Rules FAQs

Answers to rules questions that have come up during the game, with links. Should be in alphabetical order for ease of reference.

Combat Actions

Action Notes
Charge All movement this round must be straight toward the target – not “I move around the obstacle, then charge!”
+2 to hit (but not damage), -2 to AC til next round (easy to forget)
Feint Does not use CMB/CMD; more difficult against low-intelligence targets, doesn’t work on mindless targets like skeletons
Grapple Handy flow charts: initiation and defense, maintaining the grapple
Potions Drinking a potion is a standard action and provokes an attack of opportunity
Tumble (Acrobatics) Tumble past enemy DC = CMD. Tumble through enemy DC = CMD + 5. Moving faster than half speed adds 10 to the DC. Moving past additional enemies adds 2 to the DC per enemy.

Conditions

Condition Notes
Dying Each round, Con check (DC 10 + your current negative HP) to stabilize, or else lose 1 more HP

Feats

Feat Notes
Mounted Combat Lets you roll Ride to prevent damage to your mount (but not vice versa)

Magic

Magic Notes
Spell targeting You can target an area by description (“30’ ahead of me down the stairs”) even if you can’t actually see it (due to darkness, etc.) but you risk the spell fizzling if you inadvertently targeted inside a wall or the floor…

Skills

Skill Notes
Acrobatics (Tumble) Tumble past enemy DC = CMD. Tumble through enemy DC = CMD + 5. Moving faster than half speed adds 10 to the DC. Moving past additional enemies adds 2 to the DC per enemy.
Heal Can treat wounds 1/day/victim with a healer’s kit

Miscellaneous

Rule Notes
Armor proficiency Apply armor check penalty to attack rolls if not proficient
Weapon proficiency -4 to hit if non-proficient with your weapon

Rules FAQs

Rise of the Runelords Anniversary Edition - Garner NC 2013 glennfield