3.5 Ed Combat Crib Sheet
Summary of Meanings and Effects
Skills (p.64):
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Surprise (p.137) :
- Characters make opposed Listen / Spot checks when encountering enemies.
- The first round may be the “Surprise Round” where anyone aware of the attack may have a Partial Action.
- Failing a required Listen / Spot check means the character cannot act in the Surprise Round and is ‘flat-footed’.
Initiative (p.136) :
- Roll 1d20 & add Initiative bonus
- Before a character has had their first action they are “Flat-Footed” and cannot use their dexterity bonus for AC purposes.
Combat Rounds (p.138) :
- The time unit is about 6 seconds.
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Actions within the Round (p.138 & p.141) :
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Attacking : -
Modifiers (p.151), Cover & Concealment modifiers (p.152.)
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Range Modifiers (p.114): -
Projectiles (such as bows) can shoot up to 10 range increments, thrown weapons 5.
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Ranged Attacks into Melee (p.140):
- Standard rules state a –4 penalty to hit in order to avoid friends. Precise Shot avoids this.
- Rule Modification : If the attacking character misses the target and doesn’t have Precise Shot then roll a dice to determine a hit one of the other PCs or NPCs in combat. Roll a second attack roll to see if she hits the different target. The attacker still has –4 to-hit.
Charging (p.154) :
- Gain +2 to attack & -2 to AC.
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Ganging Up (p.153) :
- Up to 8 characters can gang-up in an open area.
- Ganging up gives +2 flanking bonus to all involved.
Fighting Defensively (p.140) :
- Attacks are at -4, +2 to AC.
- Counts as a standard action.
- Stacks with Combat Expertise.
Total Defence (p.142) :
- Counts as an action and thus allows a move of up to the characters speed.
- Grants +4 to AC.
Healing (p.146) :
- Natural healing is one point per level per night of rest (8hrs) or two points per full 24 hours.
- Ability damage recovers at the rate of one point per night of rest or two points per full 24 hours.
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Spell Casting (p.169) :
- Roll Arcane Spell Failure (p.122) & Overcasting if Necessary (D-2).
- Saving Throw (p.176), if applicable. The DC is : 10 + Spell Level + Casters Ability Mod (Int or Cha for Arcane, Wis for Divine)
- Spell Resistance (p.177), if applicable. Roll d20 + Caster Level. Result has to be higher than creature's rating.
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Critcal Hits & Fumbles
Critical hits are played out as per the standard rules with the following exception : when a character capitalises on a threat, it is another threat they roll again and so on. For each additional roll, add the dice plus modifiers to the damage. Thus a warrior using a longsword (1d8+1 damage) who rolls two 20’s in a row, followed by a capitalisiation, would roll 3d8+3 for his damage. Should the final roll miss, the previous roll is taken as the capitalisation. Thus in the above example, if two 20’s followed by a miss were to be rolled, then the damage would be 2d8+2. If a character fires a missile weapon into melee and misses their target then roll a random number to see if they hit another member of the combat. There is no need to re-roll the attack roll. Once another opponent is selected, check their armour class. If this should miss, re-roll for another target. If all targets miss, the missile has gone wild. Precise shot negates this. Critical fumbles. These are the reverse of critical hits. If the character rolls a natural 1 she has done something catastrophic. This can range from simply dropping a weapon, to hitting himself or a friendly target. When a 1 is rolled, roll a d6 to determine the result on the following table :
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Drop Weapon - requires one round to recover
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Hurl weapon across the battle field, room or somewhere else - requires 3d6 rounds to recover
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Drop weapon or strike it on nearest inanimate object - weapon is broken beyond use
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Hit self with weapon for normal damage - may continue fighting provided enough hits
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Hit nearest friend within range, if none hit self - see above
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As 5, except attack does maximum possible damage
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