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Old Sep 8th, 2011, 12:04 PM
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Althea Althea is offline
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Some Notes on Combat

So, combat. We're getting around to that time when you'll have to wave your little swords around and stab poor, innocent, hungry creatures that just want to chew on your leg. There are a few things that I'd like to see so we can keep combat quick and not get bogged down.

1. At the start of combat, I will do a mass Initiative roll for everybody so we don't have to wait around for the fun to start.

2. I'd like everyone to get in at least one post each day so we can get through rounds in a timely manner. If you haven't posted by the end of the day, then I'll just assume that your character acts like they would normally react in the round (ie kill the thing chewing on their leg).

3. I'd like you to include your AC, current HP and Initiative at the beginning of your post in each round. That makes it easier for me to keep track of your character's progress throughout the fight without having to constantly look up your sheet.

4. If there is a possibility that your character will need to make a save of some sort, I'll post that in your private thread. For example, if an enemy is going to toss a fireball at the party, I'll ask you for a reflex save ahead of time. I won't tell you it's for a fireball though.

Last edited by Althea; Sep 8th, 2011 at 03:34 PM.
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Old Sep 9th, 2011, 08:22 PM
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5. Add your CMD and speed to the things listed.

6. When I post a map, I will post a legend with it to make it clear who is who.
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Old Sep 10th, 2011, 07:29 PM
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Mounted Combat

Specifics on Mounted Combat:

Ride (Dex; Armor Check Penalty)

You are skilled at riding mounts, usually a horse, but possibly something more exotic, like a griffon or pegasus. If you attempt to ride a creature that is ill suited as a mount, you take a –5 penalty on your Ride checks.

Check: Typical riding actions don't require checks. You can saddle, mount, ride, and dismount from a mount without a problem. The following tasks do require checks.

Checks:
Task Ride DC
Guide with knees 5
Stay in saddle 5
Fight with a combat-trained mount 10
Cover 15
Soft fall 15
Leap 15
Spur mount 15
Control mount in battle 20
Fast mount or dismount 20

Guide with Knees: You can guide your mount with your knees so you can use both hands in combat. Make your Ride check at the start of your turn. If you fail, you can use only one hand this round because you need to use the other to control your mount. This does not take an action.

Stay in Saddle: You can react instantly to try to avoid falling when your mount rears or bolts unexpectedly or when you take damage. This usage does not take an action.

Fight with a Combat-Trained Mount: If you direct your war-trained mount to attack in battle, you can still make your own attack or attacks normally. This usage is a free action.

Cover: You can react instantly to drop down and hang alongside your mount, using it as cover. You can't attack or cast spells while using your mount as cover. If you fail your Ride check, you don't get the cover benefit. Using this option is an immediate action, but recovering from this position is a move action (no check required).

Soft Fall: You negate damage when you fall off a mount. If you fail the Ride check, you take 1d6 points of damage and are prone. This usage does not take an action.

Leap: You can get your mount to leap obstacles as part of its movement. Use your Ride modifier or the mount's Jump modifier, whichever is lower, to see how far the creature can jump. If you fail your Ride check, you fall off the mount when it leaps and take the appropriate falling damage (at least 1d6 points). This usage does not take an action but is part of the mount's movement.

Spur Mount: You can spur your mount to greater speed with a move action. A successful Ride check increases the mount's speed by 10 feet for 1 round but deals 1d3 points of damage to the creature. You can use this ability every round, but the mount becomes fatigued after a number of rounds equal to its Constitution score. This ability cannot be used on a fatigued mount.

Control Mount in Battle: As a move action, you can attempt to control a light horse, pony, heavy horse, or other mount not trained for combat riding while in battle. If you fail the Ride check, you can do nothing else in that round. You do not need to roll for horses or ponies trained for combat.

Fast Mount or Dismount: You can attempt to mount or dismount from a mount of up to one size category larger than yourself as a free action, provided that you still have a move action available that round. If you fail the Ride check, mounting or dismounting is a move action. You can't use fast mount or dismount on a mount more than one size category larger than yourself.

Action: Varies. Mounting or dismounting normally is a move action. Other checks are a move action, a free action, or no action at all, as noted above.

Special:

* If you are riding bareback, you take a –5 penalty on Ride checks.
* If you have the Animal Affinity feat, you get a +2 bonus on Ride skill checks. If you have 10 or more ranks in Ride, the bonus increases to +4.
* If you use a military saddle you get a +2 circumstance bonus on Ride checks related to staying in the saddle.

Ride is a prerequisite for Mounted Archery, Mounted Combat, Ride-By Attack, Spirited Charge, and Trample.
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