CombatHow Combat WorksCombat StatisticsAttack RollAutomatic Misses and HitsAttack BonusBase Attack BonusDamageMinimum DamageStrength BonusOff-Hand WeaponWielding a Weapon Two-HandedMultiplying DamageAbility DamageDamage TypesArmor ClassTouch AttacksHit PointsSpeedSaving ThrowsSaving Throw TypesSaving Throw Difficulty ClassAutomatic Failures and SuccessesInitiativeInitiative ChecksSpecial Initiative ActionsDelayReadySurpriseDetermining AwarenessThe Surprise RoundUnaware CombatantsAttacks of OpportunityThreatened SquaresReach WeaponsProvoking an AoOMaking an AoOActions in CombatThe Combat RoundAction TypesStandard ActionsAttackCast a SpellActivate Magic ItemUse Special AbilityTotal DefenseStart/Complete Full-Round ActionMove ActionsMoveDraw or Sheathe a WeaponReady or Loose a ShieldManipulate an ItemDirect or Redirect a SpellStand UpMount/Dismount a SteedFull-Round ActionsFull AttackCast a SpellUse Special AbilityWithdrawRunMove 5 Feet in Difficult TerrainFree ActionsDrop an ItemDrop ProneSpeakCease Concentration on SpellTake 5-Foot StepSwift ActionsImmediate ActionsMiscellaneous ActionsSpecial AttacksUse FeatUse SkillInjury and DeathLoss Of Hit PointsMassive DamageDisabled (0 Hit Points)Dying (-1 to -9 Hit Points)Dead (-10 Hit Points or Lower)Stable Characters and RecoveryHealingTemporary Hit PointsIncreases in Constitution ScoreNonlethal DamageMovement, Position, and DistanceTactical MovementMeasuring DistanceMoving through a SquareTerrain and ObstaclesSpecial Movement RulesBig and Little Creatures In CombatCombat ModifiersCoverConcealmentFlankingHelpless Defenders