Sometimes you can’t use your Dexterity bonus (if you have one). If you succeed, you break the grapple and can act normally. “Armed” Unarmed Attacks: Sometimes a character’s or creature’s unarmed attack counts as an armed attack. Effects are permanent and cumulative, though the GM should reroll results that seem too crippling or don’t make sense—such as a character losing a hand two or three times. If your result equals or beats the target’s Armor Class, you hit and deal damage. If you do, you do not also get a 5-foot step. It requires concentration and provokes attacks of opportunity. You must have at least one hand free (holding nothing) to attempt this maneuver. You are adept at firing ranged attacks into melee. A Tiny creature typically occupies a space only 2-1/2 feet across, so four can fit into a single square. Stability Racial Trait: Some characters or types of creatures prove particularly sure-footed, making them more difficult to overthrow and move around the battlefield. You can attempt to trip your opponent in place of a melee attack. An attack of opportunity is a single melee attack, and most characters can only make one per round. No, they mean the same thing. When you cast a spell that allows you to make a ranged touch attack (such as scorching ray), and an enemy is within reach, do you provoke two attacks of opportunity? On the plus side, they can be pretty effective damage dealers just from their basic attacks alone. If two or more combatants have the same initiative check result, the combatants who are tied act in order of total initiative modifier (highest first). The DC of this check is equal to 10 + your opponent’s base attack bonus + your opponent’s Wisdom modifier. When your hit point total reaches 0, you’re disabled. To do so, specify the action you will take and the conditions under which you will take it. You then act normally after the spell is completed. The fighter’s first move costs him 5 feet (or 1 square). When you hit with a melee or thrown weapon, including a sling, add your Strength modifier to the damage result. You cannot move a creature into a square that is occupied by a solid object or obstacle. When making a trip combat maneuver, you don’t have to use a weapon with the trip special feature–you can use any weapon. Attack RollAttack BonusArmor ClassTouch AttacksDamageHit PointsAttacks of OpportunitySpeed, Loss of Hit PointsDisabled (0 Hit Points)Dying (Negative Hit Points)DeadStable Characters and RecoveryHealingTemporary Hit PointsNonlethal Damage, Tactical MovementMeasuring DistanceMoving Through a SquareTerrain and ObstaclesSpecial Movement Rules, Action TypesStandard ActionsAttackActivate Magic ItemCast a SpellStart/Complete Full-Round ActionTotal DefenseUse Special Ability, MoveDirect or Redirect a SpellDraw or Sheathe a WeaponManipulate an ItemMount/Dismount a SteedReady or Drop a ShieldStand Up, Space, Reach, & Threatened Area Templates, Coup de GraceFull AttackCast a SpellMove 5 Feet through Difficult TerrainRunUse Special AbilityWithdraw, Cease Concentration on SpellDrop an ItemDrop ProneSpeak, CoverConcealmentFlankingHelpless Defenders, Aid AnotherChargeFeintMounted CombatThrow Splash WeaponTwo-Weapon Fighting, Combat Maneuver Bonus (CMB)Combat Maneuver Defense (CMD), Bull RushDirty TrickDisarmDragGrappleOverrunRepositionStealSunderTrip, Underwater CombatShip to Ship (Naval) CombatSiege Engine Combat, Table: Size ModifiersTable: Actions in CombatTable: Tactical SpeedTable: Creature Size and ScaleTable: Attack Roll ModifiersTable: Armor Class ModifiersTable: Two Weapon Fighting-Penalties. If you do so, you take a –4 penalty on all attacks in a round to gain a +2 dodge bonus to AC until the start of your next turn. Some combat options can modify only this specific sort of action. You can’t execute an attack of opportunity against an opponent with cover relative to you. Flying and incorporeal creatures are able to avoid most obstacles. If you don’t have sufficient movement to cross the obstacle and move into the square on the other side, you can’t cross it. Table: Two-weapon Fighting Penalties summarizes the interaction of all these factors. Unless these components are elaborate, preparing them is a free action. You can only drag an opponent who is no more than one size category larger than you. A few combat options are full-round actions (such as Spring Attack and the full-attack action) or modify specific full-round actions (such as the extra attack from the haste spell). 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