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Speak<br />
No<br />
Action Type Varies Attack of Opportunity1<br />
Disarm4<br />
Yes<br />
Grapple4<br />
Yes<br />
Load a weapon<br />
Yes<br />
Trip an opponent4<br />
No<br />
Use a feat5<br />
Varies<br />
No Action Attack of Opportunity1<br />
Delay<br />
5-foot step<br />
No<br />
No<br />
1 Regardless of the action, if a character moves out of a threatened square, the character usually<br />
provokes an attack of opportunity. This column indicates whether the action itself, not moving,<br />
provokes an attack of opportunity.<br />
2 If the object is being held, carried, or worn by a creature, yes. If not, no.<br />
3 If the character has a base attack bonus of +1 or higher, he or she can combine this action with a<br />
regular move. If the character has the Two-Weapon Fighting feat, he or she can draw two light or onehanded<br />
weapons in the time it would normally take to draw one.<br />
4 These attack forms substitute for a melee attack, not an action. As melee attacks, they can be used<br />
once in an attack or charge action, one or more times in a full attack action, or even as an attack of<br />
opportunity.<br />
5 The description of a feat defines its effect.<br />
6. Attacks of Opportunity<br />
During combat you threaten the area around you within two meters, even if it is not you turn. If an<br />
enemy moves through your threat area without engaging you in combat, they incur an attack of<br />
opportunity. Enemies who enter your threat area and engage in combat do not provoke an attack of<br />
opportunity. Enemies that retreat from your threat area who are using all-out defense do not provoke<br />
an attack of opportunity.<br />
Making an attack of opportunity is resolved like any other normal attack. A character can only make<br />
one attack of opportunity to a particular enemy but may make a number of attacks of opportunity per<br />
round equal to their Dexterity modifier unless they have the Combat Reflexes technique or similair.<br />
7. All Out Defense<br />
A character may choose to use the All Out Defense. By doing nothing but defending themselves a<br />
character receives a +4 bonus to their Defense score. While acting this way, a character may not<br />
attack or attempt to use any skill. They may only move and defend themselves.<br />
Saving Throws<br />
When a character is the target of an unusual attack (such as the mental attacks of a Mystic, trying to<br />
avoid the blast radius of a grenade or attempting the effects of radiation sickness) a character<br />
generally is allowed a saving throw to minimize or eliminate any detrimental effects.<br />
To succeed at a saving throw a player needs to roll equal or in excess of a Target<br />
Number designated by the Games Master.<br />
*Fortitude Save: 1<strong>d20</strong> + base Fortitude bonus + Constitution modifier<br />
*Reflex Save: 1<strong>d20</strong> + base Reflex bonus + Dexterity modifier<br />
*Will Save: 1<strong>d20</strong> + base Will save + Wisdom modifier