30 lines
1.3 KiB
Plaintext
30 lines
1.3 KiB
Plaintext
CONDITIONS (1/2)
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Burrowed: burrowed creatures receive +4 on armor class (not cumulative with
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defense, see below). A burrowed creature can only move or resurface and it is
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never considered engaged in battle.
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Cover: to determine whether your target has cover from your ranged attack,
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choose a corner of your square. If any line from this corner to any corner of
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the target’s square passes through a square or border that blocks line of
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effect or provides cover, or through a square occupied by a creature, the
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target has cover (+4 to AC).
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Charge: charging is a special full-round action that allows you to move up to
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twice your speed and attack. You must move at least 10 feet (2 squares) and may
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move up to double your speed directly toward the designated opponent. You must
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have a clear path toward the opponent. After moving, you may make a single
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melee attack. You get a +2 bonus on the attack roll and take a -2 penalty to
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your AC until the start of your next turn.
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Defending: +4 bonus to armor class (not cumulative with burrow).
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Exhausted: moves at half speed and takes a -6 penalty to strength and dexterity.
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Fatigued: can neither run nor charge and takes a -2 penalty to strength and
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dexterity.
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Feigned: a creature who suffered a feint loses any dexterity bonus to it's
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armor class.
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