you will interrupt it and attack first. If you ready an action to be triggered by an enemy attack, your readied action will occur as a reaction to that attack, so you’ll attack after the enemy.
Note that an enemy might use a power that lets it move and then attack. If you readied an action to attack in response to that enemy’s movement, your readied action interrupts the movement, and you can attack before the enemy does.
✦ Reset Initiative: After you resolve your readied action, move your place in the initiative order to directly before the creature or the event that triggered your readied action.
- Run:
You can use an all-out sprint when you really need to cover ground fast. However, this is a dangerous tactic— you have to lower your guard to make your best speed, and you can’t attack very well.
RUN: MOVE ACTION ✦ Speed + 2: Move up to your speed + 2. For example, if your speed is normally 6, you can move up to 8 squares when you run.
✦ –5 Penalty to Attack Rolls: You have a –5 penalty to attack rolls until the start of your next turn.
✦ Grant Combat Advantage: As soon as you begin running, you grant combat advantage to all enemies until the start of your next turn.
✦ Provoke Opportunity Attacks: If you leave a square adjacent to an enemy, that enemy can make an opportunity attack against you.
- Second Wind:
You can dig into your resolve and endurance to find an extra burst of vitality. In game terms, you spend a healing surge to regain some of your lost hit points, and you focus on defending yourself.
Unless otherwise noted in the statistics block of a monster or a nonplayer character, this action is available only to player characters.
SECOND WIND: STANDARD ACTION ✦ Spend a Healing Surge: Spend a healing surge to regain hit points.
✦ +2 Bonus to All Defenses: You gain a +2 bonus to all defenses until the start of your next turn.
✦ Once per Encounter: You can use your second wind once per encounter and can use it again after you take a short rest or an extended rest. Some powers (either yours or another character’s) allow you to spend healing surges without using your second wind.
[spoiler=Shift] Moving through a fierce battle is dangerous; you must be careful to avoid a misstep that gives your foe a chance to strike a telling blow. The way you move safely when enemies are nearby is to shift.
SHIFT: MOVE ACTION ✦ Movement: Move 1 square.
✦ No Opportunity Attacks: If you shift out of a square adjacent to an enemy, you don’t provoke an opportunity attack.
✦ Difficult Terrain: Because each square of difficult terrain costs 1 extra square to enter, you can’t normally shift into a square of difficult terrain, unless you’re able to shift multiple squares or you’re able to ignore the effects of difficult terrain.
✦ Special Movement Modes: You can’t shift when using a form of movement that requires a skill check.
For ex-ample, if you’re climbing or swimming, you can’t shift if you would need to make an Athletics check to use that kind of movement. You might find it useful to first shift away from an adjacent enemy, then walk or run.
- Squeeze:
You can squeeze through an area that isn’t as wide as the space you normally take up. Big creatures usually use this move action to fit into narrow corridors, but a Medium or a Small creature can use it to fit into a constrained space, such as a burrow.
SQUEEZE: MOVE ACTION ✦ Smaller Space: A Large, Huge, or Gargantuan creature reduces its space by 1. For example, a Large creature that squeezes has a space of 1 (1 square) instead of 2 (4 squares). A Huge creature’s space changes from 3 (9 squares) to 2 (4 squares). When a Medium or smaller creature squeezes, the DM decides how narrow a space the creature can occupy. If an effect prevents a creature from leaving a square in order to squeeze, the creature cannot squeeze.
✦ Half Speed: As part of the same move action, move up to half your speed.
✦ –5 Penalty to Attack Rolls: You have a –5 penalty to attack rolls until you return to your normal space.
✦ Grant Combat Advantage: You grant combat advantage to all enemies until you return to your normal space.
✦ Provoke Opportunity Attacks: If squeezing causes any part of your space to leave a square adjacent to an enemy, that enemy can make an opportunity attack against you.
✦ Ending a Squeeze: You can end a squeeze as a free action. You return to your normal space. You have to occupy a space that includes the space you occupied when you stopped squeezing.
- Stand Up:
If you’ve been knocked prone, you need to take a move action to get back on your feet.
STAND UP: MOVE ACTION ✦ Unoccupied Space: If your space is not occupied by another creature, you stand up where you are.
✦ Occupied Space: If your space is occupied by another creature, you can shift 1 square, as part of this move action, to stand up in an adjacent unoccupied space. If your space and all adjacent squares are occupied by other creatures, you can’t stand up.
- Total Defense:
Sometimes it’s more important to stay alive than attack your foes, so you focus your attention on defense.
TOTAL DEFENSE: STANDARD ACTION ✦ +2 Bonus to All Defenses: You gain a +2 bonus to all defenses until the start of your next turn.
- Use a Power:
The powers you know are among your most important tools in the game. Because of your at-will powers, you can potentially use a power every round.
USE A POWER: ACTION VARIES ✦ Action: Most powers require a standard action, but some require a move action, a minor action, a free action, or no action.
- Walk:
Walking is safe only when there are no enemies nearby. It’s dangerous to walk through the middle of a pitched battle, since any enemy can take an opportunity attack as you pass by. The way you move safely when enemies are nearby is to shift instead of walk.
WALK: MOVE ACTION ✦ Movement: Move a number of squares up to your speed.
✦ Provoke Opportunity Attacks: If you leave a square adjacent to an enemy, that enemy can make an opportunity attack against you.
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