Melee Attacks: With a normal melee weapon, you can strike any opponent within 5 feet. (Opponents within 5 feet are considered adjacent to you.) Some melee weapons have reach, as indicated in their descriptions. With a typical reach weapon, you can strike opponents 10 feet away, but you can't strike adjacent foes (those within 5 feet).
Unarmed Attacks: Striking for
damage with punches, kicks, and head butts is much like attacking with a melee weapon, except for the following:
"Armed" Unarmed Attacks: Sometimes a character's or creature's
unarmed attack counts as an armed attack. A
monk, a character with the
Improved Unarmed Strike feat, a spellcaster delivering a touch attack spell, and a creature with natural physical weapons all count as being armed.
Unarmed Strike Damage: An unarmed strike from a Medium character deals 1d3 points of
damage (plus your Strength modifier, as normal). A
Small character's unarmed strike deals 1d2 points of
damage, while a Large character's unarmed strike deals 1d4 points of
damage. All
damage from unarmed strikes is
nonlethal damage. Unarmed strikes count as light weapons (for purposes of two-weapon
attack penalties and so on).
Ranged Attacks: With a ranged weapon, you can shoot or throw at any target that is within the weapon's maximum range and in line of sight. The maximum range for a thrown weapon is five range increments. For projectile weapons, it is ten range increments. Some ranged weapons have shorter maximum ranges, as specified in their descriptions.
Attack Rolls: An
attack roll represents your attempts to strike your opponent.
Your
attack roll is 1d20 + your
attack bonus with the weapon you're using. If the result is at least as high as the target's AC, you hit and deal
damage.
Automatic Misses and Hits: A natural 1 (the d20 comes up 1) on the
attack roll is always a miss. A natural 20 (the d20 comes up 20) is always a hit. A natural 20 is also a threat-a possible
critical hit.
Damage Rolls: If the
attack roll result equals or exceeds the target's AC, the attack hits and you deal
damage. Roll the appropriate
damage for your weapon.
Damage is deducted from the target's current
hit points.
Shooting or Throwing into a Melee: If you shoot or throw a ranged weapon at a target engaged in melee with a friendly character, you take a -4 penalty on your
attack roll. Two characters are engaged in melee if they are enemies of each other and either threatens the other. (An unconscious or otherwise immobilized character is not considered engaged unless he is actually being attacked.)
If your target (or the part of your target you're aiming at, if it's a big target) is at least 10 feet away from the nearest friendly character, you can avoid the -4 penalty, even if the creature you're aiming at is engaged in melee with a friendly character.
Fighting Defensively as a Standard Action: You can choose to fight defensively when attacking. If you do so, you take a -4 penalty on all attacks in a round to gain a +2
dodge bonus to AC for the same round.
Critical Hits: When you make an
attack roll and get a natural 20 (the d20 shows 20), you hit regardless of your target's
Armor Class, and you have scored a threat. The hit might be a
critical hit (or "crit"). To find out if it's a
critical hit, you immediately make a critical roll-another
attack roll with all the same modifiers as the
attack roll you just made. If the critical roll also results in a hit against the target's AC, your original hit is a
critical hit. (The critical roll just needs to hit to give you a crit. It doesn't need to come up 20 again.) If the critical roll is a miss, then your hit is just a regular hit.
A
critical hit means that you roll your
damage more than once, with all your usual bonuses, and add the rolls together. Unless otherwise specified, the threat range for a
critical hit on an
attack roll is 20, and the multiplier is x2.
Increased Threat Range:
Sometimes your threat range is greater than 20. That is, you can score a threat on a lower number. In such cases, a roll of lower than 20 is not an automatic hit. Any
attack roll that doesn't result in a hit is not a threat.
Increased Critical Multiplier:
Some weapons deal better than double
damage on a
critical hit.
Note: You retain your Dexterity bonus to AC while casting.
Spell Components: To
cast a spell with a verbal (V) component, your character must speak in a firm voice. If you're gagged or in the area of a
silence spell, you can't cast such a spell. A spellcaster who has been deafened has a 20% chance to spoil any spell he tries to cast if that spell has a verbal component.
To
cast a spell with a somatic (S) component, you must gesture freely with at least one hand. You can't
cast a spell of this type while bound, grappling, or with both your hands full or occupied.
To
cast a spell with a material (M), focus (F), or divine focus (DF) component, you have to have the proper materials, as described by the spell. Unless these materials are elaborate
preparing these materials is a
free action. For material components and focuses whose costs are not listed, you can assume that you have them if you have your
spell component pouch.
Some spells have an experience point (XP) component and entail an experience point cost to you. No spell can restore the lost XP. You cannot spend so much XP that you lose a level, so you cannot cast the spell unless you have enough XP to spare. However, you may, on gaining enough XP to achieve a new level, immediately spend the XP on casting the spell rather than keeping it to advance a level. The XP are expended when you cast the spell, whether or not the casting succeeds.
Concentration: You must concentrate to
cast a spell. If you can't concentrate you can't
cast a spell. If you start casting a spell but something interferes with your
concentration you must make a
Concentration check or lose the spell. The check's DC depends on what is threatening your
concentration (see the
Concentration skill). If you fail, the spell fizzles with no effect. If you prepare spells, it is lost from preparation. If you cast at will, it counts against your daily limit of spells even though you did not cast it successfully.
Casting on the Defensive: Casting a spell while on the defensive does not provoke an
attack of opportunity. It does, however, require a
Concentration check (DC 15 + spell level) to pull off. Failure means that you lose the spell.
Touch Spells in Combat: Many spells have a range of touch. To use these spells, you cast the spell and then touch the subject, either in the same round or any time later. In the same round that you cast the spell, you may also touch (or attempt to touch) the target. You may take your move before casting the spell, after touching the target, or between casting the spell and touching the target. You can automatically touch one friend or use the spell on yourself, but to touch an opponent, you must succeed on an
attack roll.
Touch Attacks: Touching an opponent with a touch spell is considered to be an armed
attack and therefore does not provoke
attacks of opportunity. However, the act of casting a spell does provoke an
attack of opportunity. Touch attacks come in two types: melee touch attacks and ranged touch attacks. You can score
critical hits with either type of
attack. Your opponent's AC against a touch
attack does not include any armor bonus, shield bonus, or natural armor bonus. His size modifier, Dexterity modifier, and deflection bonus (if any) all apply normally.
Holding the Charge: If you don't discharge the spell in the round when you cast the spell, you can hold the discharge of the spell (hold the
charge) indefinitely. You can continue to make touch attacks round after round. You can touch one friend as a
standard action or up to six friends as a
full-round action. If you touch anything or anyone while holding a
charge, even unintentionally, the spell discharges. If you cast another spell, the touch spell dissipates. Alternatively, you may make a normal
unarmed attack (or an attack with a natural weapon) while holding a
charge. In this case, you aren't considered armed and you provoke
attacks of opportunity as normal for the attack. (If your
unarmed attack or natural weapon attack doesn't provoke
attacks of opportunity, neither does this attack.) If the attack hits, you deal normal
damage for your
unarmed attack or natural weapon and the spell discharges. If the attack misses, you are still holding the
charge.
Many magic items don't need to be activated. However, certain magic items need to be activated, especially potions,
scrolls,
wands,
rods, and
staffs. Activating a magic item is a
standard action (unless the item description indicates otherwise).
Start/Complete Full-Round Action
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